390,248 research outputs found

    Exploring Frugal Buying, Social Influence, and App Behavior in Online Food Shopping in Indonesia

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    Objectives: This quantitative study investigates the relationships among Frugal Buying Habits, Social Influence, Task-oriented app usage, Pleasure-oriented app usage, and Digital persuasion in the context of online food shopping via delivery apps in Indonesia.Methodology: We employ an explanatory research design, testing hypotheses derived from existing literature. A purposive sampling method selects 300 active users of online food delivery apps. Structural Equation Modeling (SEM) with Smart PLS software analyzes the data.Findings: Frugal Buying Habits are associated with both Task-oriented and Pleasure-oriented app usage. Social Influence strongly impacts Digital Persuasion. Task-oriented app usage positively correlates with Digital Persuasion while Pleasure-oriented app usage does not.Conclusion: These findings highlight opportunities for app developers to cater to frugal consumers and leverage social influence, improving user experiences. Policymakers should consider regulating digital persuasion tactics for ethical practices. This research contributes to understanding online food shopping dynamics

    Understanding object-oriented source code from the behavioural perspective

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    Comprehension is a key activity that underpins a variety of software maintenance and engineering tasks. The task of understanding object-oriented systems is hampered by the fact that the code segments that are related to a user-level function tend to be distributed across the system. We introduce a tool-supported code extraction technique that addresses this issue. Given a minimal amount of information about a behavioural element of the system that is of interest (such as a use-case), it extracts a trail of the methods (and method invocations) through the system that are needed in order to achieve an understanding of the implementation of the element of interest. We demonstrate the feasibility of our approach by implementing it as part of a code extraction tool, presenting a case study and evaluating the approach and tool against a set of established criteria for program comprehension tools

    Implementation of CONCEIVER++ : an object-oriented program understanding system.

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    Problem statement: Understanding on computer program is a complex cognitive activity. It is ability and also a difficult task especially for novice programmer. The object-oriented languages has widely used in education and industry recently. In programming it is important to have such software which can aid programmers or students to code the program. But, available program understanding systems using the plan based approach usually are developed for non-object-oriented programming languages. Reviewed from the available system also showed that none of the plan formalisms used is for an object-oriented language. Specifically, problem arises when the existing system is not usable for teaching programming purposes. Program understanding system with plan for object-oriented does not exist was the main reason why this research is being carried out. Approach: Method used on developed the program understanding system named CONCEIVER++ is Unified Approach (UA). The process involved from UA for developing and testing the system is iterative development and continuous testing. The process must be iterate and reiterate until satisfied with the system. In order to test the quality assurance of the system is by choosing the black box testing strategies. Results: The object-oriented program understanding system has been successfully implemented. The implementation is tested with an example of Java programming code. The binary search tree for control flow graph and linked list for plan has been generated. Results of understanding the meaning or semantic of the program codes also has been produced. The black box testing had shows that all statements of line of code of the example program have been recognized and the correctness output has been checked. Conclusion: The understanding module of CONCEIVER++, which are code/CFG processor, plan processor and recognition engine has been tested. All line of codes (or nodes) has been recognized and got correct meaning using the developed module

    Learning of the Object Oriented Paradigm Through Interactive Video-Games Development

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    The Object Orientation Paradigm (OOP) is more than Object Oriented languages. Learning the syntax of a language as C++ or Java is a relatively easy task compared with the understanding of the principles of OO Modeling and Design (OOD), which require a high ability of abstract reasoning. Moreover, it is not enough to teach the artifacts of Computer Aided Software Engineering (CASE) as the Unified Modeling Language (UML) if those principles are not properly understood. We wanted to engage the students in a motivating framework, so both the principles of OOD are properly acquired and put in practice with CASE and programming tools

    Evaluation criteria of software visualization systems used for program comprehension

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    The program understanding task is usually very time and effort consuming. In a traditional way the code is inspected line by line by the user without any kind of help. But this becomes impossible for larger systems. Some software systems were created in order to generate automatically explanations, metrics, statistics and visualizations to describe the syntax and the semantics of programs. This kind of tools are called Program Comprehension Systems. One of the most important feature used in this kind of tool is the software visualization. We feel that it would be very useful to define criteria for evaluating visualization systems that are used for program comprehension. The main objective of this paper is to present a set of parameters to characterize Program Comprehension-Oriented Software Visualization Systems. We also propose new parameters to improve the current taxonomies in order to cover the visualization of the Problem Domain.FC

    The Object Shop – Using CD-ROM Multimedia To Introduce Object Concepts

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    This paper describes key features of a new multimedia CD-ROM pack produced by television makers in collaboration with computer science educators – by the BBC for the Open University Computing Department. The pack, The Object Shop, forms an early component of an undergraduate course which introduces object-oriented computing and software development to students new to computing. Building on the results of empirical evaluation, The Object Shop has been designed to help students with no programming experience to understand core object programming concepts. Throughout the CD-ROM, video, animated graphics and an underlying object-oriented simulation of a virtual shopping environment provide an accessible introduction to the central ideas of object-oriented programming. The key power of the multimedia approach is that the student-user is able to gain a sound operational understanding of concepts before learning the details of programming code or syntax. Users can continually monitor their progress through a series of task-based, assessed exercises
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