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Keywords = customized mobile game

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18 pages, 2423 KiB  
Article
A New AI Framework to Support Social-Emotional Skills and Emotion Awareness in Children with Autism Spectrum Disorder
by Andrea La Fauci De Leo, Pooneh Bagheri Zadeh, Kiran Voderhobli and Akbar Sheikh Akbari
Computers 2025, 14(7), 292; https://doi.org/10.3390/computers14070292 - 20 Jul 2025
Viewed by 879
Abstract
This research highlights the importance of Emotion Aware Technologies (EAT) and their implementation in serious games to assist children with Autism Spectrum Disorder (ASD) in developing social-emotional skills. As AI is gaining popularity, such tools can be used in mobile applications as invaluable [...] Read more.
This research highlights the importance of Emotion Aware Technologies (EAT) and their implementation in serious games to assist children with Autism Spectrum Disorder (ASD) in developing social-emotional skills. As AI is gaining popularity, such tools can be used in mobile applications as invaluable teaching tools. In this paper, a new AI framework application is discussed that will help children with ASD develop efficient social-emotional skills. It uses the Jetpack Compose framework and Google Cloud Vision API as emotion-aware technology. The framework is developed with two main features designed to help children reflect on their emotions, internalise them, and train them how to express these emotions. Each activity is based on similar features from literature with enhanced functionalities. A diary feature allows children to take pictures of themselves, and the application categorises their facial expressions, saving the picture in the appropriate space. The three-level minigame consists of a series of prompts depicting a specific emotion that children have to match. The results of the framework offer a good starting point for similar applications to be developed further, especially by training custom models to be used with ML Kit. Full article
(This article belongs to the Special Issue AI in Its Ecosystem)
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31 pages, 4258 KiB  
Article
MZAP—Mobile Application for Basketball Match Tracking and Digitalization of Endgame Reports
by Predrag Pecev and Branko Markoski
Appl. Sci. 2025, 15(13), 7339; https://doi.org/10.3390/app15137339 - 30 Jun 2025
Viewed by 242
Abstract
This paper presents MZAP, a mobile application designed to digitalize basketball match tracking and generate secure, searchable endgame reports. Used by the Basketball League of Serbia, MZAP creates tamper-proof digitally signed records stored as password-protected PDFs with unique UUIDs, digital signatures, and QR [...] Read more.
This paper presents MZAP, a mobile application designed to digitalize basketball match tracking and generate secure, searchable endgame reports. Used by the Basketball League of Serbia, MZAP creates tamper-proof digitally signed records stored as password-protected PDFs with unique UUIDs, digital signatures, and QR codes. Each report is accompanied by a JSON file containing match data, enabling efficient validation through hashed checksums and facilitating data extraction and searchability. The system supports both online and offline modes, bilingual interfaces, mobile and tablet use, and includes features such as WiFi-based monitoring, physical printing, and various sharing options. The solution aims to reduce officials’ working time and increase data accuracy by minimizing human error through structural and UI-level validation methods and real-time monitoring by multiple observers during games. As part of the MZAP software suite, MZAP Converter is under development to support the digitization of legacy paper-based reports using custom CRNN neural networks to optically recognize and digitize historical paper-based reports, bringing them to the same standard as newly created digital ones. The paper also reflects on the broader impact of digital transformation within the Basketball League of Serbia. Full article
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33 pages, 3913 KiB  
Article
Rethinking the Bebras Challenge in Virtual Reality: Implementation and Usability Study of a Computational Thinking Game
by Jelena Nakić, Ivana Rogulj and Lada Maleš
Multimodal Technol. Interact. 2025, 9(6), 60; https://doi.org/10.3390/mti9060060 - 11 Jun 2025
Viewed by 552
Abstract
Virtual reality (VR) technology is becoming increasingly relevant as a modern educational tool. However, its application in teaching and learning computational thinking remains relatively underexplored. This paper presents the implementation of selected tasks from the international Bebras Challenge in a VR environment called [...] Read more.
Virtual reality (VR) technology is becoming increasingly relevant as a modern educational tool. However, its application in teaching and learning computational thinking remains relatively underexplored. This paper presents the implementation of selected tasks from the international Bebras Challenge in a VR environment called ThinkLand. A comparative study was conducted to evaluate the usability of the developed game across two interface types: mobile devices and desktop computers. A total of 100 participants, including high school and university students, took part in the study. The overall usability rating was classified as “good”, suggesting that ThinkLand holds promise as a platform for supporting computational thinking education. To assess specific aspects of interface usability, a custom Virtual Environment Usability Questionnaire (VEUQ) was developed. Regression analysis was performed to examine the relationship between participants’ age, gender, and interface type with both learning performance and perceived usability, as measured by the VEUQ. The analysis revealed statistically significant differences in interaction patterns between device types, providing practical insights for improving interface design. Validated in this study, the VEUQ proved to be an effective instrument for informing interaction design and guiding the development of educational VR applications for both mobile and desktop platforms. Full article
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29 pages, 9831 KiB  
Article
Quality of Experience (QoE) in Cloud Gaming: A Comparative Analysis of Deep Learning Techniques via Facial Emotions in a Virtual Reality Environment
by Awais Khan Jumani, Jinglun Shi, Asif Ali Laghari, Muhammad Ahmad Amin, Aftab ul Nabi, Kamlesh Narwani and Yi Zhang
Sensors 2025, 25(5), 1594; https://doi.org/10.3390/s25051594 - 5 Mar 2025
Cited by 1 | Viewed by 1184
Abstract
Cloud gaming has rapidly transformed the gaming industry, allowing users to play games on demand from anywhere without the need for powerful hardware. Cloud service providers are striving to enhance user Quality of Experience (QoE) using traditional assessment methods. However, these traditional methods [...] Read more.
Cloud gaming has rapidly transformed the gaming industry, allowing users to play games on demand from anywhere without the need for powerful hardware. Cloud service providers are striving to enhance user Quality of Experience (QoE) using traditional assessment methods. However, these traditional methods often fail to capture the actual user QoE because some users are not serious about providing feedback regarding cloud services. Additionally, some players, even after receiving services as per the Service Level Agreement (SLA), claim that they are not receiving services as promised. This poses a significant challenge for cloud service providers in accurately identifying QoE and improving actual services. In this paper, we have compared our previous proposed novel technique that utilizes a deep learning (DL) model to assess QoE through players’ facial expressions during cloud gaming sessions in a virtual reality (VR) environment. The EmotionNET model technique is based on a convolutional neural network (CNN) architecture. Later, we have compared the EmotionNET technique with three other DL techniques, namely ConvoNEXT, EfficientNET, and Vision Transformer (ViT). We trained the EmotionNET, ConvoNEXT, EfficientNET, and ViT model techniques on our custom-developed dataset, achieving 98.9% training accuracy and 87.8% validation accuracy with the EmotionNET model technique. Based on the training and comparison results, it is evident that the EmotionNET model technique predicts and performs better than the other model techniques. At the end, we have compared the EmotionNET results on two network (WiFi and mobile data) datasets. Our findings indicate that facial expressions are strongly correlated with QoE. Full article
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30 pages, 22571 KiB  
Article
Joint Pricing, Server Orchestration and Network Slice Deployment in Mobile Edge Computing Networks
by Yijian Hou, Kaisa Zhang, Gang Chuai, Weidong Gao, Xiangyu Chen and Siqi Liu
Electronics 2025, 14(5), 841; https://doi.org/10.3390/electronics14050841 - 21 Feb 2025
Viewed by 770
Abstract
The integration of mobile edge computing (MEC) and network slicing can provide low-latency and customized services. In such integrated wireless networks, we propose a pricing-driven joint MEC server orchestration and network slice deployment scheme (PD-JSOSD), jointly solving the pricing, MEC server orchestration and [...] Read more.
The integration of mobile edge computing (MEC) and network slicing can provide low-latency and customized services. In such integrated wireless networks, we propose a pricing-driven joint MEC server orchestration and network slice deployment scheme (PD-JSOSD), jointly solving the pricing, MEC server orchestration and network slicing deployment issues. We divide the system into an infrastructure provider layer (IPL), network planning layer (NPL) and resource allocation layer (RAL), and a three-stage Stackelberg game is proposed to describe their relationships. To obtain the Stackelberg equalization, we propose a three-layer deep reinforcement learning (DRL) algorithm. Specifically, the dueling double deep Q-network (D3QN) is used in the IPL, and the DRL with branching dueling Q-network (BDQ) is used in the NPL and the RAL to cope with the large-scale discrete action spaces. Moreover, we propose an innovative illegal action modification algorithm to improve the convergence of the BDQ. Simulations verify the convergence of the three-layer DRL and the superiority of modified-BDQ in dealing with large-scale action spaces, where modified-BDQ can improve the convergence by 21.9% and 28.3%. Furthermore, compared with the benchmark algorithms, JSOSD in the NPL and the RAL can improve system utility by up to 52.1%, proving the superiority of the server orchestration and slice deployment scheme. Full article
(This article belongs to the Special Issue New Advances in Distributed Computing and Its Applications)
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21 pages, 3599 KiB  
Article
Using Deep Learning to Identify Deepfakes Created Using Generative Adversarial Networks
by Jhanvi Jheelan and Sameerchand Pudaruth
Computers 2025, 14(2), 60; https://doi.org/10.3390/computers14020060 - 10 Feb 2025
Cited by 4 | Viewed by 2202
Abstract
Generative adversarial networks (GANs) have revolutionised various fields by creating highly realistic images, videos, and audio, thus enhancing applications such as video game development and data augmentation. However, this technology has also given rise to deepfakes, which pose serious challenges due to their [...] Read more.
Generative adversarial networks (GANs) have revolutionised various fields by creating highly realistic images, videos, and audio, thus enhancing applications such as video game development and data augmentation. However, this technology has also given rise to deepfakes, which pose serious challenges due to their potential to create deceptive content. Thousands of media reports have informed us of such occurrences, highlighting the urgent need for reliable detection methods. This study addresses the issue by developing a deep learning (DL) model capable of distinguishing between real and fake face images generated by StyleGAN. Using a subset of the 140K real and fake face dataset, we explored five different models: a custom CNN, ResNet50, DenseNet121, MobileNet, and InceptionV3. We leveraged the pre-trained models to utilise their robust feature extraction and computational efficiency, which are essential for distinguishing between real and fake features. Through extensive experimentation with various dataset sizes, preprocessing techniques, and split ratios, we identified the optimal ones. The 20k_gan_8_1_1 dataset produced the best results, with MobileNet achieving a test accuracy of 98.5%, followed by InceptionV3 at 98.0%, DenseNet121 at 97.3%, ResNet50 at 96.1%, and the custom CNN at 86.2%. All of these models were trained on only 16,000 images and validated and tested on 2000 images each. The custom CNN model was built with a simpler architecture of two convolutional layers and, hence, lagged in accuracy due to its limited feature extraction capabilities compared with deeper networks. This research work also included the development of a user-friendly web interface that allows deepfake detection by uploading images. The web interface backend was developed using Flask, enabling real-time deepfake detection, allowing users to upload images for analysis and demonstrating a practical use for platforms in need of quick, user-friendly verification. This application demonstrates significant potential for practical applications, such as on social media platforms, where the model can help prevent the spread of fake content by flagging suspicious images for review. This study makes important contributions by comparing different deep learning models, including a custom CNN, to understand the balance between model complexity and accuracy in deepfake detection. It also identifies the best dataset setup that improves detection while keeping computational costs low. Additionally, it introduces a user-friendly web tool that allows real-time deepfake detection, making the research useful for social media moderation, security, and content verification. Nevertheless, identifying specific features of GAN-generated deepfakes remains challenging due to their high realism. Future works will aim to expand the dataset by using all 140,000 images, refine the custom CNN model to increase its accuracy, and incorporate more advanced techniques, such as Vision Transformers and diffusion models. The outcomes of this study contribute to the ongoing efforts to counteract the negative impacts of GAN-generated images. Full article
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23 pages, 1966 KiB  
Article
A Study on the Production-Inventory Problem with Omni-Channel and Advance Sales Based on the Brand Owner’s Perspective
by Jialiang Pan, Chi-Jie Lu, Wei-Jen Chen, Kun-Shan Wu and Chih-Te Yang
Mathematics 2024, 12(19), 3122; https://doi.org/10.3390/math12193122 - 6 Oct 2024
Viewed by 1040
Abstract
This study explores a supply chain product-inventory problem with advance sales under the omni-channel strategies (physical and online sales channels) based on the brand owner’s business model and develops corresponding models that have not been proposed in previous studies. In addition, because the [...] Read more.
This study explores a supply chain product-inventory problem with advance sales under the omni-channel strategies (physical and online sales channels) based on the brand owner’s business model and develops corresponding models that have not been proposed in previous studies. In addition, because the brand owner is a member of the supply chain, and has different handling methods for defective products or products returned by customers in various retail channels, defective products or returned products are included in the supply chain models to comply with actual operating conditions and fill the research gap in the handling of defective/returned products. Regarding the mathematical model’s development, we first clarify the definition of model parameters and relevant data collection, and then establish the production-inventory models with omni-channel strategies and advance sales. The primary objective is to determine the optimal production, delivery, and replenishment decisions of the manufacturer, physical agent, and online e-commerce company in order to maximize the joint total profits of the entire supply chain system. Further, this study takes the supply chain system of mobile game steering wheel products as an example, uses data consistent with the actual situation to demonstrate the optimal solutions of the models, and conducts sensitivity analysis for the proposed model. The findings reveal that increased demand shortens the replenishment cycle and raises order quantity and shipment frequency in the physical channel, similar to the online channel during normal sales. However, during the online pre-order period, higher demand reduces order quantity and cycle length but still increases shipment frequency. Rising ordering or fixed shipping costs lead to higher order quantity and cycle length in both channels, but variable shipping costs in the online channel reduce them. Market price increases boost order quantity and frequency in the online channel, while customer return rates significantly impact inventory decisions. Full article
(This article belongs to the Special Issue Advances in Modern Supply Chain Management and Information Technology)
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12 pages, 296 KiB  
Review
Age Unplugged: A Brief Narrative Review on the Intersection of Digital Tools, Sedentary and Physical Activity Behaviors in Community-Dwelling Older Adults
by André Ramalho, Rui Paulo, Pedro Duarte-Mendes, João Serrano and João Petrica
Healthcare 2024, 12(9), 935; https://doi.org/10.3390/healthcare12090935 - 1 May 2024
Cited by 2 | Viewed by 2836
Abstract
This brief narrative review assesses how digital technologies—such as wearables, mobile health apps, and various digital tools such as computers, game consoles, tablets, smartphones, and extended reality systems—can influence sedentary and physical activity behaviors among community-dwelling older adults. Each section highlights the central [...] Read more.
This brief narrative review assesses how digital technologies—such as wearables, mobile health apps, and various digital tools such as computers, game consoles, tablets, smartphones, and extended reality systems—can influence sedentary and physical activity behaviors among community-dwelling older adults. Each section highlights the central role of these technologies in promoting active aging through increased motivation, engagement and customized experiences. It underlines the critical importance of functionality, usability and adaptability of devices and confirms the effectiveness of digital interventions in increasing physical activity and reducing sedentary behavior. The sustainable impact of these technologies needs to be further investigated, with a focus on adapting digital health strategies to the specific needs of older people. The research advocates an interdisciplinary approach and points out that such collaborations are essential for the development of accessible, effective and ethical solutions. This perspective emphasizes the potential of digital tools to improve the health and well-being of the aging population and recommends their strategic integration into health promotion and policy making. Full article
13 pages, 1510 KiB  
Article
Bimodal Transformer with Regional EEG Data for Accurate Gameplay Regularity Classification
by Jinui Lee and Jae-Ho Han
Brain Sci. 2024, 14(3), 282; https://doi.org/10.3390/brainsci14030282 - 15 Mar 2024
Cited by 2 | Viewed by 2117
Abstract
As games have been applied across various fields, including education and healthcare, numerous new games tailored to each field have emerged. Therefore, understanding user behavior has become crucial in securing the right players for each type of game. This study provides valuable insights [...] Read more.
As games have been applied across various fields, including education and healthcare, numerous new games tailored to each field have emerged. Therefore, understanding user behavior has become crucial in securing the right players for each type of game. This study provides valuable insights for improving game development by measuring the electroencephalography (EEG) of game users and classifying the frequency of game usage. The multimodal mobile brain-body imaging (MOBI) dataset was employed for this study, and the frequency of game usage was categorized into ”often” and ”sometimes”. To achieve decent classification accuracy, a novel bimodal Transformer architecture featuring dedicated channels for the frontal (AF) and temporal (TP) lobes is introduced, wherein convolutional layers, self-attention mechanisms, and cross-attention mechanisms are integrated into a unified model. The model, designed to differentiate between AF and TP channels, exhibits functional differences between brain regions, allowing for a detailed analysis of inter-channel correlations. Evaluated through five-fold cross-validation (CV) and leave-one-subject-out cross-validation (LOSO CV), the proposed model demonstrates classification accuracies of 88.86% and 85.11%, respectively. By effectively classifying gameplay frequency, this methodology provides valuable insights for targeted game participation and contributes to strategic efforts to develop and design customized games for player acquisition. Full article
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6 pages, 6139 KiB  
Proceeding Paper
Using Machine Learning of Artificial Intelligence to Analyze Business Opportunities and Applications of the Massively Multiplayer Online Role-Playing Game Case in Metaverse
by Kuo-Hsien Lee, Wen-Hsien Tsai, Cheng-Tsu Huang, Jerry Tao, Hank Lee, Ching-Hui Chen, Li-Yun Lee and Hsiao-Ting Tseng
Eng. Proc. 2023, 55(1), 12; https://doi.org/10.3390/engproc2023055012 - 28 Nov 2023
Cited by 3 | Viewed by 1250
Abstract
By using the machine learning of artificial intelligence to explore the application business opportunities of the Metaverse in the MMORPG (Massively Multiplayer Online Role-Playing Game) interactive game market, we study the supply and demand laws of buyers and sellers at the market economy [...] Read more.
By using the machine learning of artificial intelligence to explore the application business opportunities of the Metaverse in the MMORPG (Massively Multiplayer Online Role-Playing Game) interactive game market, we study the supply and demand laws of buyers and sellers at the market economy level, future trends, and business opportunities. The feasibility of its new products and services is explored under a pragmatic, cooperative model of the game community platform “Key to the Desert” case for the application level and business opportunities of Taiwan’s Metaverse markets. Online and offline integration (OMO; Online Merge Offline), precision marketing, and the customer management data platform (Customer Data Platform) are also explored in the application business opportunities of the Metaverse market. By combining the NFT (Non-Fungible Token) Monopoly game and MMORPG interactive games, we study the laws of supply and demand of buyers and sellers at the market economy level to provide third-party payment, electronic payment, mobile payment, and other transaction method certifications such as NFT (Non- Fungible Token). We also evaluation the future and security issues of cryptocurrency. Full article
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17 pages, 2532 KiB  
Article
Effects of Gamified Mobile Apps on Purchase Intentions and Word-of-Mouth Engagement: Implications for Sustainability Behavior
by Hatice Doğan-Südaş, Ali Kara and Emre Karaca
Sustainability 2023, 15(13), 10506; https://doi.org/10.3390/su151310506 - 4 Jul 2023
Cited by 13 | Viewed by 7142
Abstract
In today’s competitive environment, stimulating and maintaining customer engagement through gamified apps seems essential for gaining a sustainable competitive advantage. Consequently, gamification in marketing apps has garnered increased attention from companies interested in exploring how gaming processes and experiences can be utilized to [...] Read more.
In today’s competitive environment, stimulating and maintaining customer engagement through gamified apps seems essential for gaining a sustainable competitive advantage. Consequently, gamification in marketing apps has garnered increased attention from companies interested in exploring how gaming processes and experiences can be utilized to create more engaging digital platforms. The objective of this study is to examine how consumer experiences and satisfaction with mobile gaming apps influence their purchase intentions and propensity to participate in word-of-mouth (WOM) communication. A total of 351 study participants who have used gamified mobile apps completed an online survey. The study results indicate that user experience with the gamified mobile apps has a positive influence on consumers’ perceived value and satisfaction. Furthermore, perceived value and satisfaction mediate the relationships between gamified mobile app experience and marketing outcomes, specifically purchase intentions and WOM communication. The implications for sustainable behavior are also discussed. Full article
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43 pages, 4675 KiB  
Article
Exploring the Role of 6G Technology in Enhancing Quality of Experience for m-Health Multimedia Applications: A Comprehensive Survey
by Moustafa M. Nasralla, Sohaib Bin Altaf Khattak, Ikram Ur Rehman and Muddesar Iqbal
Sensors 2023, 23(13), 5882; https://doi.org/10.3390/s23135882 - 25 Jun 2023
Cited by 57 | Viewed by 15667
Abstract
Mobile-health (m-health) is described as the application of medical sensors and mobile computing to the healthcare provision. While 5G networks can support a variety of m-health services, applications such as telesurgery, holographic communications, and augmented/virtual reality are already emphasizing their limitations. These limitations [...] Read more.
Mobile-health (m-health) is described as the application of medical sensors and mobile computing to the healthcare provision. While 5G networks can support a variety of m-health services, applications such as telesurgery, holographic communications, and augmented/virtual reality are already emphasizing their limitations. These limitations apply to both the Quality of Service (QoS) and the Quality of Experience (QoE). However, 6G mobile networks are predicted to proliferate over the next decade in order to solve these limitations, enabling high QoS and QoE. Currently, academia and industry are concentrating their efforts on the 6G network, which is expected to be the next major game-changer in the telecom industry and will significantly impact all other related verticals. The exponential growth of m-health multimedia traffic (e.g., audio, video, and images) creates additional challenges for service providers in delivering a suitable QoE to their customers. As QoS is insufficient to represent the expectations of m-health end-users, the QoE of the services is critical. In recent years, QoE has attracted considerable attention and has established itself as a critical component of network service and operation evaluation. This article aims to provide the first thorough survey on a promising research subject that exists at the intersection of two well-established domains, i.e., QoE and m-health, and is driven by the continuing efforts to define 6G. This survey, in particular, creates a link between these two seemingly distinct domains by identifying and discussing the role of 6G in m-health applications from a QoE viewpoint. We start by exploring the vital role of QoE in m-health multimedia transmission. Moreover, we examine how m-health and QoE have evolved over the cellular network’s generations and then shed light on several critical 6G technologies that are projected to enable future m-health services and improve QoE, including reconfigurable intelligent surfaces, extended radio communications, terahertz communications, enormous ultra-reliable and low-latency communications, and blockchain. In contrast to earlier survey papers on the subject, we present an in-depth assessment of the functions of 6G in a variety of anticipated m-health applications via QoE. Multiple 6G-enabled m-health multimedia applications are reviewed, and various use cases are illustrated to demonstrate how 6G-enabled m-health applications are transforming human life. Finally, we discuss some of the intriguing research challenges associated with burgeoning multimedia m-health applications. Full article
(This article belongs to the Special Issue Edge Computing and Networked Sensing in 6G Network)
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18 pages, 636 KiB  
Article
Stackelberg Game Approach for Service Selection in UAV Networks
by Abdessalam Mohammed Hadjkouider, Chaker Abdelaziz Kerrache, Ahmed Korichi, Yesin Sahraoui and Carlos T. Calafate
Sensors 2023, 23(9), 4220; https://doi.org/10.3390/s23094220 - 23 Apr 2023
Cited by 6 | Viewed by 2313
Abstract
Nowadays, mobile devices are expected to perform a growing number of tasks, whose complexity is also increasing significantly. However, despite great technological improvements in the last decade, such devices still have limitations in terms of processing power and battery lifetime. In this context, [...] Read more.
Nowadays, mobile devices are expected to perform a growing number of tasks, whose complexity is also increasing significantly. However, despite great technological improvements in the last decade, such devices still have limitations in terms of processing power and battery lifetime. In this context, mobile edge computing (MEC) emerges as a possible solution to address such limitations, being able to provide on-demand services to the customer, and bringing closer several services published in the cloud with a reduced cost and fewer security concerns. On the other hand, Unmanned Aerial Vehicle (UAV) networking emerged as a paradigm offering flexible services, new ephemeral applications such as safety and disaster management, mobile crowd-sensing, and fast delivery, to name a few. However, to efficiently use these services, discovery and selection strategies must be taken into account. In this context, discovering the services made available by a UAV-MEC network, and selecting the best services among those available in a timely and efficient manner, can become a challenging task. To face these issues, game theory methods have been proposed in the literature that perfectly suit the case of UAV-MEC services by modeling this challenge as a Stackelberg game, and using existing approaches to find the solution for such a game aiming at an efficient services’ discovery and service selection. Hence, the goal of this paper is to propose Stackelberg-game-based solutions for service discovery and selection in the context of UAV-based mobile edge computing. Simulations results conducted using the NS-3 simulator highlight the efficiency of our proposed game in terms of price and QoS metrics. Full article
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19 pages, 2487 KiB  
Article
Online-Review-Driven Products Ranking: A Hybrid Approach
by Shaojian Qu, Yang Zhang, Ying Ji, Zheng Wang and Ruijuan Geng
Systems 2023, 11(3), 148; https://doi.org/10.3390/systems11030148 - 12 Mar 2023
Cited by 5 | Viewed by 2687
Abstract
Online customer reviews (OCRs) are the real feelings of customers in the process of using products, which have great reference value for potential customers’ purchase decisions. However, it is difficult for consumers to extract helpful information from very large numbers of OCRs. To [...] Read more.
Online customer reviews (OCRs) are the real feelings of customers in the process of using products, which have great reference value for potential customers’ purchase decisions. However, it is difficult for consumers to extract helpful information from very large numbers of OCRs. To support consumers’ purchase decisions, this paper proposes a hybrid method to rank alternative products through OCRs. In this method, we use the fine-grained Bidirectional Encoder Representation from Transformers (BERT) model for aspect-level sentiment analysis (SA) and convert SA results of sub-criteria into a corresponding interval intuitionistic fuzzy number, accurately extracting customer satisfaction in OCRs and reducing the errors caused by different amounts of OCRs. Furthermore, in order to obtain the ranking results of products, the subjective and objective weights are combined to determine weight of feature. Subsequently, an improved interval intuitionistic fuzzy VIKOR method is proposed to rank mobile games. Finally, we conduct a case study and make some comparisons, which show that our method can reduce the complexity of accurately obtaining consumers’ personal preferences and help consumers make more accurate decisions. Full article
(This article belongs to the Topic Data-Driven Group Decision-Making)
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25 pages, 21829 KiB  
Article
BiodivAR: A Cartographic Authoring Tool for the Visualization of Geolocated Media in Augmented Reality
by Julien Mercier, Nicolas Chabloz, Gregory Dozot, Olivier Ertz, Erwan Bocher and Daniel Rappo
ISPRS Int. J. Geo-Inf. 2023, 12(2), 61; https://doi.org/10.3390/ijgi12020061 - 9 Feb 2023
Cited by 10 | Viewed by 3822
Abstract
Location-based augmented reality technology for real-world, outdoor experiences is rapidly gaining in popularity in a variety of fields such as engineering, education, and gaming. By anchoring medias to geographic coordinates, it is possible to design immersive experiences remotely, without necessitating an in-depth knowledge [...] Read more.
Location-based augmented reality technology for real-world, outdoor experiences is rapidly gaining in popularity in a variety of fields such as engineering, education, and gaming. By anchoring medias to geographic coordinates, it is possible to design immersive experiences remotely, without necessitating an in-depth knowledge of the context. However, the creation of such experiences typically requires complex programming tools that are beyond the reach of mainstream users. We introduce BiodivAR, a web cartographic tool for the authoring of location-based AR experiences. Developed using a user-centered design methodology and open-source interoperable web technologies, it is the second iteration of an effort that started in 2016. It is designed to meet needs defined through use cases co-designed with end users and enables the creation of custom geolocated points of interest. This approach enabled substantial progress over the previous iteration. Its reliance on geolocation data to anchor augmented objects relative to the user’s position poses a set of challenges: On mobile devices, GNSS accuracy typically lies between 1 m and 30 m. Due to its impact on the anchoring, this lack of accuracy can have deleterious effects on usability. We conducted a comparative user test using the application in combination with two different geolocation data types (GNSS versus RTK). While the test’s results are undergoing analysis, we hereby present a methodology for the assessment of our system’s usability based on the use of eye-tracking devices, geolocated traces and events, and usability questionnaires. Full article
(This article belongs to the Special Issue Cartography and Geomedia)
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