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1.
Gamification is the use of video-game mechanics and elements in nongame contexts to enhance user engagement and performance. The purpose of this study is to conduct a systematic review to have an in-depth investigation into the existing gamification solutions targeted at solving user engagement problems in different categories of software. We carried out this systematic review by proposing a framework of gamifying process, which is the basis for comparison of existing gamification solutions. In order to report the review, the primary studies are categorized according to the following: a) gamified software and their platforms; b) elements of the gamifying process; c) gamification solutions in each software type; d) gamification solutions for software user engagement problems; e) gamification solutions in general; and f) effects of gamification on software user engagement and performance. Based on the search procedure and criteria, a total of 78 primary studies were extracted. Most of the studies focused on educational and social software, which were developed for web or mobile platforms. We concluded that the number of studies on motivating users to use software content, solving problems in learning software, and using real identity is very limited. Furthermore, few studies have been carried out on gamifying the following software categories: productivity software, cloud storage, utility software, entertainment software, search engine software, tool software, fitness software, software engineering, information worker software, and health-care software. In addition, a large number of gamification solutions are relatively simple and require improvement. Thus, for future studies, researchers can work on the items discovered in this review; they can improve the quality of the current gamified systems by using a wide variety of game mechanics and interface elements, utilizing a combination of contextual types of rewards and giving users the ability to use received rewards “in-game” and “out-game.”  相似文献   

2.
Physiotherapy using intelligent robots is emerging as a new approach to recovery for many stroke patients. Although therapy robots have a strong potential in dealing with therapeutic and other medical applications, they have not been fully utilized in everyday therapy activities due to concerns over safety and the lack of friendly robot user/patient interaction models. From the viewpoint of software engineering, a user-centred design based on UML (Unified Modelling Language) has been known to be one of the best solutions to satisfy usability since the design process relies heavily on the analysis of users and their tasks to reach their goals. Therefore, a model-driven approach to interactive system design via UML for therapy robots is needed to make them usable in the real world. This paper proposes such approach and introduces a new graphical notation that describes user interface elements and the methods of connection with hardware/software objects. With the proposed abstract interaction models, prototyping interactive systems can be made faster and allows for their evaluation by users and system developers before implementation in order to improve usability from the perspectives of users and system developers.  相似文献   

3.
Noting that user engagement is a key issue in e-government systems implementation and that the actual form and strategies of user engagement, especially within the context of e-government, is poorly defined, this paper intends to contribute to the research and practice of e-government systems implementation by conducting a comparative case study of two e-government systems implementation within a single government agency in Singapore. The comparative analysis of these two e-government systems implementation was accomplished through using stakeholder theory as a sense-making theoretical lens. This generated four findings pertaining to the form and strategies of user engagement in e-government systems implementation.  相似文献   

4.
Touch screens are a key component of consumer mobile devices such as smartphones and tablets, as well as an increasingly common self-service component of information retrieval on fixed screens and mobile devices in-store. The ubiquity of touch screens in daily life increases consumer accessibility and extended use for shopping, whilst software innovations have increased the functionality of touch screens, for example the extent to which images respond to fingertip control. This study examines how users engage with interactive visual rotation and tactile simulation features while browsing fashion clothing products on touch screen devices and thus contributes to retail touch screen research that previously focused on in-store kiosks and window displays. Findings show that three dimensions of user engagement (endurability, novelty and felt involvement) are positively influenced by both forms of manipulation. In order to examine the extent to which touch screen user engagement varies with individual preferences for an in-store experience, the paper also examines whether user engagement outcomes are mediated by an individual's need for physical touch. Findings indicate that the need for touch does not explain the variance between individuals. We conclude that touch screen technology complements the physical retail environment.  相似文献   

5.
The growing popularity of gamification in the global environment increases the importance of balancing factors that affect user engagement, satisfaction and acceptability in different cultures. While the main motivation behind gamifying software systems is to improve user engagement, an adverse effect might happen if the design and functionality did not consider users' cultural requirements. This paper presents a hybrid cultural design model for localising Arabic systems that takes into consideration the visual elements of user interfaces as well as the functionality and cultural factors of Arabic countries. We start by introducing design guidelines for localising Arabic systems and then evaluate the designed localisation criteria by conducting questionnaires and interviews. We base our studies on the factors that could affect the productivity levels of software engineers who use gamified software project management tools in their workplace. 63 software engineers participated in a mood board based questionnaire composed by different visual elements, rewards and achievements. To validate our findings, seven experts were interviewed. Those were software developers and designers. Based on our results, we propose a hybrid cultural design model, composed of personalised elements, localised elements and non-localised elements. This paper also proposes the first comprehensive model for localising Arabic gamified systems.  相似文献   

6.
The paper presents the development and application of software for structural analysis adapted to construction engineering applications. The software consists of data structures, application subroutine libraries and the built-in Matlab subroutine library. For each application, the user writes an application-specific main program using the data structures and routines in the subroutine libraries. This gives the user flexibility to build a main program that is adapted to the specific needs of the current application. The software has been tested in a number of real-world projects, e.g. tunnels and bridges. The examples show that the software is a useful design tool for design work.  相似文献   

7.
The paper presents the Fun Toolkit (v3), a survey instrument that has been devised to assist researchers and developers to gather opinions about technology from children. In presenting the toolkit, the paper provides a reflective look at several studies where the toolkit has been validated and considers how the Fun Toolkit should be used as well as discussing how, and in what way, the instruments contained within it should be employed. This consideration of use is one of the novel contributions of the paper. The second major contribution is the discussion based around software appeal; in which the fit between the Fun Toolkit and usability and engagement is explored. The paper concludes that the Fun Toolkit is useful, that it can be used with some confidence to gather opinions from children and that it has the potential for use for other user experiences.  相似文献   

8.
本文基于自主研发的通用运动控制器平台,针对用户对三伺服自动包装机的特殊需求,设计并开发了自动包装机专用运动控制软件。进一步实现了其在现实生产中的应用,并进行了可靠性验证,使其达到用户的需求。采用UML[1](统一建模语言)来对程序进行分层设计,使得程序的结构更加清晰,更加严谨,提高了程序的可读性和可维护性。  相似文献   

9.
10.
As software service platforms grow in number of users and variety of service offerings, it raises the question of how this phenomenon impacts the value obtained by users. This paper identifies system usability, service variety, and personal connectivity to be the major determinants that contribute to the value offered to users on mobile software service platforms. A structural equation model, which is based on utility theory, technology acceptance theory, and the theory of network externalities, has been constructed from seven observed constructs, reflecting the three determinants and the user value. The lower bound of user value is estimated through the user’s willingness-to-pay for services and the user’s willingness to spend time on using services. For the validation, a co-variance-based structural equation analysis has been conducted on online survey data of 210 users of mobile service platforms (e.g., Android, iOS). The results show that the number of services used and the number of active user connections were found to be the strongest constructs explaining user value. Perceived usefulness did not explain user value as much. In total, they can explain 49 % of the value that the user receives from the platform. The implication of this result is that users’ value from a software service platform cannot be explained by the technology acceptance model itself. Instead, an approach that, as used in this research, of integrating network externality theory, utility theory, and technology acceptance theory is necessary.  相似文献   

11.
This paper discusses how to refine a given initial legal ontology using an existing MRD (Machine-Readable Dictionary). There are two hard issues in the refinement process. One is to find out those MRD concepts most related to given legal concepts. The other is to correct bugs in a given legal ontology, using the concepts extracted from an MRD. In order to resolve the issues, we present a method to find out the best MRD correspondences to given legal concepts, using two match algorithms. Moreover, another method called a static analysis is given to refine a given legal ontology, based on the comparison between the initial legal ontology and the best MRD correspondences to given legal concepts. We have implemented a software environment to help a user refine a given legal ontology based on these methods. The empirical results have shown that the environment works well in the field of Contracts for the International Sale of Goods.  相似文献   

12.
Dependency structural matrix (DSM) is an approach originally developed for process optimization. It has been successfully applied to identify software dependencies among packages and subsystems. A number of algorithms have been proposed to compute the matrix so that it highlights patterns and problematic dependencies between subsystems. However, existing DSM implementations often miss important information to fully support reengineering effort. For example, they do not clearly qualify and quantify problematic relationships, information that is crucial to support remediation tasks. We propose enriched DSM (eDSM), which provides small‐multiple views and micro–macro‐readings by adding fine‐grained information in each cell of the matrix. Each cell is enriched with contextual information about (i) the type of dependencies (inheritance, class reference, etc.), (ii) the proportion of referencing entities, and (iii) the proportion of referenced entities. We distinguish independent cycles and stress potentially simple fixes for cycles by using coloring information. This work is language independent and has been implemented on top of the Moose software analysis platform. In this paper, we expand our previous work. We improved the cell content information view on the basis of user feedback and performed multiple validations: two different case studies on Moose and Seaside software; one user study for validating eDSM as a usable approach for developers. Solutions to problems identified with eDSM have been performed and retrofitted in analyzed software. Copyright © 2012 John Wiley & Sons, Ltd.  相似文献   

13.
以CAN总线通讯为基础,开发了一种基于VC++6.0的交流传动互馈试验台监控软件。该软件实现了各种采集数据的读取、分析、同时能完全模拟司机控制台的控制指令。该软件已成功应用于150KVA的试验台上。  相似文献   

14.
For over four decades user involvement has been considered intuitively to lead to user satisfaction, which plays a pivotal role in successful outcome of a software project. The objective of this paper is to explore the notion of user satisfaction within the context of the user involvement and system success relationship. We have conducted a longitudinal case study of a software development project and collected qualitative data by means of interviews, observations and document analysis over a period of 3 years. The analysis of our case study data revealed that user satisfaction significantly contributes to the system success even when schedule and budget goals are not met. The case study data analysis also presented additional factors that contribute to the evolution of user satisfaction throughout the project. Users’ satisfaction with their involvement and the resulting system are mutually constituted while the level of user satisfaction evolves throughout the stages of software development process. Effective management strategies and user representation are essential elements of maintaining an acceptable level of user satisfaction throughout software development process.  相似文献   

15.
CASE (computer aided software engineering) tools are believed to have played a critical role in improving software productivity and quality by assisting tasks in software development processes since the 1970s. Several parametric software cost models adopt "use of software tools" as one of the environmental factors that affects software development productivity. Several software cost models assess the productivity impacts of CASE tools based only on breadth of tool coverage without considering other productivity dimensions such as degree of integration, tool maturity, and user support. This paper provides an extended set of tool rating scales based on the completeness of tool coverage, the degree of tool integration, and tool maturity/user support. Those scales are used to refine the way in which CASE tools are effectively evaluated within COCOMO (constructive cost model) II. In order to find the best fit of weighting values for the extended set of tool rating scales in the extended research model, a Bayesian approach is adopted to combine two sources of (expert-judged and data-determined) information to increase prediction accuracy. The extended model using the three TOOL rating scales is validated by using the cross-validation methodologies, data splitting, and bootstrapping. This approach can be used to disaggregate other parameters that have significant impacts on software development productivity and to calibrate the best-fit weight values based on data-determined and expert-judged distributions. It results in an increase in the prediction accuracy in software parametric cost estimation models and an improvement in insights on software productivity investments.  相似文献   

16.
This paper proposes a new fracture mechanics based OOP tool for damage tolerant evaluation of cracked structural components including tubular joints subjected to constant and variable amplitude loading. To meet requirements of damage tolerant evaluation of structural components, interactive and user-friendly software, has been developed by using OOP concepts. Application of OOP concepts with class and sequence diagrams generated using unified modified language (UML) design tool has been explained with reference to the software. Graphical user interface (GUI) has been developed using VC++, which acts as a client at the front end, while the database developed using MS-ACCESS-XP acts as the server at the back-end. Database design for typical structural components with different crack configurations has been shown in the form of tables. The details of various program modules and structure of GUI have been outlined. Number of benchmark problems has been solved through GUI for verification and validation. The efficacy of the software has been illustrated through an example problem.  相似文献   

17.
Metaheuristic optimization frameworks: a survey and benchmarking   总被引:1,自引:1,他引:0  
This paper performs an unprecedented comparative study of Metaheuristic optimization frameworks. As criteria for comparison a set of 271 features grouped in 30 characteristics and 6 areas has been selected. These features include the different metaheuristic techniques covered, mechanisms for solution encoding, constraint handling, neighborhood specification, hybridization, parallel and distributed computation, software engineering best practices, documentation and user interface, etc. A metric has been defined for each feature so that the scores obtained by a framework are averaged within each group of features, leading to a final average score for each framework. Out of 33 frameworks ten have been selected from the literature using well-defined filtering criteria, and the results of the comparison are analyzed with the aim of identifying improvement areas and gaps in specific frameworks and the whole set. Generally speaking, a significant lack of support has been found for hyper-heuristics, and parallel and distributed computing capabilities. It is also desirable to have a wider implementation of some Software Engineering best practices. Finally, a wider support for some metaheuristics and hybridization capabilities is needed.  相似文献   

18.
19.
在基于SOA(Service-Oriented Architecture)的软件中,为了适应用户对软件QoS(Quality of Service)值要求的改变或是组成软件的Web服务本身QoS值的不稳定,需要对软件进行重配置,使其QoS值达到用户要求。提出一个QoS驱动的动态替换算法,通过对软件的QoS的监测结果或用户所提出的QoS需求,确定动态替换目标。通过目标的替换,使配置后的软件满足用户需求。理论分析和实验结果都说明了算法的可行性和有效性。  相似文献   

20.
ABSTRACT

With the emergence of cloud technologies, on the one hand, and social networks, on the other hand, the possibilities for e-learning have been drastically enhanced in the latest years. Virtual Learning Environments (VLE) can now indeed contain a huge amount of learning resources; in parallel, large user communities are available in social networks. These nevertheless remain different systems but, by using these heterogeneous software environments together, the possibilities for interaction could be multiplied. That is why, this paper suggests to build a Massive Open Online Course (MOOC) environment through a Multi-Agent System (MAS) working as a virtual abstraction layer over heterogeneous software platforms. The idea is to aggregate different traditional VLE to dispose of the learning objects they own as well as other platforms such as social networks to furnish an easy access to the MOOC of their large user communities. The MAS design has been architectured around a real-life organisational pattern – the joint venture – allowing one to deal with the complexity of heterogeneous software environments in a manner that real-life companies set up joint governance. Communication scenarios issued of a field analysis are pointed out in the paper; these are supported by the MOOC platform in the native environment as well as in Facebook. The proposal is indeed validated through the development of a prototype using Facebook as a case study for third-party platform interfacing. We finally highlight the benefits for the user experience.  相似文献   

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