43 research outputs found
Usability Assessment of E-commerce Portal Using Agent Framework
It's commonly known that evaluating e-commerce websites' usability is essential, and researchers have devoted a lot of time and resources to it over the previous decade. Commerce has increased dramatically as e-retailers interact with clients online. They expect a great user experience in addition to exceptional products and services. The user experience is influenced by branding, functionality, navigation, content, aesthetics, and usability. This study examines usability assessment of e-commerce portal using agent framework
THE STUDY OF COGNITIVE PSYCHOLOGY IN CONJUNCTION WITH ARTIFICIAL INTELLIGENCE
The major purpose of this research is to provide a thorough review and analysis of the interplay between artificial intelligence (AI) and psychology. I talk about state-of-the-art computer programs that are able to simulate human cognition and behavior (such as Human-Computer Interfaces, models of the mind, and data mining programs). Applications may be broken down into several sub-categories and have many different aspects. While developing artificially intelligent robots has been and continues to be the major goal of AI research and development, the widespread acceptance and usage of AI systems have resulted in a much broader transfer of technology. The article begins with a brief history of cognitive psychology, a discussion of its fundamental ideas and models, and a look at the ways in which the study is connected to artificial intelligence (AI). The second part of this article takes a closer look at the difficulties encountered by the field of human-computer interaction, along with its aims, duties, applications, and underlying psychological theories. Multiple scientific, pragmatic, and technical obstacles (complexity problems, disturbing coefficients, etc.) stand in the way of extending or overcoming these limits. We also demonstrate the potential use of mental modeling in the areas of diagnosis, manipulation, and education support in this work. Predictions may be made with the use of data mining, knowledge discovery, or expert systems (for instance, the prognoses of children with mental problems based on their settings). The article reviews the missing features and offers an overview of the coefficients used in the system. Finally, we discuss the application of expert systems and life simulation (applied mental model) in virtual reality to benefit autistic people and their loved ones
Conductometric Gas Sensors based on Nanostructured WO3 Thin Films
Nanostructured WO3 thin films have been prepared bythermal evaporation to detect hydrogen at low temperatures.The influence of heat treatment on the physical, chemical andelectronic properties of these films has been investigated. Thefilms were annealed at 400oC for 2 hours in air. AFM and TEManalysis revealed that the as-deposited WO3 film is highamorphous and made up of cluster of particles. Annealing at400oC for 2 hours in air resulted in very fine grain size of theorder of 5 nm and porous structure. GIXRD and Raman analysisrevealed that annealing improved the crystallinity of WO3 film.Gas sensors based on annealed WO3 films have shown a highresponse towards various concentrations (10-10000 ppm) H2 atan operating temperature of 150oC. The improved sensingperformance at low operating temperature is due to the optimumphysical, chemical and electronic properties achieved in the WO3film through annealing
A Study on Causes of Stress among the Employees and Its Effect on the Employee Performance at the Workplace in an International Agricultural Research Institute, Hyderabad, Telangana, India
The stress has significant psychological, physiological and performance effects on human resources of an organization. The contribution of the researchers on stress was significant due to the dynamic social factors and life style changes. Though, the stress has some ill health effects not all the stresses are destructive in nature. The good stress – eustress creates positive reaction to stress that generates within person a desire to achieve and overcome a challenge and allows to perform best of his/her ability. The most of the studies carried out and reported the effects of stress on human resources and organizations are limited to either Information Technology or Banking sector. The work stress is found in all the sectors. The focus of this paper is to throw a light on the wide spread silent issue the “Stress” and its effects on employees in an International Agricultural Research Institute, Hyderabad, Telangana, India and suggest appropriate coping strategies. A survey of 200 employees of the institute carried out to assess the job related, organization related, individual related and physiological reactions to stress and its effect on employees’ performance. We have applied the descriptive analysis, correlation techniques and regression analysis to arrive the conclusions. To measure the reliability of the scale used for this research, and internal consistencies of the survey questionnaire, the reliability static Cronbach's alpha is used. The study concluded that the occupational stress is having moderate impact on the employees’ performance of the institute, the job related stress in general and the stress factor job security in particular. The employees’ reaction to the stress – physiological factors also has moderate effect the performance of an employee. Health-wise, some employees had developed chronic neck and back pain, an effect of long sitting hours at work. Keywords: Job related stress, Individual related stress, performance, Cronbach’s alpha, stres
Gamification Framework With Reference to Business Perspective
Purpose:  The purpose of this manuscript is to develop and present a gamification framework with eight gamifying mechanics for the business environment and delineate how these mechanisms are different in-game and business/workplace considering gamification as an application of games in non-gaming contexts.
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Theoretical framework:  The gamification mechanics has eight framework elements –meaning, accomplishment, ownership, scarcity, employment, social influence, unpredictability, and avoidance. Each framework element has 4 sub-elements. Every framework element has described in detail where do they appear in the game vs where do they appear in the business/workplace and their relevance.
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Design/methodology/approach: The eight-element gamification mechanics framework developed considering the business in e-commerce industry. Each and framework element was dissected and developed considering in business/workplace environment in parallel with the gaming environment under non-gaming contexts.
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Findings: Â The study resulted in the development gamification mechanics framework for a business environment which can be applied in any business environment and workplace.
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Research, Practical & Social implications: Â The developed gamification mechanics framework can be used in any business environment/workplace for performance improvement and enhancing employee engagement. We have provided a detailed description of each gamification mechanics framework element, however. The sub-elements may vary from organization to organization and business to business. Before applying this framework the organization should review the framework along with the organization business goals and decide the course of action.
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Originality/value: The study offers the business and other organization to implement the gamification framework with eight elements for organizational growth, employee engagemen
Student Stress and Its Association With Student Performance and Psychological Well-Being: an Empirical Study on Higher Academic Education Students in And Around Hyderabad Metro
Purpose:Â The authors report the results of an empirical study carried out by gathering data from the students of higher academic education institutes. This empirical study investigates if students of higher academic institutes experience stress in general and the factors associated with student stress.
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Theoretical framework: This empirical research assessed student stress and its effect on the psychological well-being and performance of students from higher academic institutions following the Thoretical fraework of Anderson (2015) and Prasad et al. (2020)
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Design/methodology/approach: The data were collected using structured undisguised questionnaire and was published on google forms using Likert-type 12-item stress scale, 5-item performance scale, and 18-item Ryff’s scale were used to gather the data. The response from 848 respondents were subjected to data analysis.
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Findings:Â Â The results from the general linear model indicate that the effect of stress on student performance and psychological well-being is statistically significant. The influence of stress on performance (p<0.001) and psychological well-being stub-scales autonomy (p<0.001), environment mastery (p<0.05), and purpose of life (p<0.05) are statistically significant. Whereas the model indicates no statistically significant results among gender and age groups.
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Research, Practical & Social implications:Â The results indicate moderate stress and its effect on psychological well-being of student community. The performance of the students also being affected. The academic institutes should develop strategies to mitigate the stress and its ill effects. The students will be benefited from Yoga and Meditation.
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Originality/value: This is the first study on students stress and its effect of students psychological well-being and performance in India drawing the sample from higher academic institute
Estimating life cycle cost for a product family design: The challenges
A cost estimation system is required to assist in designing a product family. The aim
of this paper is to identify the requirements and the problems in estimating the life cycle cost of
a product family. Then, this paper also presents the state-of-the-art and the research challenges
in developing a life cycle cost estimation system for a product family design. As the
conclusion, the life cycle cost estimation process for a product family still needs to face the
challenges to determine the end of life strategy of each sub module of a product family, to
integrate the end of life strategy to estimate the life cycle cost of a product family, to estimate
the life cycle cost of each component level of a product family for design purposes and for
different technologies and approaches, to reduce the required time and effort for updating
process in estimating the life cycle cost for different structures of different product families,
and to transform the available information into the required information in order to estimate the
life cycle cost of a product family at the early stage of product development
A Conceptual Model for Building the Relationship Between Augmented Reality, Experiential Marketing & Brand Equity
Purpose:   This study aims to build a conceptual model based on the S-O-R (Stimulus-Organism-Response) framework to understand how Augmented Reality influences brand equity. The proposed model is intended to look into the influence of AR attributes like interactivity, vividness, modality, novelty, and media richness on consumers’ experiential values and brand equity in e-commerce.
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Theoretical framework: This study developed the conceptual model by following the Stimulus-Organism-Response (S-O-R) Model  (Mehrabian & Russell, 1974).
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Design/methodology/approach: To advance the conceptual and managerial understanding of AR as an experiential marketing tool, this study followed the systematic literature review approach to build the integrated conceptual model.
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Findings: Results of the study has developed a conceptual model for studying the application of AR technology as an experiential marketing tool on customer purchasing experience and brand equity in the e-commerce setting.
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Research, Practical & Social implications: This study contributes towards the available literature by studying the AR and its various dimensions for building brand equity. This study will not only assist the e-commerce firms in their decision-making process about adopting this technology but also the marketers to develop the effective marketing strategies for consumer experience of AR uses on e-commerce platforms.
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Originality/value: This study introduces modality of AR as a media characteristic in its interface in creating seamless user experience in the proposed model
A Comparative Analysis on the Causes of Occupational Stress among Men and Women Employees and its Effect on Performance at the workplace of Information Technology Sector, Hyderabad
The research study presents the outcome of a comparative analysis on causes of occupational stress among the Men and Women employees and its effect on the employee performance at the workplace of Information Technology Sector (ITS), Hyderabad. A survey of 200 employees consisting 110 Men and 90 Women working in the IT sector was carried out to assess the six independent stress causing factors Job related, Organizational Related, Career, Physiological, Behavioral and Individual factors and its effect on employees’ Performance a dependent factor. The descriptive analysis, correlation techniques and parametric statistics like t-test, F-test and multiple regression analysis carried out to arrive at the conclusions. To measure the reliability of the scale used for this study, and internal consistencies of the survey questionnaire, the reliability static Cronbach’s alpha (C-alpha) and Spearman-Brown split-half reliability statistics were estimated. The overall C-alpha is 0.89 whereas the Spearman-Brown split half statistic is 0.83. The C-alpha values ranged from 0.62 to 0.76 for Men and 0.60 to 0.74 for Women, for all the 6 independent and one dependent factor. The results of the study indicate that the medium level occupational stress exists at the workplace in general, effecting the performance moderately. Health-wise, some employees developed chronic neck and back pain, an effect of long sitting hours at work. The study confirms that Women will have more stress than Men, however the factors causing the stress among the Men and Women are not similar