3,333 research outputs found

    The Effect of Service Quality Dimensions on Student’s Satisfaction and Loyalty

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    The aim of this paper was to examine the effects of service quality dimensions on student satisfaction, service quality dimensions on student loyalty, and student satisfaction on loyalty. A quantitative approach was applied in this research, with data collected via questionnaire. Respondents were chosen using a convenience sampling technique among the students of Nong Lam University, Vietnam. The sample included 1825 participants who voluntarily completed the survey. Descriptive statistics were used to describe the respondent profile. A structural equation model analysis was applied to test nine suggested hypotheses. The outcomes revealed that student satisfaction was significantly affected by reputation, access, academic, and administrative dimensions. Student loyalty was directly inspired by academic, reputation, and administrative dimensions. However, there was no significant effect of satisfaction on loyalty

    NON-ENGLISH MAJORED LEARNERS’ ATTITUDE TOWARD EFL TEACHERS’ USE OF ICT TOOLS IN TEACHING LISTENING

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    There has been an increasing interest in the significance of Information and Communication Technology (ICT) in the educational field because ICT tools can benefit learners from various technological resources and from different techniques and methods of teaching. Especially, ICT is a useful tool to expose learners to authentic input in listening skill in Vietnamese context. Although much attention has been paid to the investment of ICT in classrooms by English language centers in Vietnam in general and in Can Tho city in particular, adequate concern is not given to investigate learners’ attitude toward the EFL teachers’ use of ICT tools in listening lessons. Therefore, this study aims to investigate non-English majored learners’ attitude toward the EFL teachers’ use of ICT tools in listening lessons. Fifty-two -English majored learners ‘who are studying in an English language center took part in the current descriptive study. Five-point Likert scale questionnaires (consisting of 30 items categorized into four clusters including (1) ICT tools, (2) learners’ feelings toward ICT, (3) learners’ belief and factual knowledge of ICT, (4) learners’ behavioral intentions and actions with respect to ICT; and semi-structured interviews were used as instruments to collect the data. The quantitative data was entered into the SPSS version 20.0 for data analysis. The results showed that there are some common ICT tools used by EFL teaccher in listening lessons. The results also indicated that learners have positive attitude toward EFL teachers’ use of ICT tools in listening lessons  Article visualizations

    QUẢN LÝ NHÀ NƯỚC VỀ DU LỊCH TRÊN ĐỊA BÀN THỪA THIÊN HUẾ

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    Kinh nghiệm từ nhiều quốc gia trên thế giới đã chỉ ra rằng: bí quyết để phát triển kinh tế du lịch bền vững là nhà nước phải dành ưu tiên trước hết cho công tác quy hoạch phát triển hơn là ưu tiên cho khu vực tư nhân và lấy nó làm động lực cho sự phát triển. Có thể thấy hoạt động kinh tế du lịch rất đa dạng và luôn đòi hỏi cần có sự quản lý của nhà nước để duy trì và phát triển. Việc thành công hay thất bại của ngành du lịch phụ thuộc vào khung khổ pháp lý và những chính sách thích hợp với điều kiện và trình độ phát triển của đất nước. Do vậy, vấn đề quản lý nhà nước đối với kinh tế du lịch theo hướng phát triển bền vững trở nên cấp thiế

    Collecting memories: the impact of active object handling on recall and search times

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    Collecting memories: the impact of active object handling on recall and search times

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    Viewpoint dependence and scene context effects generalize to depth rotated three-dimensional objects

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    Viewpoint effects on object recognition interact with object-scene consistency effects. While recognition of objects seen from “noncanonical” viewpoints (e.g., a cup from below) is typically impeded compared to processing of objects seen from canonical viewpoints (e.g., the string-side of a guitar), this effect is reduced by meaningful scene context information. In the present study we investigated if these findings established by using photographic images, generalize to strongly noncanonical orientations of three-dimensional (3D) models of objects. Using 3D models allowed us to probe a broad range of viewpoints and empirically establish viewpoints with very strong noncanonical and canonical orientations. In Experiment 1, we presented 3D models of objects from six different viewpoints (0°, 60°, 120°, 180° 240°, 300°) in color (1a) and grayscaled (1b) in a sequential matching task. Viewpoint had a significant effect on accuracy and response times. Based on the viewpoint effect in Experiments 1a and 1b, we could empirically determine the most canonical and noncanonical viewpoints from our set of viewpoints to use in Experiment 2. In Experiment 2, participants again performed a sequential matching task, however now the objects were paired with scene backgrounds which could be either consistent (e.g., a cup in the kitchen) or inconsistent (e.g., a guitar in the bathroom) to the object. Viewpoint interacted significantly with scene consistency in that object recognition was less affected by viewpoint when consistent scene information was provided, compared to inconsistent information. Our results show that scene context supports object recognition even when using extremely noncanonical orientations of depth rotated 3D objects. This supports the important role object-scene processing plays for object constancy especially under conditions of high uncertainty

    Multifaceted consequences of visual distraction during natural behaviour

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    Visual distraction is a ubiquitous aspect of everyday life. Studying the consequences of distraction during temporally extended tasks, however, is not tractable with traditional methods. Here we developed a virtual reality approach that segments complex behaviour into cognitive subcomponents, including encoding, visual search, working memory usage, and decision-making. Participants copied a model display by selecting objects from a resource pool and placing them into a workspace. By manipulating the distractibility of objects in the resource pool, we discovered interfering effects of distraction across the different cognitive subcomponents. We successfully traced the consequences of distraction all the way from overall task performance to the decision-making processes that gate memory usage. Distraction slowed down behaviour and increased costly body movements. Critically, distraction increased encoding demands, slowed visual search, and decreased reliance on working memory. Our findings illustrate that the effects of visual distraction during natural behaviour can be rather focal but nevertheless have cascading consequences

    Semantic object processing is modulated by prior scene context

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    Objects that are congruent with a scene are recognised more efficiently than objects that are incongruent. Further, semantic integration of incongruent objects elicits a stronger N300/N400 EEG component. Yet, the time course and mechanisms of how contextual information supports access to semantic object information is unclear. We used computational modelling and EEG to test how context influences semantic object processing. Using representational similarity analysis, we established that EEG patterns dissociated between objects in congruent or incongruent scenes from around 300 ms. By modelling the semantic processing of objects using independently normed properties, we confirm that the onset of semantic processing of both congruent and incongruent objects is similar (∼150 ms). Critically, after ∼275 ms, we discover a difference in the duration of semantic integration, lasting longer for incongruent compared to congruent objects. These results constrain our understanding of how contextual information supports access to semantic object information

    NGHIÊN CỨU XÂY DỰNG MÔ HÌNH ĐIỀU KHIỂN NHÀ THÔNG MINH SỬ DỤNG KẾT NỐI BLUETOOTH, GSM

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    Smart home systems capable of connecting electrical equipment, interacting with the user to control devices of convenience, or operating according to a pre-installed schedule were investigated. In this study, the authors built a model smart home system capable of receiving signals from environmental sensors by connecting the electrical equipment in the house to a network through wireless technologies, such as Bluetooth and Global System Mobile (GSM). The devices are controlled via software on a smartphone. By understanding the existing smart home system and comparing the implemented solutions, the new technology is now more suitable. The authors have created a product model that meets the stated objectives: it is feasible for deployment in the smart house system, serves for routine operation by a family to add comfort, is modern, and is easy to install with reasonable costs.Hệ thống nhà thông minh có khả năng kết nối tương tác giữa các thiết bị điện trong nhà với người dùng để thực hiện điều khiển các thiết bị một cách thuận tiện hoặc hoạt động theo một lịch trình đã được cài đặt sẵn. Trong phạm vi của nghiên cứu này, nhóm tác giả sẽ xây dựng mô mình nhà thông minh có khả năng thu nhận tín hiệu từ các cảm biến môi trường, kết nối các thiết bị điện trong ngôi nhà thông qua công nghệ không dây như: Bluetooth, mạng di động (Global System for Mobile Communications - GSM) thành một hệ thống mạng các thiết bị được điều khiển thông qua phần mềm trên điện thoại thông minh. Từ việc tìm hiểu các hệ thống nhà thông minh hiện có, so sánh các giải pháp thực hiện, tiến hành cải tiến sử dụng những công nghệ mới phù hợp hơn, nhóm tác giả đã tạo ra mô hình sản phẩm đáp ứng được các mục tiêu đã đặt ra và khả thi trong việc triển khai thành hệ thống nhà thông minh phục vụ cho hoạt động thường ngày của các gia đình thêm phần tiện nghi, hiện đại, dễ dàng lắp đặt với chi phí hợp lý
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