17,036 research outputs found

    Piloting Multimodal Learning Analytics using Mobile Mixed Reality in Health Education

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    © 2019 IEEE. Mobile mixed reality has been shown to increase higher achievement and lower cognitive load within spatial disciplines. However, traditional methods of assessment restrict examiners ability to holistically assess spatial understanding. Multimodal learning analytics seeks to investigate how combinations of data types such as spatial data and traditional assessment can be combined to better understand both the learner and learning environment. This paper explores the pedagogical possibilities of a smartphone enabled mixed reality multimodal learning analytics case study for health education, focused on learning the anatomy of the heart. The context for this study is the first loop of a design based research study exploring the acquisition and retention of knowledge by piloting the proposed system with practicing health experts. Outcomes from the pilot study showed engagement and enthusiasm of the method among the experts, but also demonstrated problems to overcome in the pedagogical method before deployment with learners

    The Impact of Experiential Augmented Reality Applications on Fashion Purchase Intention

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    Utilizing the stimulus-organism-response (SOR) model, the purpose of this study is to examine the effects of augmented reality (AR) (specifically augmentation) on consumers’ affective and behavioral response and to assess whether consumers’ hedonic motivation for shopping moderates this relationship. An experiment using the manipulation of AR and no AR was conducted with 162 participants aged between 18 and 35. Participants were recruited through snowball sampling and randomly assigned to the control or stimulus group. The hypothesized associations were analyzed using linear regression with bootstrapping. The paper demonstrates the benefit of using an experiential AR retail application (app) to positively impact purchase intention. The results show this effect is mediated by positive affective response. Furthermore, hedonic shopping motivation moderates the relationship between augmentation and the positive affective response. Because of the chosen research approach, the results may lack generalizability to other forms of augmentation. Therefore, researchers are encouraged to test the proposed model using different types of AR stimuli. Furthermore, replication of the study with other populations would increase the generalizability of the findings. Results of this study provide a valuable reference for retailers of the benefits of using AR when attempting to optimize experiential value in online environments. The study contributes to experiential retail and consumer purchase behavior research by deepening the conceptualization of the impact of experiential technologies, more specifically AR apps, by considering the role of hedonic shopping motivations.Peer reviewe

    You Must Have Clicked on this Ad by Mistake! Data-Driven Identification of Accidental Clicks on Mobile Ads with Applications to Advertiser Cost Discounting and Click-Through Rate Prediction

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    In the cost per click (CPC) pricing model, an advertiser pays an ad network only when a user clicks on an ad; in turn, the ad network gives a share of that revenue to the publisher where the ad was impressed. Still, advertisers may be unsatisfied with ad networks charging them for "valueless" clicks, or so-called accidental clicks. [...] Charging advertisers for such clicks is detrimental in the long term as the advertiser may decide to run their campaigns on other ad networks. In addition, machine-learned click models trained to predict which ad will bring the highest revenue may overestimate an ad click-through rate, and as a consequence negatively impacting revenue for both the ad network and the publisher. In this work, we propose a data-driven method to detect accidental clicks from the perspective of the ad network. We collect observations of time spent by users on a large set of ad landing pages - i.e., dwell time. We notice that the majority of per-ad distributions of dwell time fit to a mixture of distributions, where each component may correspond to a particular type of clicks, the first one being accidental. We then estimate dwell time thresholds of accidental clicks from that component. Using our method to identify accidental clicks, we then propose a technique that smoothly discounts the advertiser's cost of accidental clicks at billing time. Experiments conducted on a large dataset of ads served on Yahoo mobile apps confirm that our thresholds are stable over time, and revenue loss in the short term is marginal. We also compare the performance of an existing machine-learned click model trained on all ad clicks with that of the same model trained only on non-accidental clicks. There, we observe an increase in both ad click-through rate (+3.9%) and revenue (+0.2%) on ads served by the Yahoo Gemini network when using the latter. [...

    Research Avenues on use of Augmented Reality in Education

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    The use of Innovative technology in education enhances the grasping ability of the student to gain knowledge proactively and provides a platform for a constructive process of learning and understanding. Augmented Reality (AR) plays an essential role in active learning and critical thinking in the current information age because technology enables students to interact with the virtual world with an immersive experience. Moreover, the integration of AR in education has attracted researcher’s attention towards AR due to its immersive, naturalistic experience. Augmented reality plays a vital role in Medical Science, the Aviation industry, the Advertising industry, the Printing Industry, Maintenance, Tourism, Education, the Automobile industry and many more upcoming industries. The use of AR is going to be spread in the coming days. This paper comprises an overview and the study of augmented reality in different sectors. On emphasising the uses of AR in the education field, to give a real-life interactive experience to the user on his mobile. The review narrates the ability of AR, and applications of AR in the field of education such as science education, Industrial training, and biomedical education. The review summarises the potential of technology integration

    Smartphones

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    Many of the research approaches to smartphones actually regard them as more or less transparent points of access to other kinds of communication experiences. That is, rather than considering the smartphone as something in itself, the researchers look at how individuals use the smartphone for their communicative purposes, whether these be talking, surfing the web, using on-line data access for off-site data sources, downloading or uploading materials, or any kind of interaction with social media. They focus not so much on the smartphone itself but on the activities that people engage in with their smartphones

    Exploring the Impact of Augmented Reality on Customer Experiences and Attitudes: A Comparative Analysis with Websites

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    Augmented Reality is used by various customers’ concerned companies to augment their stimuli, shopping experiences, and customers’ purchasing behavior. Hence, AR driven enabling stimulates customer engagement and their shopping attitude by providing a vivid technology experience. Prior studies found that AR novelty, trust, and vividness influenced the customer usage attitude. There have extant literature presented in the context of AR applications, it is widely used through numerous gadgets but the author intends to explore holistic features that tend to grasp customers’ experiences and attitudes to find the variance between AR vs. Websites. AR potentially disrupted the real-world environment by providing hedonic visual benefits and eliminating the physical efforts that tend to stimulate customers who mesmerize with AR compared to a website. The author chose the Houzz AR app and its website to gather data and provide a better understanding of both scenarios. The author conducted two-field experiments to illustrate positive customer attitudes that satisfied their experience towards the AR app rather than the traditional website. AR app is vivid and novel to engage a customer and moderate their attitude towards the technology immersion. Finally, this study provides multiple implications such as unique visual illustrations, sensational features, and innovation resulting in satisfied customer experience, considering both features in real and virtual world environments

    Towards Psychometrics-based Friend Recommendations in Social Networking Services

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    Two of the defining elements of Social Networking Services are the social profile, containing information about the user, and the social graph, containing information about the connections between users. Social Networking Services are used to connect to known people as well as to discover new contacts. Current friend recommendation mechanisms typically utilize the social graph. In this paper, we argue that psychometrics, the field of measuring personality traits, can help make meaningful friend recommendations based on an extended social profile containing collected smartphone sensor data. This will support the development of highly distributed Social Networking Services without central knowledge of the social graph.Comment: Accepted for publication at the 2017 International Conference on AI & Mobile Services (IEEE AIMS

    Semantic discovery and reuse of business process patterns

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    Patterns currently play an important role in modern information systems (IS) development and their use has mainly been restricted to the design and implementation phases of the development lifecycle. Given the increasing significance of business modelling in IS development, patterns have the potential of providing a viable solution for promoting reusability of recurrent generalized models in the very early stages of development. As a statement of research-in-progress this paper focuses on business process patterns and proposes an initial methodological framework for the discovery and reuse of business process patterns within the IS development lifecycle. The framework borrows ideas from the domain engineering literature and proposes the use of semantics to drive both the discovery of patterns as well as their reuse
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