16 research outputs found

    Is adaptation of e-advertising the way forward?

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    E-advertising is a multi-billion dollar industry that has shown exponential growth in the last few years. However, although the number of users accessing the Internet increases, users don’t respond positively to adverts. Adaptive e-advertising may be the key to ensuring effectiveness of the ads reaching their target. Moreover, social networks are good sources of user information and can be used to extract user behaviour and characteristics for presentation of personalized advertising. Here we present a two-sided study based on two questionnaires, one directed to Internet users and the other to businesses. Our study shows that businesses agree that personalized advertising is the best way for the future, to maximize effectiveness and profit. In addition, our results indicate that most Internet users would prefer adaptive advertisements. From this study, we can propose a new design for a system that meets both Internet users’ and businesses’ requirements

    Lightweight adaptive personalised e-advertising

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    Adaptation and personalisation is aimed at improving the user experience in e-systems. Personalisation was initially applied in the fields of distance learning and web-based educational systems. Adaptation can be also used in e-advertising, to increase customer satisfaction and encourage repeat visits to websites. Several models/frameworks have been designed for adaptation, for instance AHAM, LAOS, AdRosa, and MyAds. Many systems have been developed based on these frameworks. Most previous models/frameworks were primarily designed for personalised educational experience and were aimed at standalone systems, which cannot be (easily) integrated into existing websites in a lightweight manner. In addition, some of them are used in the portal model of advertising, since they match the interests of the publisher and the advertiser. The aim of this work is to overcome the limitations and weaknesses of these models and systems to deliver adaptive advertising. This work firstly attempts to support and facilitate the integration between adaptive systems and business websites. It also introduces a method to control and adapt advertisements located and owned by businesses. This thesis further proposes a generalised model, the Layered Adaptive Advertising Integration (LAAI), as the starting point for the development of an adaptive advertisement system. In a second stage, it presents a study that assesses the effectiveness of a system (AEADS) based on this model, via a trial run of a model prototype with users (both customers and business owners). In a third stage, social networks are used as inputs for the user model of customers, to enhance the efficiency of acquiring user information, as an addition to the user registration process. Furthermore, social interactions, such as the facility to use “like”, are added to the user model, and the delivery process has the ability to apply actions based on this data. Finally, an evaluation of the whole system proposed is conducted, with business owners and Internet users alike

    An adaptive e-advertising delivery model : the AEADS approach

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    E-advertising adaptation plays a main role in delivering personalised advertisements to internet users. In this time of the Internet revolution, many websites need to use the adaptation process to adapt their advertisements. This paper focuses on a lightweight delivery model, easy to integrate into wide range of existing websites. This model includes three engines, in order to deliver personlised advertisements to Internet users easily. It also presents a study that assesses the effectiveness of a tool based on this model, called AEADS, via a trial run of a model prototype with users

    Topolor : a social personalized adaptive e-learning system

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    This paper briefly introduces Topolor, a social personalized adaptive e-learning system, which aims at improving fine-grained social interaction in the learning process in addition to applying classical adaptation based on user modeling. Here, we present the main features of Topolor and its preliminary evaluation that showed high system usability from a student’s perspective. The intention is to demonstrate Topolor hands-on at the conference

    To build light gamification upon social interactions : requirement analysis for the next version of Topolor

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    The introduction of social dimension enables traditional adaptive educational hypermedia systems to provide more versatile personalized services. Topolor has been developed to investigate the impacts of social interaction and feasible engagement strategies in such a system. We have evaluated Topolor’s social features from the perspectives of usefulness and ease of use. We intend to develop the next version of Topolor, starting with enhancing relatively lower rated social features. This paper presents our plan of building light gamification upon the evaluated social interaction features with relatively lower rating

    A social personalized adaptive e-learning environment : a case study in Topolor

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    Adaptive e-Learning is a process where learning contents are delivered to learners adaptively, namely, the appropriate contents are delivered to the learners in an appropriate way at an appropriate time based on the learners’ needs, knowledge, preferences and other characteristics. Social e-Learning is a process where connections are made among like-minded learners, so they can achieve learning goals via communication and interaction with each other by sharing knowledge, skills, abilities and materials. This paper reports an extended case study that investigated the influence of social interactions in an adaptive e-Learning environment, by analyzing the usage of social interaction features of a Social Personalized Adaptive E-Learning Environment (SPAEE), named Topolor, which strives to combine the advantages from both social e-Learning and adaptive e-Learning. We present the results of a quantitative case study that evaluates the perceived usefulness and ease of use. The results indicated high satisfaction from the students who were using Topolor for their study and helped us with the evaluation processes. Based on the results, we discuss the follow-up work plan for the further improvements for Topolor

    THE USE OF OPEN, AXIAL AND SELECTIVE CODING TECHNIQUES: A LITERATURE ANALYSIS OF IS RESEARCH

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    Qualitative data analysis plays a critical role in academic research. Open, axial, and selective (OAS) coding techniques are widely associated with qualitative data analysis in information systems (IS) research. Therefore, this paper aims to examine the usage of OAS coding techniques and is based on reviewing and analyzing 96 published IS studies that have operationalized the techniques. This research follows the structural steps taken in content analysis in order to select, review and analyze relevant literature. The research is intended to contribute to the IS research community by classifying the papers analyzed against the different activities for operationalizing OAS coding. Our analysis shows that the use of coding by IS scholars has increased in recent years. However, we also find that there has been some vagueness in describing how the OAS coding techniques are executed within our highest quality IS research outputs

    An Operational Study of Video Games’ Genres

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    This paper presents a study of the most successful games during the last 34 last years (1986 – 2019). We observed that the 100 most ranked games are represented by 16 genres (adventure, role-playing, shooter, platform, puzzle, strategy, hack and slash/beat 'em up, real time strategy, turn-based strategy, point-and-click, indie, racing, sport, fighting, arcade and simulator). These genres are then compares to show which genres are more attractive for players. As a result, we observed that 6 genres among the 16 represent the most ranked games (adventure, RPG, shooter, platform, puzzle, and strategy). They represent 0.83 of the successful games. This allowed us to recommend to combining the others genres with the 6 selected genres. Also, we analyzed the evolution of the 16 games genres during the last 34 years. We observed that some genres have a great success until the past decades, but they haven’t a success in this decade. Game designers and researchers in the field of games may rethink about how to add attractive elements in the genres non-successful in this decade.  Also, we observed that some genres like the indie games haven’t a great success in the past decades, but they have an important increased success in this decade. This may encourage the decision makers and the game designer to invest on these genres

    An Operational Study of Video Games’ Genres

    No full text
    This paper presents a study of the most successful games during the last 34 last years (1986 – 2019). We observed that the 100 most ranked games are represented by 16 genres (adventure, role-playing, shooter, platform, puzzle, strategy, hack and slash/beat 'em up, real time strategy, turn-based strategy, point-and-click, indie, racing, sport, fighting, arcade and simulator). These genres are then compares to show which genres are more attractive for players. As a result, we observed that 6 genres among the 16 represent the most ranked games (adventure, RPG, shooter, platform, puzzle, and strategy). They represent 0.83 of the successful games. This allowed us to recommend to combining the others genres with the 6 selected genres. Also, we analyzed the evolution of the 16 games genres during the last 34 years. We observed that some genres have a great success until the past decades, but they haven’t a success in this decade. Game designers and researchers in the field of games may rethink about how to add attractive elements in the genres non-successful in this decade.  Also, we observed that some genres like the indie games haven’t a great success in the past decades, but they have an important increased success in this decade. This may encourage the decision makers and the game designer to invest on these genres
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