Search results

1 – 10 of 300
Book part
Publication date: 24 November 2023

Shalini Sahni and Rahul Pratap Singh Kaurav

The proliferation of bibliometric review articles is a true reflection of how bibliometrics is gaining popularity and has been widely adopted in various disciplines. The growing…

Abstract

The proliferation of bibliometric review articles is a true reflection of how bibliometrics is gaining popularity and has been widely adopted in various disciplines. The growing interest of scholars has encouraged us to dwell upon the what, why, when, how, and where of bibliometric literature reviews. The study explained the bibliometric review with the standpoint that it can be considered a strong review method for analyzing a large volume of data and scholars can supplement their traditional reviews with bibliometric reviews to strengthen their knowledge. This will help researchers to justify the (a) need for a study on the particular topic; (b) type or method of review chosen; (c) number of articles selected; (d) inclusion and exclusion criterion; (e) method of analysis; and (f) presentation of the findings.

Details

Advancing Methodologies of Conducting Literature Review in Management Domain
Type: Book
ISBN: 978-1-80262-372-7

Keywords

Open Access
Article
Publication date: 23 May 2023

Kimmo Kettunen, Heikki Keskustalo, Sanna Kumpulainen, Tuula Pääkkönen and Juha Rautiainen

This study aims to identify user perception of different qualities of optical character recognition (OCR) in texts. The purpose of this paper is to study the effect of different…

Abstract

Purpose

This study aims to identify user perception of different qualities of optical character recognition (OCR) in texts. The purpose of this paper is to study the effect of different quality OCR on users' subjective perception through an interactive information retrieval task with a collection of one digitized historical Finnish newspaper.

Design/methodology/approach

This study is based on the simulated work task model used in interactive information retrieval. Thirty-two users made searches to an article collection of Finnish newspaper Uusi Suometar 1869–1918 which consists of ca. 1.45 million autosegmented articles. The article search database had two versions of each article with different quality OCR. Each user performed six pre-formulated and six self-formulated short queries and evaluated subjectively the top 10 results using a graded relevance scale of 0–3. Users were not informed about the OCR quality differences of the otherwise identical articles.

Findings

The main result of the study is that improved OCR quality affects subjective user perception of historical newspaper articles positively: higher relevance scores are given to better-quality texts.

Originality/value

To the best of the authors’ knowledge, this simulated interactive work task experiment is the first one showing empirically that users' subjective relevance assessments are affected by a change in the quality of an optically read text.

Details

Journal of Documentation, vol. 79 no. 7
Type: Research Article
ISSN: 0022-0418

Keywords

Article
Publication date: 1 March 2024

Amy Stornaiuolo, Jennifer Higgs, Opal Jawale and Rhianne Mae Martin

With the rapid advancement of generative artificial intelligence (AI), it is important to consider how young people are making sense of these tools in their everyday lives…

181

Abstract

Purpose

With the rapid advancement of generative artificial intelligence (AI), it is important to consider how young people are making sense of these tools in their everyday lives. Drawing on critical postdigital approaches to learning and literacy, this study aims to center the experiences and perspectives of young people who encounter and experiment with generative AI in their daily writing practices.

Design/methodology/approach

This critical case study of one digital platform – Character.ai – brings together an adolescent and adult authorship team to inquire about the intertwining of young people’s playful and critical perspectives when writing on/with digital platforms. Drawing on critical walkthrough methodology (Light et al., 2018), the authors engage digital methods to study how the creative and “fun” uses of AI in youths’ writing lives are situated in broader platform ecologies.

Findings

The findings suggest experimentation and pleasure are key aspects of young people’s engagement with generative AI. The authors demonstrate how one platform works to capitalize on these dimensions, even as youth users engage critically and artfully with the platform and develop their digital writing practices.

Practical implications

This study highlights how playful experimentation with generative AI can engage young people both in pleasurable digital writing and in exploration and contemplation of platforms dynamics and structures that shape their and others’ literate activities. Educators can consider young people’s creative uses of these evolving technologies as potential opportunities to develop a critical awareness of how commercial platforms seek to benefit from their users.

Originality/value

This study contributes to the development of a critical and humanist research agenda around generative AI by centering the experiences, perspectives and practices of young people who are underrepresented in the burgeoning research devoted to AI and literacies.

Details

English Teaching: Practice & Critique, vol. 23 no. 1
Type: Research Article
ISSN: 1175-8708

Keywords

Open Access
Article
Publication date: 16 October 2023

Koraljka Golub, Jenny Bergenmar and Siska Humelsjö

This article aims to help ensure high-quality subject access to Swedish lesbian, gay, bisexual, transgender, queer and intersexual (LGBTQI) fiction, and aims to identify…

Abstract

Purpose

This article aims to help ensure high-quality subject access to Swedish lesbian, gay, bisexual, transgender, queer and intersexual (LGBTQI) fiction, and aims to identify challenges that librarians consider important to address, on behalf of themselves and end users.

Design/methodology/approach

A web-based questionnaire comprising 35 closed and open questions, 22 of which were required, was sent via online channels in January 2022. By the survey closing date, 20 March 2022, 82 responses had been received. The study was intended to complement an earlier study targeting end users.

Findings

Both this study of librarians and the previous study of end users have painted a dismal image of online search services when it comes to searching for LGBTQI fiction. The need to consult different channels (e.g. social media, library catalogues and friends), the inability to search more specifically than for the broad LGBTQI category and suboptimal search interfaces were among the commonly reported issues. The results of these studies are used to inform the development of a dedicated Swedish LGBTQI fiction database with an online search interface.

Originality/value

The subject searching of fiction via online services is usually limited to genre with facets for time and place, while users are often seeking characteristics such as pacing, characterization, storyline, frame/setting, tone and language/style. LGBTQI fiction is even more challenging to search because indexing practices are not really being standardized or disseminated worldwide. This study helps address this important gap, in both research and practical applications.

Details

Journal of Documentation, vol. 79 no. 7
Type: Research Article
ISSN: 0022-0418

Keywords

Open Access
Article
Publication date: 29 June 2023

Malathi Sivasankara Pillai and Kannan Balakrishnan

This paper aims to prove the following hypothesis Problem Statement: HYPOTHESIS (1) User Experience collection of mobile applications can be done using the Crowdsourcing…

Abstract

Purpose

This paper aims to prove the following hypothesis Problem Statement: HYPOTHESIS (1) User Experience collection of mobile applications can be done using the Crowdsourcing mechanism; (2) User Experience collection of mobile applications are influenced by the mindset of Crowdmembers, culture/ethnicity/social background, ease of interface use and rewards, among other factors.

Design/methodology/approach

The authors of this paper, did a literature review first to find if Crowdsourcing was applicable and a used method to solve problems in Software Engineering. This helped us to narrow down the application of Crowdsourcing to the Requirements Engineering-Usability (User Experience) collection. User experience collection of two Malayalam language-based mobile applications, AarogyaSetu and BevQ was done as the next step. Incorporating findings from Study I, another study using AarogyaSetu and Manglish was launched as Study II. The results from both cases were consolidated and analyzed. Significant concerns relating to expectations of Crowd members with User Experience collection were unraveled and the purpose of Study was accomplished.

Findings

(1) Crowdsourcing is and can be used in Software Engineering activities. (2) Crowd members have expectations (motivating factors) of User Interface and other elements that enable them to be an effective contributor. (3) An individual’s environment and mindset (character) are influential in him becoming a contributor in Crowdsourcing. (4) Culture and social practices of a region strongly affects the crowd-participating decision of an individual.

Originality/value

This is purely self-done work. The value of this research work is two-fold. Crowdsourcing is endorsed significant in Software Engineering tasks, especially in User Experience collection of mobile applications. Two, the Crowd service requesters can be careful about designing the questionnaire for Crowdsourcing. They have to be aware and prepared to meet the expectations of the Crowd. This can ensure the active participation of potential contributors. Future researchers can use the results of this work to base their research on similar purposes.

Details

Rajagiri Management Journal, vol. 18 no. 1
Type: Research Article
ISSN: 0972-9968

Keywords

Content available
Article
Publication date: 13 November 2023

Sheuli Paul

This paper presents a survey of research into interactive robotic systems for the purpose of identifying the state of the art capabilities as well as the extant gaps in this…

1043

Abstract

Purpose

This paper presents a survey of research into interactive robotic systems for the purpose of identifying the state of the art capabilities as well as the extant gaps in this emerging field. Communication is multimodal. Multimodality is a representation of many modes chosen from rhetorical aspects for its communication potentials. The author seeks to define the available automation capabilities in communication using multimodalities that will support a proposed Interactive Robot System (IRS) as an AI mounted robotic platform to advance the speed and quality of military operational and tactical decision making.

Design/methodology/approach

This review will begin by presenting key developments in the robotic interaction field with the objective of identifying essential technological developments that set conditions for robotic platforms to function autonomously. After surveying the key aspects in Human Robot Interaction (HRI), Unmanned Autonomous System (UAS), visualization, Virtual Environment (VE) and prediction, the paper then proceeds to describe the gaps in the application areas that will require extension and integration to enable the prototyping of the IRS. A brief examination of other work in HRI-related fields concludes with a recapitulation of the IRS challenge that will set conditions for future success.

Findings

Using insights from a balanced cross section of sources from the government, academic, and commercial entities that contribute to HRI a multimodal IRS in military communication is introduced. Multimodal IRS (MIRS) in military communication has yet to be deployed.

Research limitations/implications

Multimodal robotic interface for the MIRS is an interdisciplinary endeavour. This is not realistic that one can comprehend all expert and related knowledge and skills to design and develop such multimodal interactive robotic interface. In this brief preliminary survey, the author has discussed extant AI, robotics, NLP, CV, VDM, and VE applications that is directly related to multimodal interaction. Each mode of this multimodal communication is an active research area. Multimodal human/military robot communication is the ultimate goal of this research.

Practical implications

A multimodal autonomous robot in military communication using speech, images, gestures, VST and VE has yet to be deployed. Autonomous multimodal communication is expected to open wider possibilities for all armed forces. Given the density of the land domain, the army is in a position to exploit the opportunities for human–machine teaming (HMT) exposure. Naval and air forces will adopt platform specific suites for specially selected operators to integrate with and leverage this emerging technology. The possession of a flexible communications means that readily adapts to virtual training will enhance planning and mission rehearsals tremendously.

Social implications

Interaction, perception, cognition and visualization based multimodal communication system is yet missing. Options to communicate, express and convey information in HMT setting with multiple options, suggestions and recommendations will certainly enhance military communication, strength, engagement, security, cognition, perception as well as the ability to act confidently for a successful mission.

Originality/value

The objective is to develop a multimodal autonomous interactive robot for military communications. This survey reports the state of the art, what exists and what is missing, what can be done and possibilities of extension that support the military in maintaining effective communication using multimodalities. There are some separate ongoing progresses, such as in machine-enabled speech, image recognition, tracking, visualizations for situational awareness, and virtual environments. At this time, there is no integrated approach for multimodal human robot interaction that proposes a flexible and agile communication. The report briefly introduces the research proposal about multimodal interactive robot in military communication.

Article
Publication date: 8 December 2022

Andrea Calabro, Tahir M. Nisar, Mariateresa Torchia and Hsiao-Ting Tseng

In this study, the authors examine how organizational-, systems- and interpersonal-level trust may be required for a smooth functioning of the firms in the sharing economy (SE)…

Abstract

Purpose

In this study, the authors examine how organizational-, systems- and interpersonal-level trust may be required for a smooth functioning of the firms in the sharing economy (SE). The research objective is to explore the trust-building mechanisms of Airbnb, a leading SE organization, and its aim to foster generalized trust. An investigation of the Airbnb's promotion of different trust-building mechanisms will allow to evaluate their effectiveness in how they can help overcome scepticism and distrust between the transacting parties. Consequently, the authors can develop a unique theoretical perspective on generalized trust in SE environments and better understand any trust-related barriers preventing SE transactions.

Design/methodology/approach

The authors employ a case study approach to investigate the research questions with the aim to fully understand the abstract and complex nature of trust. They focus on Airbnb as the company enjoys a leading market position, being a sharing economy firm. Moreover, the personal nature of accommodation sharing, which is the business of Airbnb, increases users' trust requirements, and so the company must take active steps to promote trust between the transacting parties. The authors adopt thematic analysis to execute the data analysis of the study's findings, which are derived from emergent themes and directed by the research objectives and relevant literature.

Findings

The results show that users of Airbnb are concerned about the danger of opportunistic hosts, although they are primarily motivated to use the company's services due to its economic benefits. Nevertheless, the success of Airbnb platform stems from the trust that the company has succeeded in establishing among its users, in particular interpersonal trust. Analysis reveals that generalized trust is fostered at an interpersonal level in the form of peer reviews, at an organizational level in terms of brand familiarity and at a systems level in regards to interface design.

Originality/value

The authors advance the argument that confidence to transact in the social economy stems from a combination of three levels of trust, including organizational-, systems- and interpersonal-level trust. These findings contribute to the body of trust research in information technology and people literature from its unique investigative setting, whilst simultaneously strengthening the primarily speculative research on SE with in-depth empirical evidence.

Details

Information Technology & People, vol. 36 no. 7
Type: Research Article
ISSN: 0959-3845

Keywords

Article
Publication date: 26 July 2023

Yupeng Mou and Xiangxue Meng

With the upgrade of natural language interaction technology, the simulation extension of intelligent voice assistants (IVAs) and the uncertainty of products and services have…

Abstract

Purpose

With the upgrade of natural language interaction technology, the simulation extension of intelligent voice assistants (IVAs) and the uncertainty of products and services have received more and more attention. However, most of the existing research focuses on investigating the application of theories to explain consumer behavior related to intention to use and adopt IVAs, while ignoring the impact of its privacy issues on consumer resistance. This article especially examines the negative impact of artificial intelligence-based IVAs’ privacy concerns on consumer resistance, and studies the mediating effect of perceived creepiness in the context of privacy cynicism and privacy paradox and the moderating effect of anthropomorphized roles of IVAs and perceived corporate social responsibility (CSR) of IVAs’ companies. The demographic variables are also included.

Design/methodology/approach

Based on the theory of human–computer interaction (HCI), this study addresses the consumer privacy concerns of IVAs, builds a model of the influence mechanism on consumer resistance, and then verifies the mediating effect of perceived creepiness and the moderating effect of anthropomorphized roles of IVAs and perceived CSR of IVAs companies. This research explores underlying mechanism with three experiments.

Findings

It turns out that consumers’ privacy concerns are related to their resistance to IVAs through perceived creepiness. The servant (vs. partner) anthropomorphized role of IVAs is likely to induce more privacy concerns and in turn higher resistance. At the same time, when the company’s CSR is perceived high, the impact of the concerns of IVAs’ privacy issues on consumer resistance will be weakened, and the intermediary mechanism of perceiving creepiness in HCI and anthropomorphism of new technology are further explained and verified. The differences between different age and gender are also revealed in the study.

Originality/value

The research conclusions have strategic reference significance for enterprises to build the design framework of IVAs and formulate the response strategy of IVAs’ privacy concerns. And it offers implications for researchers and closes the research gap of IVAs from the perspective of innovation resistance.

Open Access
Article
Publication date: 26 July 2023

Joni Salminen, João M. Santos, Soon-gyo Jung and Bernard J. Jansen

The “what is beautiful is good” (WIBIG) effect implies that observers tend to perceive physically attractive people in a positive light. The authors investigate how the WIBIG…

Abstract

Purpose

The “what is beautiful is good” (WIBIG) effect implies that observers tend to perceive physically attractive people in a positive light. The authors investigate how the WIBIG effect applies to user personas, measuring designers' perceptions and task performance when employing user personas for the design of information technology (IT) solutions.

Design/methodology/approach

In a user experiment, the authors tested six different personas with 235 participants that were asked to develop remote work solutions based on their interaction with a fictitious user persona.

Findings

The findings showed that a user persona's perceived attractiveness was positively correlated with other perceptions of the persona. The personas' completeness, credibility, empathy, likability and usefulness increased with attractiveness. More attractive personas were also perceived as more agreeable, emotionally stable, extraverted and open, and the participants spent more time engaging with personas they perceived attractive. A linguistic analysis indicated that the IT solutions created for more attractive user personas demonstrated a higher degree of affect, but for the most part, task outputs did not vary by the personas' perceived attractiveness.

Research limitations/implications

The WIBIG effect applies when designing IT solutions with user personas, but its effect on task outputs appears limited. The perceived attractiveness of a user persona can impact how designers interact with and engage with the persona, which can influence the quality or the type of the IT solutions created based on the persona. Also, the findings point to the need to incorporate hedonic qualities into the persona creation process. For example, there may be contexts where it is helpful that the personas be attractive; there may be contexts where the attractiveness of the personas is unimportant or even a distraction.

Practical implications

The findings point to the need to incorporate hedonic qualities into the persona creation process. For example, there may be contexts where it is helpful that the personas be attractive; there may be contexts where the attractiveness of the personas is unimportant or even a distraction.

Originality/value

Because personas are created to closely resemble real people, the authors might expect the WIBIG effect to apply. The WIBIG effect might lead decision makers to favor more attractive personas when designing IT solutions. However, despite its potential relevance for decision making with personas, as far as the authors know, no prior study has investigated whether the WIBIG effect extends to the context of personas. Overall, it is important to understand how human factors apply to IT system design with personas, so that the personas can be created to minimize potentially detrimental effects as much as possible.

Details

Information Technology & People, vol. 36 no. 8
Type: Research Article
ISSN: 0959-3845

Keywords

Article
Publication date: 22 May 2023

Meiyun Zuo and Yuanyanhang Shen

Building on the “needs–affordances–features” framework, the authors explored how users are motivated by their needs to actualize the feature-enabled affordances and engage in the…

Abstract

Purpose

Building on the “needs–affordances–features” framework, the authors explored how users are motivated by their needs to actualize the feature-enabled affordances and engage in the metaverse.

Design/methodology/approach

The data were collected through semi-structured and in-depth interviews with 35 participants. The authors applied thematic analysis to summarize the key features and affordances, supplemented by frequency analysis to explore the significance of the features. Sentiment analysis was employed to explicate the relationship between user affordance sentiments and engagement.

Findings

The key features of the metaverse portal components—hardware, software and content—afford user behaviors. The features of mechanics and physics engines are important for user engagement in the metaverse. The affordances are related to needs satisfaction and user engagement. Mental immersion was frequently mentioned by the participants, implying that it is significant to afford mental immersion in the metaverse.

Practical implications

The findings of the study provide a rich understanding for practitioners in the metaverse on how to use the features to afford user behaviors and engage them. The authors identified the key elements of user engagement that can be used to guide metaverse game designers.

Originality/value

This study provides a rich and systematic understanding of features, affordances, needs satisfaction and engagement in the metaverse. Going beyond a fragmented view, the findings conclude a research framework that weaves features, affordances, needs and engagement together.

Details

Internet Research, vol. 34 no. 1
Type: Research Article
ISSN: 1066-2243

Keywords

1 – 10 of 300