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Jesus Is Real; Hell Is Real

Fr. Pat argues that the above phrase possesses all of the clarity of the Last Judgment.




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What a Parable Really Is

Fr. Pat examines three components of the parable.




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The Humanization of Reality

In the Incarnation, God assumes not only human nature, but also human experience. With respect to this, Fr. Pat Reardon talks about human memory, human speech, and human resolve




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Reality and Faith

Fr. Patrick Reardon contemplates the setting, action, and drama of faith.




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The Concealed Presence of a New Reality

In the Hebrew Scriptures, the angelic announcement of a conception is a special sign of some new resolve of God; a resolve of God to alter the course of history. Fr. Pat's reflections given on the Feast of the Conception of the Forerunner and Baptist John.




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The Moral Structure of Reality

Fr. Pat discusses the meaning of moral realism, the radical mercy of God, and Christ and His Cross.




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Restoration to Real Life




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The Reality of the Risen Christ

In this homily given on St. Thomas Sunday, 2012, Fr. Pat examines three subjects related to the resurrection of Christ our Lord.




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The Mind’s Contract with Reality

This past Sunday evening All Saints Church hosted a Pan-Orthodox Prayer Service for the Sanctity of Life, sponsored by the Orthodox Christian Clergy Association of Chicago. Fr. Pat was the guest speaker. These were his remarks.




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What if God is Real?

God is more than an abstract idea. And if He's real, that has important consequences for our lives.




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What is Real Christian Faith? (Sunday of Saint John Climacus)

“I believe; help my unbelief!” (Mark 9: 24) We often think of faith as meaning either "certainty" (confidence that some idea is true) or "religiosity" (participation in a group's activities). But the Fourth Sunday of Great Lent is dedicated to Saint John Climacus, and the top rung of his "Ladder of Divine Ascent" describes faith. The Church presents faith in much deeper terms than we often admit. We'll learn by looking at how Abraham was faithful to God, while the disciples weren't. Because real faith is about placing ourselves in God's hands. As always, we've prepared a FREE downloadable workbook (https://mailchi.mp/goarch/bethebee172) to help you act on what you'll learn. You'll find a coupon code for "Effective Christian Ministry" in this week's workbook.




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Into the Real World




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What Does Real Power Look Like?




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Real Absence: Nothing There.

Acts 6:1-7, Mark 15:43-16:8 The witnesses of the ladies: they saw NOTHING at all...




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Confront reality




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Call Center Outsourcing Costs: How Much Is It REALLY?

For most business owners, the main reason why they would outsource their call center services is that it’s usually the least expensive option. Be that as it may, there are several factors that go into the final cost of doing so—including the type of call center, its location, and the […]

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Are Local Calls Still a Thing? Not Really

A local call is one that is placed and received within the same zip code—or technically within the same switching center. Below, we’ll break down what a local call is, how it differs from a long distance call, and why local calls are now irrelevant. An Example of a Local […]

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Will a Call Simulator Help Your Agent Training? Not Really

Call simulators can be nice tools when you want to provide supplemental training and practice for your agents, but they can’t replace the hands-on experience they’d get from dealing with real customers. In other words, call simulators work, but they’re not very practical for training purposes—especially in the long term.  […]

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'Something really precious has been taken away from me'

As the UK records its 100,000th death from Covid within 28 days of a positive test, Catherine Burns speaks to some of the people behind the figures.




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"We've really seen a dip in morale"

Unison say they're seeing a "dip in people" wanting to work in the council sector.




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'They've made me realise ADHD isn't a barrier'

The Hub in Bromsgrove has helped Skye, 15, gain qualifications and realise she "can do anything".




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Real Decreto 2020 para regular Traductor Jurado e Intérprete Jurado

Tras varios meses de actividad bajo mínimos a causa de la pandemia del COVID19, en los que quedó claro que no es fácil ser traductor jurado en tiempos de coronavirus, la Oficina de Interpretación...

The post Real Decreto 2020 para regular Traductor Jurado e Intérprete Jurado appeared first on El Blog del Traductor Jurado.




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How to Make More $$ without Really Trying


Have you noticed how different businesses are constantly inventing new ways to nickel and dime their customers? Airlines have first stopped offering free in-flight meals; then introduced a fee for checked-in luggage; they reduced the leg space of their seats and are now charging for "special" (exit row and bulkhead) seats that leave you less cramped at the end of a two-hour flight. At the same time, they tacked a host of fees to their ticket prices, so that now the amount of these fees (and government taxes) exceeds the nominal price of the ticket itself.

Other businesses are not bashful either in inventing sneaky ways to separate you from your money. A carton of orange juice, which used to contain half a gallon (64 oz) of juice now contains only 59 oz. A can of coffee, which at one time contained a pound (16 oz) now contains 12, 11, or 10.5 oz. And don't expect the price to go down for these shrinking quantities of products.
Gas stations are now adding a separate fee, in addition to their already sky-high prices, for credit card payments.

Some physicians are charging thousands of dollars in yearly fees just to keep you as a patient (no specific service included). The list may go on and on. Many of these and other businesses count on their customers being stupid or at least not paying attention to what they are being charged for and how much they are getting. Of course, they're also trying to compensate for their own rising costs (in part due to similar tactics by other businesses) and shrinking revenues due to the recession.
So, why don't we, translators, get imaginative and enhance our incomes by adding a few items to our rates? I envision my future bill to my clients to look something like this:
Translation
50.00
Availability fee
2.50
Keyboarding fee
3.00
Administrative fee
2.00
Billing fee
1.50
Software usage fee
1.75
Hardware usage fee
1.80
e-mailing fee
1.65
Alertness fee*
1.60
Innovation fee **
2.50
Bundling fee***
  2.00
Total payable
70.30

* That's for the espresso to keep me awake while I'm translating.
** That's for inventing all these possible and impossible fees.
*** Let them figure out what this means (you can use any random word from the dictionary here).

Feel free to add your own bright ideas to this list.

Thanks to witty Gabe Bokor from Translation Journal Blog.




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Realising the Potential of Web 2.0 for Collaborative Learning Using Affordances

With the emergence of the Web 2.0 phenomena, technology-assisted social networking has become the norm. The potential of social software for collaborative learning purposes is clear, but as yet there is little evidence of realisation of the benefits. In this paper we consider Information and Communication Technology student attitudes to collaboration and via two case studies the extent to which they exploit the use of wikis for group collaboration. Even when directed to use a particular wiki designed for the type of project they are involved with, we found that groups utilized the wiki in different ways according to the affordances ascribed to the wiki. We propose that the integration of activity theory with an affordances perspective may lead to improved technology, specifically Web 2.0, assisted collaboration.




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Coordinated System for Real Time Muscle Deformation during Locomotion

This paper presents a system that simulates, in real time, the volumetric deformation of muscles during human locomotion. We propose a two-layered motion model. The requirements of realism and real time computation lead to a hybrid locomotion system that uses a skeleton as first layer. The muscles, represented by an anatomical surface model, constitute the second layer, whose deformations are simulated with a finite element method (FEM). The FEM subsystem is fed by the torques and forces got from the locomotion system, through a line of action model, and takes into account the geometry and material properties of the muscles. High level parameters (like height, weight, physical constitution, step frequency, step length or speed) allow to customize the individuals and the locomotion and therefore, the deformation of the persons' muscles.




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ORPMS: An Ontology-based Real-time Project Monitoring System in the Cloud

Project monitoring plays a crucial role in project management, which is a part of every stage of a project's life-cycle. Nevertheless, along with the increasing ratio of outsourcing in many companies' strategic plans, project monitoring has been challenged by geographically dispersed project teams and culturally diverse team members. Furthermore, because of the lack of a uniform standard, data exchange between various project monitoring software becomes an impossible mission. These factors together lead to the issue of ambiguity in project monitoring processes. Ontology is a form of knowledge representation with the purpose of disambiguation. Consequently, in this paper, we propose the framework of an ontology-based real-time project monitoring system (ORPSM), in order to, by means of ontologies, solve the ambiguity issue in project monitoring processes caused by multiple factors. The framework incorporates a series of ontologies for knowledge capture, storage, sharing and term disambiguation in project monitoring processes, and a series of metrics for assisting management of project organizations to better monitor projects. We propose to configure the ORPMS framework in a cloud environment, aiming at providing the project monitoring service to geographically distributed and dynamic project members with great flexibility, scalability and security. A case study is conducted on a prototype of the ORPMS in order to evaluate the framework.




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Evaluation on stock market forecasting framework for AI and embedded real-time system

Since its birth, the stock market has received widespread attention from many scholars and investors. However, there are many factors that affect stock prices, including the company's own internal factors and the impact of external policies. The extent and manner of fundamental impacts also vary, making stock price predictions very difficult. Based on this, this article first introduces the research significance of the stock market prediction framework, and then conducts academic research and analysis on two key sentences of stock market prediction and artificial intelligence in stock market prediction. Then this article proposes a constructive algorithm theory, and finally conducts a simulation comparison experiment and summarises and discusses the experiment. Research results show that the neural network prediction method is more effective in stock market prediction; the minimum training rate is generally 0.9; the agency's expected dilution rate and the published stock market dilution rate are both around 6%.




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A Realistic Data Warehouse Project: An Integration of Microsoft Access® and Microsoft Excel® Advanced Features and Skills




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Realizing Learning in the Workplace in an Undergraduate IT Program




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Real World Project: Integrating the Classroom, External Business Partnerships and Professional Organizations




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Business Intelligence in College: A Teaching Case with Real Life Puzzles




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Augmenting a Child’s Reality: Using Educational Tablet Technology




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A Real-time Plagiarism Detection Tool for Computer-based Assessments

Aim/Purpose: The aim of this article is to develop a tool to detect plagiarism in real time amongst students being evaluated for learning in a computer-based assessment setting. Background: Cheating or copying all or part of source code of a program is a serious concern to academic institutions. Many academic institutions apply a combination of policy driven and plagiarism detection approaches. These mechanisms are either proactive or reactive and focus on identifying, catching, and punishing those found to have cheated or plagiarized. To be more effective against plagiarism, mechanisms that detect cheating or colluding in real-time are desirable. Methodology: In the development of a tool for real-time plagiarism prevention, literature review and prototyping was used. The prototype was implemented in Delphi programming language using Indy components. Contribution: A real-time plagiarism detection tool suitable for use in a computer-based assessment setting is developed. This tool can be used to complement other existing mechanisms. Findings: The developed tool was tested in an environment with 55 personal computers and found to be effective in detecting unauthorized access to internet, intranet, and USB ports on the personal computers. Recommendations for Practitioners: The developed tool is suitable for use in any environment where computer-based evaluation may be conducted. Recommendation for Researchers: This work provides a set of criteria for developing a real-time plagiarism prevention tool for use in a computer-based assessment. Impact on Society: The developed tool prevents academic dishonesty during an assessment process, consequently, inculcating confidence in the assessment processes and respectability of the education system in the society. Future Research: As future work, we propose a comparison between our tool and other such tools for its performance and its features. In addition, we want to extend our work to include testing for scalability of the tool to larger settings.




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Playable Experiences Through Technologies: Opportunities and Challenges for Teaching Simulation Learning and Extended Reality Solution Creation

Aim/Purpose: This paper describes a technologies education model for introducing Simulation Learning and Extended Reality (XR) solution creation skills and knowledge to students at the tertiary education level, which is broadly applicable to higher education-based contexts of teaching and learning. Background: This work is made possible via the model’s focus on advancing knowledge and understanding of a range of digital resources, and the processes and production skills to teach and produce playable educational digital content, including classroom practice and applications. Methodology: Through practice-based learning and technology as an enabler, to inform the development of this model, we proposed a mixed-mode project-based approach of study within a transdisciplinary course for Higher Education students from the first year through to the post-graduate level. Contribution: An argument is also presented for the utility of this model for upskilling Pre-service Teachers’ (PSTs) pedagogical content knowledge in Technologies, which is especially relevant to the Australian curriculum context and will be broadly applicable to various educative and non-Australian settings. Findings: Supported by practice-based research, work samples and digital projects of Simulation Learning and XR developed by the authors are demonstrated to ground the discussion in examples; the discussion that is based around some of the challenges and the technical considerations, and the scope of teaching digital solutions creation is provided. Recommendations for Practitioners: We provide a flexible technologies teaching and learning model for determining content for inclusion in a course designed to provide introductory Simulation Learning and XR solution creation skills and knowledge. Recommendation for Researchers: The goal was to provide key criteria and an outline that can be adapted by academic researchers and learning designers in various higher education-based contexts of teaching and inclusive learning design focused on XR. Impact on Society: We explore how educators work with entities in various settings and contexts with different priorities, and how we recognise expertise beyond the institutional interests, beyond discipline, and explore ‘what is possible’ through digital technologies for social good and inclusivity. Future Research: The next step for this research is to investigate and explore how XR and Simulation Learning could be utilised to accelerate student learning in STEM and HASS disciplines, to promote knowledge retention and a higher level of technology-enhanced learning engagement.




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Adoption and Usage of Augmented Reality-based Virtual Laboratories Tool for Engineering Studies

Aim/Purpose: The study seeks to utilize Augmented Reality (AR) in creating virtual laboratories for engineering education, focusing on enhancing teaching methodologies to facilitate student understanding of intricate and theoretical engineering principles while also assessing engineering students’ acceptance of such laboratories. Background: AR, a part of next-generation technology, has enhanced the perception of reality by overlaying virtual elements in the physical environment. The utilization of AR is prevalent across different disciplines, yet its efficacy in facilitating Science, Technology, Engineering, and Mathematics (STEM) education is limited. Engineering studies, a part of STEM learning, involves complex and abstract concepts like machine simulation, structural analysis, and design optimization; these things would be easy to grasp with the help of AR. This restriction can be attributed to their innovative characteristics and disparities. Therefore, providing a comprehensive analysis of the factors influencing the acceptance of these technologies by students - the primary target demographic – and examining the impact of these factors is essential to maximize the advantages of AR while refining the implementation processes. Methodology: The primary objective of this research is to develop and evaluate a tool that enriches the educational experience within engineering laboratories. Utilizing Unity game engine libraries, digital content is meticulously crafted for this tool and subsequently integrated with geo-location functionalities. The tool’s user-friendly interface allows both faculty and non-faculty members of the academic institution to establish effortlessly the virtual laboratory. Subsequently, an assessment of the tool is conducted through the application of the Unified Theory of Acceptance and Use of Technology (UTAUT2) model, involving the administration of surveys to university students to gauge their level of adaptability. Contribution: The utilization of interactive augmented learning in laboratory settings enables educational establishments to realize notable savings in time and resources, thereby achieving sustainable educational outcomes. The study is of great importance due to its utilization of student behavioral intentions as the underlying framework for developing an AR tool and illustrating the impact of learner experience on various objectives and the acceptance of AR in Engineering studies. Furthermore, the research results enable educational institutions to implement AR-based virtual laboratories to improve student experiences strategically, align with learner objectives, and ultimately boost the adaptability of AR technologies. Findings: Drawing on practice-based research, the authors showcase work samples and a digital project of AR-based Virtual labs to illustrate the evaluation of the adaptability of AR technology. Adaptability is calculated by conducting a survey of 300 undergraduate university students from different engineering departments and applying an adaptability method to determine the behavioral intentions of students. Recommendations for Practitioners: Engineering institutions could leverage research findings in the implementation of AR to enhance the effectiveness of AR technology in practical education settings. Recommendation for Researchers: The authors implement a pragmatic research framework aimed at integrating AR technology into virtual AR-based labs for engineering education. This study delves into a unique perspective within the realm of engineering studies, considering students’ perspectives and discerning their behavioral intentions by drawing upon previous research on technology utilization. The research employs various objectives and learner experiences to assess their influence on students’ acceptance of AR technology. Impact on Society: The use of AR in engineering institutions, especially in laboratory practicals, has a significant impact on society, supported by the UTAUT2 model. UTAUT2 model assesses factors like performance, effort expectancy, social influence, and conditions, showing that AR in education is feasible and adaptable. This adaptability helps students and educators incorporate AR tools effectively for better educational results. AR-based labs allow students to interact with complex engineering concepts in immersive settings, enhancing understanding and knowledge retention. This interactive augmented learning for laboratories saves educational institutions significant time and resources, attaining sustainable learning. Future Research: Further research can employ a more comprehensive acceptance model to examine learners’ adaptability to AR technology and try comparing different adaptability models to determine which is more effective for engineering students.




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Emerging Research on Virtual Reality Applications in Vocational Education: A Bibliometric Analysis

Aim/Purpose: This study explores the subject structure, social networks, research trends, and issues in the domain that have the potential to derive an overview of the development of virtual reality-based learning media in vocational education. Background: Notwithstanding the increasingly growing interest in the application of virtual reality in vocational learning, the existing research literature may still leave out some issues necessary for a comprehensive understanding. This study will point out such areas that need more exploration and a more comprehensive synthesis of the literature by conducting a bibliometric analysis. It will be interesting to keep track of the changing concepts and methodologies applied in the development of VR-based learning media in vocational education research. Methodology: This review was carried out using bibliometric methodology, which can highlight patterns of publication and research activity in this hitherto little studied area. The results of the study have the potential to lead to evidence-based priority in VR development, which will tailor work for vocational contexts and set the compass against the growing worldwide interest in this area. The study provides a descriptive analysis of publications, citations, and keyword data for 100 documents published between the years 2013 and 2022 from the Scopus database, which is conducted to illustrate the trends in the field. Contribution: This study also counts as a contribution to understanding the research hotspots of VR-based learning media in vocational education. Through bibliometric analysis, this study thoroughly summarized the relevant research and literature laying a knowledge foundation for researchers and policy makers. Additionally, this analysis identified knowledge gaps, recent trends, and directions for future research. Findings: The bibliometric analysis revealed the following key findings: 1. A growing publication trajectory, with output increasing from 7 articles in 2013 to 25 articles in 2022. 2. The United States led the contributions, followed by China, and Germany. 3. The most prominent authors are affiliated with American medical institutions. 4. Lecture proceedings include familiar sources that reflect this nascent domain. 5. Citation analysis identified highly influential work and researchers. 6. Keyword analysis exposed technology-oriented topics rather than learning-oriented terms. These findings present an emerging landscape with opportunities to address geographic and pedagogical research gaps. Recommendations for Practitioners: This study will be beneficial for designers and developers of VR-based learning programs because it aligns with the most discussed and influential VR technologies within the literature. Such an alignment of an approach with relevant research trends and focus can indeed be very useful for the effective application and use of VR-based learning media for quality improvements in vocational students' learning. Recommendation for Researchers: In fact, in this bibliometric review of VR integration within vocational classrooms, a future call for focused research is presented, especially on teaching methods, course design, and learning impact. This is a framework that seeks to establish its full potential with effective and integrated use of VR in the various vocational curricula and settings of learners. Impact on Society: From the findings of the bibliometric analysis, it is evident that virtual reality technologies (VR) have significantly led to transformation within educational media. There is no denying that the growing interest and investment in the integration of virtual reality into vocational education has been well manifested in the substantive increase in publications in the last decade. This shows what the innovation driving factor is in the United States. At the same time the rapid contributions from China signal worldwide recognition of the potential of VR to improve technical skills training. This study points the way for more research to bridge critical gaps, specifically how VR tools can be used in vocational high school classrooms. Furthermore, research should be aligned to meet specific needs of vocational learners and even promote international cross-border partnerships, pointing out the potential of virtual reality to be a universally beneficial tool in vocational education. The examination of highly cited articles provides evidence of the potential of VR to be an impactful pedagogical tool in vocational education. The findings suggest that researchers need to move forward looking at the trajectory of VR in vocational education and how promising it is in defining the future for innovative and effective learning methodologies. Future Research: This study is an exceptionally valuable contribution, a true landmark in the field of dynamic development, and one that denotes very meaningful implications for the future course of research in the dynamically developing field of bibliometric analysis of VR-based learning media for vocational education. The increase in the number of publications emanates from growing interests in the application of virtual reality (VR) technologies in vocational education. The high concentration of authorship from the USA, along with the ever increasing contributions from China, spotlights the increasing worldwide recognition of the impact of immersive technologies in the enhancement of training in technical skills. These are emerging trends that call for research to exemplify the diverse views and global teamwork opportunities presented by VR technologies. The study also highlights critical areas that need focused attention in future research endeavors. The fact that the embedding of VR tools into classrooms in vocational high schools has been poorly researched points to the major gap in pedagogical research within authentic educational settings. Therefore, further investigations should evaluate teaching methods in VR, lesson designs, and the impacts of VR in specific vocational trades. This supports the need for learner-centered frameworks that are tailor-made to the needs of vocational learners. This calls for more direct and focused investigations into identified research gaps noting a growing dominance in the field of health-related research with the most cited articles in this field, to integrate virtual reality into additional vocational education contexts. In this way, the gaps present an opportunity for researchers to make significant contributions to the development of interventions responsive to the unique needs of vocational learners; this will contribute to strengthening the evidence base for the worldwide implementation of VR within vocational education systems. This was recommended as the intention of such a bibliometric analysis: supporting the potential of VR as a pedagogical tool in vocational contexts and providing grounding for a strong and focused future research agenda within this burgeoning area of educational technology.




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"We Work as a Team Really": Gender Homophily on Australian Cotton Farms




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Will Information-Communications Systems Survive? Web 2.x and SocNet as Placebos or Real Internet Survival Kit




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Knowledge Management Curriculum Development: Linking with Real Business Needs




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WWW Image Searching Delivers High Precision and No Misinformation: Reality or Ideal?




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Campus Event App - New Exploration for Mobile Augmented Reality




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Towards the Realization of the ICT Education Living Lab – The TechTeachers.co.za Success Story

This paper presents the success story of the intuitive vision of an Information and Communication Technology (ICT) high school educator in South Africa. The growth and evolution of a Community of Practice towards a full-fledged living lab is investigated. A grounded theory study analyses the living lab concept and highlights some of the current challenges secondary high school ICT education face within the South African educational landscape. Some of the concepts, ideas, best practices, and lessons learned in the establishment and running of two web based technologies to support secondary school ICT subjects is discussed. The researchers present a motivation for the use of living labs to address some of the issues identified and highlights how the existing platforms fits into bigger design.




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Assessing the Affordances of SimReal+ and their Applicability to Support the Learning of Mathematics in Teacher Education

Aim/Purpose: Assess the affordances and constraints of SimReal+ in teacher education Background There is a huge interest in visualizations in mathematics education, but there is little empirical support for their use in educational settings Methodology: Single case study with 22 participants from one class in teacher education. Quantitative and qualitative methods to collect students’ responses to a survey questionnaire and open-ended questions Contribution: The paper contributes to the understanding of affordances and constraints of visualization tools in mathematics education Findings: The visualization tool SimReal+ has potential for learning mathematics in teacher education, but the user interface should be improved to make it more usable for different users. Teachers need to consider technological and pedagogical affordances of SimReal+ at the student, classroom, and mathematics subject level Recommendations for Practitioners: Address technological and pedagogical affordances of SimReal+ Recommendation for Researchers: Improve the design of SimReal+ to make it technologically and pedagogically more usable Impact on Society: Understand the affordances and constraints of visualization tools in education Future Research: Implement a next cycle of experimentation with SimReal+ in teacher education to ensure more validity and reliability




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A Classification Schema for Designing Augmented Reality Experiences

Aim/Purpose: Designing augmented reality (AR) experiences for education, health or entertainment involves multidisciplinary teams making design decisions across several areas. The goal of this paper is to present a classification schema that describes the design choices when constructing an AR interactive experience. Background: Existing extended reality schema often focuses on single dimensions of an AR experience, with limited attention to design choices. These schemata, combined with an analysis of a diverse range of AR applications, form the basis for the schema synthesized in this paper. Methodology: An extensive literature review and scoring of existing classifications were completed to enable a definition of seven design dimensions. To validate the design dimensions, the literature was mapped to the seven-design choice to represent opportunities when designing AR iterative experiences. Contribution: The classification scheme of seven dimensions can be applied to communicating design considerations and alternative design scenarios where teams of domain specialists need to collaborate to build AR experiences for a defined purpose. Findings: The dimensions of nature of reality, location (setting), feedback, objects, concepts explored, participant presence and interactive agency, and style describe features common to most AR experiences. Classification within each dimension facilitates ideation for novel experiences and proximity to neighbours recommends feasible implementation strategies. Recommendations for Practitioners: To support professionals, this paper presents a comprehensive classification schema and design rationale for AR. When designing an AR experience, the schema serves as a design template and is intended to ensure comprehensive discussion and decision making across the spectrum of design choices. Recommendations for Researchers: The classification schema presents a standardized and complete framework for the review of literature and AR applications that other researchers will benefit from to more readily identify relevant related work. Impact on Society: The potential of AR has not been fully realized. The classification scheme presented in this paper provides opportunities to deliberately design and evaluate novel forms of AR experience. Future Research: The classification schema can be extended to include explicit support for the design of virtual and extended reality applications.




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Mise en Scène: A Film Scholarship Augmented Reality Mobile Application




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HUNT: Scavenger Hunt with Augmented Reality

This project shows a creative approach to the familiar scavenger hunt game. It involved the implementation of an iPhone application, HUNT, with Augmented Reality (AR) capability for the users to play the game as well as an administrative website that game organizers can use to create and make available games for users to play. Using the HUNT mobile app, users will first make a selection from a list of games, and they will then be shown a list of objects that they must seek. Once the user finds a correct object and scans it with the built-in camera on the smartphone, the application will attempt to verify if it is the correct object and then display associated multi-media AR content that may include images and videos overlaid on top of real world views. HUNT not only provides entertaining activities within an environment that players can explore, but the AR contents can serve as an educational tool. The project is designed to increase user involvement by using a familiar and enjoyable game as a basis and adding an educational dimension by incorporating AR technology and engaging and interactive multimedia to provide users with facts about the objects that they have located




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Knowledge Management and Problem Solving in Real Time: The Role of Swarm Intelligence

Knowledge management research applied to the development of real-time research capability, or capability to solve societal problems in hours and days instead of years and decades, is perhaps increasingly important, given persistent global problems such as the Zika virus and rapidly developing antibiotic resistance. Drawing on swarm intelligence theory, this paper presents an approach to real-time research problem-solving in the form of a framework for understanding the complexity of real-time research and the challenges associated with maximizing collaboration. The objective of this research is to make explicit certain theoretical, methodological, and practical implications deriving from new literature on emerging technologies and new forms of problem solving and to offer a model of real-time problem solving based on a synthesis of the literature. Drawing from ant colony, bee colony, and particle swarm optimization, as well as other population-based metaheuristics, swarm intelligence principles are derived in support of improved effectiveness and efficiency for multidisciplinary human swarm problem-solving. This synthesis seeks to offer useful insights into the research process, by offering a perspective of what maximized collaboration, as a system, implies for real-time problem solving.




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The Influence of Augmented Reality Face Filter Addiction on Online Social Anxiety: A Stimulus-Organism-Response Perspective

Aim/Purpose: This study aims to analyze the factors that influence user addiction to AR face filters in social network applications and their impact on the online social anxiety of users in Indonesia. Background: To date, social media users have started to use augmented reality (AR) face filters. However, AR face filters have the potential to create positive and negative effects for social media users. The study combines the Big Five Model (BFM), Sense of Virtual Community (SVOC), and Stimuli, Organism, and Response (SOR) frameworks. We adopted the SOR theory by involving the personality factors and SOVC factors as stimuli, addiction as an organism, and social anxiety as a response. BFM is the most significant theory related to personality. Methodology: We used a quantitative approach for this study by using an online survey. We conducted research on 903 Indonesian respondents who have used an AR face filter feature at least once. The respondents were grouped into three categories: overall, new users, and old users. In this study, group classification was carried out based on the development timeline of the AR face filter in the social network application. This grouping was carried out to facilitate data analysis as well as to determine and compare the different effects of the factors in each group. The data were analyzed using the covariance-based structural equation model through the AMOS 26 program. Contribution: This research fills the gap in previous research which did not discuss much about the impact of addiction in using AR face filters on online social anxiety of users of social network applications. Findings: The results of this study indicated neuroticism, membership, and immersion influence AR face filter addiction in all test groups. In addition, ARA has a significant effect on online social anxiety. Recommendations for Practitioners: The findings are expected to be valuable to social network service providers and AR creators in improving their services and to ensure policies related to the list of AR face filters that are appropriate for use by their users as a form of preventing addictive behavior of that feature. Recommendation for Researchers: This study suggested other researchers consider other negative impacts of AR face filters on aspects such as depression, life satisfaction, and academic performance. Impact on Society: AR face filter users may experience changes in their self-awareness in using face filters and avoid the latter’s negative impacts. Future Research: Future research might explore other impacts from AR face filter addiction behavior, such as depression, life satisfaction, and so on. Apart from that, future research might investigate the positive impact of AR face filters to gain a better understanding of the impact of AR face filters.




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TRACC: tiered real-time anonymised chain for contact-tracing

Epidemiologists recommended contact-tracing as an effective control measure for the global infection like COVID-19 pandemic. Despite its effectiveness in infection containment, it has many limitations such as labour-intensive process, prone to human errors and most importantly, user privacy concerns. To address these shortcomings, we proposed location-aware blockchain-based hierarchical contact-tracing framework for anonymised data collection and processing. This infectious disease control framework serves both the infected users with localised alerts as well as stakeholders such as city officials and health workers with health statistics. Our proposed solution uses hierarchical network design that offloads individual infection block data to create hospital and city-level 'chains' for generating macro-level infection statistics. Results demonstrate that our system can represent the dynamic complexities of contract tracing in highly infection situations. Overall, our design emphasises on data processing and verification mechanism for large volume of infection data over a significant period of time for active risk assessment.




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Are We Really Having an Impact? A Comprehensive Approach to Assessing Improvements in Critical Thinking in an MBA Program