Search results

1 – 10 of over 25000
Article
Publication date: 1 November 2012

Joshua D. DeSantis

The Internet offers a wide array of resources for social studies teachers. Digital interactives, in particular, offer promise. They combine images, sounds, videos, and animation…

Abstract

The Internet offers a wide array of resources for social studies teachers. Digital interactives, in particular, offer promise. They combine images, sounds, videos, and animation and are organized around specific themes or historical subjects. Verizon’s Thinkfinity and the Public Broadcasting Service’s Learning Media websites are two leading collections of this style of resource. With an efficient search and thoughtful planning, teachers can use digital interactives to create more engaging and exciting learning experiences for their students. This article proposes a four-step model that can be used to assist teachers in finding these resources and integrating them into social studies lessons. The model invites teachers to determine curricular needs, search the digital landscape, establish entry points, then build the digital interactive-enhanced lesson.

Details

Social Studies Research and Practice, vol. 7 no. 3
Type: Research Article
ISSN: 1933-5415

Keywords

Article
Publication date: 13 November 2018

Chiara Colombi, Pielah Kim and Nioka Wyatt

The state of interactive digital technology is evolving rapidly and has shifted the ways in which customers shop dramatically. This trend heightens the need for research that…

1774

Abstract

Purpose

The state of interactive digital technology is evolving rapidly and has shifted the ways in which customers shop dramatically. This trend heightens the need for research that examines the latest interactive digital technology tools adopted in fashion retailing. In response, the purpose of this paper was to examine fashion retailers’ incorporation of new interactive digital technology – in both online and offline retailing formats, and including new hybrid contexts – and its results in providing new experiential quality that contributes strongly to engage with customers.

Design/methodology/approach

The paper first reviews the literature and then proposes the research questions. This is followed by exploratory substantiation of those propositions with the findings from case studies that examined the new interactive digital technology implemented by six leading fashion retailers.

Findings

Various digital technology tools implemented in brick-to-click, click-to-brick and brick-and-mortar retailing offer customers a variety of experiential qualities that allow them to co-create products, engage in emotion-driven sensational and personalized shopping experiences and seamless shopping virtually, all of which derive from interactive digital technology implemented to enhance customer engagement.

Originality/value

This research examined the implementation of interactive digital technologies across the full spectrum of the fashion retail settings above. This paper makes an original contribution by adopting a customer-centric perspective and assessing the advantages technology provides to customer’s engagement quality in shopping, which differs from the traditional firm-centric perspective that views technology as a way to innovate retailers’ operations.

Details

Research Journal of Textile and Apparel, vol. 22 no. 4
Type: Research Article
ISSN: 1560-6074

Keywords

Article
Publication date: 2 September 2013

Dan Albertson

The purpose of this paper is to present a framework applicable to interactive video retrieval. The objective of the framework is so that it can be applied conceptually for…

1418

Abstract

Purpose

The purpose of this paper is to present a framework applicable to interactive video retrieval. The objective of the framework is so that it can be applied conceptually for understanding users and use of video digital libraries, and also practically for designing retrieval components like user interfaces.

Design/methodology/approach

The framework was developed through a user-centered and analytical approach, and serves as an initial attempt at generalizing how users interact when searching and browsing digital video, throughout different situations, along with the general designs that can be supportive.

Findings

The framework is two-fold, yet, together, comprises one set of conceptual findings. The first component of the framework depicts generalized user interactions throughout varying contexts of an interactive video retrieval process, followed by a second component, an illustration of the resulting supportive interface designs or sets of features. Cautions from previous studies not to over generalize the interactive process were heeded.

Research limitations/implications

The implications for such research are based on the understanding that video retrieval will benefit from the advancement of user-centered foundations, which can guide and support design decisions for resources like digital libraries.

Originality/value

The need for this study is rather straightforward: there is currently not enough conceptual research of interactive video retrieval from a user-centered perspective, which contrasts with other areas of information retrieval research where the interaction process has been thoroughly examined for a variety of domains and contexts with implications for different retrieval tools like OPACs, search engines, and article databases.

Article
Publication date: 3 April 2018

Arnau Gifreu-Castells

The constant updating and unstoppable advance of technologies, mixing of platforms, programs and codes and the new trends in funding, among other factors, have led us to a…

Abstract

Purpose

The constant updating and unstoppable advance of technologies, mixing of platforms, programs and codes and the new trends in funding, among other factors, have led us to a present-future full of interactive, collaborative, participatory and co-creative digital artefacts and works. Games, experimental projects, short films and interactive video clips, in relation to fictional and non-fictional narrative, like documentary and journalism mainly, generate a complex body of works that depend on a series of compatibilities between technologies and languages to work properly and keep up with the times. The main purpose of this article is to analyse how the expression forms of interactive nonfiction narrative can be exhibited and preserved, looking at four main genres: documentary, journalism, museums and education.

Design/methodology/approach

At the methodological level, a study of analogue and digital forms in the proposed areas was performed, and a series of projects as case studies were analysed. In addition, a series of initiatives and institutions developing preservation methods are listed and ten effective strategies have been proposed to preserve interactive and transmedia nonfiction works.

Findings

The results make it possible to propose new ways of exhibiting and preserving valuable digital non-fiction works that need to be catalogued and safeguarded for the future.

Originality/value

For non-digital artistic forms of expression, copies were the main way of ensuring their preservation, but how does this process work for digital art forms? This area is a virgin field that urgently needs to be studied to determine and generate structures for preserving these types of works.

Details

Collection and Curation, vol. 37 no. 2
Type: Research Article
ISSN: 2514-9326

Keywords

Article
Publication date: 1 August 2004

Barrie Gunter

The UK Government has set targets for its services to be available online by 2005. It is hoped that electronic public services will improve quality and efficiency of delivery…

1642

Abstract

The UK Government has set targets for its services to be available online by 2005. It is hoped that electronic public services will improve quality and efficiency of delivery, enhance public access to essential services, and achieve cost economies. While attention initially focussed on the Internet as the key platform for online public service delivery, digital television may eventually become the platform of choice. Television's wider penetration and familiarity gives it an edge over the Internet. A number of pilot projects and initiatives have been instigated by Government to explore the potential of digital television (DTV). This paper presents a review of early evidence to emerge about DTV services and public opinion from DTV pilots. While DTV can provide wider access than the Internet in terms of demographic reach, its limited interactivity and the relearning that viewers will need to undergo may limit its initial applications and adoption. Significant problems remain with the usability of basic DTV services, resulting in certain sectors of society being excluded. This exclusion is more pronounced when considering the most complex applications of DTV, such as interactive services. Widespread acceptance of the digital switchover will require a shift in mindset of the television audience as a different paradigm of television use comes to the fore.

Details

Aslib Proceedings, vol. 56 no. 4
Type: Research Article
ISSN: 0001-253X

Keywords

Article
Publication date: 4 October 2023

Diem-Trang Vo, Nguyen Quynh Mai, Long TV Nguyen, Nguyen Hoang Thuan, Duy Dang-Pham and Ai-Phuong Hoang

The role of customers has moved from reactive to proactive, and they require more control over digital touchpoints. The quest for authenticity is their response to the dark side…

Abstract

Purpose

The role of customers has moved from reactive to proactive, and they require more control over digital touchpoints. The quest for authenticity is their response to the dark side of interactive marketing – forms of faking, manipulation and exploitation. Authenticity becomes a key topic in interactive marketing as it reflects how customers assess digital touchpoints. However, there is a lack of comprehensive knowledge of authenticity in the interactive environment.

Design/methodology/approach

This article consolidates the authenticity studies in various digital touchpoints using the entity-referent correspondence framework. This research employs bibliometric analysis and thematic analysis of 103 articles in the last 15 years.

Findings

Five research clusters are identified: (1) human, (2) brand-generated content, (3) user-generated content, (4) branded platforms and (5) new technologies-based touchpoints (artificial intelligence, augmented reality and virtual reality). Most interactive marketing studies focus on human and content authenticity, and new technologies-based touchpoints lack comprehensive conceptualization. The review synthesizes the types of authenticity used in each touchpoint and highlights the importance of true-to-creator-self and true-to-customer-self in customer evaluation. We further propose a research framework with four antecedent groups and outcomes.

Practical implications

Our research supports managers by highlighting the type of authenticity prioritized in each touchpoint's development.

Originality/value

To answer the call from interactive marketing researchers, this research highlights the distinct definitions of authenticity at various digital touchpoints rather than looking at the overall brand. Trends, gaps and future research agenda of the authenticity concept in technology adoption and customer behavior are discussed.

Details

Journal of Research in Interactive Marketing, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 2040-7122

Keywords

Article
Publication date: 16 August 2019

Yuri Siregar and Anthony Kent

Despite the growth of digital fashion shopping, many consumers regularly visit physical fashion stores. To enable digital interactions in a physical store, many fashion brands…

4118

Abstract

Purpose

Despite the growth of digital fashion shopping, many consumers regularly visit physical fashion stores. To enable digital interactions in a physical store, many fashion brands have installed interactive technology. However, studies of consumer engagement with interactive technology in fashion stores remain scarce. The purpose of this paper is to explore the experience with interactive technology in fashion stores.

Design/methodology/approach

A qualitative user experience design (UXD) approach was employed to address the research question. A combination of methods: protocol analysis, observation and interview, was used to collect the data. A prominent UXD framework was utilised to analyse the data.

Findings

There are four themes representing findings: split domain, digital domain merchandise, interactive information and interaction moments. For these, two core concepts were extracted: control over experience via framing and challenges for experience.

Originality/value

This research paper infused a new approach that is UXD into the field of fashion marketing. This shows the possibility to amalgamate those contrasting fields. Moreover, this research paper provides insights particularly about the interactions with a technology in fashion stores.

Details

International Journal of Retail & Distribution Management, vol. 47 no. 12
Type: Research Article
ISSN: 0959-0552

Keywords

Article
Publication date: 13 April 2015

Dan Albertson and Boryung Ju

The purpose of this paper is to report on a user-centred analysis of video digital libraries and to present users’ criteria based on concepts emerging directly from the responses…

Abstract

Purpose

The purpose of this paper is to report on a user-centred analysis of video digital libraries and to present users’ criteria based on concepts emerging directly from the responses of study participants. As a time-based and multi-channeled format, video warrants considerations for information delivery through interactive tools such as digital libraries.

Design/methodology/approach

A survey method was used to collect open-ended responses from participants. Content analysis was performed on the responses, and categories then emerged to form the coding scheme where simple and weighted frequencies were calculated to obtain a ranked set of users’ criteria. Cohen’s κ was 0.87, indicative of high-level of inter-coder reliability. In the end, 81 participants contributed a total of 385 open-ended responses, which were all then analysed and coded.

Findings

The emergent coding method and continuous refinements to the coding scheme ultimately produced 28 criteria (subcategories) under four primary categories. Criteria corresponding to “retrieval functionality” of video digital libraries emerged as the highest, or most frequently referenced, primary category, while the “user interface”, “collection qualities”, and “user support” followed, respectively.

Research limitations/implications

The primary research contribution is a baseline for video digital libraries that can be applicable throughout design and evaluation. Future studies can utilise findings presented here as guidance for the initial design stages and/or for assessing systems via targeted evaluations.

Originality/value

While users’ criteria of digital libraries have been analysed from non-visual contexts, they have not been directly assessed as they pertain to users’ experiences and perceptions with video, which is needed as the nature and structure of video can influence users and use.

Details

Online Information Review, vol. 39 no. 2
Type: Research Article
ISSN: 1468-4527

Keywords

Article
Publication date: 31 August 2022

Ahmed Hamed Abdullah Al Sulaimani and Wilson Ozuem

This study aims to understand the roles of transparency, participation and collaboration in pursuit of achieving open digital government (OPG) goals in Oman. The study explores…

218

Abstract

Purpose

This study aims to understand the roles of transparency, participation and collaboration in pursuit of achieving open digital government (OPG) goals in Oman. The study explores the extent to which these interactive digital apps and other initiatives can enhance digital transparency, collaboration and public participation to achieve ODG goals.

Design/methodology/approach

This study has used triangulation of qualitative method by selecting semi-structured interviews, focus group interviews and public user reviews of ODG apps.

Findings

This research found that collaboration among institutions and transparency of actions and operations besides citizens’ participation in ODG enhance the trust to use ODG services. Therefore, a research framework is devised for synthesizing the significance of public participation and transparency where the aim is to facilitate collaboration among institutions with the purpose to achieve ODG goals. Such collaboration is highly useful for enhancing the ODG public value chain as well as achieving the ODG goals.

Research limitations/implications

This study has recommended practical implications for public institutions and Information technology developers to work collaboratively with the purpose to address the issues of interactivity and compatibility in ODG apps that can enhance public participation and improve the public value chain.

Originality/value

This study has used the institutional theoretical support to build a research framework that can extend the understanding that what factors can play role to achieve ODG goals.

Details

Transforming Government: People, Process and Policy, vol. 16 no. 4
Type: Research Article
ISSN: 1750-6166

Keywords

Book part
Publication date: 15 May 2023

U. Ramya, Maria Boaler, M. Krishna Murthy and A. Pushpa

Purpose: This study links SDG goal 9 of industry, innovation strategies and another infrastructural environment to branding relating to destination and interactive marketing…

Abstract

Purpose: This study links SDG goal 9 of industry, innovation strategies and another infrastructural environment to branding relating to destination and interactive marketing. Digital marketing tools with various applications aim to offer hi-tech services to customers in interactive marketing services, namely multiple goods and services, data and innovative techniques in the tourism and travel sector. Exploring the study would add to the existing literature supporting interactive marketing procedures and destination branding. Branding relating to destinations fosters tourists around the globe facilitating economic growth and development and supporting the local economies.

Need for the Study: It is observed from the literature that very few studies have been identified across the globe from various researchers on the interactive marketing and destination branding that ensures brand loyalty and reassesses the intent of the tourists just before the epidemic pandemic in the form of COVID-19. Artificial Intelligence, as part of information technology, offers various interactive marketing services in the form of different social media marketing strategies, attractive websites for tourists and travel providers and image building on destination branding. This study would help fill the marketing gap, which results in branding relating to destination, brand loyalty and reassessing the intent of various tours and travel plans just before the pandemic.

Methodology: The study focused on the literature, demonstrating the stimulus organism methodology and examining the impact of potential marketing strategy, which is interactive focusing on the destination branding, loyalty relating to the brand and also procedures to revert with the intent that would motivate and facilitate the customer’s confidence showering the loyalty relating to the brand in the travel and tourism sector.

Findings and their Practical Implications: The study revealed that the marketing relating to interactive methodologies in the hi-tech digital approaches ought to be carried out to create opportunities for prospective tourists willing to get information about various tourists destinations with the help of various marketing techniques such as different social media applications, easy access of websites for accessing the tourist destinations and relevant information, accessing images pertinent to the tourism destinations with the ease of chat box and providing suitable audios and video sources to the potential customers.

Details

Contemporary Studies of Risks in Emerging Technology, Part B
Type: Book
ISBN: 978-1-80455-567-5

Keywords

1 – 10 of over 25000