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THE IMPACT OF TRUST AND REWARDS ON ONLINE PURCHASING INTENTION: THE MEDIATING ROLE OF ATTITUDES
This study explores the relationship between trust, rewards, attitudes, and online purchasing intention, with attitudes serving as the mediator variable in the Lebanese context. Using a sample of 400 respondents, a structural equation model (SEM) was employed to test the hypotheses. The results showed a positive and significant relationship between trust and attitudes, as well as between rewards and attitudes. Additionally, attitudes were found to mediate the relationship between both trust and rewards on online purchasing intention. These findings highlight the importance of building trust and offering rewards to enhance consumers\u27 attitudes towards online shopping, which ultimately leads to higher purchasing intention in the Lebanese context
Erratum to OFFSHORE COMPANIES AUDIT PROCESS EFFECTIVENESS: EVIDENCE FROM LEBANESE AUDITING PROFESSION [BAU Journal - Society, Culture and Human Behavior, Volume 4, Issue 2 (2023)]
Abstract has been modified due to the existence of irrelevant content that is added by mistake to this article abstract.
Modified abstract:
This research aims to examine whether audit planning, audit strategy, and audit documentation have a significant impact on the effectiveness of the audit process. It also aims to explore the impact of audit technology on the audit process for offshore companies in Lebanon. This study adds to and contributes to the literature that has examined the separate impacts of each of the above variables on the effectiveness of the audit process. The sample size of this study is 106 certified public accountants who are members of the Lebanese Association of Certified Public Accountants (LACPA). Empirical data was collected using a questionnaire form to test four generated hypotheses. Results showed that there is no positive significant impact of audit planning on the effectiveness of the audit process, while there is a positive significant impact of audit strategy and audit documentation on the effectiveness of the audit process. Regarding the association between the adoption of audit technology tools and the effectiveness of the audit process, results showed that offshore companies support this association. The researchers faced restrictions on the size of the sample used in this study. This limitation can affect the final results, as the smaller the sample size, the higher the marginal error.
For the original article, refer to https://digitalcommons.bau.edu.lb/schbjournal/vol4/iss2/9
HUMAN GENDER CLASSIFICATION USING KINECT SENSOR: A REVIEW
Human Gender Classification using Kinect sensor aims to classifying people’s gender based on their outward appearance. Application areas of Kinect sensor technology includes security, marketing, healthcare, and gaming. However, because of the changes in pose, attire, and illumination, gender determination with the Kinect sensor is not a trivial task. It is based on a variety of characteristics, including biological, social network, face, and body aspects. In recent years, gender classification that utilizes the Kinect sensor became a popular and essential way for accurate gender classification. A variety of methods and approaches, like machine learning, convolutional neural networks, sport vector machine (SVM), etc., have been used for gender classification using a Kinect sensor. This paper presents the state of the art for gender classification, with a focus on the features, databases, procedures, and algorithms used in it. A review of recent studies on this subject using the Kinect sensor and other technologies is provided, together with information on the variables that affect the classification\u27s accuracy. In addition, several publicly accessible databases or datasets are used by researchers to classify people by gender are covered. Finlay, this overview offers insightful information about the potential future avenues for research on Kinect-based human gender classification
USING DEEP LEARNING TO GENERATE FRONT AND BACKYARDS IN LANDSCAPE ARCHITECTURE
The use of artificial intelligence (AI) engines in the design disciplines is a nascent field of research, which became very popular over the last decade. In particular, deep learning (DL) and related generative adversarial networks (GANs) proved to be very promising. While there are many research projects exploring AI in architecture and urban planning, e.g., in order to generate optimal floor layouts, massing models, evaluate image quality, etc., there are not many research projects in the area of landscape architecture - in particular the design of two-dimensional garden layouts. In this paper, we present our work using GANs to generate optimal front- and backyard layouts. We are exploring various GAN engines, e.g., DCGAN, that have been successfully used in other design disciplines. We used supervised and unsupervised learning utilizing a massive dataset of about 100,000 images of front- and backyard layouts, with qualitative and quantitative attributes, e.g., idea and beauty scores, as well as functional and structural evaluation scores. We present the results of our work, i.e., the generation of garden layouts, and their evaluation, and speculate on how this approach may help landscape architects in developing their designs. The outcome of the study may also be relevant to other design disciplines
TOWARDS INFORMED DESIGN DECISION SUPPORT OF ADDITIVE MANUFACTURING IN CONSTRUCTION - THE USE OF INTEGRATED KNOWLEDGE IN BIM-BASED ARCHITECTURAL DESIGN
Additive Manufacturing (AM) technologies have great potential to promote sustainable development in the architecture, engineering, and construction (AEC) domain. But the inherent complexity of AM and lack of domain knowledge hinder decisions about appropriate construction methods. With state-of-the-art Semantic Web technologies, a knowledge base regarding AM technologies can be formalized and integrated into the Building Information Modeling (BIM) methodology. To this end, this paper demonstrates how a Design Decision Support System (DDSS) utilizes formal knowledge to assist architects in choosing the appropriate AM method by assessing the manufacturability of individual building components. By following and refining the essential activities described, we aim to provide architects with informed decision support, thus facilitating the versatile use of AM technologies in the AEC domain
URBAN MAP GENERATION IN ARTIST’S STYLE USING GENERATIVE ADVERSARIAL NETWORKS (GAN)
Artificial Intelligence is a field that is able to learn from existing data to synthesize new ones using deep learning methods. Using Artificial Neural Networks that process big datasets, complex tasks and challenges become easily resolved. As the zeitgeist suggests, it is possible to produce novel outcomes for future projections by applying various machine learning algorithms on the generated data sets. In that context, the focus of this research is exploring the reinterpretation of 21st century urban plans with familiar artist styles using different subtypes of deep-learning-based generative adversarial networks (GAN) algorithms. In order to explore the capabilities of urban map transformation with machine learning approaches, two different GAN algorithms which are cycleGAN and styleGAN have been applied on the two main data sets. First data set, the urban data set, contains 50 cities urban plans in .jpeg format collected according to the diversity of the urban morphologies. Whereas the second data set is composed of four well-known artist’s paintings, that belong to various artistic movements. As a result of training the same data sets with different GAN algorithms and epoch values were compared and evaluated. In this respect, the study not only investigates the reinterpretation of stylistic urban maps and shows the discoverability of new representation techniques, but also offers a comparison of the use of different image to image translation GAN algorithms
A METHODOLOGY FOR MATERIAL-BASED COMPUTATIONAL DESIGN SUPPORTED BY MOBILE AUGMENTED REALITY APPLICATION
To represent design, both physical and digital models are utilized in the process. However, they usually don\u27t function in unison. In order to synchronize these two types of models, the changes made in one model are generally translated into the other one later. This study intends to provide a conceptual framework for a simultaneous and synchronized model for the use of material, structure, and performance in the preliminary design stage. The methodology of the study includes evaluating material attributes, structural systems, and building performance of a physical model in the digital environment by using a Mobile Augmented Reality (MAR) interface. Because the cameras in MAR environment are mobile, the range of views can be expanded, and/or designs can be superimposed on user interfaces virtually. Thus, object interaction and navigation are all made possible. By offering a comprehensive, synchronized, and interactive design environment, where material, structure, and performance factors are incorporated both in physical and digital models, the suggested methodology will potentially aid users\u27 decision-making process
BEYOND FLAT SURFACES PARAMETRIC DERIVATIONS OF HISTORICAL ISLAMIC GEOMETRIC DESIGNS
This paper sets out to identify a guiding methodology and define algorithms to extend the existence of Islamic geometric designs beyond flat surfaces. The paper discusses two computational approaches to deriving various non-flat geometric compositions: Euclidean Point Extrusion and Curved Surface Fitting. The paper examines historical precedents, conducts an in-depth analysis of patterns employed to generate those elements, then establishes a computational process to explore the potential of translating 2D Islamic Geometric Designs into 3D non-flat surfaces
URBAN DESIGN ANALYSIS OF NEW YORK CITY’S VIRTUAL MODEL - THE CASE OF TOM CLANCY’S THE DIVISION
People have started spending time with digital tools and virtual worlds to escape reality\u27s horrors. However, designed spaces are more than the players\u27 needs, especially those digital games that their stories involve urban environments. This inefficiency causes spending futile efforts both in time and cost for the digital games\u27 productions; The urban environments in these digital games are replicas of real-world cities. Some companies use some techniques for downgrading replicas. Therefore, this study aims to uncover the used techniques for designing Tom Clancy\u27s The Division (2016). By using reverse engineering methodology and qualitative comparative analysis, the in-game map compared with the real-world map. Based on the results, the used techniques allowed the designers to scale down the game environment to be 2.5 times smaller than the actual city. Rather, verisimilitude is achieved by combining sufficiently accurate elements to give the impression of complete accuracy. By implementing the results of this research, designers can develop smaller replicas to be perceived as more extensive
FROM PASSIVE TO IMMERSIVE: METAVERSE AS A PEDAGOGICAL APPROACH IN HISTORY CLASS - PRESENTING A CONSTANT REMINDER OF HISTORICAL REMNANTS AND A CUSTOMIZABLE REALITY FOR FUTURE PREFERENCES; BEIRUT AS A CASE STUDY
It is widely acknowledged that passive, non-immersive strategies of teaching adopted in history classes in Lebanon do not offer the right platform for knowledge retention in students. With that said, virtual reality and the use of Metaverse as a pedagogical approach is prophesied as the most apt to invoke a positive attitude from children towards the topic being studied, and thus, in this case, it increases their awareness of the existing built heritage they live amidst. This research sets out from a recent project implemented by Beirut Arab University, together with three UN agencies. The latter aimed for “developing children emotional attachment to the territory of Beirut Blast through activating their participation in the construction of cognitive maps by playing with spatial maps strategically designed in a game environment”. A thorough assessment of the outcomes of the activities implemented throughout the project, including the executed physical models and game boards that simulate myriad neighborhoods in Beirut, is carried out, followed by an analytical comparison of these outcomes with those from using the proposed innovative digital tools. A pilot study is conducted on Martyr’s square to assess how virtual tools can enhance the sensory experience and perception of the built space, making youth active learners rather than passive. It illustrates how introducing children to educating architecture from a young age not only nurtures their awareness of their local neighborhoods, but also generates responsible citizens. The outcome of this study can be divided over a timeline of past, present, and future. The virtual recreation of old Beirut aims to enhance the virtual learning experience as opposed to that from books and chalkboards. Children are expected to formulate a better understanding of their heritage, become more attached to the remnants of the latter, and set out to customize the reality to their preferences or vision of how a better, sustainable Beirut looks like