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In view of the problems of the current teaching content being out of touch with social needs and students' poor practical abilities and other issues, this paper analyzes the new international software engineering training model. Based on the iterative optimization method of updating the teaching idea, optimizing the curriculum system, strengthening the schoolenterprise cooperation and improving teachers'...
Dummy - Online is the most popular mobile Free-To-Play (F2P) card game in Thailand. Part of the reason is that the marketing team has created many successful marketing campaigns for the game since its inception in 2012. Though there had been many marketing campaigns, the publisher has not been able to effectively analyze the impact of marketing campaigns to the userbase and their gameplay behaviors...
In recent years, with the development of the Internet, it is more and more common for users to buy mobile phones on the Internet. On the one hand, sentiment analysis help customers to fully understand the performance of the phone, on the other hand, it provides improvement direction for producer to upgrade the goods. In this paper, we use the method of semantic analysis to analyze the sentiment of...
The market penetration of in-home entertainment systems is playing a crucial role in the diffusion of interactive multimedia services. In this context, thin-client game systems have received a lot of attention, shifting the computational burden of the game play toward the server while the client renders a fat video stream. This paper proposes an analysis of the network characteristics of the Remote...
In this paper, we consider a recent cellular network connection paradigm, known as a user-provided network (UPN), where users share connectivity and act as an access point for other users. To incentivize user participation in this network, we allow the users to trade their data plan and obtain a profit by selling and buying leftover data capacities (caps) from each other. We formulate the data trading...
Despite the massive influx of mobile apps into the market, not everyone is "mobile literate." The steady growth of the mobile industry has highlighted the emerging need to advance mobile literacy. This study uses an individual level mobile app usage dataset to examine the potential of mobile platform-based social games as training tools for mobile literacy. We choose Anipang, a popular mobile...
With the mobile payment era comes, WeChat Payment as a main kind of mobile payment, received extensive concern. This paper based on WeChat user behavior, from the WeChat user behavior, user behavior stickiness and the development status of WeChat Payment starting to make inquiry, summed up the advantages of its development, inadequate and future trends.
One of the characteristics of Massive Open Online Courses (MOOCs) is the huge amount of participants. However, participants do not collaborate among them. Moreover, the results show that despite the existence of tools like forums and peer review activities, current MOOC platforms do not have mechanisms to support collaboration. According to the literature, there are 6 aspects to promote effective...
Since Rogers proposed innovation diffusion theory, it has been used to analyze the new technology adoption behavior and divided the customer into five segments. Some studies compared the difference between early adopters and majorities. Some studies support the early adopters upgrade earlier, however, researchers usually employ self-report adoption intention as the proxy of actual adoption behavior...
An operator-assisted user-provided network (UPN) has the potential to achieve a low cost ubiquitous Internet connectivity, without significantly increasing the network infrastructure investment. In this paper, we consider such a network where the network operator encourages some of her subscribers to operate as mobile Wi-Fi hotspots (hosts), providing Internet connectivity for other subscribers (clients)...
We Chat was published in China by Ten cent company since Jan. 21st 2011. After 100 million users in Mar. 2012, Ten cent announced that the number of We Chat's users reached 300 million in Jan 15th 2013. We Chat has become one of the most heated topics within the last 2 years and its every move is attracting attention from various academia, industries, and enterprises. This study selected 50 university...
A present issue in the evolution of mobile cellular networks is determining whether, how and where to deploy adaptive content and cloud distribution solutions at the base station and backhauling network level. Intuitively, an adaptive placement of content and computing resources in the most crowded regions can grant important traffic offloading, improve network efficiency and user quality of experience...
User-provided connectivity (UPC) is a promising paradigm to achieve a low-cost ubiquitous connectivity. In this paper, we study a network-assisted UPC service model, where a mobile virtual network operator (MVNO) enables its subscribers to operate as mobile WiFi hotspots (hosts) and provide Internet connectivity for others. A unique aspect of this service model is that the MVNO offers some free data...
Smart devices are supporting emerging types of location-based gaming applications to attain collaborations among collocated users in public places like transports. However, they are facing many challenges like the timely performance of back-end game servers for runtime game operation, unreliable cellular network connections, and opportunistic and dynamic local environment. To address these limitations,...
The strong revenue generating engines of mobile social games have caught attention of both researchers and the industry. The analysis of revenue-generating engines has identified the characteristics of service engineering in the era of social media and services. One such finding is that mobile social game design creates different types of satisfaction with a single service, which is unique in social...
The Japanese feature-phone has traced a relatively unique evolutionary path considering its unique service development context in the last decade. The global trend of smart phones has provided a new direction in evolution for the mobile service business in Japan. This transition in a unique ecosystem and user experience provides an opportunity to identify the driving factors for mobile service business...
The rapid growth in revenue-generating capabilities of mobile social games has caught the attention of both researchers and industry. The author analyzes the key factors of revenue-generating engines in mobile social games in Japan, and presents the four key factors involved in revenue-generation mechanisms of those games. The author discusses the four golden rules of mobile social games and presents...
Locating services in public environments substantially differs from finding services in a private local network (e.g. a home network). Conventional discovery protocols require a user terminal to be connected to a network in order to query it for available services. However, out in the city, one can hardly try to connect to every public hotspot within reach to discover the services it might provide...
This paper proposes a role-playing game model with mobile learning (MRPGL) platform, which is an extension of the previous KBIC (Knowledge-Based Intelligent Classroom) system. In addition to the six layers of KBIC structure, MRPGL owns an extra seventh layer game map. The formal definitions of agents, learning activities and learning materials are constructed upon the coordinates of game map. A web-based...
There is an increasing visibility of mobile social games in Japan. The radical growth of item-purchasing in mobile social games is generating new hype in mobile business. The author revisits the game and social factors of the revenue-generating engines of mobile social games. The author examines the underlying principles of revenue-generating engines in mobile social games, which leads to exploration...
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