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1 – 10 of 176Muhammad Faisal Shahzad, Jingbo Yuan, Farrah Arif and Abdul Waheed
This study aims to investigate the effectiveness of two types of social media videos used for destination image development: induced/commercial-oriented content and organic…
Abstract
Purpose
This study aims to investigate the effectiveness of two types of social media videos used for destination image development: induced/commercial-oriented content and organic content (where content is made without commercial interest, such as vlogs classified as user-generated content).
Design/methodology/approach
Experimental research using “Emotive EEG” (electroencephalogram) in a controlled environment was conducted with 30 participants (20 males, 10 females), age range 18 to 26. Emotive EEG recording was performed while the participants watched both types of video clips. Test results for both groups indicate that induced content is preferred over organic content.
Findings
This study opens up future research avenues where neuromarketing’s “Marketer Friendly” EEG equipment can be applied to the customer selection process.
Originality/value
Marketing analysts can gauge the interest and response of customers on different types of social media video content for destination marketing based on the findings of this study.
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Marcel Bastiaansen, Ondrej Mitas, Wim Strijbosch and Hans Revers
There is an emerging interest in understanding the cognitive, emotional and motivational processes that drive tourists' behaviour using neuroscientific research methods. This…
Abstract
There is an emerging interest in understanding the cognitive, emotional and motivational processes that drive tourists' behaviour using neuroscientific research methods. This chapter briefly reviews the main methods of interest to tourism researchers, to then focuses on electroencephalography, which reflects electrical activity from the brain. Event-related potentials or electroencephalography oscillations reflect cognitive and affective processes. Components of the former can index emotional brain responses, and alpha oscillations are related to attention and approach/withdrawal. Existing tourism literature/using electroencephalography are reviewed. This is a promising tool for studying a range of phenomena that are of interest to tourism scholars, but require careful use of methods and interpretation.
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Mirame Elsayed, Abeer Elshater, Dina Shehayeb, Maros Finka and Samy M.Z. Afifi
Residing in a densely populated urban area possesses its allure; nonetheless, it can significantly impact physical and mental well-being owing to the persistent stress and…
Abstract
Purpose
Residing in a densely populated urban area possesses its allure; nonetheless, it can significantly impact physical and mental well-being owing to the persistent stress and information overload inherent in urban settings. This study aims to introduce a neuro-urbanism framework that can guide urban planners and designers in quantitatively evaluating individuals' responses to virtual simulated environments.
Design/methodology/approach
Our study consisted of two phases after randomly selecting six locations representing three types of urban areas in Bratislava, Slovakia: urban spaces, urban streets, and public parks. First, we conducted a Mentimeter live polling (dialogic survey fusion), followed by an experiment involving volunteer participants from the Slovak University of Technology. This experiment employed an electroencephalogram (EEG) with virtual reality headsets to virtually explore participants' responses to the selected locations.
Findings
The EEG signal analysis revealed significant differences in relaxation levels across the selected locations in this study. Urban streets with commercial activities promote mental well-being more effectively than public parks, challenging the preconception that restorative environments are exclusively confined to public parks.
Originality/value
The results demonstrate a replicable neuro-urbanism framework comprising three distinct stages: problem-based technology rooted in neuroscience, experimental setup and deliverables, and identification of restorative environments.
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Jiwon Chung, Hyunbin Won, Hannah Lee, Soah Park, Hyewon Ahn, Suhyun Pyeon, Jeong Eun Yoon and Sumin Koo
The objective of this study was to develop wearable suit platforms with various anchoring structure designs with the intention of improving wearability and enhancing user…
Abstract
Purpose
The objective of this study was to develop wearable suit platforms with various anchoring structure designs with the intention of improving wearability and enhancing user satisfaction.
Design/methodology/approach
This study selected fabrics and materials for the suit platform through material performance tests. Two anchoring structure designs, 11-type and X-type are compared with regular clothing under control conditions. To evaluate the comfort level of the wearable suit platform, a satisfaction survey and electroencephalogram (EEG) measurements are conducted to triangulate the findings.
Findings
The 11-type exhibited higher values in comfort indicators such as α, θ, α/High-β and lower values in concentration or stress indicators such as β, ϒ, sensorimotor rhythm (SMR)+Mid-β/θ, and a spectral edge frequency of 95% compared to the X-type while walking. The 11-type offers greater comfort and satisfaction compared to the X-type when lifting based on the EEG measurements and the participants survey.
Originality/value
It is recommended to implement the 11-type when designing wearable suit platforms. These findings offer essential data on wearability, which can guide the development of soft wearable robots.
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Jia Jin, Yi He, Chenchen Lin and Liuting Diao
Social recommendation has been recognized as a kind of e-commerce with large potential, but how social recommendations influence consumer decisions is still unclear. This paper…
Abstract
Purpose
Social recommendation has been recognized as a kind of e-commerce with large potential, but how social recommendations influence consumer decisions is still unclear. This paper aims to investigate how recommendations from different social ties influence consumers’ purchase intentions through both behavior and brain activity.
Design/methodology/approach
Utilizing behavioral (N = 70) and electroencephalogram (EEG) (N = 49) experiments, this study explored participants’ behavior and brain responses after being recommended by different social ties. The data were analyzed using statistical inference and event-related potential (ERP) analysis.
Findings
Behavioral results show that social tie strength positively impacts purchase intention, which can be fitted by a logarithmic model. Moreover, recommender-to-customer similarity and product affect mediate the effect of tie strength on purchase intention serially. EEG findings show that recommendations from weak tie strength elicit larger N100, N200 and P300 amplitudes than those from strong tie strength. These results imply that weak tie strength may motivate individuals to recruit more mental resources in social recommendation, including unconscious processing of consumer attention and conscious processing of cognitive conflict and negative emotion.
Originality/value
This study considers the effects of continuous social ties on purchase intention and models them mathematically, exploring the intrinsic mechanisms by which strong and weak ties influence purchase intentions through recommender-to-customer similarity and product affect, contributing to the applications of the stimulus-organism-response (SOR) model in the field of social recommendation. Furthermore, our study adopting EEG techniques bridges the gap of relying solely on self-report by providing an avenue to obtain relatively objective findings about the consumers’ early-occurred (unconscious) attentional responses and late-occurred (conscious) cognitive and emotional responses in purchase decisions.
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Jinwei Zhao, Shuolei Feng, Xiaodong Cao and Haopei Zheng
This paper aims to concentrate on recent innovations in flexible wearable sensor technology tailored for monitoring vital signals within the contexts of wearable sensors and…
Abstract
Purpose
This paper aims to concentrate on recent innovations in flexible wearable sensor technology tailored for monitoring vital signals within the contexts of wearable sensors and systems developed specifically for monitoring health and fitness metrics.
Design/methodology/approach
In recent decades, wearable sensors for monitoring vital signals in sports and health have advanced greatly. Vital signals include electrocardiogram, electroencephalogram, electromyography, inertial data, body motions, cardiac rate and bodily fluids like blood and sweating, making them a good choice for sensing devices.
Findings
This report reviewed reputable journal articles on wearable sensors for vital signal monitoring, focusing on multimode and integrated multi-dimensional capabilities like structure, accuracy and nature of the devices, which may offer a more versatile and comprehensive solution.
Originality/value
The paper provides essential information on the present obstacles and challenges in this domain and provide a glimpse into the future directions of wearable sensors for the detection of these crucial signals. Importantly, it is evident that the integration of modern fabricating techniques, stretchable electronic devices, the Internet of Things and the application of artificial intelligence algorithms has significantly improved the capacity to efficiently monitor and leverage these signals for human health monitoring, including disease prediction.
Tülay Karakas, Burcu Nimet Dumlu, Mehmet Ali Sarıkaya, Dilek Yildiz Ozkan, Yüksel Demir and Gökhan İnce
The present study investigates human behavioral and emotional experiences based on human-built environment interaction with a specific interest in urban graffiti displaying fear…
Abstract
Purpose
The present study investigates human behavioral and emotional experiences based on human-built environment interaction with a specific interest in urban graffiti displaying fear and pleasure-inducing facial expressions. Regarding human behavioral and emotional experience, two questions are asked for the outcome of human responses and two hypotheses are formulated. H1 is based on the behavioral experience and posits that the urban graffiti displaying fear and pleasure-inducing facial expressions elicit specified behavioral fear and pleasure responses. H2 is based on emotional experience and states that the urban graffiti displaying fear and pleasure-inducing facial expressions elicit specified emotional fear and pleasure responses.
Design/methodology/approach
The research design is developed as a multi-method approach, applying a lab-based experimental strategy (N:39). The research equipment includes a mobile electroencephalogram (EEG) and a Virtual Reality (VR) headset. The behavioral and emotional human responses concerning the representational features of urban graffiti are assessed objectively by measuring physiological variables, EEG signals and subjectively by behavioral variables, systematic behavioral observation and self-report variables, Self-assessment Manikin (SAM) questionnaire. Additionally, correlational analyses between behavioral and emotional results are performed.
Findings
The findings of behavioral and emotional evaluations and correlational results show that specialized fear and pleasure response patterns occur due to the affective characteristics of the urban graffiti's representational features, supporting our hypotheses. As a result, the characteristics of behavioral fear and pleasure response and emotional fear and pleasure response are identified.
Originality/value
The present paper contributes to the literature on human-built environment interactions by using physiological, behavioral and self-report measurements as indicators of human behavioral and emotional experiences. Additionally, the literature on urban graffiti is expanded by studying the representational features of urban graffiti as a parameter of investigating human experience in the built environment.
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Mustika Sufiati Purwanegara, Nila Armelia Windasari, Hasbian Fauzy Perdhana, Muhammad Fakhrul Rozy Ashadi and Fitri Aprilianty
This study aims to explore how the utilization of 3D virtual experiences and social media improve overall gastro-tourism experiences throughout the tourist journeys.
Abstract
Purpose
This study aims to explore how the utilization of 3D virtual experiences and social media improve overall gastro-tourism experiences throughout the tourist journeys.
Design/methodology/approach
This study employs a mixed-methods approach. By combining self-reported surveys and EEG tracking, this study is able to rigorously unravel Gen Z’s experience and emotions in enjoying tech-enabled gastro-tourism activities.
Findings
Showcasing 3D virtual experiences and TikTok heightened customer expectations in the pre-visit stage. The 3D virtual attractions effectively enhanced tourists’ excitement and positive emotions during on-site gastronomic experiences, and subsequently manifested into a long-term impact on future actual visit intention.
Originality/value
This study contributes to the fields of information technology and tourism by examining how digital technologies affect Gen Z’s behavior and enhance the gastro-tourism experience starting from information search, moving to on-site experiences and subsequently affect their post-purchase behavior.
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This study aims to investigate the neurocognitive status of people with different moods (depressed and non-depressed) both in a typical urban environment (TUE) and in an urban…
Abstract
Purpose
This study aims to investigate the neurocognitive status of people with different moods (depressed and non-depressed) both in a typical urban environment (TUE) and in an urban green environment (UGE).
Design/methodology/approach
The study was conducted with the participation of 210 individuals in a real environment. Heart rates of the participants were measured together with EEG and eye-tracking measurements while they were walking in a real urban environment (TUE and UGE). The participants were divided into depressed and non-depressed groups according to different moods. Movements within the city based on these two distinctions and different cognitive moods were investigated, together with the effects of the city plan on these people.
Findings
As a result, the green urban fabric was found to have a positive effect even on people with depression. Yet, it was found that the non-depressed group also spent more time in a green urban environment.
Originality/value
The study shows that urban planners and designers should assume an important role in the design of green spaces, which have a more intense visual and cognitive impact than structures.
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Yu-Min Wang, Chung-Lun Wei and Meng-Wei Wang
A research framework that explains adoption intention in students with regard to brain–computer interface (BCI) games in the learning context was proposed and empirically examined.
Abstract
Purpose
A research framework that explains adoption intention in students with regard to brain–computer interface (BCI) games in the learning context was proposed and empirically examined.
Design/methodology/approach
In this study, an approach integrating the decomposed theory of planned behavior, perceived playfulness, risk and the task–technology fit (TTF) concept was used to assess data collected using a post-experiment questionnaire from a student sample in Taiwan. The research model was tested using the partial least-squares structural equation modeling (PLS-SEM) technique.
Findings
Attitude, subjective norms and TTF were shown to impact intention to play the BCI game significantly, while perceived behavioral control did not show a significant impact. The influence of superiors and peers was found to positively predict subjective norms. With the exception of perceived ease of use, all of the proposed antecedents were found to impact attitude toward BCI games. Technology facilitating conditions and BCI technology characteristics were shown to positively determine perceived behavior control and TTF, respectively. However, the other proposed factors did not significantly influence the latter two dependents.
Originality/value
This research contributes to the nascent literature on BCI games in the context of learning by highlighting the influence of belief-related psychological factors on user acceptance of BCI games. Moreover, this study highlights the important, respective influences of perceived playfulness, risk and TTF on users' perceptions of a game, body monitoring and technology implementation, each of which is known to influence willingness to play.
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