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Assessing the Relative Importance of an E-learning system Usability Design Characteristics Based on Students' Preferences (2019)
Journal Article
Rutter, M. J., Smith, S., & Alshehri, A. (2019). Assessing the Relative Importance of an E-learning system Usability Design Characteristics Based on Students' Preferences. European Journal of Educational Research, 8(3), 839-855. https://doi.org/10.12973/eu-jer.8.3.839

This study considers the interaction between an e-learning system, the Blackboard system, and the students who use it in Saudi Arabia. While previous work exists, there is limited consideration of the assessment of the preferences of e-learning syste... Read More about Assessing the Relative Importance of an E-learning system Usability Design Characteristics Based on Students' Preferences.

A Data-driven Statistical Approach to Customer Behaviour Analysis and Modelling in Online Freemium Games (2019)
Thesis
Singh Roy, A. A Data-driven Statistical Approach to Customer Behaviour Analysis and Modelling in Online Freemium Games. (Thesis). Edinburgh Napier University. http://researchrepository.napier.ac.uk/Output/2090355

The video games industry is one of the most attractive and lucrative segments in the entertainment and digital media, with big business of more than $150 billion worldwide. A popular approach in this industry is the online freemium model, wherein the... Read More about A Data-driven Statistical Approach to Customer Behaviour Analysis and Modelling in Online Freemium Games.

The Social Impact of Digital Youth Work: What Are We Looking For? (2019)
Journal Article
Pawluczuk, A., Webster, G., Smith, C., & Hall, H. (2019). The Social Impact of Digital Youth Work: What Are We Looking For?. Media and Communication, 7(2), 59-68. https://doi.org/10.17645/mac.v7i2.1907

Digital youth work is an emerging field of research and practice which seeks to investigate and support youth-centred digital literacy initiatives. Whilst digital youth work projects have become prominent in Europe in recent years, it has also become... Read More about The Social Impact of Digital Youth Work: What Are We Looking For?.

Is the Zero-Wait Policy Always Optimum for Information Freshness (Peak Age) or Throughput? (2019)
Journal Article
Barakat, B., Keates, S., Wassell, I., & Arshad, K. (2019). Is the Zero-Wait Policy Always Optimum for Information Freshness (Peak Age) or Throughput?. IEEE Communications Letters, 23(6), 987-990. https://doi.org/10.1109/LCOMM.2019.2907935

The Zero-Wait (ZW) policy is widely held to achieve maximum information 'freshness', i.e., to achieve minimum Peak Age (PA) and maximum throughput, for real-time Internet-of-Things applications. In this paper, it was shown through a series of experim... Read More about Is the Zero-Wait Policy Always Optimum for Information Freshness (Peak Age) or Throughput?.

Deep Precomputed Radiance Transfer for Deformable Objects (2019)
Presentation / Conference Contribution
Li, Y., Wiedemann, P., & Mitchell, K. (2019, May). Deep Precomputed Radiance Transfer for Deformable Objects. Presented at ACM Symposium on Interactive 3D Graphics and Games, Montreal, Quebec, Canada

We propose, DeepPRT, a deep convolutional neural network to compactly encapsulate the radiance transfer of a freely deformable object for rasterization in real-time.
With pre-computation of radiance transfer (PRT) we can store complex light interac... Read More about Deep Precomputed Radiance Transfer for Deformable Objects.

Designing Motion Matching for Real-World Applications: Lessons from Realistic Deployments (2019)
Presentation / Conference Contribution
Verweij, D., Esteves, A., Bakker, S., & Khan, V.-J. (2019, March). Designing Motion Matching for Real-World Applications: Lessons from Realistic Deployments. Presented at 13th International Conference on Tangible, Embedded, and Embodied Interaction (ACM TEI), Tempe, Arizona

Amongst the variety of (multi-modal) interaction techniques that are being developed and explored, the Motion Matching paradigm provides a novel approach to selection and control. In motion matching, users interact by rhythmically moving their bodies... Read More about Designing Motion Matching for Real-World Applications: Lessons from Realistic Deployments.

Wattom: a Consumption and Grid Aware Smart Plug with Mid-air Controls (2019)
Presentation / Conference Contribution
Quintal, F., Esteves, A., Caires, F., Baptiste, V., & Mendes, P. (2019, March). Wattom: a Consumption and Grid Aware Smart Plug with Mid-air Controls. Presented at 13th International Conference on Tangible, Embedded, and Embodied Interaction (ACM TEI), Tempe, Arizona

This paper presents Wattom, a highly interactive ambient eco-feedback smart plug that aims to support a more sustainable use of electricity by being tightly coupled to users' energy-related activities. We describe three use cases of the system: using... Read More about Wattom: a Consumption and Grid Aware Smart Plug with Mid-air Controls.

Predicting Malicious Insider Threat Scenarios Using Organizational Data and a Heterogeneous Stack-Classifier (2019)
Presentation / Conference Contribution
Hall, A. J., Pitropakis, N., Buchanan, W. J., & Moradpoor, N. (2018, December). Predicting Malicious Insider Threat Scenarios Using Organizational Data and a Heterogeneous Stack-Classifier. Presented at International Workshop on Big Data Analytics for Cyber Threat Hunting, Seattle, WA, USA

Insider threats continue to present a major challenge for the information security community. Despite constant research taking place in this area; a substantial gap still exists between the requirements of this community and the solutions that are cu... Read More about Predicting Malicious Insider Threat Scenarios Using Organizational Data and a Heterogeneous Stack-Classifier.