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1 – 10 of 714Bahareh Farhoudinia, Selcen Ozturkcan and Nihat Kasap
This paper aims to conduct an interdisciplinary systematic literature review (SLR) of fake news research and to advance the socio-technical understanding of digital information…
Abstract
Purpose
This paper aims to conduct an interdisciplinary systematic literature review (SLR) of fake news research and to advance the socio-technical understanding of digital information practices and platforms in business and management studies.
Design/methodology/approach
The paper applies a focused, SLR method to analyze articles on fake news in business and management journals from 2010 to 2020.
Findings
The paper analyzes the definition, theoretical frameworks, methods and research gaps of fake news in the business and management domains. It also identifies some promising research opportunities for future scholars.
Practical implications
The paper offers practical implications for various stakeholders who are affected by or involved in fake news dissemination, such as brands, consumers and policymakers. It provides recommendations to cope with the challenges and risks of fake news.
Social implications
The paper discusses the social consequences and future threats of fake news, especially in relation to social networking and social media. It calls for more awareness and responsibility from online communities to prevent and combat fake news.
Originality/value
The paper contributes to the literature on information management by showing the importance and consequences of fake news sharing for societies. It is among the frontier systematic reviews in the field that covers studies from different disciplines and focuses on business and management studies.
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A.Y.M. Atiquil Islam, Muhammad Rafi and Khurshid Ahmad
This study aims to assess whether technological incentives inspire communities in the process of digital inclusion. The factors analyzed by the authors assess five dimensions…
Abstract
Purpose
This study aims to assess whether technological incentives inspire communities in the process of digital inclusion. The factors analyzed by the authors assess five dimensions: technology incentives, technology utilization, searching skills, social integration, and capabilities.
Design/methodology/approach
Data were collected from 329 respondents in 14 public libraries and analyzed using structural equation modeling to validate the proposed research model and its relationships with the factors the authors analyzed.
Findings
The results showed that technological incentives significantly impact on technology utilization, searching skills, social integration, and capabilities to support community digital inclusion in Pakistan.
Practical implications
Technological incentives to the community will lead to the improvement of network technology for things like online taxation, banking transactions, social integration, participation in government, and modern health and education benefits. In addition, technological incentives will also enhance information literacy and digital access, helping people improve cognitive skills and critical thinking and also helping to develop skills.
Originality/value
This research is based on raw data first collected from various people with different opinions from the Khyber Pakhtunkhwa public libraries. This study was conducted to gain a deeper understanding of the overall situation related to the use of technology in Pakistan and the complications involved.
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Boxiang Xiao, Zhengdong Liu, Jia Shi and Yuanxia Wang
Accurate and automatic clothing pattern making is very important in personalized clothing customization and virtual fitting room applications. Clothing pattern generating as well…
Abstract
Purpose
Accurate and automatic clothing pattern making is very important in personalized clothing customization and virtual fitting room applications. Clothing pattern generating as well as virtual clothing simulation is an attractive research issue both in clothing industry and computer graphics.
Design/methodology/approach
Physics-based method is an effective way to model dynamic process and generate realistic clothing animation. Due to conceptual simplicity and computational speed, mass-spring model is frequently used to simulate deformable and soft objects follow the natural physical rules. We present a physics-based clothing pattern generating framework by using scanned human body model. After giving a scanned human body model, first, we extract feature points, planes and curves on the 3D model by geometric analysis, and then, we construct a remeshed surface which has been formatted to connected quad meshes. Second, for each clothing piece in 3D, we construct a mass-spring model with same topological structures, and conduct a typical time integration algorithm to the mass-spring model. Finally, we get the convergent clothing pieces in 2D of all clothing parts, and we reconnected parts which are adjacent on 3D model to generate the basic clothing pattern.
Findings
The results show that the presented method is a feasible way for clothing pattern generating by use of scanned human body model.
Originality/value
The main contribution of this work is twofold: one is the geometric algorithm to scanned human body model, which is specially conducted for clothing pattern design to extract feature points, planes and curves. This is the crucial base for suit clothing pattern generating. Another is the physics-based pattern generating algorithm which flattens the 3D shape to 2D shape of cloth pattern pieces.
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Zhenan Feng, Ruggiero Lovreglio, Tak Wing Yiu, Dwayne Mark Acosta, Banghao Sun and Nan Li
In the construction sector, site excavation is one of the most dangerous and challenging activities. Proper training can be an effective way to mitigate excavation hazards…
Abstract
Purpose
In the construction sector, site excavation is one of the most dangerous and challenging activities. Proper training can be an effective way to mitigate excavation hazards. Virtual reality (VR) has been used as an effective training tool to enhance safety performance in various industries. However, little attention has been paid to the potential of this technology for construction excavation safety training.
Design/methodology/approach
This study proposes an immersive VR training system for excavation safety and hazard identification. The proposed VR training system was compared with a health and safety manual via a controlled experiment.
Findings
Results based on scores obtained immediately after training indicate that VR training significantly enhanced practical performance, knowledge acquisition and self-efficacy. Results also show that knowledge was retained four weeks after training. In addition, VR training outperformed health and safety manuals regarding knowledge retention.
Originality/value
This study measures the practical performance to evaluate the effectiveness of the proposed VR training system. Also, this study compares the VR training system with a traditional training method by measuring knowledge acquisition and retention. The results demonstrate the potential of VR as a training tool for excavation safety and hazards.
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Abstract
Purpose
This research aims to argue that manual geometric modeling is blocking the building information modeling (BIM) promotion to small-size companies. Therefore, it is necessary to study a manner of automated modeling to reduce the dependence of BIM implementation on manpower. This paper aims to make a study into such a system to propose both its theory and prototype.
Design/methodology/approach
This research took a prototyping as the methodology, which consists of three steps: (1) proposing a theoretical framework supporting automated geometric modeling process; (2) developing a prototype system based on the framework; (3) conducting a testing for the prototype system on its performance.
Findings
Previous researches into automated geometric modeling only respectively focused on a specific procedure for a particular engineering domain. No general model was abstracted to support generic geometric modeling. This paper, taking higher level of abstraction, proposed such a model that can describe general geometric modeling process to serve generic automated geometric modeling systems.
Research limitations/implications
This paper focused on only geometric modeling, skipping non-geometric information of BIM. A complete BIM model consists of geometric and non-geometric data. Therefore, the method of combination of them is on the research agenda.
Originality/value
The model proposed by this paper provide a mechanism to translate engineering geometric objects into textual representations, being able to act as the kernel of generic automated geometric modeling systems, which are expected to boost BIM promotion in industry.
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Annisa Ummihusna, Mohd Zairul, Habibah Ab Jalil and Puteri Suhaiza Sulaiman
Challenges of conducting site visit activities, a vital component of architecture learning during the recent pandemic have proved our unreadiness in facing the digital future. The…
Abstract
Purpose
Challenges of conducting site visit activities, a vital component of architecture learning during the recent pandemic have proved our unreadiness in facing the digital future. The lack of understanding of learning technology has affected the education experience. Thus, there is a need to investigate immersive learning technology such as immersive virtual reality (IVR) to replace students’ concrete experience in the current learning setting. This study aims to answer: (1) What is the influence of IVR in experiential learning (EL) in enhancing the personal spatial experience? (2) Does IVR in EL influence students' approach to learning during the architecture design process?
Design/methodology/approach
The research was conducted as an action research design approach. Action research was employed in the first-year architecture design studio by the lecturer as a practitioner-researcher. The personal spatial experience survey was performed in the earlier phase to identify the students’ prior spatial experience. Architectural Spatial Experience Simulation (ASES) a learning tool was implemented and assessed with Architecture Design Learning Assessment (ADLA) rubric, which was developed to evaluate EL and student’s approach to learning during the architecture design learning process.
Findings
The outcomes revealed that ASES as a learning tool in EL could improve the participants’ spatial experience, particularly those with minimal prior personal spatial experience. ASES was recognized to enhance the participants’ EL experience and encourage changes in student’s approach to learning from surface to deep learning.
Originality/value
This research benefits the architecture design learning process by offering a learning tool and a framework to resolve challenges in performing site visit activities and digital learning. It also contributes by expanding the EL theory and students’ approach to learning knowledge in the architecture education field.
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María Belén Prados-Peña, George Pavlidis and Ana García-López
This study aims to analyze the impact of Artificial Intelligence (AI) and Machine Learning (ML) on heritage conservation and preservation, and to identify relevant future research…
Abstract
Purpose
This study aims to analyze the impact of Artificial Intelligence (AI) and Machine Learning (ML) on heritage conservation and preservation, and to identify relevant future research trends, by applying scientometrics.
Design/methodology/approach
A total of 1,646 articles, published between 1985 and 2021, concerning research on the application of ML and AI in cultural heritage were collected from the Scopus database and analyzed using bibliometric methodologies.
Findings
The findings of this study have shown that although there is a very important increase in academic literature in relation to AI and ML, publications that specifically deal with these issues in relation to cultural heritage and its conservation and preservation are significantly limited.
Originality/value
This study enriches the academic outline by highlighting the limited literature in this context and therefore the need to advance the study of AI and ML as key elements that support heritage researchers and practitioners in conservation and preservation work.
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Shao-Chun Wu and James Quo-Ping Lin
Virtual reality (VR) can be used as an alternative mean for viewing collections at home when it is not possible to visit museums due to COVID-19. This study took the development…
Abstract
Purpose
Virtual reality (VR) can be used as an alternative mean for viewing collections at home when it is not possible to visit museums due to COVID-19. This study took the development process of VR at Taiwan's National Palace Museum (NPM) as a case to discuss the characteristics of VR developed there in different periods and how NPM transforms the contents of its collections into VR.
Design/methodology/approach
This study used a case study to analyze the development process of VR at NPM from 2014 to 2019 and summarized the characteristics of the development and application of VR.
Findings
The authors find that the history of VR application in NPM is a process from exploring the technology to gradually getting familiar with the potential of its application. Its development can be divided into the exploration and experiment stage from 2014 to 2015, the single collection interpretation stage in 2016 and the multipurpose application stage from 2017 to 2019. It is suggested that museums should adopt a long-term strategy to introduce VR, make plans carefully and pay attention to the limitations of VR application.
Research limitations/implications
The results of this study are suitable for art and history museums.
Originality/value
Many research studies on the application of VR in museums mostly focused on the benefits and technologies of adopting VR in museums as well as specific museum VR projects. There is still scant literature on the development process of museum VR from the perspective of museum organizations.
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The purpose of this research was to explore the stickiness of players' motivation in a virtual community and to explore the important factors for gamers.
Abstract
Purpose
The purpose of this research was to explore the stickiness of players' motivation in a virtual community and to explore the important factors for gamers.
Design/methodology/approach
In this research, motivation was the independent variable; the virtual community was the mediator; and stickiness was the dependent variable. An online questionnaire survey was conducted, with users of augmented reality (AR) as the research objects. Statistical analysis was carried out using SPSS and AMOS software to verify the research model and research hypotheses, to understand the relation between player motivation and stickiness and to determine whether there were any changes in the virtual community.
Findings
The authors found that the relation between players' motivation in AR-based games and the virtual community had a significant positive impact. Ingress had a significant positive impact on the virtual community and stickiness, and Pokémon had a significant positive impact too. The virtual community of the Ingress game played a completely mediating role in motivation and stickiness, but the virtual community in Pokémon did not have a mediating effect.
Originality/value
The novel approach adopted in this study enabled us to determine the causal relation between player motivation, the virtual community and stickiness, on the basis of the theoretical framework formulated, and the latter was used to construct a path analysis model diagram. The correlation between motivation and the virtual community, between the virtual community and stickiness, and the causal relation between all three was verified. The study results and conclusions may help companies understand how to use virtual communities in AR games to improve stickiness and motivate gamers to continue playing.
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The general attitude of the ancient theatre conservation strategies and policies is still concerned primarily with their architectural physical appearance without considering…
Abstract
Purpose
The general attitude of the ancient theatre conservation strategies and policies is still concerned primarily with their architectural physical appearance without considering their authentic scientific acoustical qualities. The paper attempts to illustrate and discuss how to enhance their acoustic heritage to arouse the audience's interest and needs. Thus, supporting their reconstruction based on recent acoustical research and community needs-related concerns and opportunities for ancient theatre's modern use.
Design/methodology/approach
It is based on reviewing the main issues related to reconstruction in the international charters and conventions and how to infuse ancient theatres with their full role. It discusses the dilemma and debates regarding the theatre stage wall, colonnade (portico) restoration and anastylosis. Is it sufficient enough to recover the theatre sound volume? Or to rethink for full physical reconstructions of these missing related acoustical theatre architectural elements to their original level and layout as in ancient times in parallel to their virtual reconstruction?
Findings
The cultural significance of the authentic theatre's acoustical qualities needs to reform the conservation strategies and policies for a more flexible and resilient approach. It should be postulated, re-examined and advocated parallel to their 3D virtual reconstruction in the related international charters and conventions.
Practical implications
The paper's implications are not immediate; it is far-reaching. It suggests the importance of acoustics in analysing historic theatre performance venues and reforming conservation strategies and approaches. This issue is especially critical for architects, conservators, the heritage community and the public audience.
Originality/value
Recommendations are made for potential bold reconstruction actions that may be taken to achieve further sustainability, comfort, and permeability in modern theatre-use performances. Their physical reconstruction for improving the performance of contemporary theatre use regarding retaining the acoustic cultural significance should be more flexible and resilient in the charters.
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