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1 – 10 of over 2000Tulsi Pawan Fowdur, M.A.N. Shaikh Abdoolla and Lokeshwar Doobur
The purpose of this paper is to perform a comparative analysis of the delay associated in running two real-time machine learning-based applications, namely, a video quality…
Abstract
Purpose
The purpose of this paper is to perform a comparative analysis of the delay associated in running two real-time machine learning-based applications, namely, a video quality assessment (VQA) and a phishing detection application by using the edge, fog and cloud computing paradigms.
Design/methodology/approach
The VQA algorithm was developed using Android Studio and run on a mobile phone for the edge paradigm. For the fog paradigm, it was hosted on a Java server and for the cloud paradigm on the IBM and Firebase clouds. The phishing detection algorithm was embedded into a browser extension for the edge paradigm. For the fog paradigm, it was hosted on a Node.js server and for the cloud paradigm on Firebase.
Findings
For the VQA algorithm, the edge paradigm had the highest response time while the cloud paradigm had the lowest, as the algorithm was computationally intensive. For the phishing detection algorithm, the edge paradigm had the lowest response time, and the cloud paradigm had the highest, as the algorithm had a low computational complexity. Since the determining factor for the response time was the latency, the edge paradigm provided the smallest delay as all processing were local.
Research limitations/implications
The main limitation of this work is that the experiments were performed on a small scale due to time and budget constraints.
Originality/value
A detailed analysis with real applications has been provided to show how the complexity of an application can determine the best computing paradigm on which it can be deployed.
Antonia Estrella-Ramón and Fiona Ellis-Chadwick
Due to the fact that user-generated content (UGC) and online brand communities (OBCs) are gaining popularity, the purpose of this paper is to identify the type of UGC that has a…
Abstract
Purpose
Due to the fact that user-generated content (UGC) and online brand communities (OBCs) are gaining popularity, the purpose of this paper is to identify the type of UGC that has a real effect on product success, in terms of the number of owners, within a popular OBC associated with video games.
Design/methodology/approach
Different types of UGC for 205 video games were manually collected (the number of positive and negative comments, discussions, screenshots, artwork, videos, guides developed by users and the presence of a workshop) to test their influence on product success. The proposed hypotheses were tested using multiple ridge regression analysis.
Findings
Results show that users look for simple and quick reviews and content about products in OBCs (i.e. guides developed by users, comments, artwork and screenshots). However, results also show that users do not guide their purchases based on UGC when the process of gaining understanding is more time consuming (i.e. reading discussions, watching videos) or requires more active involvement (i.e. workshop presence).
Originality/value
Limited research has been conducted on the type of UGC found in OBCs. This study contributes to the understanding of the potential influence of different types of UGC on product success. In addition, it offers managerial insights for companies into how to manage content in online communities.
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The purpose of this paper is to evaluate Help features in digital libraries and identify problems related to their design.
Abstract
Purpose
The purpose of this paper is to evaluate Help features in digital libraries and identify problems related to their design.
Design/methodology/approach
This study selects six digital libraries to represent a variety of digital libraries developed or sponsored by different types of organisations. The Help features of these selected digital libraries are examined by their types (explicit versus implicit), formats (texts, images, screenshots, multimedia materials, and interactive formats), and presentation styles (descriptive, guided, procedural, and exemplary).
Findings
This study presents the types of Help features available in the selected digital libraries, and further characterises the formats and presentation styles of these Help features. In the process of analysis, the author also identifies six types of problems: lack of standards; tradeoff between using explicit Help and implicit help; tradeoff between using general Help versus specific Help; lack of interactive Help features; lack of dynamic presentation styles; and lack of Help features for advanced users and users who do not understand English.
Research limitations/implications
In order to design Help features that facilitate users to effectively use digital libraries, further research needs to extend studies to what types of help‐seeking situations users generally encounter and the corresponding support they need.
Originality/value
This study provides insightful information regarding the current status and problems of the Help features in existing digital libraries.
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This article aims to report on a usability study to assess whether students performed better after working through a screencast library tutorial or a web‐based tutorial with…
Abstract
Purpose
This article aims to report on a usability study to assess whether students performed better after working through a screencast library tutorial or a web‐based tutorial with screenshots.
Design/methodology/approach
This qualitative study asked 21 students from diverse backgrounds and learning styles to take two learning style inventories prior to a usability study. The students then went through two short tutorials (a static web page tutorial with screenshots and a Camtasia screencast (video) tutorial, as well as a pre‐ and post‐test and debriefing for each. The “think aloud” protocol was used as their movements and voices were recorded using the Camtasia software.
Findings
The results of this study indicate that across all learning preferences students performed much better in recreating tasks when they used a static web page with screen shots than they did after viewing a screencasting tutorial.
Practical implications
Suggestions are offered for ways to create tutorials that are effective for multiple learning styles that will fit into a student's workflow.
Originality/value
Results of this study may help inform other librarians in ways to effectively design tutorials and learning objects to meet student needs.
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This paper discusses Web design for compatibility with hand‐held computers, illustrated with examples from medical contexts. Hand‐helds’ small screens make them a challenge…
Abstract
This paper discusses Web design for compatibility with hand‐held computers, illustrated with examples from medical contexts. Hand‐helds’ small screens make them a challenge. Horizontal scrolling is a particular problem. PIE is recommended as a lowest common denominator browser to test Web designs. Particular pitfalls are the COLSPAN element in tables, pdf and frames. The paper reviews examples of good design and useful tools to support good Web design. In fact, designs accessible for hand‐helds tend also to be good for disabled users, another reason for taking such design issues seriously.
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Lecture recording provides learning material for local and distance education. The TeleTeachingTool uses the very flexible screen recording technique to capture virtually any…
Abstract
Lecture recording provides learning material for local and distance education. The TeleTeachingTool uses the very flexible screen recording technique to capture virtually any material displayed during a presentation. With its built‐in annotation system teachers can add freehand notes and emphasize important parts. Unlike other screen recorders, our implementation offers slide‐based navigation, full text search and annotated scripts, which are obtained by automated post‐production. This article presents how automated analysis generates indices for slide‐based navigation on the fly and how to achieve live interlinkage of annotations with slides so that annotations disappear when a slide is changed and are made visible again when returning to that slide later during presentation, although screen recorders generally do not provide an association of annotations with slides.
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Ana Nunes de Almeida, Diana Carvalho and Ana Delicado
Inspired by the debates on participatory methods and drawing from research on “digital childhoods” in Portugal, this chapter aims to address the methodological innovations and…
Abstract
Inspired by the debates on participatory methods and drawing from research on “digital childhoods” in Portugal, this chapter aims to address the methodological innovations and challenges in collecting visual and digital data with children at their homes. As one of the stages of a research project on internet use, children were asked to take photos of their favorite objects at home and to collect screenshots of their most used webpages, followed by a conversation with the researcher. The use of photography allowed children greater expression and autonomy and gave researchers access to the children’s own perspectives on their home environment. It also provided unique information about the arrangement of digital objects at home and their different appropriations by girls and boys. Screenshots showed creative uses of the internet by children and gender differences. Ethical concerns were raised, due to the specific nature of working with children and with visual material (anonymization and dissemination). Entering the domestic setting provided a privileged access to children’s private sphere and to the in situ observation of their use of technology. However, the home is not a neutral place for a researcher and crossing the border into the private domain involves risks. These findings, illustrated by empirical examples from the research field, stress the importance of reflecting on and discussing the potentials, limitations, and ethical considerations of different methodologies, as well as their suitability to specific research objects, subjects, and contexts.
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The purpose of this paper is to investigate how a balanced study group consisting of 152 participants interact with, operate, customize, and control their smartphone applications…
Abstract
Purpose
The purpose of this paper is to investigate how a balanced study group consisting of 152 participants interact with, operate, customize, and control their smartphone applications.
Design/methodology/approach
This work uses a qualitative research methodology involving an online user study questionnaire, supported by e-mailed user screenshots and online conversations.
Findings
In terms of smartphone age, 72 per cent of the participants’ smartphones were less than two years old. This high level of churn rate was anticipated and will please retailers and marketers alike. This study found that the majority of smartphone users regularly arrange their app icons and that their categorization principle was based primarily on application associated functionality and frequency of use. This group of users seemed less concerned about the risks of privacy and security, and even when they had lost or had their smartphone stolen, few (5.2 per cent) had suffered from fraud, in contrast to the general perception of risk.
Originality/value
This is one of the few studies to have investigated the area of smartphone use from the users’ perspective, leading to important insights into application user behaviour and icon arrangement, and as well as alternative possible implications for launcher design.
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Zeljka Hadija, Susan B. Barnes and Neil Hair
The purpose of this paper is to focus on college students, users of online social networks, as main sources of information that helps advertisers understand the ways in which…
Abstract
Purpose
The purpose of this paper is to focus on college students, users of online social networks, as main sources of information that helps advertisers understand the ways in which advertisements are perceived online.
Design/methodology/approach
Results were reached through qualitative research. Personal in‐depth interviews, utilizing Zaltman Metaphor Elicitation Technique (ZMET), were conducted among 20 college students. Interviews consisted of using screenshots of advertisements in online social networks to uncover respondents' reactions.
Findings
It was generally concluded that the users of online social networks do not dislike advertisements, but they simply do not notice them. Other content found in online social networks mitigates the attractiveness of the advertisements. Hence, the respondents reported that the brand recognition in online social networks was found to be much lower than the one created through other media channels.
Practical implications
Advertising in online social networks is a major unexplored advertising area. Interactivity on the internet shifts the ways in which users perceive advertising, and whether they perceive it at all. The paper discusses content that catches users' attention and its relation to advertisements.
Originality/value
Through literature review it has been revealed that no similar research exists. The findings of this research will aid advertisers in recognizing the possibility of advertising to the online social networks' population, taking into consideration different needs, and preferences of such users.
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Davide Rossi and Angelo Di Iorio
The purpose of this paper is to design and evaluate an authoring tool to support users in documenting knowledge using social software-based platforms in order to improve…
Abstract
Purpose
The purpose of this paper is to design and evaluate an authoring tool to support users in documenting knowledge using social software-based platforms in order to improve information sharing within organizations. Facilitating the creation of such content has been identified as a critical point for the acceptance of similar platforms.
Design/methodology/approach
The authors propose a general framework to design and assess technological solutions that positively affects users’ contribution – and, as a consequence, users’ engagement – when knowledge is externalized, made persistent and shared by using semantic wikis. The definition of the framework has been derived from a case study on operational knowledge management. This framework revolves around interaction with actual users for both design and evaluation. The latter exploits usability tests based on the System Usability Scale and analysis based on the grounded theory.
Findings
The framework proved to be effective when applied for a solution for the authors’ case study. The results of the designed tool were well accepted, and the tool was characterized by its users as having high usability. A limitation that emerged is related to the ability to support authors not just in creating documentation but also in maintaining it, an aspect that needs to be better addressed in the future.
Originality/value
The presented framework can be instantiated for similar platforms and provides a common ground for assessment of tools. The produced tool significantly simplifies the production of documentation related to community best practices. Valuable user feedbacks were collected about possible improvements for tools supporting authors.
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