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1 – 10 of 20Joao Vitor da Silva Moreira, Karina Rodrigues, Daniel José Lins Leal Pinheiro, Thaís Cardoso, João Luiz Vieira, Esper Cavalheiro and Jean Faber
One of the main causes of long-term prosthetic abandonment is the lack of ownership over the prosthesis, which was caused mainly by the absence of sensory information regarding…
Abstract
Purpose
One of the main causes of long-term prosthetic abandonment is the lack of ownership over the prosthesis, which was caused mainly by the absence of sensory information regarding the lost limb. The period where the patient learns how to interact with a prosthetic device is critical in rehabilitation. This ideally happens within the first months after amputation, which is also a period associated with the consolidation of brain changes. Different studies have shown that the introduction of feedback mechanisms can be crucial to bypass the lack of sensorial information. To develop a biofeedback system for the rehabilitation of transfemoral amputees – controlled via electromyographic (EMG) activity from the leg muscles – that can provide real-time visual and/or vibratory feedback for the user.
Design/methodology/approach
The system uses surface EMG to control two feedback mechanisms, which are the knee joint of a prosthetic leg of a humanoid avatar in a virtual reality (VR) environment (visual feedback) and a matrix of 16 vibrotactile actuators placed in the back of the user (vibratory feedback). Data acquisition was inside a Faraday Cage using an OpenEphys® acquisition board for the surface EMG recordings. The tasks were performed on able-bodied participants, with no amputation, and for this, the dominant leg of the user was immobilized using an orthopedic boot fixed on the chair, allowing only isometric contractions of target muscles, according to the Surface EMG for Non-Invasive Assessment of Muscles (SENIAM) standard. The authors test the effectiveness of combining vibratory and visual feedback and how task difficulty affects overall performance.
Findings
The authors' results show no negative interference combining both feedback modalities and that performance peaked at the intermediate difficulty. These results provide powerful insights of what can be accomplished with the population of amputee people. By using this biofeedback system, the authors expect to engage another sensory modality in the process of spatial representation of a virtual leg, bypassing the lack of information associated with the disruption of afferent pathways following amputation.
Research limitations/implications
The authors developed a showcase with a new protocol and feedback mechanisms showing the protocol's safety, efficiency and reliability. However, since this system is designed for patients with leg amputation, the full extent of the effects of the biofeedback training can only be assessed after the evaluation with the amputees, and the results obtained so far establish a safe and operational protocol to accomplish this.
Practical implications
In this study, the authors proposed a new biofeedback device intended to be used in the preprosthetic rehabilitation phase for people with transfemoral amputation. With this new system, the authors propose a mechanism to bypass the lack of sensory information from a virtual prosthesis and help to assimilate visual and vibrotactile stimuli as a cue for movement representation.
Social implications
With this new system, the authors propose a mechanism to bypass the lack of sensory information from a virtual prosthesis and help to assimilate visual and vibrotactile stimuli as a cue for movement representation.
Originality/value
The authors' results show that all users were capable of recognizing both feedback modalities, both separate and combined, being able to respond accordingly throughout the tasks. The authors also show that for a one-session protocol, the last difficulty level imposed a greater challenge for most users, explained by the significant drop in performance disregarding the feedback modality. Lastly, the authors believe this paradigm can provide a better process for the embodiment of prosthetic devices, fulfilling the lack of sensory information for the users.
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Visual stimulation affects the taste of food and beverages. This study aimed to understand how latte art affects coffee consumption by collecting participants' brainwave data and…
Abstract
Purpose
Visual stimulation affects the taste of food and beverages. This study aimed to understand how latte art affects coffee consumption by collecting participants' brainwave data and their taste responses.
Design/methodology/approach
Seventy subjects participated in a two-stage experiment. Electroencephalography (EEG) was employed to measure brainwave activity. With an interval of one week, each stage involved coffee consumption with and without latte art. The responses to the taste of the coffee were also collected for analysis.
Findings
Significant differences were found in the participants' alpha and beta brainwave bands. When drinking coffee with latte art, the participants' alpha bands were significantly lower, whereas the beta bands were higher. These findings were supported by Bayesian statistics. A significant increase was found in the participants' taste of sweetness and acidity with latte art, and Bayesian statistics confirmed the results for sweetness although the evidence on the increase in acidity was anecdotal. No difference was found in the taste of bitterness.
Originality/value
This study highlights the effect of latte art on coffee consumption. The authors analysed the empirical evidence from this two-stage experimental study in the form of the participants' brainwave data and their responses to taste. This study's original contribution is that it explored the crossmodal effects of latte art on consumers' taste of coffee from a neuroscientific perspective. The results of this study can provide empirical evidence on how to effectively use latte art in practical business environments.
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Virtual reality (VR) is of increasing interest to marketers because it can be used to explore and proactively shape long-term futures, co-create value with consumers, and foster…
Abstract
Purpose
Virtual reality (VR) is of increasing interest to marketers because it can be used to explore and proactively shape long-term futures, co-create value with consumers, and foster consumer-brand engagement. Yet, to date, the field lacks a cohesive framework for approaching VR research; thus, the objective of this systematic literature review is to provide such a framework and highlight research opportunities.
Design/methodology/approach
First, after conducting a systematic literature review, we highlight VR themes instrumental to flow and propose a typology for VR research using realism-fantasy and immersion as dimensions. Next, we review the current state of empirical research for each quadrant. Finally, we synthesize research within each quadrant, specifying criteria and considerations for conducting research. In doing so, we propose an agenda for marketing research, centered on methodological, future studies, and consumer-related contributions.
Findings
VR themes instrumental to flow include the avatar, application quality, and interactivity. We find, contrary to some conceptualizations of VR, that all applications are capable of producing flow. Conflicting research and gaps are highlighted in the findings section and summarized in Table III. Additionally, while prior research seems to draw from findings of other VR applications in advancing knowledge in general, the results of the literature review suggest that VR applications should be treated uniquely. Finally, we propose highly immersive VR applications as more conducive to future studies research.
Research limitations/implications
Scholars can utilize the findings to prioritize future research studies in marketing. By following the typology and research opportunities, scholars can advance marketing theory and enhance the external validity of research studies through VR applications.
Practical implications
Managers can utilize the findings to ascertain consumers and societies‘ responses to various marketing stimuli, with implications for product development, branding, retail/service experiences, adoption of new technologies, tourism, and many other domains. VR applications offer managers more ways of testing concepts and processes in realistic fashion without the costs and risks associated with more traditional methods.
Originality/value
The objective of this paper is to examine varying opportunities for VR research given flow and fantasy potential and to prioritize VR research.
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Larissa Becker and Eduardo Rech
Customer experience is increasingly recognized as a source of competitive advantage. Customer experience refers to customers' responses and reactions to cues within touchpoints…
Abstract
Customer experience is increasingly recognized as a source of competitive advantage. Customer experience refers to customers' responses and reactions to cues within touchpoints along customer journeys. Nowadays, customers often interact with online touchpoints – such as social media, websites, or e-commerce – in their customer journeys. Given that customer experience is multidimensional, this chapter addresses the following question: How can sensorial experiences be triggered in online touchpoints? Based on a review of the literature on customer experience and sensory marketing, four challenges in triggering sensorial experiences in online touchpoints are identified: (1) limited sensorial cues, (2) lack of thematic congruence between online and offline touchpoints, (3) sensory overload, and (4) lesser control over sensorial cues. Then, two routes through which organizations can trigger sensorial experiences in online touchpoints are proposed: (1) directly influencing sensations through sensory-enabling technologies, and (2) indirectly influencing sensorial perceptions through the use of sensory and nonsensory cues. The chapter closes with a presentation of a model that describes the process of triggering sensorial experiences in online touchpoints as well as a checklist of relevant questions for practitioners who wish to do so.
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Jean-Éric Pelet, Erhard Lick and Basma Taieb
This study bridges the gap between sensory marketing and the use of the internet of things (IoT) in upscale hotels. This paper aims to investigate how stimulating guests’ senses…
Abstract
Purpose
This study bridges the gap between sensory marketing and the use of the internet of things (IoT) in upscale hotels. This paper aims to investigate how stimulating guests’ senses through IoT devices influenced their emotions, affective experiences, eudaimonism (well-being), and ultimately, guest behavior. The authors examined the potential moderating effects of gender.
Design/methodology/approach
Research conducted comprised an exploratory study, which consisted of interviews with hotel managers (Study 1) and an online confirmatory survey (n = 357) among hotel guests (Study 2).
Findings
The results showed that while the senses of smell, hearing and sight had an impact on guests’ emotions, the senses of touch, hearing and sight impacted guests’ affective experiences. The senses of smell and taste influenced guests’ eudaimonism. The sense of smell had a greater effect on eudaimonism and behavioral intentions among women compared to men.
Research limitations/implications
This study concentrated on upscale hotels located in Europe. Further research may explore the generalizability of the findings (e.g. in other cultures, comparison between high-end and low-end hotels).
Practical implications
Managers of upscale hotels should apply congruent sensory stimuli from all five senses. Stimuli may be customized (“SoCoIoT” marketing). IoT in hotels may be useful in the aftermath of the COVID pandemic, as voice commands help guests avoid touching surfaces.
Originality/value
IoT can be applied in creating customized multi-sensory hotel experiences. For example, hotels may offer unique and diverse ambiances in their rooms and suites to improve guest experiences.
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Juan Yang, Xu Du, Jui-Long Hung and Chih-hsiung Tu
Critical thinking is considered important in psychological science because it enables students to make effective decisions and optimizes their performance. Aiming at the…
Abstract
Purpose
Critical thinking is considered important in psychological science because it enables students to make effective decisions and optimizes their performance. Aiming at the challenges and issues of understanding the student's critical thinking, the objective of this study is to analyze online discussion data through an advanced multi-feature fusion modeling (MFFM) approach for automatically and accurately understanding the student's critical thinking levels.
Design/methodology/approach
An advanced MFFM approach is proposed in this study. Specifically, with considering the time-series characteristic and the high correlations between adjacent words in discussion contents, the long short-term memory–convolutional neural network (LSTM-CNN) architecture is proposed to extract deep semantic features, and then these semantic features are combined with linguistic and psychological knowledge generated by the LIWC2015 tool as the inputs of full-connected layers to automatically and accurately predict students' critical thinking levels that are hidden in online discussion data.
Findings
A series of experiments with 94 students' 7,691 posts were conducted to verify the effectiveness of the proposed approach. The experimental results show that the proposed MFFM approach that combines two types of textual features outperforms baseline methods, and the semantic-based padding can further improve the prediction performance of MFFM. It can achieve 0.8205 overall accuracy and 0.6172 F1 score for the “high” category on the validation dataset. Furthermore, it is found that the semantic features extracted by LSTM-CNN are more powerful for identifying self-introduction or off-topic discussions, while the linguistic, as well as psychological features, can better distinguish the discussion posts with the highest critical thinking level.
Originality/value
With the support of the proposed MFFM approach, online teachers can conveniently and effectively understand the interaction quality of online discussions, which can support instructional decision-making to better promote the student's knowledge construction process and improve learning performance.
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Multiple intelligence, cognitive thinking, and sensory theories provide the framework for understanding how to improve learning and learning environments for students. Research…
Abstract
Multiple intelligence, cognitive thinking, and sensory theories provide the framework for understanding how to improve learning and learning environments for students. Research involving the use of a multimodal video game to enhance student learning is discussed. It is proposed in the chapter that multimodal and multiplayer video games make use of sensory-rich interactions to engage users, create meaningful experiences, and often facilitate communication between people located all over the world. Multiple learning theories are addressed and evaluated in order to bring to light issues and areas for investigation when designing technology-rich learning environments. Implications of the findings in relation to connections with gaming technologies, capacity for community building, and next steps for investigating ideal designs for 21st century learning environments are discussed.
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Shichang Liang, Rulan Li, Bin Lan, Yuxuan Chu, Min Zhang and Li Li
This study explores how chatbot gender and symbolic service recovery may improve the satisfaction of angry customers in the context of service failures. It provides a strategy for…
Abstract
Purpose
This study explores how chatbot gender and symbolic service recovery may improve the satisfaction of angry customers in the context of service failures. It provides a strategy for companies to deploy chatbots effectively in customer anger.
Design/methodology/approach
This research relies upon a systematic literature review to propose three hypotheses, and we recruit 826 participants to examine the effect of chatbot gender on angry customers through one lab study and one field study.
Findings
This research shows that female chatbots are more likely to increase the satisfaction of angry customers than male chatbots in service failure scenarios. In addition, symbolic recovery (apology vs. appreciation) moderates the effect of chatbot gender on angry customers. Specifically, male (vs. female) chatbots are more effective in increasing the satisfaction of angry customers when using the apology method, whereas female (vs. male) chatbots are more effective when using the appreciation method.
Originality/value
The rapid advancements in artificial intelligence technology have significantly enhanced the effectiveness of chatbots as virtual agents in the field of interactive marketing. Previous research has concluded that chatbots can reduce negative customer feedback following a service failure. However, these studies have primarily focused on the level of chatbot anthropomorphism and the design of conversational texts, rather than the gender of chatbots. Therefore, this study aims to bridge that gap by examining the effect of chatbot gender on customer feedback, specifically focusing on angry customers following service failures.
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Yingying Yu, Wencheng Su, Zhangping Lu, Guifeng Liu and Wenjing Ni
Spatial olfactory design in the library appears to be a practical approach to enhance the coordination between architectural spaces and user behaviors, shape immersive activity…
Abstract
Purpose
Spatial olfactory design in the library appears to be a practical approach to enhance the coordination between architectural spaces and user behaviors, shape immersive activity experiences and shape immersive activity experiences. Therefore, this study aims to explore the association between the olfactory elements of library space and users’ olfactory perception, providing a foundation for the practical design of olfactory space in libraries.
Design/methodology/approach
Using the olfactory perception semantic differential experiment method, this study collected feedback on the emotional experience of olfactory stimuli from 56 participants in an academic library. From the perspective of environmental psychology, the dimensions of pleasure, control and arousal of users’ olfactory perception in the academic library environment were semantically and emotionally described. In addition, the impact of fatigue state on users’ olfactory perception was analyzed through statistical methods to explore the impact path of individual physical differences on olfactory perception.
Findings
It was found that users’ olfactory perception in the academic library environment is likely semantically described from the dimensions of pleasure, arousal and control. These dimensions mutually influence users’ satisfaction with olfactory elements. Moreover, there is a close correlation between pleasure and satisfaction. In addition, fatigue states may impact users’ olfactory perception. Furthermore, users in a high-fatigue state may be more sensitive to the arousal of olfactory perception.
Originality/value
This article is an empirical exploration of users’ perception of the environmental odors in libraries. The experimental results of this paper may have practical implications for the construction of olfactory space in academic libraries.
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