user engagement
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2022 ◽  
Vol 30 (5) ◽  
pp. 0-0

Gamification has recently been discovered as an excellent user engagement strategy that has the potential to improve online education, online brand engagement, and information system engagement. Even though the number of studies on gamification has expanded, there is currently no systematic literature review approach for categorizing its online engagement strategies. Therefore, the main purpose of this systematic literature review is to find effective online engagement strategies based on gamification. The literature, as published in top management, information systems, and education journals, was reviewed using preferred reporting items for systematic reviews and meta-analyses (PRISMA) guidelines and authors categorized the studies published during the period 2016 to 2021. This study can be considered as among the first to include a systematic literature review with a potential future research agenda on effective online engagement strategies through gamification. The findings indicate several effective online engagement strategies through gamification for three major aspects.


2022 ◽  
Vol 40 (1) ◽  
pp. 1-38
Author(s):  
Yuan Tian ◽  
Ke Zhou ◽  
Dan Pelleg

User engagement is crucial to the long-term success of a mobile app. Several metrics, such as dwell time, have been used for measuring user engagement. However, how to effectively predict user engagement in the context of mobile apps is still an open research question. For example, do the mobile usage contexts (e.g., time of day) in which users access mobile apps impact their dwell time? Answers to such questions could help mobile operating system and publishers to optimize advertising and service placement. In this article, we first conduct an empirical study for assessing how user characteristics, temporal features, and the short/long-term contexts contribute to gains in predicting users’ app dwell time on the population level. The comprehensive analysis is conducted on large app usage logs collected through a mobile advertising company. The dataset covers more than 12K anonymous users and 1.3 million log events. Based on the analysis, we further investigate a novel mobile app engagement prediction problem—can we predict simultaneously what app the user will use next and how long he/she will stay on that app? We propose several strategies for this joint prediction problem and demonstrate that our model can improve the performance significantly when compared with the state-of-the-art baselines. Our work can help mobile system developers in designing a better and more engagement-aware mobile app user experience.


2022 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Srinimalan Balakrishnan Selvakumaran ◽  
Daniel Mark Hall

Purpose The purpose of this paper is to investigate the feasibility of an end-to-end simplified and automated reconstruction pipeline for digital building assets using the design science research approach. Current methods to create digital assets by capturing the state of existing buildings can provide high accuracy but are time-consuming, expensive and difficult. Design/methodology/approach Using design science research, this research identifies the need for a crowdsourced and cloud-based approach to reconstruct digital building assets. The research then develops and tests a fully functional smartphone application prototype. The proposed end-to-end smartphone workflow begins with data capture and ends with user applications. Findings The resulting implementation can achieve a realistic three-dimensional (3D) model characterized by different typologies, minimal trade-off in accuracy and low processing costs. By crowdsourcing the images, the proposed approach can reduce costs for asset reconstruction by an estimated 93% compared to manual modeling and 80% compared to locally processed reconstruction algorithms. Practical implications The resulting implementation achieves “good enough” reconstruction of as-is 3D models with minimal tradeoffs in accuracy compared to automated approaches and 15× cost savings compared to a manual approach. Potential facility management use cases include the issue and information tracking, 3D mark-up and multi-model configurators. Originality/value Through user engagement, development, testing and validation, this work demonstrates the feasibility and impact of a novel crowdsourced and cloud-based approach for the reconstruction of digital building assets.


2022 ◽  
pp. 146144482110638
Author(s):  
Shengchun Huang ◽  
Tian Yang

In today’s high-choice media environment, some scholars are concerned that people selectively consume media content based on personal interests and avoid others, which might lead to audience fragmentation across different content genres. Individually, there might be trade-offs between those genres, especially entertainment versus news. This study analyzed a large user engagement dataset (~40,000 users’ comments) collected from the Chinese information application Toutiao, one of the most popular information distribution platforms in China. The results showed that (1) the commenters were not fragmented between content genres, and (2) the users’ news engagement was positively associated with their entertainment engagement. The findings indicate that the availability of high media choices will not reduce the news engagement of those who have strong interest in entertainment. Instead, news engagement might increase alongside the augmentation of the sum of information engagement. Finally, we discussed the differences between relative news engagement and absolute news engagement.


2022 ◽  
Vol 14 (2) ◽  
pp. 900
Author(s):  
Sabrina Oppl ◽  
Christian Stary

Connectivity is key to the latest technologies propagating into everyday life. Cyber-Physical Systems (CPS) and Internet-of-Things (IoT) applications enable users, machines, and technologically enriched objects (‘Things’) to sense, communicate, and interact with their environment. Albeit making human beings’ lives more comfortable, these systems collect huge quantities of data that may affect human privacy and their digital sovereignty. Engaging in control over individuals by digital means, the data and the artefacts that process privacy-relevant data can be addressed by Self-Determination Theory (SDT) and its established instruments. In this paper, we discuss how the theory and its methodological knowledge can be considered for user-centric privacy management. We set the stage for studying motivational factors to improve user engagement in identifying privacy needs and preserving privacy when utilizing or aiming to adapt CPS or IoT applications according to their privacy needs. SDT considers user autonomy, self-perceived competence, and social relatedness relevant for human engagement. Embodying these factors into a Design Science-based CPS development framework could help to motivate users to articulate privacy needs and adopt cyber-physical technologies for personal task accomplishment.


2022 ◽  
Vol 3 (1) ◽  
pp. 66-80
Author(s):  
Styliani Antonakopoulou ◽  
Andreas Veglis

A key parameter in the strategy of news organizations remains the exploitation of factors (such as post time and post type) that enhance the engagement level within online communities on social media. The purpose of this paper is to examine the relationship between post time and post type in correlation with audience response in the Twitter digital platform. Specifically, the study aims to ascertain how the two specific variables affect user engagement with its Twitter posts and how they shape the effectiveness of communication on social networks. The analysis includes 7.122 tweets of the Greek National Broadcasting Corporation (ERT) over four months. Moreover, the study analyzes the tone of user comments on the Twitter posts of the specific public media organizations to understand in-depth how the users communicate their views publicly. The collection of comments lasted seven weeks and they numbered 265 in 2639 tweets. Regarding the post time variable, the study came to important findings on user behavior during the 24 h, as the number of Retweets appears to increase in the morning compared to the afternoon. It was also found that as time goes on, the user is interested in leaving his personal opinion. Regarding the correlation of post type with user engagement, it was found that the accompaniment of a tweet with audiovisual material has a tempting effect on users.


Author(s):  
Yang Song ◽  
Huan Ning ◽  
Xinyue Ye ◽  
Divya Chandana ◽  
Shaohua Wang

Urban greenway is an emerging form of urban landscape offering multifaceted benefits to public health, economy, and ecology. However, the usage and user experiences of greenways are often challenging to measure because it is costly to survey such large areas. Based on the online postings from Instagram in 2017, this paper used Computer Vision (CV) technology to analyze and compare how the general public uses two typical greenway parks, The High Line in New York City and the Atlanta Beltline in Atlanta. Face and object detection analysis were conducted to infer user composition, activities, and key experiences. We presented the temporal patterns of Instagram postings as well as the group gatherings, smiling, and representative objects detected from photos. Our results have shown high user engagement levels for both parks while teens are significantly underrepresented. The High Line had more group activities and was more active during weekdays than the Atlanta Beltline. Stronger sense of escape and physical activities can be found in Atlanta Beltline. In summary, social media images like Instagram can provide strong empirical evidence for urban greenway usage when combined with artificial intelligence technologies, which can support the future practice of landscape architecture and urban design.


2022 ◽  
Vol 30 (1) ◽  
pp. 621-640
Author(s):  
Wan Salfarina Wan Husain ◽  
Syadiah Nor Wan Shamsuddin ◽  
Normala Rahim

Road accidents among children are one of the factors that cause mortality. An interactive manual has been developed to solve the problem. However, reports show that most road safety programs are displayed conventionally and unsuitable for almost all target users. In order to minimise the negative effect of road accidents on primary school students, early prevention programs need to be set up to overcome the problem. The natural user interface is a current technology that could be implemented in road safety education. Thus, this research aims to develop a conceptual framework by integrating gesture-based interaction and serious games towards road safety education, which will hopefully meet the road safety syllabus to tackle primary school students. All the proposed conceptual framework elements are identified through a systematic literature review and existing theories and model analysis supported by the experts’ review. This research’s main finding will be a conceptual framework of user engagement in road safety education through serious games with a gesture-based interaction technology approach. This conceptual framework would be a reference for road safety designers or developers to build an application for road safety by considering user engagement through gesture-based interaction, learning theory, and serious games at the same time.


Sensors ◽  
2022 ◽  
Vol 22 (2) ◽  
pp. 466
Author(s):  
John Daniels ◽  
Pau Herrero ◽  
Pantelis Georgiou

Current artificial pancreas (AP) systems are hybrid closed-loop systems that require manual meal announcements to manage postprandial glucose control effectively. This poses a cognitive burden and challenge to users with T1D since this relies on frequent user engagement to maintain tight glucose control. In order to move towards fully automated closed-loop glucose control, we propose an algorithm based on a deep learning framework that performs multitask quantile regression, for both meal detection and carbohydrate estimation. Our proposed method is evaluated in silico on 10 adult subjects from the UVa/Padova simulator with a Bio-inspired Artificial Pancreas (BiAP) control algorithm over a 2 month period. Three different configurations of the AP are evaluated -BiAP without meal announcement (BiAP-NMA), BiAP with meal announcement (BiAP-MA), and BiAP with meal detection (BiAP-MD). We present results showing an improvement of BiAP-MD over BiAP-NMA, demonstrating 144.5 ± 6.8 mg/dL mean blood glucose level (−4.4 mg/dL, p< 0.01) and 77.8 ± 6.3% mean time between 70 and 180 mg/dL (+3.9%, p< 0.001). This improvement in control is realised without a significant increase in mean in hypoglycaemia (+0.1%, p= 0.4). In terms of detection of meals and snacks, the proposed method on average achieves 93% precision and 76% recall with a detection delay time of 38 ± 15 min (92% precision, 92% recall, and 37 min detection time for meals only). Furthermore, BiAP-MD handles hypoglycaemia better than BiAP-MA based on CVGA assessment with fewer control errors (10% vs. 20%). This study suggests that multitask quantile regression can improve the capability of AP systems for postprandial glucose control without increasing hypoglycaemia.


2022 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Shakiba Kazemian ◽  
Susan Barbara Grant

Purpose The paper aims to explore “content” factors influencing consumptive and contributive use of enterprise social networking within UK higher education during the COVID-19 pandemic. Design/methodology/approach The methodology uses genre analysis and grounded theory to analyse empirical data from posts obtained through Microsoft Yammer and a focus group. Findings The findings reveal the motivators-outcomes-strategies and the barriers-outcomes-strategies of users. Motivators (M) include feature value, Information value, organizational requirement and adequate organizational and technical support. Barriers (B) include six factors, including resisting engagement on the online platform, emotional anxiety, loss of knowledge, the lack of organizational pressure, lack of content quality and lack of time. An Outcomes (O) framework reveals benefits and dis-benefits and strategies (S) relating to improving user engagement. Practical implications The research method and resultant model may serve as guidelines to higher educational establishments interested in motivating their staff and scholars around the use of enterprise social network (ESN) systems, especially during face-to-face restrictions. Originality/value This research study was conducted during the COVID-19 pandemic which provides a unique setting to examine consumptive and contributive user behaviour of ESN’s. Furthermore, the study develops a greater understanding of “content” factors leading to the benefits or dis-benefits of ESN use, drawing on user motivators, barriers and strategies during the COVID-19 pandemic in UK education.


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