Search results

1 – 10 of over 1000
Article
Publication date: 2 September 2019

Bo Zhang, Guanglong Du, Wenming Shen and Fang Li

The purpose of this paper is the research of a novel gesture-based dual-robot collaborative interaction interface, which achieves the gesture recognition when both hands overlap…

Abstract

Purpose

The purpose of this paper is the research of a novel gesture-based dual-robot collaborative interaction interface, which achieves the gesture recognition when both hands overlap. This paper designs a hybrid-sensor gesture recognition platform to detect the both-hand data for dual-robot control.

Design/methodology/approach

This paper uses a combination of Leap Motion and PrimeSense in the vertical direction, which detects both-hand data in real time. When there is occlusion between hands, each hand is detected by one of the sensors, and a quaternion-based algorithm is used to realize the conversion of two sensors corresponding to different coordinate systems. When there is no occlusion, the data are fused by a self-adaptive weight fusion algorithm. Then the collision detection algorithm is used to detect the collision between robots to ensure safety. Finally, the data are transmitted to the dual robots.

Findings

This interface is implemented on a dual-robot system consisting of two 6-DOF robots. The dual-robot cooperative experiment indicates that the proposed interface is feasible and effective, and it takes less time to operate and has higher interaction efficiency.

Originality/value

A novel gesture-based dual-robot collaborative interface is proposed. It overcomes the problem of gesture occlusion in two-hand interaction with low computational complexity and low equipment cost. The proposed interface can perform a long-term stable tracking of the two-hand gestures even if there is occlusion between the hands. Meanwhile, it reduces the number of hand reset to reduce the operation time. The proposed interface achieves a natural and safe interaction between the human and the dual robot.

Details

Industrial Robot: the international journal of robotics research and application, vol. 46 no. 6
Type: Research Article
ISSN: 0143-991X

Keywords

Article
Publication date: 7 September 2015

X. Wang, S.K. Ong and A.Y.C. Nee

This paper aims to propose and implement an integrated augmented-reality (AR)-aided assembly environment to incorporate the interaction between real and virtual components, so…

Abstract

Purpose

This paper aims to propose and implement an integrated augmented-reality (AR)-aided assembly environment to incorporate the interaction between real and virtual components, so that users can obtain a more immersive experience of the assembly simulation in real time and achieve better assembly design.

Design/methodology/approach

A component contact handling strategy is proposed to model all the possible movements of virtual components when they interact with real components. A novel assembly information management approach is proposed to access and modify the information instances dynamically corresponding to user manipulation. To support the interaction between real and virtual components, a hybrid marker-less tracking method is implemented.

Findings

A prototype system has been developed, and a case study of an automobile alternator assembly is presented. A set of tests is implemented to validate the feasibility, efficiency, accuracy and intuitiveness of the system.

Research limitations/implications

The prototype system allows the users to manipulate and assemble the designed virtual components to the real components, so that the users can check for possible design errors and modify the original design in the context of their final use and in the real-world scale.

Originality/value

This paper proposes an integrated AR simulation and planning platform based on hybrid-tracking and ontology-based assembly information management. Component contact handling strategy based on collision detection and assembly feature surfaces mating reasoning is proposed to solve component degree of freedom.

Article
Publication date: 27 November 2018

David Andrew Vickers

The purpose of this paper is to employ a reflection on at-home ethnographic (AHE) practice to unpack the backstage messiness of an account to demonstrate how management students…

Abstract

Purpose

The purpose of this paper is to employ a reflection on at-home ethnographic (AHE) practice to unpack the backstage messiness of an account to demonstrate how management students can craft fine-grained accounts of their practice and develop further our understanding of management practices in situ.

Design/methodology/approach

The paper reflects upon an example of AHE from an 18-month period at a chemical plant. Through exposure and exploration, the paper outlines how this method was used, the emotion involved and the challenges to conduct “good” research.

Findings

The paper does not seek to define “best practice”; it highlights the epistemic and ethical practices used in an account to demonstrate how AHE could enhance management literature through a series of practice accounts. More insider accounts would demonstrate understandings that go beyond distant accounts that purport to show managerial work as rational and scientific. In addition, such accounts would inform teaching of the complexities and messiness of managerial practice.

Originality/value

Ethnographic accounts (products) are often neat and tidy rather than messy, irrational and complex. Reflection on ethnographer (person) and ethnographic methodology (process) is limited. However, ethnographic practices are mostly unreported. By reflecting on ethnographic epistemic and ethical practices, the paper demonstrates how a largely untapped area has much to offer both management students and in making a fundamental contribution to understanding and teaching managerial practice.

Details

Qualitative Research in Organizations and Management: An International Journal, vol. 14 no. 1
Type: Research Article
ISSN: 1746-5648

Keywords

Article
Publication date: 3 April 2018

Manuel Muehlbauer

Urban typogenetics investigates the use of machine intelligence for the evaluation of performance measures as a decision support system (DSS) with a focus on urban aesthetics…

Abstract

Purpose

Urban typogenetics investigates the use of machine intelligence for the evaluation of performance measures as a decision support system (DSS) with a focus on urban aesthetics evaluation. This framework allows designers to address performance measures, urban measures and aesthetic criteria in an adaptive, interactive generative design approach. The purpose of this paper is to provide an understanding of the structure and the nature of the framework and the application of human-in-the-loop design systems to urban design.

Design/methodology/approach

Significant literature reviewed lead to the identification of an application potential in the decision-making process. This potential is situated around the use of AI for the evaluation of subjective performance criteria in a DSS. Recognising that the key decisions about urban aesthetics are based on the individual evaluation of the designer, an HITL approach for computational design software to support creative decisions is presented in this paper.

Findings

Urban typogenetics for interactive generative urban design allows the exploration of complex design spaces by using a human-in-the-loop design system in the context of urban aesthetics. Hybrid aesthetic evaluation allows the designer to analyse morphological features and urban aesthetics during exploratory search and reveal hidden aspects of the urban context by visualisation of the results of the aesthetic evaluation. Integrating performance measures and urban aesthetics in urban typogenetics addresses major criteria of urban design at the beginning of the creative process.

Originality/value

The use of a broad interactive approach to typogenetic design in an application to urban scenarios is a novel conceptual approach to the design of urban configurations. The suggested adaptive mechanism would allow the user of a typogenetic tool to subjectively evaluate solutions by sight and reason about aesthetic, social and cultural implication of the reviewed design solutions.

Details

Smart and Sustainable Built Environment, vol. 7 no. 1
Type: Research Article
ISSN: 2046-6099

Keywords

Article
Publication date: 19 January 2010

Eric Jukes

172

Abstract

Details

Reference Reviews, vol. 24 no. 1
Type: Research Article
ISSN: 0950-4125

Keywords

Article
Publication date: 14 March 2022

Rodrigo Freese Gonzatto and Frederick M.C. van Amstel

This research theorizes the condition of human beings reduced to being users (and only users) in human-computer interaction (HCI), a condition that favors them becoming objects or…

1857

Abstract

Purpose

This research theorizes the condition of human beings reduced to being users (and only users) in human-computer interaction (HCI), a condition that favors them becoming objects or targets of commercial dark patterns, racialized profiling algorithms, generalized surveillance, gendered interfaces and heteromation.

Design/methodology/approach

The reconceptualization of the users’ condition is done by confronting HCI theories on users with a dialectical-existential perspective over human ontology. The research is presented as a conceptual paper that includes analyzing and revising those theories to develop a conceptual framework for the user oppression in HCI.

Findings

Most HCI theories contribute to the user oppression with explicit or implicit ontological statements that denies their becoming-more or the possibility of users developing their handiness to the full human potential. Put together, these statements constitute an ideology called userism.

Social implications

HCI needs to acknowledge its role in structuring oppression not just in sexism, racism, classism and ableism, but also the specific relation that pertains to HCI: userism. Similar to other fields, acknowledging oppression is the first step toward liberating from oppression.

Originality/value

The user is an existential condition for HCI theories, yet few theories can explain in depth how this condition affects human development. From the dialectical-existential perspective, the user condition can be dehumanizing. Computers may intensify existing oppressions through esthetic interactions but these interactions can be subverted for liberation.

Details

Aslib Journal of Information Management, vol. 74 no. 5
Type: Research Article
ISSN: 2050-3806

Keywords

Article
Publication date: 15 February 2024

Maosheng Yang, Lei Feng, Honghong Zhou, Shih-Chih Chen, Ming K. Lim and Ming-Lang Tseng

This study aims to empirically analyse the influence mechanism of perceived interactivity in real estate APP which affects consumers' psychological well-being. With the growing…

Abstract

Purpose

This study aims to empirically analyse the influence mechanism of perceived interactivity in real estate APP which affects consumers' psychological well-being. With the growing application of human–machine interaction in real estate APP, it is crucial to utilize human–machine interaction to stimulate perceived interactivity between humans and machines to positively impact consumers' psychological well-being and sustainable development of real estate APP. However, it is unclear whether perceived interactivity improves consumers' psychological well-being.

Design/methodology/approach

This study proposes and examines a theoretical model grounded in the perceived interactivity theory, considers the relationship between perceived interactivity and consumers' psychological well-being and explores the mediating effect of perceived value and the moderating role of privacy concerns. It takes real estate APP as the research object, analyses the data of 568 consumer samples collected through questionnaires and then employs structural equation modelling to explore and examine the proposed theoretical model of this study.

Findings

The findings are that perceived interactivity (i.e. human–human interaction and human–information interaction) positively influences perceived value, which in turn affects psychological well-being, and that perceived value partially mediates the effect of perceived interaction on psychological well-being. More important findings are that privacy concerns not only negatively moderate human–information interaction on perceived value, but also negatively moderate the indirect effects of human–information interaction on users' psychological well-being through perceived value.

Originality/value

This study expands the context on perceived interaction and psychological well-being in the field of real estate APP, validating the mediating role and boundary conditions of perceived interactivity created by human–machine interaction on consumers' psychological well-being, and suggesting positive implications for practitioners exploring human–machine interaction technologies to improve the perceived interaction between humans and machines and thus enhance consumer psychological well-being and span sustainable development of real estate APP.

Details

Industrial Management & Data Systems, vol. 124 no. 4
Type: Research Article
ISSN: 0263-5577

Keywords

Article
Publication date: 5 June 2009

Netta Iivari

The purpose of this paper is to report findings from an interpretive case study on user participation in the open source software (OSS) development context.

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Abstract

Purpose

The purpose of this paper is to report findings from an interpretive case study on user participation in the open source software (OSS) development context.

Design/methodology/approach

Through an empirical, interpretive case study and a literature review utilising the metaphor of text in the analysis, this paper provides a refined conceptualisation of user participation in OSS development.

Findings

The paper reveals that different kinds of meanings have been attached to users and to their participation. User participation is both direct and indirect in the OSS development context. Some user groups actively take part in OSS development, while others are merely represented in it. Different kinds of intermediaries “representing the users” are identified.

Research limitations/implications

The research is based on one case study on a small but active OSS project with an interest in users. Other kinds of OSS projects should be analysed. The analysis was focused on a discussion forum, but users can take part in OSS development by other means as well. Paths for future work should include the gathering of more varied empirical data.

Practical implications

The findings indicate that users can provide feedback to the development through discussion forums in the distributed environment, but there is a need to support the users in doing so and the developers in analysing the data. The importance of different kinds of intermediaries “representing the users” is highlighted.

Originality/value

The paper provides thorough empirical insights and a refined conceptualisation of user participation addressing the currently weakly empirically explored OSS development context.

Details

Information Technology & People, vol. 22 no. 2
Type: Research Article
ISSN: 0959-3845

Keywords

Article
Publication date: 21 June 2022

Yener Coskun

This paper investigates the housing affordability crisis from the perspective of vulnerable social groups (VSG) in Turkey and Turkey's megacities, Istanbul, Ankara, and Izmir…

Abstract

Purpose

This paper investigates the housing affordability crisis from the perspective of vulnerable social groups (VSG) in Turkey and Turkey's megacities, Istanbul, Ankara, and Izmir, over the period of 2010 and 2019.

Design/methodology/approach

The author employ house cost and multiple income variables, involving residual income, to construct socially informative house cost-to-income (HCI) ratios. To measure the country/urban level socio-economic dimensions of the affordability crisis, the author develop 12 main and 76 specific housing affordability criteria.

Findings

The author find that housing is not affordable in Turkey and low/unequal distribution of income is a contributive factor for the affordability crisis of VSG. The evidence suggests that housing unaffordability for VSG is deeply rooted in the socio-economic/demographic disparities that eventually result in income and homeownership inequalities.

Social implications

Constructed HCI ratios provide precise information for the targeted housing affordability policies for the VSG defined by education level, age, location, income distribution, employment status/condition and gender. The author' socially targeted modeling approach briefly suggests that housing affordability policies should focus on low-educated groups, young generations, some elementary occupations, employees in low-income industries, and casual/regular-small firms' employees.

Originality/value

This is the first study that provides nuanced information on housing affordability for Turkey by employing HCI ratios for the targeted VSG. This socially targeted empirical analysis is the first analysis for developing housing markets as well. From the methodological perspective, the author contribute information quality of the housing affordability ratio by using income data of various aggregate-level socio-economic/demographic groups.

Details

Open House International, vol. 48 no. 2
Type: Research Article
ISSN: 0168-2601

Keywords

Article
Publication date: 18 January 2022

Amela Karahasanović and Alma Leora Culén

This study aims to propose a service-dominant logic (S-DL)-informed framework for teaching innovation in the context of human–computer interaction (HCI) education involving large…

Abstract

Purpose

This study aims to propose a service-dominant logic (S-DL)-informed framework for teaching innovation in the context of human–computer interaction (HCI) education involving large industrial projects.

Design/methodology/approach

This study combines S-DL from the field of marketing with experiential and constructivist learning to enable value co-creation as the primary method of connecting diverse actors within the service ecology. The approach aligns with the current conceptualization of central university activities as a triad of research, education and innovation.

Findings

The teaching framework based on the S-DL enabled ongoing improvements to the course (a project-based, bachelor’s-level HCI course in the computer science department), easier management of stakeholders and learning experiences through students’ participation in real-life projects. The framework also helped to provide an understanding of how value co-creation works and brought a new dimension to HCI education.

Practical implications

The proposed framework and the authors’ experience described herein, along with examples of projects, can be helpful to educators designing and improving project-based HCI courses. It can also be useful for partner companies and organizations to realize the potential benefits of collaboration with universities. Decision-makers in industry and academia can benefit from these findings when discussing approaches to addressing sustainability issues.

Originality/value

While HCI has successfully contributed to innovation, HCI education has made only moderate efforts to include innovation as part of the curriculum. The proposed framework considers multiple service ecosystem actors and covers a broader set of co-created values for the involved partners and society than just learning benefits.

Details

Interactive Technology and Smart Education, vol. 20 no. 1
Type: Research Article
ISSN: 1741-5659

Keywords

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