Search results for "RAM"

showing 10 items of 35643 documents

Understanding differences among coding club students

2014

Scholars and instructors have been carrying out a multitude of actions to increase students' interest in computer science during the past years. Still, there is a need for knowledge on how these attempts develop student interest. In this qualitative study, we construct illustrative categories out of students who have attended our K-12 coding club and game programming summer course activities. We found four categories: Inactivity, Lack of self-direction, Experimenting, and Professionalism. We also briefly project this abstraction onto a four-phase model of interest development.

ta113OutreachGame programmingComputer scienceMultitudePedagogyComputingMilieux_COMPUTERSANDEDUCATIONMathematics educationClubCoding (social sciences)Qualitative researchProceedings of the 2014 conference on Innovation & technology in computer science education - ITiCSE '14
researchProduct

Customer Feedback System : Evolution Towards Semantically-enchanced Systems

2015

The digital economy requires services be created in nearly real time – while continuously listening to the customer. Managing and analysing the data collected about products and customers become very critical. Successful companies must collect data regarding customer behaviour in a sensible manner, understand their customers and engage in constant interaction with them. Nowadays, having a huge data storage capacity, everyone collects data and hopes that it will be useful someday. But, it is frustrating when you do not know whether something useful will come out of it. It is not a problem to collect data, but it is very difficult to analyse it. To utilize the data they collect and analyse cu…

ta113Process managementbusiness.industryComputer scienceProcess (engineering)Computationsemantic customer feedbackProvisioningAutomationConstant (computer programming)semantic user profileComputer data storageautomated customer feedback processingsemantic personalizationActive listeningDigital economybusiness
researchProduct

H.264 QoS and Application Performance with Different Streaming Protocols

2015

Streaming techniques, including the selected streaming protocol, have an effect on the streaming quality. In this study, the performance of three different streaming protocols in a disturbed communication channel is evaluated with a modified version of the FFPlay player. A H.264 encoded video is used as a test sequence. The number of displayed image frames, the frame rate and playout duration are used as objective metrics for QoS. The metrics brings out differences of streaming protocols in our test environment. They are measured at the application level and have a connection to the user experience. peerReviewed

ta113Protocol (science)HLSbusiness.industryComputer sciencecomputer.internet_protocolQuality of serviceReal-time computingstreaming protocolsQoSFrame rateRTSPTest sequenceUser experience designRTMPReal Time Streaming ProtocolQoEH.264businesscomputerComputer networkProceedings of the 8th International Conference on Mobile Multimedia Communications
researchProduct

Icons: Visual representation to enrich requirements engineering work

2013

Adapting icons in requirements engineering can support the multifaceted needs of stakeholders. Conventional ap- proaches to RE are mainly highlighted in diagrams. This paper introduces icon-based information as a way to represent ideas and concepts in the requirements engineering domain. We report on icon artifacts that support requirements engi- neering work such as priority types, status states and stakeholder kinds. We evaluate how users interpret meanings of icons and the efficacy of icon prototypes shaped to represent those requirements attributes. Our hypothesis is whether practitioners can recognize the icons’ meaning in terms of their functional representation. According to the empi…

ta113Requirements engineeringComputer scienceProcess (engineering)Interpretation (philosophy)Stakeholdervisuaalinen kieliikonitDomain (software engineering)Visual languagevaatimusmäärittelyHuman–computer interactionvisual languagekulttuuriiconsvaatimustenhallintaIconstakeholdercomputercomputer.programming_languageMeaning (linguistics)
researchProduct

Consumer Acceptance and Use of Instagram

2016

This study extends the Unified Theory of Acceptance and Use of Technology 2 (UTAUT2) model to investigate factors affecting the acceptance and use of a social networking service (SNS) called Instagram. The UTAUT2 model is modified to better suit the context of SNSs by replacing the price value construct with self-congruence. Furthermore, we explore the effects of behavioral intention and use behavior on "user indegree" defined as the number of people who follow an SNS user. The results of the survey study largely support the hypothesized model in the context of Instagram. The findings contribute to previous knowledge by demonstrating the important roles of hedonic motivation and habit in co…

ta113Service (business)Value (ethics)Context modelHedonic motivationsocial media05 social sciencesSurvey researchContext (language use)AdvertisingUnified theory of acceptance and use of technology0502 economics and businessInstagram050211 marketingConstruct (philosophy)Psychologyta512consumer acceptance050203 business & management2016 49th Hawaii International Conference on System Sciences (HICSS)
researchProduct

Domain Specific Case Tool for ICT-Enabled Service Design

2014

One major problem in service design is the limited availability of information gathered during the development process. In particular, information on end-user requirements is difficult for designers, developers, and maintainers to access. Here, we provide a mechanism that supports the gathering and modeling of various types of information throughout the service and software development life cycle. As various existing tools focus on a particular part of the life cycle, essential information is not available, or it is more difficult to obtain in later stages. The linkage between information collected in the different stages is often lost. The implemented tool support enables the modeling of r…

ta113Service (systems architecture)Computer sciencebusiness.industryService designDomain (software engineering)SoftwareUnified Modeling LanguageInformation and Communications TechnologySystems development life cycleComponent (UML)Component-based software engineeringSoftware engineeringbusinessComputer-aided software engineeringcomputercomputer.programming_language2014 47th Hawaii International Conference on System Sciences
researchProduct

LOCAL CONTROL OF SOUND IN STOCHASTIC DOMAINS BASED ON FINITE ELEMENT MODELS

2011

A numerical method for optimizing the local control of sound in a stochastic domain is developed. A three-dimensional enclosed acoustic space, for example, a cabin with acoustic actuators in given locations is modeled using the finite element method in the frequency domain. The optimal local noise control signals minimizing the least square of the pressure field in the silent region are given by the solution of a quadratic optimization problem. The developed method computes a robust local noise control in the presence of randomly varying parameters such as variations in the acoustic space. Numerical examples consider the noise experienced by a vehicle driver with a varying posture. In a mod…

ta113Stochastic domainAcoustics and UltrasonicsComputer scienceApplied MathematicsAcousticsNoise reductionNumerical analysisstokastinen aluekvadraattinen optimointipassenger carFinite element methodhenkilöautoelementtimenetelmäAcoustic spacequadratic optimizationNoiseFrequency domainNoise controlHelmholtz equationQuadratic programmingpaikallinen äänenhallintaäärellisten elementtien menetelmäHelmholtzin yhtälölocal sound controlJournal of Computational Acoustics
researchProduct

CSI with games and an emphasis on TDD and unit testing

2012

ta113Unit testingGeneral Computer ScienceGame programmingbusiness.industryComputer scienceEmphasis (telecommunications)ta516TelecommunicationsbusinessIndustrial engineeringEducationACM Inroads
researchProduct

Internet Adoption at the User Level: Empirical Evidence from The Gambia

2014

The unified theory of acceptance and use of technology (UTAUT) are used to investigate technology adoption. However, its application in Sub-Saharan Africa is rare and barely extended to the validation phase. In this paper, we introduce six new moderating factors for UTAUT core determinants and two other direct determinants of Internet adoption. The objective of this approach is to identify relevant elements of Internet adoption at the user level in The Gambia. Moderating factors are interacting terms used when the relationship between independent and dependent variable is weak, inconsistent or non-existent. A case study research design was employed and the data were gathered in Autumn of 20…

ta113VariablesPublic Administrationbusiness.industrymedia_common.quotation_subjectDevelopmentUnified theory of acceptance and use of technologyComputer Science ApplicationsPyramidCase study researchThe InternetMarketingPsychologyEmpirical evidencebusinessmedia_commonInformation Technology for Development
researchProduct

Career Transitions of eSports Athletes : A Proposal for a Research Framework

2017

eSports has boomed, the number of eSport athletes has grown rapidly, and many teenagers aspire to a have career in eSports. However, eSports athletes' careers involve many problems, such as career-entry difficulties, straining life habits, burnout, premature retirement, and post-career dilemmas. Despite a growing research interest in eSports, a void of knowledge exists regarding eSports athletes' career aspects. To address the gap in research, this paper aims to take an initial step by proposing a framework for eSports athletes' career transitions. The framework combines two approaches from sport psychology and sport literature. The framework can help eSports athletes, coaches, and other st…

ta113biologyLife habitAthleteselektroninen urheilu05 social sciencesApplied psychology050301 education030229 sport sciencesBurnoutbiology.organism_classificationSport psychologyurakehitysComputer Science Applications03 medical and health sciences0302 clinical medicineathletesConceptual frameworkeSportscareerPedagogyPsychology0503 educationtransitionsInternational Journal of Gaming and Computer-Mediated Simulations
researchProduct