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Sökning: WFRF:(Jingili Nuru)

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1.
  • Duma, Ramadhani Ally, et al. (författare)
  • Fake review detection techniques, issues, and future research directions: a literature review
  • 2024
  • Ingår i: Knowledge and Information Systems. - : Springer Nature. - 0219-1377 .- 0219-3116.
  • Forskningsöversikt (refereegranskat)abstract
    • Recently, the impact of product or service reviews on customers' purchasing decisions has become increasingly significant in online businesses. Consequently, manipulating reviews for fame or profit has become prevalent, with some businesses resorting to paying fake reviewers to post spam reviews. Given the importance of reviews in decision-making, detecting fake reviews is crucial to ensure fair competition and sustainable e-business practices. Although significant efforts have been made in the last decade to distinguish credible reviews from fake ones, it remains challenging. Our literature review has identified several gaps in the existing research: (1) most fake review detection techniques have been proposed for high-resource languages such as English and Chinese, and few studies have investigated low-resource and multilingual fake review detection, (2) there is a lack of research on deceptive review detection for reviews based on language code-switching (code-mix), (3) current multi-feature integration techniques extract review representations independently, ignoring correlations between them, and (4) there is a lack of a consolidated model that can mutually learn from review emotion, coarse-grained (overall rating), and fine-grained (aspect ratings) features to supplement the problem of sentiment and overall rating inconsistency. In light of these gaps, this study aims to provide an in-depth literature analysis describing strengths and weaknesses, open issues, and future research directions.
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2.
  • Jingili, Nuru, et al. (författare)
  • A systematic review on the efficacy of virtual reality and gamification interventions for managing anxiety and depression
  • 2023
  • Ingår i: Frontiers in Digital Health. - : Frontiers Media S.A.. - 2673-253X. ; 5
  • Tidskriftsartikel (refereegranskat)abstract
    • This systematic review aims to assess the effectiveness of virtual reality (VR) and gamification interventions in addressing anxiety and depression. The review also seeks to identify gaps in the current VR treatment landscape and provide guidelines for future research and development. A systematic literature search was conducted using Scopus, Web of Science, and PubMed databases, focusing on studies that utilized VR and gamification technology to address anxiety and depression disorders. A total of 2,664 studies were initially identified, 15 of those studies fulfilled the inclusion criteria for this systematic review. The efficacy of VR in addressing anxiety and depression was evident across all included studies. However, the diversity among VR interventions highlights the need for further investigation. It is advised to incorporate more diverse participant samples and larger cohorts and explore a broader spectrum of therapeutic approaches within VR interventions for addressing anxiety and depression to enhance the credibility of future research. Additionally, conducting studies in varying socioeconomic contexts would contribute to a more comprehensive understanding of their real-world applicability.
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3.
  • Jingili, Nuru, et al. (författare)
  • A Two-Stage co-Design Process of Battleship-AST Persuasive Game for Active School Transportation in Northern Sweden
  • 2024
  • Ingår i: International Journal of Human-Computer Interaction. - : Taylor & Francis. - 1044-7318 .- 1532-7590.
  • Tidskriftsartikel (refereegranskat)abstract
    • This research delves into the dynamics of active school transport (AST) by utilizing a two-stage co-design process and leveraging persuasive technology within a game for promoting AST called Battleship-AST. The primary aim of this research is to thoroughly investigate the two-stage game co-design process employed in creating a Battleship-AST game. Moreover, our research aims to evaluate participants’ perceptions regarding the motivating and engaging potential of the persuasive technology and gamification features embedded within the final iteration of the game. This evaluation aims to understand how these features influence participants’ motivation to increase their usage of AST through gameplay. In pursuit of these objectives, the research builds upon the existing Battleship-AST prototype and actively engages school children in a collaborative two-stage co-design process. Their valuable insights and preferences were harnessed in refining the game, which was subsequently tested during a tech event in Skellefteå, Sweden. The findings shed light on various aspects of the game’s impact, from its reception to the gamification features integrated within. Notably, the research highlights the positive impact of the co-design process, with increased motivation and engagement observed among the participants. Their involvement in shaping the game’s design resulted in a more engaging and enjoyable experience. The persuasive technology features, encompassing competition, collaboration, auditory cues, a virtual reward system, and an emphasis on similarity, played a pivotal role in sustaining engagement and motivating players. Elements such as rewards, leaderboard progression, and badges proved highly effective in encouraging continued participation and fostering a positive feedback loop. However, the study also identifies areas for potential improvement, including the need to measure real-life progress and refine the game’s levelling system. The research indicates that refining feedback mechanisms and tailoring game content to individual preferences could create an even more engaging experience. Additionally, long-term playtesting is proposed to assess the game’s extended impact. The findings offer promising avenues for enhancing motivation and engagement in AST, which can contribute to the promotion of healthier and more sustainable transportation choices among school children.
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4.
  • Jingili, Nuru, et al. (författare)
  • Adolescents’ perceptions of active school transport in northern Sweden
  • 2023
  • Ingår i: Heliyon. - : Elsevier. - 2405-8440. ; 9:10
  • Tidskriftsartikel (refereegranskat)abstract
    • Active school transport (AST) refers to using active means of transport such as walking, cycling, or riding a non-motorised scooter to school. It can help improve adolescents’ physical activity levels and create a more sustainable environment. The study involved 70 adolescents (45 boys and 25 girls) aged 13 to 14 from one school in Skellefteå, in Northern Sweden. In an online questionnaire, they were asked about their perceptions of cycling, walking, and riding a non-motorised scooter to school. This study used descriptive statistics, multiple regression analysis, and hypothesis testing with ANOVA to analyse the collected data and compare the perceptions of different types of transport on safety, environmental, and personal factors among adolescents in Northern Sweden. According to the results, more adolescents walked to school than cycled, and significantly few rode a non-motorised scooter to school. Most adolescents believe walking or cycling to school is a great way to exercise. Furthermore, the study also revealed that many adolescents avoid using AST due to the time it takes. Although the study showed that adolescents felt sufficient support for using AST from schools and parents, the number of adolescents using motorised transport is higher during winter than in summer. Additionally, most of them were more confident about cycling and walking to school than riding a non-motorised scooter and thought using AST was nice. Finally, most adolescents perceived having complete control over their transport options when going to school. The research indicates that it is crucial to implement interventions that inspire children to be interested and excited about using AST. These strategies should include fostering an AST culture that is fun and positive, as well as creating environments that are safe and supportive. The research results will guide the creation of a persuasive game that can motivate adolescents to use AST and measure its effectiveness.
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5.
  • Jingili, Nuru, et al. (författare)
  • Virtual Reality for Addressing Depression and Anxiety: A Bibliometric Analysis
  • 2023
  • Ingår i: International Journal of Environmental Research and Public Health. - : MDPI. - 1661-7827 .- 1660-4601. ; 20:9
  • Tidskriftsartikel (refereegranskat)abstract
    • Virtual reality is an emerging field in mental health and has gained widespread acceptance due to its potential to treat various disorders, such as anxiety and depression. This paper presents a bibliometric analysis of virtual reality (VR) use in addressing depression and anxiety from 1995 to 2022. The study analysed 1872 documents using the Scopus database, identifying the field’s most relevant journals and authors. The results indicate that using VR for addressing anxiety and depression is a multidisciplinary field with a wide variety of research topics, leading to significant collaborative research in this area. The Annual Review of Cybertherapy and Telemedicine was identified as the most relevant journal, while Behavior Research and Therapy was found to be the most cited journal. The analysis of keywords suggests that there is more research on using VR for anxiety and related disorders than for depression. Riva G. was identified as the top author in producing research outputs on VR-AD, and the University of Washington emerged as the leading institution in scientific outputs on VR-AD. Thematic and intellectual analyses helped identify the main themes within the research domain, providing valuable insight into the current and future directions of the field.
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