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An Ontology based Agent Generation for Information Retrieval on Cloud Environment

Retrieving information or discovering knowledge from a well organized data center in general is requested to be familiar with its schema, structure, and architecture, which against the inherent concept and characteristics of cloud environment. An effective approach to retrieve desired information or to extract useful knowledge is an important issue in the emerging information/knowledge cloud. In this paper, we propose an ontology-based agent generation framework for information retrieval in a flexible, transparent, and easy way on cloud environment. While user submitting a flat-text based request for retrieving information on a cloud environment, the request will be automatically deduced by a Reasoning Agent (RA) based on predefined ontology and reasoning rule, and then be translated to a Mobile Information Retrieving Agent Description File (MIRADF) that is formatted in a proposed Mobile Agent Description Language (MADF). A generating agent, named MIRA-GA, is also implemented to generate a MIRA according to the MIRADF. We also design and implement a prototype to integrate these agents and show an interesting example to demonstrate the feasibility of the architecture.




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Cooperation as a Service in VANETs

Vehicular Networks, including Vehicular Adhoc Networks (VANETs) and Vehicular Sensor Networks (VSNs), stimulate a brand new variety of services, ranging from driver safety services, traffic information and warnings regarding traffic jams and accidents, to providing weather or road condition, parking availability, and advertisement. 3G networks and sophisticated Intelligent Transportation Systems (ITS), including deploying costly roadside base stations, can indeed be used to offer such services, but these come with a cost, both at network and hardware levels. In this paper we introduce Cooperation as a service (CaaS): A novel architecture that will allow providing a set of services for free and without any additional infrastructure, by taking advantage of Vehicle-to-Vehicle communications. CaaS uses a hybrid publish/subscribe mechanism where the driver (or subscriber) expresses his interests regarding a service (or a set of services) and where cars having subscribed to the same service will cooperate to provide the subscriber with the necessary information regarding the service he subscribed to, by publishing this information in the network. CaaS structures the network into clusters, and uses Content Based Routing (CBR) for intra-cluster communications and geographic routing for inter-cluster communications.




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Winter is coming ou choisir entre la Souveraineté et le Marché

Petite nouveauté : j'ouvre mon blog afin de faire vivre le débat et certains auront remarqué le changement d'intitulé. Désormais, Il y aura un nouveau contributeur en la personne de Vincent Grenier qui est entrepreneur et membre du Conseil National du...






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British writer Samantha Harvey wins Booker Prize for space novel Orbital - Al Jazeera English

  1. British writer Samantha Harvey wins Booker Prize for space novel Orbital  Al Jazeera English
  2. Samantha Harvey’s ‘beautiful and ambitious’ Orbital wins Booker prize  The Guardian
  3. Samantha Harvey wins the Booker prize for “Orbital”  The Economist
  4. British writer Samantha Harvey’s space-station novel ‘Orbital’ wins 2024 Booker Prize  CNN
  5. Booker Prize Is Awarded to Samantha Harvey’s ‘Orbital’  The New York Times







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Justin Welby resigns as archbishop of Canterbury over abuse scandal - Al Jazeera English

  1. Justin Welby resigns as archbishop of Canterbury over abuse scandal  Al Jazeera English
  2. Church of England head resigns over handling of sex abuse scandal  CTV News
  3. The four bishops at risk from child abuse cover-up report  The Telegraph
  4. The archbishop and the abuser  The Economist
  5. Archbishop of Canterbury Justin Welby resigns in abuse fallout: All to know  Al Jazeera English




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Cette espèce marine serait capable de... faire repousser des parties de son anatomie

Les pycnogonides, une espèce marine apparentée aux araignées, peuvent faire repousser des parties du corps après amputation, et pas seulement de simples membres, selon une étude publiée lundi, ouvrant la voie à de nouvelles découvertes sur la régénération.

"Personne ne s'attendait à cela", a déclaré Gerhard Scholtz de la prestigieuse université Humboldt à Berlin, et l'un des auteurs principaux de cette étude parue dans la revue Proceedings of the National Academy of Sciences. "Nous avons été les premiers à démontrer que c'était possible", a-t-il ajouté. Il est connu qu'une multitude d'espèces d'arthropodes tels que les mille-pattes, les araignées ou d'autres insectes peuvent faire repousser une patte après l'avoir perdue.

"Les crabes peuvent même se débarrasser automatiquement de leurs membres s'ils sont attaqués", a déclaré Gerhard Scholtz, précisant: "ils les remplacent par un nouveau membre". Ce que les chercheurs ont découvert à travers leurs expériences avec ces minuscules créatures à huit pattes, est qu'elles sont capables de régénérer même d'autres parties du corps. Pour l'étude, ils ont amputé différents membres et parties postérieures du corps de 23 pycnogonides juvéniles et adultes, et ont observé les résultats.

Repousse d'un corps à partir de seulement quelques cellules

Aucune régénération de parties du corps n'a été constatée dans les spécimens adultes, mais certains étaient toujours en vie après deux ans. Les spécimens juvéniles, en revanche, ont connu une régénération complète ou quasi-complète des parties du corps manquantes, y compris l'intestin postérieur, l'anus, la musculature, et certaines parties d'organes génitaux.

A long terme, 90% des pycnogonides ont survécu, et 16 spécimens juvéniles ont effectué leur mue par la suite au moins une fois. La régénération postérieure a ainsi été constatée chez 14 des spécimens juvéniles tandis qu'aucun des spécimens adultes n'a mué ou ne s'est régénéré. Les capacités de régénération varient à travers le règne animal.

Les vers plats, par exemple, peuvent faire repousser leur corps à partir de seulement quelques cellules. Les vertébrés, dont les hommes, n'ont quasiment aucune capacité de régénération à l'exception de quelques espèces comme les lézards, qui peuvent faire repousser leurs queues.

Selon Gerhard Scholz, les résultats de l'étude ouvrent de nouvelles voies de recherche dans le domaine. "Une multitude d'espèces différentes peuvent être testées de cette manière", dit-il, ce qui pourrait permettre de comparer les mécanismes de régénération. "Au bout du compte, peut-être que les mécanismes que nous découvrons chez les arthropodes nous aiderons dans les traitements médicaux après la perte d'un membre, d'un doigt, etc... chez les humains", espère le chercheur.




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Study on operational risks and preventive measures of supply chain finance

The operation of supply chain finance faces various risks, therefore, studying the operational risks of supply chain finance and corresponding preventive measures is of great significance. Firstly, classify the types of operational risks in supply chain finance. Secondly, based on the risk classification results, the decision tree method is used to evaluate the operational risks of supply chain finance. Finally, based on the risk assessment results, targeted risk prevention measures for supply chain finance operations are proposed, such as strengthening supplier management, optimising logistics and warehouse management, risk analysis and monitoring, and strengthening information security and data protection. The case analysis results show that the accuracy of the evaluation results of this method is higher, and the risk coefficient has been significantly reduced after applying this method, indicating that it can effectively reduce supply chain risk.




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Risk-based operation of plug-in electric vehicles in a microgrid using downside risk constraints method

To achieve the benefits as much as possible, it is required to identify the available PEV capacity and prepare scheduling plans based on that. The analysis revealed that the risk-based scheduling of the microgrid could reduce the financial risk completely from $9.89 to $0.00 and increases the expected operation cost by 24% from $91.38 to $112.94, in turn. This implies that the risk-averse decision-maker tends to spend more money to reduce the expected risk-in-cost by using the proposed downside risk management technique. At the end, by the help of fuzzy satisfying method, the suitable risk-averse strategy is determined for the studied case.




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What we know and do not know about video games as marketers: a review and synthesis of the literature

The video game industry (VGI) has evolved considerably, transitioning from a niche market to a substantial sector. The VGI's magnitude and the societal implications tied to video game consumption have naturally piqued the interest of scholars in marketing and consumer behaviour. This research serves a dual purpose: firstly, it consolidates existing VG literature by evaluating articles, concepts, and methodologies, systematically tracing their evolution; secondly, it outlines potential directions and implications for forthcoming research. Within this literature, a predominant focus lies on articles investigating purchase decisions concerning VGs, followed by those exploring the integration of video game consumption into broader social contexts. Notably, a limited number of articles delve into player-game interactions and experiences within gaming worlds. This imbalance can be attributed to the fact that such inquiries are often suited to psychology and multidisciplinary journals, while the marketing discipline has predominantly addressed the VGI from a marketing management standpoint.




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Enhanced TCP BBR performance in wireless mesh networks (WMNs) and next-generation high-speed 5G networks

TCP BBR is one of the most powerful congestion control algorithms. In this article, we provide a comprehensive review of BBR analysis, expanding on existing knowledge across various fronts. Utilising ns3 simulations, we evaluate BBR's performance under diverse conditions, generating graphical representations. Our findings reveal flaws in the probe's RTT phase duration estimation and unequal bandwidth sharing between BBR and CUBIC protocols. Specifically, we demonstrated that the probe's RTT phase duration estimation algorithm is flawed and that BBR and CUBIC generally do not share bandwidth equally. Towards the end of the article, we propose a new improved version of TCP BBR which minimises these problems of inequity in bandwidth sharing and corrects the inaccuracies of the two key parameters RTprop and cwnd. Consequently, the BBR' protocol maintains very good fairness with the Cubic protocol, with an index that is almost equal to 0.98, and an equity index over 0.95.




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A constant temperature control system for indoor environments in buildings using internet of things

The performance of a building's internal environment, which includes the air temperature, lighting and acoustics, is what determines the quality of the environment inside the building. We present a thermal model for achieving thermal comfort in buildings that makes use of a multimodal analytic framework as a solution to this challenge. In this study, a multimodal combination is used to evaluate several temperature and humidity sensors as well as an area image. Additionally, a CNN and LSTM combination is used to process the image and sensor data. The results show that heating setback and interior set point temperatures, as well as mechanical ventilation based on real people's presence and CO<SUB align=right>2 levels, are all consistently reduced when ICT-driven intelligent solutions are used. The CNN-LSTM model has a goodness of fit that is 0.7258 on average, which is much higher than both the CNN (0.5291) and LSTM (0.5949) models.




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Digitalisation boost operation efficiency with special emphasis on the banking sector

The banking sector has experienced a substantial technological shift that has opened up new and better opportunities for its customers. Based on their technological expenditures, the study assessed the two biggest public Indian banks and the two biggest private Indian banks. The most crucial statistical techniques used to demonstrate the aims are realistic are bivariate correlations and ordinary least squares. This work aims to establish a connection between research and a technology index that serves as a proxy for operational efficiency. The results show that for both public and private banks, the technology index positively influences operational efficiency metrics like IT costs, marketing costs, and compensation costs. This suggests that when the technology index increases, so do IT, marketing, and compensation costs, even though it has been shown that the technology index favourably improves operational efficiency measures like depreciation and printing. This means that the cost to banks is high despite greater investment in technology for these activities.




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Pattern of Plagiarism in Novice Students’ Generated Programs: An Experimental Approach




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Fostering Digital Literacy through Web-based Collaborative Inquiry Learning – A Case Study




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Student Perceptions of Microblogging: Integrating Twitter with Blogging to Support Learning and Interaction




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Accelerating Software Development through Agile Practices - A Case Study of a Small-scale, Time-intensive Web Development Project at a College-level IT Competition




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Teaching an Introductory Programming Language in a General Education Course




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Using Interactive Software to Teach Foundational Mathematical Skills

The pilot research presented here explores the classroom use of Emerging Literacy in Mathematics (ELM) software, a research-based bilingual interactive multimedia instructional tool, and its potential to develop emerging numeracy skills. At the time of the study, a central theme of early mathematics curricula, Number Concept, was fully developed. It was broken down into five mathematical concepts including counting, comparing, adding, subtracting and decomposing. Each of these was further subdivided yielding 22 online activities, each building in a level of complexity and abstraction. In total, 234 grade one students from 12 classes participated in the two-group post-test study that lasted about seven weeks and for which students in the experimental group used ELM for about 30 minutes weekly. The results for the final sample of 186 students showed that ELM students scored higher on the standardized math test (Canadian Achievement Test, 2008) and reported less boredom and lower anxiety as measured on the Academic Emotions Questionnaire than their peers in the control group. This short duration pilot study of one ELM theme holds great promise for ELM’s continued development.




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Enhancing Children's Interest and Knowledge in Bioengineering through an Interactive Videogame

Aim/Purpose: Bioengineering is a burgeoning interdisciplinary learning domain that could inspire the imaginations of elementary aged children but is not traditionally taught to this age group for reasons unrelated to student ability. This pilot study presents the BacToMars videogame and accompanying curricular intervention, designed to introduce children (aged 7-11) to foundational concepts of bioengineering and to the interdisciplinary nature of scientific endeavors. Background: This pilot study explores the bioengineering-related learning outcomes and attitudes of children after engaging with the BacToMars game and curriculum intervention. Methodology: This study drew on prior findings in game-based learning and applied them to a videogame designed to connect microbiology with Constructionist microworlds. An experimental comparison showed the learning and engagement affordances of integrating this videogame into a mixed-media bioengineering curriculum. Elementary-aged children (N = 17) participated in a 9-hour learning intervention, with one group of n = 8 children receiving the BacToMars videogame and the other group (n = 9) receiving traditional learning activities on the same content. Pre- and post-surveys and interview data were collected from both groups. Contribution: This paper contributes to education research on children’s ability to meaningfully engage with abstract concepts at the intersection of science and engineering through bioengineering education, and to design research on developing educational technology for introducing bioengineering content to elementary school children. Findings: Children in both groups showed improved knowledge and attitudes related to bioengineering. Children who used BacToMars showed slightly stronger performance on game-specific concepts, while children in the control condition showed slightly higher generalized knowledge of bioengineering concepts. Recommendations for Practitioners: Practitioners should consider bioengineering as a domain for meaningful, interdisciplinary learning in elementary education.. Recommendation for Researchers: Design researchers should develop playful ways to introduce bioengineering concepts accurately and to engage children’s imaginations and problem-solving skills. Education researchers should further investigate developmentally appropriate ways to introduce bioengineering in elementary education. Impact on Society: BacToMars introduces a meaningful scenario to contextualize complex con-cepts at the intersection of science and engineering, and to engage children in real-world, interdisciplinary problem solving. Future Research: Future research should explore BacToMars and bioengineering curricula for elementary-aged children in larger samples, with longer intervention times.




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Concept–based Analysis of Java Programming Errors among Low, Average and High Achieving Novice Programmers

Aim/Purpose: The study examined types of errors made by novice programmers in different Java concepts with students of different ability levels in programming as well as the perceived causes of such errors. Background: To improve code writing and debugging skills, efforts have been made to taxonomize programming errors and their causes. However, most of the studies employed omnibus approaches, i.e. without consideration of different programing concepts and ability levels of the trainee programmers. Such concepts and ability specific errors identification and classifications are needed to advance appropriate intervention strategy. Methodology: A sequential exploratory mixed method design was adopted. The sample was an intact class of 124 Computer Science and Engineering undergraduate students grouped into three achievement levels based on first semester performance in a Java programming course. The submitted codes in the course of second semester exercises were analyzed for possible errors, categorized and grouped across achievement level. The resulting data were analyzed using descriptive statistics as well as Pearson product correlation coefficient. Qualitative analyses through interviews and focused group discussion (FGD) were also employed to identify reasons for the committed errors. Contribution:The study provides a useful concept-based and achievement level specific error log for the teaching of Java programming for beginners. Findings: The results identified 598 errors with Missing symbols (33%) and Invalid symbols (12%) constituting the highest and least committed errors respec-tively. Method and Classes concept houses the highest number of errors (36%) followed by Other Object Concepts (34%), Decision Making (29%), and Looping (10%). Similar error types were found across ability levels. A significant relationship was found between missing symbols and each of Invalid symbols and Inappropriate Naming. Errors made in Methods and Classes were also found to significantly predict that of Other Object concepts. Recommendations for Practitioners: To promote better classroom practice in the teaching of Java programming, findings for the study suggests instructions to students should be based on achievement level. In addition to this, learning Java programming should be done with an unintelligent editor. Recommendations for Researchers: Research could examine logic or semantic errors among novice programmers as the errors analyzed in this study focus mainly on syntactic ones. Impact on Society: The digital age is code-driven, thus error analysis in programming instruction will enhance programming ability, which will ultimately transform novice programmers into experts, particularly in developing countries where most of the software in use is imported. Future Research: Researchers could look beyond novice or beginner programmers as codes written by intermediate or even advanced programmers are still not often completely error free.




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Digital Literacy in Higher Education: A Case Study of Student Engagement with E-Tutorials Using Blended Learning

Aim/Purpose: This paper reports on a case study project which had three goals; to develop a suite of original interactive digital skills e-tutorials to be embedded in undergraduate and postgraduate courses; to evaluate the students’ experience and engagement with the e-tutorials over one semester; and to explore their general attitudes towards online and blended learning. Background: Online and blended learning modes continue to grow in popularity in higher education, with the aim of streamlining and enhancing student learning, supporting collaboration and creativity, and equipping students with the skills they will require to work and live in an increasingly digitized world. This practice-based case study highlights factors which positively and negatively affect user engagement with digital learning objects and explores students’ perceptions of the role of online learning within their academic programs. Methodology: A suite of nine interactive e-tutorials, addressing essential digital literacy skills for university students, was developed through instructor and student peer collaboration using Articulate software, informed by best practice. The e-tutorials were embedded in the institutional Learning Management System for three undergraduate and postgraduate courses, in which digital literacy formed the core learning content, to complement classroom-based learning. Students in these courses were surveyed via SurveyMonkey about their specific experience of using the e-tutorials, as well as their general perceptions of digital literacy and online learning. Eighty-six students in total completed the questionnaire, which consisted of twenty-three closed- and open-ended questions. Contribution: Through highlighting both the positive and the challenging aspects of the students’ reported experience of online learning, this case study contributes useful insights to the body of literature on user engagement with digital learning objects in higher education, as well as students’ perceptions and experience of blended learning. Findings: The e-tutorials were perceived as valuable in reinforcing classroom learning, allowing respondents to revise concepts and materials covered in face-to-face classes, at their own pace and in their own time. Survey responses showed that the accessibility, ease-of-use, design and duration of the e-tutorials were deemed effective in terms of user engagement; however, several technological challenges were identified, such as browser incompatibility, uneven sound quality and general Internet connection issues, which disrupted their learning. Overall, students expressed enjoyment of the learning facilitated by the e-tutorials; however, rather than favoring online learning alone, they expressed a preference for a blended learning environment, with a combination of complementary learning approaches; survey respondents did not generally wish to forego face-to-face classes entirely. Recommendations for Practitioners: Instructors should seek to strategically embed interactive digital learning objects in their courses at defined points of need in a logical structure, e.g., to reinforce classroom-based learning, or to support specific skill development. Potential disruption to learning should be minimized by following best practice guidelines to ensure ease of access, a seamless user experience, and timely feedback, as well as providing adequate support for rapid resolution of technical glitches. Recommendation for Researchers: E-tutorials offer a useful means of exploring ways in which students acquire learning in the digital environment. A wider, collaborative exploration is needed to provide comparative studies which move beyond case studies. Impact on Society: Online learning mechanisms, such as e-tutorials, offer students different means of acquiring essential literacy skills and different ways to interact with content. E-tutorials constitute reusable learning objects, which can be accessed as just-in-time delivery modes, when students perceive they need to review particular skills or reinforce learning material. Future Research: This research is now expanding into different types of reusable learning objects. E-tutorials may be developed in multiple ways, and comparative research around e-tutorial models will deepen our understanding of how students interact with content in formal learning contexts. As the digital educational landscape continues to expand alongside traditional face-to-face and analogue learning modes, a key research focus will be student and instructor perceptions and experience of blended learning in different contexts.




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Utilizing Design Thinking to Create Digital Self-Directed Learning Environment for Enhancing Digital Literacy in Thai Higher Education

Aim/Purpose: To explore the effectiveness of utilizing the design thinking approach in developing digital self-directed learning environment to enhance digital literacy skills in Thai higher education. Background: To foster digital literacy skills in higher education, Thai students require more than access to technology. Emphasizing digital self-directed learning and incorporating Design Thinking approach, can empower students to learn and develop their digital skills effectively. This study explores the impact of digital self-directed learning environment, developed using a design thinking approach, on enhancing digital literacy skills among higher education students in Thailand. Methodology: The research methodology involves developing a digital self-directed learning environment, collecting and analyzing data, and using statistical analysis to compare the outcomes between different groups. The sample includes 60 undergraduate students from the School of Industrial Education and Technology at King Mongkut Institute of Technology, divided into a control group (n=30) and an experimental group (n=30). Data analysis involves mean, standard deviation, and one-way MANOVA. Contribution: This research contributes to the evidence supporting the use of Design Thinking in developing digital self-directed learning environment, demonstrating its effectiveness in meeting learners’ needs and improving learning outcomes in higher education. Findings: Key findings include: 1) the digital media and self-directed learning activities plan developed through the design thinking approach received high-quality ratings from experts, with mean scores of 4.87 and 4.93, respectively; and 2) post-lesson comparisons of learning outcome and digital literacy assessment scores revealed that the group utilizing digital media with self-directed learning activities had significantly higher mean scores than the traditional learning group, with a significance level of 0.001. Recommendations for Practitioners: Practitioners in higher education should use design thinking to develop digital self-directed learning environments that enhance digital literacy skills. This approach involves creating high-quality digital media and activities, promoting engagement and improved outcomes. Collaboration and stakeholder involvement are essential for effective implementation. Recommendation for Researchers: Researchers should continue to explore the effectiveness of design thinking approaches in the development of learning environments, as well as their influence on different educational aspects such as student engagement, satisfaction, and overall learning outcomes. Impact on Society: By enhancing digital literacy skills among higher education students, this study contributes to the development of a digitally skilled workforce, encourages lifelong learning, and aids individuals in effectively navigating the challenges of the digital era. Future Research: Future research could explore a broader range of student demographics and educational settings to validate the effectiveness of the Design Thinking approach in enhancing digital literacy. This could include integrating design thinking with alternative digital learning and teaching methods to further improve digital literacy.




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Generating a Template for an Educational Software Development Methodology for Novice Computing Undergraduates: An Integrative Review

Aim/Purpose: The teaching of appropriate problem-solving techniques to novice learners in undergraduate software development education is often poorly defined when compared to the delivery of programming techniques. Given the global need for qualified designers of information technology, the purpose of this research is to produce a foundational template for an educational software development methodology grounded in the established literature. This template can be used by third-level educators and researchers to develop robust educational methodologies to cultivate structured problem solving and software development habits in their students while systematically teaching the intricacies of software creation. Background: While software development methodologies are a standard approach to structured and traceable problem solving in commercial software development, educational methodologies for inexperienced learners remain a neglected area of research due to their assumption of prior programming knowledge. This research aims to address this deficit by conducting an integrative review to produce a template for such a methodology. Methodology: An integrative review was conducted on the key components of Teaching Software Development Education, Problem Solving, Threshold Concepts, and Computational Thinking. Systematic reviews were conducted on Computational Thinking and Software Development Education by employing the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) process. Narrative reviews were conducted on Problem Solving and Threshold Concepts. Contribution: This research provides a comprehensive analysis of problem solving, software development education, computational thinking, and threshold concepts in computing in the context of undergraduate software development education. It also synthesizes review findings from these four areas and combines them to form a research-based foundational template methodology for use by educators and researchers interested in software development undergraduate education. Findings: This review identifies seven skills and four concepts required by novice learners. The skills include the ability to perform abstraction, data representation, decomposition, evaluation, mental modeling, pattern recognition, and writing algorithms. The concepts include state and sequential flow, non-sequential flow control, modularity, and object interaction. The teaching of these skills and concepts is combined into a spiral learning framework and is joined by four development stages to guide software problem solving: understanding the problem, breaking into tasks, designing, coding, testing, and integrating, and final evaluation and reflection. This produces the principal finding, which is a research-based foundational template for educational software development methodologies. Recommendations for Practitioners: Focusing introductory undergraduate computing courses on a programming syllabus without giving adequate support to problem solving may hinder students in their attainment of development skills. Therefore, providing a structured methodology is necessary as it equips students with essential problem-solving skills and ensures they develop good development practices from the start, which is crucial to ensuring undergraduate success in their studies and beyond. Recommendation for Researchers: The creation of educational software development methodologies with tool support is an under-researched area in undergraduate education. The template produced by this research can serve as a foundational conceptual model for researchers to create concrete tools to better support computing undergraduates. Impact on Society: Improving the educational value and experience of software development undergraduates is crucial for society once they graduate. They drive innovation and economic growth by creating new technologies, improving efficiency in various industries, and solving complex problems. Future Research: Future research should concentrate on using the template produced by this research to create a concrete educational methodology adapted to suit a specific programming paradigm, with an associated learning tool that can be used with first-year computing undergraduates.




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Coding with AI as an Assistant: Can AI Generate Concise Computer Code?

Aim/Purpose: This paper is part of a multi-case study that aims to test whether generative AI makes an effective coding assistant. Particularly, this work evaluates the ability of two AI chatbots (ChatGPT and Bing Chat) to generate concise computer code, considers ethical issues related to generative AI, and offers suggestions for how to improve the technology. Background: Since the release of ChatGPT in 2022, generative artificial intelligence has steadily gained wide use in software development. However, there is conflicting information on the extent to which AI helps developers be more productive in the long term. Also, whether using generated code violates copyright restrictions is a matter of debate. Methodology: ChatGPT and Bing Chat were asked the same question, their responses were recorded, and the percentage of each chatbot’s code that was extraneous was calculated. Also examined were qualitative factors, such as how often the generated code required modifications before it would run. Contribution: This paper adds to the limited body of research on how effective generative AI is at aiding software developers and how to practically address its shortcomings. Findings: Results of AI testing observed that 0.7% of lines and 1.4% of characters in ChatGPT’s responses were extraneous, while 0.7% of lines and 1.1% of characters in Bing Chat’s responses were extraneous. This was well below the 2% threshold, meaning both chatbots can generate concise code. However, code from both chatbots frequently had to be modified before it would work; ChatGPT’s code needed major modifications 30% of the time and minor ones 50% of the time, while Bing Chat’s code needed major modifications 10% of the time and minor ones 70% of the time. Recommendations for Practitioners: Companies building generative AI solutions are encouraged to use this study’s findings to improve their models, specifically by decreasing error rates, adding more training data for programming languages with less public documentation, and implementing a mechanism that checks code for syntactical errors. Developers can use the findings to increase their productivity, learning how to reap generative AI’s full potential while being aware of its limitations. Recommendation for Researchers: Researchers are encouraged to continue where this paper left off, exploring more programming languages and prompting styles than the scope of this study allowed. Impact on Society: As artificial intelligence touches more areas of society than ever, it is crucial to make AI models as accurate and dependable as possible. If practitioners and researchers use the findings of this paper to improve coders’ experience with generative AI, it will make millions of developers more productive, saving their companies money and time. Future Research: The results of this study can be strengthened (or refuted) by a future study with a large, diverse dataset that more fully represents the programming languages and prompting styles developers tend to use. Moreover, further research can examine the reasons generative AI fails to deliver working code, which will yield valuable insights into improving these models.




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Navigating e-customer relationship management through emerging information and communication technologies: moderation of trust and financial risk

This study examines the relationships between ICTs (e.g., chatbots, virtual assistants, social media platforms, e-mail marketing, mobile marketing, data analytics, interactive voice response, big data analytics, push notifications, cloud computing, and augmented reality) and e-customer relationship management (e-CRM) from the banking industry of China. Similarly, this study unfolds the moderation interference of trust and risk between the association of ICTs and e-CRM, respectively. The study provided a positive nexus between ICTs and e-CRM. On the other side, a significant moderation of trust, as well as financial risk was observed between the correlation of ICTs and customer relationship management. This study endows with insights into ICTs which are critical for achieving e-CRM by streamlining interactions and enhancing their experience. Similarly, trust and financial risk were observed as potential forces that sway the association between ICTs and e-CRM.




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Exploring the impact of monetary policy on sustainable development with mediation of e-banking services and moderation of financial risk awareness

Monetary policy is essential for sustainable growth where effective monetary policies can improve investment, employment, and consumption by fostering a balanced and resilient economy. However, sustainable development is vital for harmonising economic growth, social equity, and environmental preservation. A number of factors have been discussed in the literature that impact sustainable development. However, this study explicitly tries to investigate the nexus among the monetary policy (MP) toward sustainable development (SD) with the mediation of e-banking services (e-BS) and moderation of financial risk management (FRM) from China drawing on stakeholder theory. It discovered a significant connection between monetary policy and sustainable development along with sub-dimensions of SD. Likewise, this study confirmed a positive mediating influence of e-BS between monetary policy and sustainable development. Finally, the study additionally ensured a positive moderation of financial risk between monetary policy and sustainable development, respectively. These outcomes bestow several interesting insights into monetary policy, e-banking services, financial risk management, and sustainable development.




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The influence of digital literacy and schemes on the overall satisfaction of digital usage among unorganised retailers

The world is transitioning towards the digitalisation of everyday tasks significantly. The impact of digital literacy on technological usage is immense. The awareness and utilisation of the digital India schemes are needed to determine unorganised retailers' overall satisfaction with digitalisation and technological usage. The chief motive of this research is to assess and analyse digital literacy in terms of technology usage and the awareness cum utilisation level of the various digital India schemes proposed by the Government of India for unorganised retailers. The conceptual framework consists of the factors such as digital literacy and digital India schemes that determine the overall satisfaction of retailers with technology usage. The corresponding results of the study synthesised the impact of digital literacy, digital India schemes, and the awareness cum utilisation level of technology among unorganised retailers based on recommendations to enhance the performance of the unorganised retail sector.




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Assessing supply chain risk management capabilities and its impact on supply chain performance: moderation of AI-embedded technologies

This research investigates the correlation between risk management and supply chain performance (SCP) along with moderation of AI-embedded technologies such as big data analytics, Internet of Things (IoT), virtual reality, and blockchain technologies. To calculate the results, this study utilised 644 questionnaires through the structural equation modelling (SEM) method. It is revealed using SmartPls that financial risk management (FRM) is positively linked with SCP. Second, it was observed that AI significantly moderates the connection between FRM and SCP. In addition, the study presents certain insights into supply chain and AI-enabled technologies and how these capabilities can beneficially advance SCP. Besides, certain implications, both managerial and theoretical are described for the supply chain managers along with limitations for future scholars of the world.




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Entrepreneurship vs. mentorship: an analysis of leadership modes on sustainable development with moderation of innovation management

This study explores the connection between mentorship and sustainable development (SD) within three major perspectives of sustainable development, such as social, environmental, and economic perspectives from China. Second, the study revealed the relationship between entrepreneurship and SD. Third, a moderation influence of innovation management (IM) was observed among the proposed nexuses of mentorship, entrepreneurship, and SD. To this end, a total of 535 questionnaires were eventually utilised with the support of SmartPLS and the structure equation modelling (SEM) approach. A positive connection was confirmed between mentorship and SD. The outcome uncovered a positive correlation between entrepreneurship and SD. In addition, a moderation of IM was found between mentorship, entrepreneurship, and SD. The study enlists several interesting lines about mentorship, entrepreneurship, and IM that might help to improve SD in terms of social, environmental, and economic perspectives. Besides, the study provides various implications for management and states the weaknesses along with the future directions for worldly researchers.




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Leveraging the internet of behaviours and digital nudges for enhancing customers' financial decision-making

Human behaviour, which is led by the human, emotional and occasionally fallible brain, is highly influenced by the environment in which choices are presented. This research paper explores the synergistic potential of the Internet of Behaviours (IoB) and digital nudges in the financial sector as new avenues for intervention while shedding light on the IoB benefits and the digital nudges' added value in these financial settings. Afterward, it proposes an IoB-Nudges conceptual model to explain how these two concepts would be incorporated and investigates their complementary relationship and benefits for this sector. Finally, the paper also discusses key challenges to be addressed by the IoB framework.




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The performance evaluation of teaching reform based on hierarchical multi-task deep learning

The research goal is to solve the problems of low accuracy and long time existing in traditional teaching reform performance evaluation methods, a performance evaluation method of teaching reform based on hierarchical multi-task deep learning is proposed. Under the principle of constructing the evaluation index system, the evaluation indicator system should be constructed. The weight of the evaluation index is calculated through the analytic hierarchy process, and the calculation result of the evaluation weight is taken as the model input sample. A hierarchical multi-task deep learning model for teaching reform performance evaluation is built, and the final teaching reform performance score is obtained. Through relevant experiments, it is proved that compared with the experimental comparison method, this method has the advantages of high evaluation accuracy and short time, and can be further applied in relevant fields.




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An evaluation of customer trust in e-commerce market based on entropy weight analytic hierarchy process

In order to solve the problems of large generalisation error, low recall rate and low retrieval accuracy of customer evaluation information in traditional trust evaluation methods, an evaluation method of customer trust in e-commerce market based on entropy weight analytic hierarchy process was designed. Firstly, build an evaluation index system of customer trust in e-commerce market. Secondly, the customer trust matrix is established, and the index weight is calculated by using the analytic hierarchy process and entropy weight method. Finally, five-scale Likert method is used to analyse the indicator factors and establish a comment set, and the trust evaluation value is obtained by combining the indicator membership. The experiment shows that the maximum generalisation error of this method is only 0.029, the recall rate is 97.5%, and the retrieval accuracy of customer evaluation information is closer to 1.




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General Data Protection Regulation: new ethical and constitutional aspects, along with new challenges to information law

The EU 'General Data Protection Regulation' (GDPR) marked the most important step towards reforming data privacy regulation in recent years, as it has brought about significant changes in data process in various sectors, ranging from healthcare to banking and beyond. Various concerns have been raised, and as a consequence of these, certain parts of the text of the GDPR itself have already started to become questionable due to rapid technological progress, including, for example, the use of information technology, automatisation processes and advanced algorithms in individual decision-making activities. The road to GDPR compliance by all European Union members may prove to be a long one and it is clear that only time will tell how GDPR matters will evolve and unfold. In this paper, we aim to offer a review of the practical, ethical and constitutional aspects of the new regulation and examine all the controversies that the new technology has given rise to in the course of the regulation's application.




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National ICT policy challenges for developing countries: a grounded theory informed literature review

This paper presents a review of the literature on the challenges of national information and communication technology (ICT) policies in the context of African countries. National ICT policies have been aligned with socio-development agendas of African countries. However, the policies have not delivered the expected outcomes due to many challenges. Studies have been conducted in isolation to highlight the challenges in the policy process. The study used grounded theory informed literature review to holistically analyse the problems in the context of African countries. The results were categorised in the typology of the policy process to understand the challenges from a broad perspective. The problems were categorised into agenda setting, policy formulation, legal frameworks, implementation and evaluation. In addition, there were constraints related to policy monitoring in the policy phases and imbalance of power among the policy stakeholders. The review suggests areas of further research.




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Mobile wallet payments - a systematic literature review with bibliometric and network visualisation analysis over two decades

The study aims to review the literature on mobile wallet payment and align research trends using a systematic literature review with bibliometric and network visualisation analysis over two decades. It uses bibliometric analysis of the literature research retrieved from the Web of Science database. The study period was from 2001 to 2021, with 1,134 research papers. It also provides the indicators like citation trends, cited reference patterns, authorship patterns, subject areas published on the mobile wallet, top contributing authors, and highly cited research articles using the database. Furthermore, network visualisation analysis, like the co-occurrence of author keywords and keywords plus terms, has also been examined using VOSviewer software. The bibliometric analysis shows that the Republic of China dominates mobile wallet payment, and India is a significant contributor. Furthermore, the constructions of the network map using a co-citation analysis and bibliographic coupling shows an interesting pattern of mobile wallet payment.




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Connecting with the Y Generation: an Analysis of Factors Associated with the Academic Performance of Foundation IS Students




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Human-Computer Interaction Gearing Up for Work




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Towards an Interactive Learning Environment for Object-Z




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Communication and Cooperation: Technology Transfer on Australian Family Cotton Farms




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Design, Development and Deployment Considerations when Applying Native XML Database Technology to the Programme Management Function of an SME




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Automatically Generating Questions in Multiple Variables for Intelligent Tutoring




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A Profile of Digital Information Literacy Competencies of High School Students




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Information Retrieval Systems: A Perspective on Human Computer Interaction




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Interactive On-line Formative Evaluation of Student Assignments




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Mobile Learning, Cognitive Architecture and the Study of Literature