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1 – 10 of 278The subject of this paper is the idea of Brain–Computer Interface (BCI). The main goal is to assess the potential impact of BCI on the design, use and evaluation of information…
Abstract
Purpose
The subject of this paper is the idea of Brain–Computer Interface (BCI). The main goal is to assess the potential impact of BCI on the design, use and evaluation of information retrieval systems operating in libraries.
Design/methodology/approach
The method of literature review was used to establish the state of research. The search according to accepted queries was carried out in the Scopus database and complementary in Google Scholar. To determine the state of research on BCI on the basis of library and information science, a specialist LISTA abstract database was also searched. The most current papers published in the years 2015–2019 in the English language or having at least an abstract in this language were taken into account.
Findings
The analysis showed that BCI issues are extremely popular in subject literature from various fields, mainly computer science, but practically does not occur in the context of using this technology in information retrieval systems.
Research limitations/implications
Due to the fact that BCI solutions are not yet implemented in libraries and are rarely the subject of scientific considerations in the field of library and information science, this article is mainly based on literature from other disciplines. The goal was to consider how much BCI solutions can affect library information retrieval systems. The considerations presented in this article are theoretical in nature due to the lack of empirical materials on which to base. The author's assumption was to initiate a discussion about BCI on the basis of library and information science, not to propose final solutions.
Practical implications
The results can be widely used in practice as a framework for the implementation of BCI in libraries.
Social implications
The article can help to facilitate the debate on the role of implementing new technologies in libraries.
Originality/value
The problem of BCI is very rarely addressed in the subject literature in the field of library and information science.
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Fatemeh Fahimi, Wooi Boon Goh, Tih-Shih Lee and Cuntai Guan
This study aims to investigate the correlation between neural indexes of attention and behavioral indexes of attention and detect the most informative period of brain activity in…
Abstract
Purpose
This study aims to investigate the correlation between neural indexes of attention and behavioral indexes of attention and detect the most informative period of brain activity in which the strongest correlation with attentive performance (behavioral index) exists. Finally, to further validate the findings, this paper aims at the prediction of different levels of attention function based on the attention score obtained from repeatable battery for the assessment of neurophysiological status (RBANS).
Design/methodology/approach
The present paper analyzes electroencephalogram (EEG) signals recorded by a single prefrontal channel from 105 elderly subjects while they were responding to Stroop color test which is an attention-demanded task. Beside Stroop test, subjects also performed RBANS which provides their level of functionality in different domains including attention. After data acquisition (EEG during Stroop test and RBANS attention score), the authors extract the spectral features of EEG as neural indexes of attention and subjects’ reaction time in response to Stroop test as behavioral index of attention. Then, they explore the correlation between these post-cue frequency band oscillations of EEG with elderly response time (RT). Next, the authors exploit these findings to classify RBANS attention score.
Findings
The observations of this study suggest that there is significant negative correlation between alpha gamma ratio (AGR) and RT (p < 0.0001), theta beta ratio (TBR) is positively correlated with subjects’ RT (p < 0.0001), these correlations are stronger in a 500ms period right after triggering the cue (question onset in Stroop test), and 4) TBR and AGR can be effectively used to predict RBANS attention score.
Research limitations/implications
Because of the experiment design, the pre-cue EEG of the next trail was very much overlapped with the post-cue EEG of the current trail. Therefore, the authors could analyze only post-cue EEG. In future study, it would be interesting to investigate the predictability of subject’s future performance from pre-cue EEG and mental preparation.
Practical implications
This study provides an insight into the research on detection of human attention level from EEG instead of conventional neurophysiological tests. It has also potential to be used in implementation of feasible and efficient EEG-based brain computer interface training systems for elderly.
Originality/value
To the best of the authors’ knowledge, this study is among very few attempts for early prediction of cognitive decline in the domain of attention from brain activity (EEG) instead of conventional tests which are prone to human errors.
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Tim Hilken, Mathew Chylinski, Ko de Ruyter, Jonas Heller and Debbie Isobel Keeling
The authors explore neuro-enhanced reality (NeR) as a novel approach for enhancing service communication between customers, frontline employees, and service organizations that…
Abstract
Purpose
The authors explore neuro-enhanced reality (NeR) as a novel approach for enhancing service communication between customers, frontline employees, and service organizations that extends beyond current state-of-the-art approaches based on augmented reality (AR) and virtual reality (VR) technologies.
Design/methodology/approach
The authors first take stock of research on reality-enhanced service communication with AR and VR, then complement these insights with emerging neuroscientific research to conceptualize how NeR enables innovative forms of service communication. On this basis, the authors develop a research agenda to guide the future study and managerial exploitation of NeR.
Findings
AR and VR already offer unique affordances for digital-to-physical communication, but these can be extended with NeR. Specifically, NeR supports neuro-to-digital and digital-to-neuro communication based on neuroimaging (e.g. controlling digital content through thought) and neurostimulation (e.g. eliciting brain responses based on digital content). This provides a basis for outlining possible applications of NeR across service settings.
Originality/value
The authors advance knowledge on reality-enhanced service communication with AR and VR, whilst also demonstrating how neuroscientific research can be extended from understanding brain activity to generating novel service interactions.
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Edric John Cruz Nacpil, Rencheng Zheng, Tsutomu Kaizuka and Kimihiko Nakano
Two-handed automobile steering at low vehicle speeds may lead to reduced steering ability at large steering wheel angles and shoulder injury at high steering wheel rates (SWRs)…
Abstract
Purpose
Two-handed automobile steering at low vehicle speeds may lead to reduced steering ability at large steering wheel angles and shoulder injury at high steering wheel rates (SWRs). As a first step toward solving these problems, this study aims, firstly, to design a surface electromyography (sEMG) controlled steering assistance interface that enables hands-free steering wheel rotation and, secondly, to validate the effect of this rotation on path-following accuracy.
Design/methodology/approach
A total of 24 drivers used biceps brachii sEMG signals to control the steering assistance interface at a maximized SWR in three driving simulator scenarios: U-turn, 90º turn and 45º turn. For comparison, the scenarios were repeated with a slower SWR and a game steering wheel in place of the steering assistance interface. The path-following accuracy of the steering assistance interface would be validated if it was at least comparable to that of the game steering wheel.
Findings
Overall, the steering assistance interface with a maximized SWR was comparable to a game steering wheel. For the U-turn, 90º turn and 45º turn, the sEMG-based human–machine interface (HMI) had median lateral errors of 0.55, 0.3 and 0.2 m, respectively, whereas the game steering wheel, respectively, had median lateral errors of 0.7, 0.4 and 0.3 m. The higher accuracy of the sEMG-based HMI was statistically significant in the case of the U-turn.
Originality/value
Although production automobiles do not use sEMG-based HMIs, and few studies have proposed sEMG controlled steering, the results of the current study warrant further development of a sEMG-based HMI for an actual automobile.
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To examine the effects of the metaverse on firms’ marketing activities.
Abstract
Purpose
To examine the effects of the metaverse on firms’ marketing activities.
Design/methodology/approach
A conceptual paper.
Findings
It provides evidence of the growing importance of different value capture mechanisms in the metaverse.
Originality/value
Among the first articles on this topic.
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Keywords
Ian Yeoman and Una McMahon‐Beattie
Wearable technologies are a near future concept and cyborgs are in fact reality. The authors’ proposition is how cyborgisation could and will occur. The paper aims to discuss this…
Abstract
Purpose
Wearable technologies are a near future concept and cyborgs are in fact reality. The authors’ proposition is how cyborgisation could and will occur. The paper aims to discuss this issue.
Design/methodology/approach
The approach used by this paper is a general review.
Findings
The authors explain how the line between humans and technology is becoming more and more blurred as this trends paper explores the concepts of singularity and cyborgs as a future state highlighting the world's first cyborg games.
Originality/value
The paper contributes to our understanding that science fiction is fiction to some but reality to others depending on a person's cognition and insight.
Details