scholarly journals Using Linguistic VIKOR and Fuzzy Cognitive Maps to Select Virtual Reality Games Development Project

Mathematics ◽  
2021 ◽  
Vol 9 (11) ◽  
pp. 1253
Author(s):  
Shu-Fen Huang

In the entertainment industry, providing games to players is a main business activity with a long history. There are various kinds of game types such as the computer game, web game, pocket game, mobile game developed for play. Virtual reality is a new technology which can integrate into the computer or mobile for generating virtual reality games. The goal of this study is to develop a framework to evaluate and select the virtual reality games development project. In the proposed framework, Linguistic VIKOR is integrated with fuzzy cognitive maps to select the project. For readers to understand the proposed method, a case study has been introduced to evaluate the project based on the proposed method. Finally, the conclusion and future research are discussed as an ending.


2020 ◽  
Vol 53 (2) ◽  
pp. 17481-17486
Author(s):  
M. Bevilacqua ◽  
F.E. Ciarapica ◽  
G. Marcucci ◽  
G. Mazzuto


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Jingqin Su ◽  
Shuai Zhang ◽  
Huanhuan Ma

PurposeThe purpose of the study is to explore how technological capability and exogenous pressure interactively influence business model (BM) dynamics over time in new technology-based ventures.Design/methodology/approachThe study adopts a longitudinal case study of the BM innovations of a Chinese financial technology venture. The structural approach and temporal bracket are used to analyze and theorize the data.FindingsThe findings indicate that distinct contextual changes impel a firm to refine or abandon existing BMs over time. In different stages, the antecedents interactively influence BM dynamics with three successive patterns, namely pressure dominance, parallel influence and hybrid influence. While both antecedents trigger changes during the initiation and implementation of new BMs, they also serve as the filter and the enabler, respectively, during the ideation and integration of BMs.Research limitations/implicationsThe study inductively develops three propositions regarding the relationship between BM dynamics and its antecedents, which is based on the data collected from one single firm. Future research should test the propositions in other domains and take more cross-level antecedents into consideration.Originality/valueThe study contributes to the nascent research stream of BM dynamics by offering in-depth insights into the interaction of internal and external antecedents and by linking the differentiated roles of antecedents to the BM innovation process. The research offers some practical implications for new technology-based ventures seeking to develop BMs in a fast-changing environment.



Author(s):  
Ute S. Lahaie ◽  
Jacqueline M. Mumford

Many universities in the United States are working to incorporate innovative 21st century skills, new active learning pedagogical approaches, and technology. Creating new physical and virtual spaces requires agile faculty professional for technology-centric experiences. Designing and offering meaningful professional development to faculty members in new virtual and physical learning technology-centric environments is a challenge. This case study explores the journey of one higher education institution in the Midwest as they implemented new technology-centric strategies, initiatives, and support. Data from faculty participants indicate the program's success and establish an agenda for future research.



2019 ◽  
Vol 9 (13) ◽  
pp. 2613 ◽  
Author(s):  
Xi Yang ◽  
Xin Liu ◽  
Jun Song

Graphene, with high biocompatibility, physiological solubility and stability, has been reported as an emerging material for biomedical applications such as biosensors, drug delivery, and tissue engineering. Recently, identifying the technological competition (TC) of graphene biomedical technology has received worldwide attention from stakeholders. However, few studies have attached great importance to review the TC of this field by the analysis of patents. The main objective of this study is to develop a new and comprehensive method to investigate TC in a given technology field by conducting a patent review and then employing a patent roadmap to dig out the technology opportunity. The effectiveness of the approach is verified with the case study on graphene biomedical technology. Compared to previous research, this study makes the following important contributions. First, this study provides a new and systematic framework for the dynamic analysis of TC in a given technology field. It also extends the research perspectives of TC for industry, assignees, and technology, employs a patent roadmap to dig out technology opportunities, and enables stakeholders to understand TC from a dynamic perspective. Second, this study integrates patent analysis with a patent roadmap that has not appeared in existing methodologies of patent review. Third, it first introduces indicators (e.g., high value patent and competition position of top assignees) to the previous patent roadmap and provides a new methodology for patent roadmaps from a country level and assignee level. Finally, this study provides useful information for stakeholders interested in graphene biomedical technology, helps them to find new technology opportunities in this field, encourages them to determine the direction of future research, and has important significance for its application to diverse other emerging technologies.



2017 ◽  
Vol 360 ◽  
pp. 260-269 ◽  
Author(s):  
Joaquín Solana-Gutiérrez ◽  
Gonzalo Rincón ◽  
Carlos Alonso ◽  
Diego García-de-Jalón


10.29007/nqq6 ◽  
2019 ◽  
Author(s):  
Rita Cortés ◽  
Fulvio Lizano

Financial metrics are necessary to inform decisions about the beginning or continuity of a software development project to justify investments. This research discuses initial ROI (Return on Investment) estimates in a software project using Scrum and how to analyze variations in the initial calculations to make return on investment decisions during partial deliveries of the product. The case study included a survey, a review of documentation, two focus group sessions, and an exercise involving application of the proposed technique. Twenty-four professionals participated, of which 4 were Scrum trainers (17%), 4 were officials of the company where the estimation technique was applied (17%), and 16 were project managers of domestic and foreign software development companies (66%), all of whom had experience in project management. This study provides elements to be considered in future research on ROI calculation in projects using Scrum, and can be used as a guide to estimate and review financial metrics during the execution of an actual project.



2020 ◽  
pp. 40-49
Author(s):  
Antonella Poce ◽  
Alessio Caccamo ◽  
Francesca Amenduni ◽  
Maria Rosaria Re ◽  
Carlo De Medio ◽  
...  

The current global health emergency has posed the need to reflect upon how to guarantee high standard of quality in 100% virtual exhibition. In this case study, we present one of the possible solutions to design a VR museum exhibition for educational purposes. The Centre for Museum Studies designed “The E-Trouria App”, a VR exhibition which is aimed at providing participants with personalised learning path based on an Etruscan museum collection in Rome. The App was designed by combining different pedagogical methods such as Digital Storytelling and Reflective Questioning. The goals of the research were to understand visitors' evaluation of their experience. 20 postgraduate students (F = 17; M = 3; Average age = 36 years) in Museum Education took part in the pre-pilot experimentation. Participants expressed very positive evaluation on the visit and their features (narratives, soundtrack and multimodality). Participants were emotionally engaged during the visit and the most reported emotions were “pleasure” and “wondering”. Future research steps are illustrated.



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