Tourism is one of the main economic contribution to many countries worldwide. This paper presents an Artificial Intelligence tool to help improve the performance, quality and credibility of customer service for AirAsia Berhad, a renowned local business in travel/airline industry in Malaysia. The tool, AIRA, is developed using C# in Verbot 5.0 and plays an important role as an information gatherer, gathers all the latest and correct information in order to provide the best service to customers. The evaluation has proved that AIRA provided a simple, easy to navigate GUI with high efficiency, hence a user-friendly system that requires little or no technical knowledge to operate. AIRA is hoped to improve the quality of customer service in AirAsia by giving an alternative to entertain travellers.
In the education industry, lecturers are finding ways to improve students' concentrations and grades by using smart devices to track students' assignment or tutorial progress. One of the few possible and attractive solution is by using the gamification technique. This paper proposes an educational application called Questionify that implements the gamification elements and allow users to collect points, gain achievements, increase motivation and engagement towards students' coursework in Software Engineering subject. Questionify is developed using C# and Java language has been evaluated using questionnaire among 24 respondents. The findings showed that the respondents believe that gamification can do better in education as compare to the traditional method of teaching the students. In the future, this gamification approach will be tested on more technical subjects such as programming and networking subjects to help students engage in a different learning approach.
<span>With the inauguration of Big Data Analytics initiative nationally, many nations have participated and paved way for BDA ecosystem. The initiative is a catalyst to further encourage economic growth in Public Sectors. Some of the common key deliverables identified are increasing productivity involving information communications technology, cost savings, shared benefits, and encourage innovation. The objectives can be further elaborated by driving big data analytics demands in various public sectors agency, adopting big data analytics framework supporting the building of big data industry. This has encouraged talents and startup companies inspiring their capabilities by developing various technology platform, collaborate and innovate amongst public and private sectors, and further strengthen data governance by creating policy and procedures. With the establishment of big data analytics framework, performance measurement can be enforced effortlessly using the principles of business intelligence maturity model and the technological stack comes with it. Various data sources can be used to benchmark service quality using advanced analytics and data science techniques.</span>
Chatterbots have been widely used as a tool for conversational booking assistance mainly for hotels such as the Expedia. This paper extends the use of chatterbot beyond booking by presenting the proof of concept of a chatterbot expert system called the VIZARD. The proposed VIZARD is developed using an expert system shell called verbot. The core of Vertbot 5 is the natural language processing (NLP) engine based on pattern matching. The core Verbot 5 engine is responsible for finding matches to a given user input string and firing the appropriate rule. The findings from the user acceptance test concluded that majority of the respondents agreed that the VIZARD expert system stands at an unbiased state while being more aligned on supporting the usefulness of the system.
<span>New generation of students has high dependence on technology and embrace social learning environments that have low barrier to access. This means in-class lectures are not popular anymore, and in fact has become a burden for them to cope. To resolve the issue of low student attendance, this paper proposes a character growth game with the concept of gamification in education that is able to track and reward student attendance called PetAttendToClass. PetAttendToClass is a client-based system developed using C# and unity3D game engine. Although finding from the UAT session revealed that some users believed that attendance is the responsibility of the student, gamification is meant to turn this mundane responsibility into something motivative, interactive and interesting. It is hoped that by gamifying the class attendance, student will be motivated to attend their daily classes.</span>
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