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Open Access
Book part
Publication date: 4 April 2019

Madis Järvekülg

This chapter addresses the forms of co-innovation between the audiovisual (AV) industries and the health care sector. It gives a brief overview of how media have been used in…

Abstract

This chapter addresses the forms of co-innovation between the audiovisual (AV) industries and the health care sector. It gives a brief overview of how media have been used in health promotion, medical training and treatment by drawing on selected examples from television, entertainment and video game industries. Informed by an array of case-studies, this literature review suggests that the emergence of the new digital audiovisual media and online technologies bears a great potential to improve health care services in multiple ways, while it also recognises the risks associated with the crumbling of medical authority in thoroughly mediatised worlds. Therefore, it maintains that a successful adoption of entertainment-oriented media formats in health care always requires a close relationship with professional medical expertise.

Details

Emergence of Cross-innovation Systems
Type: Book
ISBN: 978-1-78769-980-9

Keywords

Open Access
Article
Publication date: 17 November 2023

Matthew Ikuabe, Clinton Aigbavboa and Ernest Kissi

In most developing countries, the delivery of construction project is still characterised by inefficiencies resulting from the use of outdated methods and techniques, which…

Abstract

Purpose

In most developing countries, the delivery of construction project is still characterised by inefficiencies resulting from the use of outdated methods and techniques, which retards project performance. Hence, the call for the implementation of innovative technologies such as humanoids in the execution of construction projects as it has been proven to be very effective in other sectors while improving productivity and quality of work. Consequently, this study looks at how humanoids can be used in the construction industry and what benefits they can bring.

Design/methodology/approach

The study employed a quantitative approach underpinned in post-positivist philosophical view using questionnaire as the instrument for data collection. The target respondents were construction professionals, and purposive sampling was used, while a response rate of 62.5% was gotten. The methods of data analysis were mean item score, standard deviation and one-sample t-test.

Findings

The findings revealed that humanoids can be used in progress tracking, auto-documentation and inspection and surveillance of tasks in construction activities. Also, the most important benefits of using humanoids in construction work were found to be shorter delivery times, fewer injuries and more accurate work.

Practical implications

The outcome of the study gives professionals and relevant stakeholders in construction and other interested parties' information about the areas where humanoids can be used and their benefits in construction.

Originality/value

The novelty of this study is that it is a pioneering study in South Africa on humanoids' usage in the construction industry. Also, it expands the existing borderline of the conservation of construction digitalisation for enhanced project execution.

Details

International Journal of Building Pathology and Adaptation, vol. 41 no. 6
Type: Research Article
ISSN: 2398-4708

Keywords

Open Access
Article
Publication date: 14 July 2021

Molly Cooper, Yair Levy, Ling Wang and Laurie Dringus

This study introduces the concept of audiovisual alerts and warnings as a way to reduce phishing susceptibility on mobile devices.

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Abstract

Purpose

This study introduces the concept of audiovisual alerts and warnings as a way to reduce phishing susceptibility on mobile devices.

Design/methodology/approach

This study has three phases. The first phase included 32 subject matter experts that provided feedback toward a phishing alert and warning system. The second phase included development and a pilot study to validate a phishing alert and warning system prototype. The third phase included delivery of the Phishing Alert and Warning System (PAWSTM mobile app) to 205 participants. This study designed, developed, as well as empirically tested the PAWSTM mobile app that alerted and warned participants to the signs of phishing in emails on mobile devices.

Findings

The results of this study indicated audio alerts and visual warnings potentially lower phishing susceptibility in emails. Audiovisual warnings appeared to assist study participants in noticing phishing emails more easily and in less time than without audiovisual warnings.

Practical implications

This study's implications to mitigation of phishing emails are key, as it appears that alerts and warnings added to email applications may play a significant role in the reduction of phishing susceptibility.

Originality/value

This study extends the existing information security body of knowledge on phishing prevention and awareness by using audiovisual alerts and warnings to email recipients tested in real-life applications.

Details

Organizational Cybersecurity Journal: Practice, Process and People, vol. 1 no. 1
Type: Research Article
ISSN: 2635-0270

Keywords

Open Access
Article
Publication date: 30 May 2023

Tommaso Stomaci, Francesco Buonamici, Giacomo Gelati, Francesco Meucci and Monica Carfagni

Left atrial appendage occlusion (LAAO) is a structural interventional cardiology procedure that offers several possibilities for the application of additive manufacturing…

Abstract

Purpose

Left atrial appendage occlusion (LAAO) is a structural interventional cardiology procedure that offers several possibilities for the application of additive manufacturing technologies. The literature shows a growing interest in the use of 3D-printed models for LAAO procedure planning and occlusion device choice. This study aims to describe a full workflow to create a 3D-printed LAA model for LAAO procedure planning.

Design/methodology/approach

The workflow starts with the patient’s computed tomography diagnostic image selection. Segmentation in a commercial software provides initial geometrical models in standard tessellation language (STL) format that are then preprocessed for print in dedicated software. Models are printed using a commercial stereolithography machine and postprocessing is performed.

Findings

Models produced with the described workflow have been used at the Careggi Hospital of Florence as LAAO auxiliary planning tool in 10 cases of interest, demonstrating a good correlation with state-of-the-art software for device selection and improving the surgeon’s understanding of patient anatomy and device positioning.

Originality/value

3D-printed models for the LAAO planning are already described in the literature. The novelty of the article lies in the detailed description of a robust workflow for the creation of these models. The robustness of the method is demonstrated by the coherent results obtained for the 10 different cases studied.

Open Access
Article
Publication date: 26 January 2024

Nannan Xi, Juan Chen, Filipe Gama, Henry Korkeila and Juho Hamari

In recent years, there has been significant interest in adopting XR (extended reality) technologies such as VR (virtual reality) and AR (augmented reality), particularly in…

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Abstract

Purpose

In recent years, there has been significant interest in adopting XR (extended reality) technologies such as VR (virtual reality) and AR (augmented reality), particularly in retail. However, extending activities through reality-mediation is still mostly believed to offer an inferior experience due to their shortcomings in usability, wearability, graphical fidelity, etc. This study aims to address the research gap by experimentally examining the acceptance of metaverse shopping.

Design/methodology/approach

This study conducts a 2 (VR: with vs. without) × 2 (AR: with vs. without) between-subjects laboratory experiment involving 157 participants in simulated daily shopping environments. This study builds a physical brick-and-mortar store at the campus and stocked it with approximately 600 products with accompanying product information and pricing. The XR devices and a 3D laser scanner were used in constructing the three XR shopping conditions.

Findings

Results indicate that XR can offer an experience comparable to, or even surpassing, traditional shopping in terms of its instrumental and hedonic aspects, regardless of a slightly reduced perception of usability. AR negatively affected perceived ease of use, while VR significantly increased perceived enjoyment. It is surprising that the lower perceived ease of use appeared to be disconnected from the attitude toward metaverse shopping.

Originality/value

This study provides important experimental evidence on the acceptance of XR shopping, and the finding that low perceived ease of use may not always be detrimental adds to the theory of technology adoption as a whole. Additionally, it provides an important reference point for future randomized controlled studies exploring the effects of technology on adoption.

Details

Internet Research, vol. 34 no. 7
Type: Research Article
ISSN: 1066-2243

Keywords

Abstract

Details

Young Children’s Play Practices with Digital Tablets
Type: Book
ISBN: 978-1-78756-705-4

Open Access
Article
Publication date: 7 June 2023

Generoso Branca, Vittoria Marino and Riccardo Resciniti

This paper aims to review the existing literature about consumers’ evaluation of products in virtual reality (VR), provide an accurate overview of this field, systematise the…

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Abstract

Purpose

This paper aims to review the existing literature about consumers’ evaluation of products in virtual reality (VR), provide an accurate overview of this field, systematise the knowledge developed so far, identify the research gaps and propose a future research agenda.

Design/methodology/approach

A systematic literature review was performed on Scopus and Web of Science, resulting in a final pool of 31 articles.

Findings

Four main themes were identified, and a detailed research agenda is proposed based on the findings and following the theory, context, characteristics, methodology framework.

Research limitations/implications

The provision of formal inclusion and exclusion criteria may have resulted in additional potentially relevant articles not indexed in the data set under consideration.

Originality/value

The paper highlights how products are perceived in VR, the consumers’ responses, the peculiarities of VR compared to other conditions and VR as a product test environment. To the best of the authors’ knowledge, this paper seems to represent the first systemic review that focusses solely on how consumers assess products in VR. The results lead to a broad proposal of directions for future research that can expand knowledge on VR in marketing. Practical implications concern the use of VR to design product strategies and as a testing and prototyping environment.

Objetivo

Este artículo revisa la literatura existente sobre la evaluación de los consumidores de productos en Realidad Virtual, proporciona una visión precisa de este campo, sistematiza el conocimiento desarrollado hasta el momento, identifica las lagunas en la investigación y propone una agenda de investigación futura.

Metodología

Se realizó una revisión sistemática de la literatura en Scopus y Web of Science, que dio como resultado un conjunto final de 31 artículos.

Resultados

Se identificaron cuatro temas principales y se propone una agenda de investigación detallada basada en las conclusiones y siguiendo el marco Teoría, Contexto, Características, Metodología.

Limitaciones de la investigación

La provisión de criterios formales de inclusión y exclusión puede haber dado lugar a artículos adicionales potencialmente relevantes no indexados en el conjunto de datos considerado.

Originalidad

El artículo destaca cómo se perciben los productos en la Realidad Virtual, las respuestas de los consumidores, las peculiaridades de la Realidad Virtual en comparación con otras condiciones y la Realidad Virtual como entorno de prueba de productos. Esta parece representar la primera revisión sistémica que se centra exclusivamente en cómo los consumidores evalúan los productos en la Realidad Virtual. Los resultados conducen a una amplia propuesta de direcciones para futuras investigaciones que puedan ampliar los conocimientos sobre la Realidad Virtual en el marketing. Las implicaciones prácticas se refieren al uso de la Realidad Virtual para diseñar estrategias de producto y como entorno de prueba y creación de prototipos.

目的

本文回顾了现有的关于消费者对虚拟现实产品评价的文献, 提供了这个领域的准确概述, 系统化了迄今为止的知识, 确定了研究差距, 并提出了一个未来的研究议程。

设计/方法/途径

在Scopus和Web of Science上进行了系统的文献综述, 最终形成了31篇文章的资料库。

研究结果

确定了四个主要的主题, 并根据研究结果, 按照理论、背景、特征、方法框架提出了详细的研究议程。

研究局限性

提供正式的纳入和排除标准可能会导致更多潜在的相关文章没有被收录到所考虑的数据集中。

原创性

文章强调了产品在虚拟现实中是如何被感知的, 消费者的反应, 与其他条件相比虚拟现实的特殊性, 以及虚拟现实作为产品测试环境。这似乎代表了第一个只关注消费者如何在虚拟现实中评估产品的系统性评论。研究结果为未来的研究方向提出了一个广泛的建议, 可以扩展营销中的虚拟现实知识。实际意义在于使用虚拟现实技术来设计产品策略, 并作为测试和原型设计环境。

Open Access
Article
Publication date: 3 April 2017

Michelle Stella Mars, Ian Seymour Yeoman and Una McMahon-Beattie

Sex tourism is well documented in the literature, but what about porn tourism? Whether it is a Ping Pong show in Phuket or the Banana show in Amsterdam, porn and tourism have an…

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Abstract

Purpose

Sex tourism is well documented in the literature, but what about porn tourism? Whether it is a Ping Pong show in Phuket or the Banana show in Amsterdam, porn and tourism have an encounter and gaze no different from the Mona Lisa in the Louvre or magnificent views of New Zealand’s Southern Alps. The paper aims to discuss these issues.

Design/methodology/approach

This paper explores the intersections of tourism, porn and the future as a conceptual framework.

Findings

Four intersections are derived from the conceptual framework. Intersection 1, the Future of Tourism, portrays the evolution of tourism and explores its technological future. Interaction 2, Porn in Tourism, distinguishes between soft- and hard-core porn tourism. Intersection 3, Portraying Porn as a Future Dimension, delves into futurism, science fiction and fantasy. The fourth intersection, the Future Gaze, conveys the thrust of the paper by exploring how technological advancement blends with authenticity and reality. Thus the porn tourist seeks both the visual and the visceral pleasures of desire. The paper concludes with four future gazes of porn tourism, The Allure of Porn, The Porn Bubble, Porn as Liminal Experience and Hardcore.

Originality/value

The originality of this paper is that this is the first paper to systematically examine porn tourism beyond sex tourism overlaying with a futures dimension. Porn tourists actively seek to experience both visual and visceral pleasures. Tourism and pornography both begin with the gaze. The gaze is an integral component of futures thinking. Technology is changing us, making us smarter, driving our thirst for liminal experiences. Like the transition from silent movies to talking pictures the porn tourism experience of the future is likely to involve more of the bodily senses.

Details

Journal of Tourism Futures, vol. 3 no. 1
Type: Research Article
ISSN: 2055-5911

Keywords

Open Access
Article
Publication date: 17 June 2021

Susanne Zimmermann-Janschitz, Simon Landauer, Sebastian Drexel and Jana Obermeier

The study aims to promote independent mobility for persons with visual impairment or legal blindness (VIB) by developing a Web-based wayfinding application using geographic…

Abstract

Purpose

The study aims to promote independent mobility for persons with visual impairment or legal blindness (VIB) by developing a Web-based wayfinding application using geographic information systems (GIS). While the literature mainly focuses on technical devices presenting results for wayfinding, a lack of integration of user needs is identified. The inclusive, participative developed application offers step-by-step directions for pre-trip planning through an accessible user interface.

Design/methodology/approach

The paper presents a semi-automated approach to extract a pedestrian routing network data set based on open government data and field survey. User profiles calculate different routes using a weighting scheme for landmarks, orientation hints, infrastructure of crossings and sidewalks. The adoption of ArcGIS Web AppBuilder widgets allows access of the user interface additionally through keyboard-only navigation and therefore screen-reader capability.

Findings

GIS offers a powerful tool to design network analysis for persons with VIB. The routing algorithm accesses different user profiles, returning individualized turn-by-turn directions. The complex set of attributes, including shorelines, landmarks and barriers, can be integrated by semi-automated processes.

Practical implications

The paper illustrates the benefit of GIS applications for wayfinding of persons with VIB to raise self-determination and independence.

Originality/value

A ubiquitous pedestrian sidewalk network for a medium-size city comprises a novelty, as research has mainly focused on small areas. The integration of shorelines next to a various number of hints, landmarks and potential barriers through semi-automated processes allows reproducibility and transferability of the model to other cities.

Details

Journal of Enabling Technologies, vol. 15 no. 3
Type: Research Article
ISSN: 2398-6263

Keywords

Open Access
Article
Publication date: 19 May 2022

Akhilesh S Thyagaturu, Giang Nguyen, Bhaskar Prasad Rimal and Martin Reisslein

Cloud computing originated in central data centers that are connected to the backbone of the Internet. The network transport to and from a distant data center incurs long…

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Abstract

Purpose

Cloud computing originated in central data centers that are connected to the backbone of the Internet. The network transport to and from a distant data center incurs long latencies that hinder modern low-latency applications. In order to flexibly support the computing demands of users, cloud computing is evolving toward a continuum of cloud computing resources that are distributed between the end users and a distant data center. The purpose of this review paper is to concisely summarize the state-of-the-art in the evolving cloud computing field and to outline research imperatives.

Design/methodology/approach

The authors identify two main dimensions (or axes) of development of cloud computing: the trend toward flexibility of scaling computing resources, which the authors denote as Flex-Cloud, and the trend toward ubiquitous cloud computing, which the authors denote as Ubi-Cloud. Along these two axes of Flex-Cloud and Ubi-Cloud, the authors review the existing research and development and identify pressing open problems.

Findings

The authors find that extensive research and development efforts have addressed some Ubi-Cloud and Flex-Cloud challenges resulting in exciting advances to date. However, a wide array of research challenges remains open, thus providing a fertile field for future research and development.

Originality/value

This review paper is the first to define the concept of the Ubi-Flex-Cloud as the two-dimensional research and design space for cloud computing research and development. The Ubi-Flex-Cloud concept can serve as a foundation and reference framework for planning and positioning future cloud computing research and development efforts.

Details

Applied Computing and Informatics, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 2634-1964

Keywords

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