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1 – 10 of over 13000Peter Ototsky, Sergey Manenkov and Alexander Smoliak
This study aims to demonstrate the importance of the requisite trust for the processes of digitalization of business, the state and society in general.
Abstract
Purpose
This study aims to demonstrate the importance of the requisite trust for the processes of digitalization of business, the state and society in general.
Design/methodology/approach
The work is built “from particular to general”. The analysis of many cases of digitalization projects leads to some higher-level principles useful for description most of them – trust, umwelt and complexity.
Findings
Based on the analysis of empirical material, the principle of requisite trust is introduced based on the definition of trust through a “relevant umwelt”. In addition, the article examines many aspects of society digitalization processes using cybernetic concepts. It is shown that (1) in the core of digitalization process is the export of the umwelt from human head to a computer (digital umwelt), (2) models used in the digital platforms are not only a reflection of social processes, but have a significant impact on them, like the observers of cybernetics of the second order and (3) umwelt concept is closely related to a social reality concept, meanings are relative and are carried by the communication systems.
Research limitations/implications
The paper summarized practical and theoretical experience in the field of digital projects and introduced The Law of Requisite Trust. In the future, this principle should be studied more formally in quantitative terms.
Originality/value
The principle of requisite trust, as well as the definition of trust through the relevant umwelt is original. The promotion of trust in organizations and also digital organizations using such instruments as standard of social responsibility (ISO 26000) has high practical value.
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Cristina Mele and Tiziana Russo-Spena
In this article, we reflect on how smart technology is transforming service research discourses about service innovation and value co-creation. We adopt the concept of technology…
Abstract
Purpose
In this article, we reflect on how smart technology is transforming service research discourses about service innovation and value co-creation. We adopt the concept of technology smartness’ to refer to the ability of technology to sense, adapt and learn from interactions. Accordingly, we seek to address how smart technologies (i.e. cognitive and distributed technology) can be powerful resources, capable of innovating in relation to actors’ agency, the structure of the service ecosystem and value co-creation practices.
Design/methodology/approach
This conceptual article integrates evidence from the existing theories with illustrative examples to advance research on service innovation and value co-creation.
Findings
Through the performative utterances of new tech words, such as onlife and materiality, this article identifies the emergence of innovative forms of agency and structure. Onlife agency entails automated, relational and performative forms, which provide for new decision-making capabilities and expanded opportunities to co-create value. Phygital materiality pertains to new structural features, comprised of new resources and contexts that have distinctive intelligence, autonomy and performativity. The dialectic between onlife agency and phygital materiality (structure) lies in the agencement of smart tech–enabled value co-creation practices based on the notion of becoming that involves not only resources but also actors and contexts.
Originality/value
This paper proposes a novel conceptual framework that advances a tech-based ecology for service ecosystems, in which value co-creation is enacted by the smartness of technology, which emerges through systemic and performative intra-actions between actors (onlife agency), resources and contexts (phygital materiality and structure).
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Studying Chinese higher education internationalization policy-making requires paying attention to the political ontology of China's top-designed policy-making system before…
Abstract
Studying Chinese higher education internationalization policy-making requires paying attention to the political ontology of China's top-designed policy-making system before proceeding to methodological approaches. The ontology is two-fold: a fixed reality grounded in the structure and agency of the one-party state, and an emergent reality that derives from the pervasive practice of using policy documents to govern. A two-pronged epistemology is proposed to uncover these realities: interpretative and poststructural problematization. Interpretative problematization helps discern how policy-makers frame a problem–solution discourse in policy documents to achieve predetermined strategic objectives. Contrastingly, poststructural problematization views policy documents as prescriptive texts that offer rules on how to behave. The potential methodologies drawn from the tradition of critical policy sociology can be employed to study these two problematizations, thereby unpacking the fixed and emergent realities.
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Hatana El-Jarn and Glen Southern
The purpose of this paper is to explore the benefits of co-creation/co-design using extended reality (XR) technologies during the initial stages of the design process. A review of…
Abstract
Purpose
The purpose of this paper is to explore the benefits of co-creation/co-design using extended reality (XR) technologies during the initial stages of the design process. A review of the emerging co-creation tools within XR will be examined along with whether they offer the potential to improve the design process; this will also highlight the gaps on where further research is required.
Design/methodology/approach
The paper draws on professional and academic experiences of the authors in creative practices within the realm of XR technology, co-creation and co-design. In addition, a review of the current literature on emerging technologies and work-based learning will offer further insight on the themes covered.
Findings
To design, collaborate, iterate and amend with colleagues and peers in a virtual space gives a wide range of obvious benefits. Creative practitioners both in education and employment are working more collaboratively with the advancement of technology. However, there is a need to find a space where collaboration can also offer the opportunity for co-creation that improves the initial stages of the design process. This technology also offers solutions on the constraints of distance and ameliorates creative expression.
Research limitations/implications
There is an opportunity to test the ideas expressed in this paper empirically; this can be done through testing co-creation tools with professionals, work-based learners and students.
Originality/value
The paper will add to the existing literature on emerging technologies as a unique environment to improve co-create/co-design the visuals created during the fuzzy front end of the design process and offer a potential framework for future empirical work.
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Juan Chen, Nannan Xi, Vilma Pohjonen and Juho Hamari
Metaverse, that is extended reality (XR)-based technologies such as augmented reality (AR) and virtual reality (VR), are increasingly believed to facilitate fundamental human…
Abstract
Purpose
Metaverse, that is extended reality (XR)-based technologies such as augmented reality (AR) and virtual reality (VR), are increasingly believed to facilitate fundamental human practice in the future. One of the vanguards of this development has been the consumption domain, where the multi-modal and multi-sensory technology-mediated immersion is expected to enrich consumers' experience. However, it remains unclear whether these expectations have been warranted in reality and whether, rather than enhancing the experience, metaverse technologies inhibit the functioning and experience, such as cognitive functioning and experience.
Design/methodology/approach
This study utilizes a 2 (VR: yes vs no) × 2 (AR: yes vs no) between-subjects laboratory experiment. A total of 159 student participants are randomly assigned to one condition — a brick-and-mortar store, a VR store, an AR store and an augmented virtuality (AV) store — to complete a typical shopping task. Four spatial attention indicators — visit shift, duration shift, visit variation and duration variation — are compared based on attention allocation data converted from head movements extracted from recorded videos during the experiments.
Findings
This study identifies three essential effects of XR technologies on consumers' spatial attention allocation: the inattention effect, acceleration effect and imbalance effect. Specifically, the inattention effect (the attentional visit shift from showcased products to the environmental periphery) appears when VR or AR technology is applied to virtualize the store and disappears when AR and VR are used together. The acceleration effect (the attentional duration shift from showcased products to the environmental periphery) exists in the VR store. Additionally, AR causes an imbalance effect (the attentional duration variation increases horizontally among the showcased products).
Originality/value
This study provides valuable empirical evidence of how VR and AR influence consumers' spatial bias in attention allocation, filling the research gap on cognitive function in the metaverse. This study also provides practical guidelines for retailers and XR designers and developers.
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Susan J. Drucker and Gary Gumpert
The tradition of urban public space confronts the reality of a ubiquitous, mobile ‘me media’ filled environments. Paradoxically, the ability to connect globally has the tendency…
Abstract
The tradition of urban public space confronts the reality of a ubiquitous, mobile ‘me media’ filled environments. Paradoxically, the ability to connect globally has the tendency of disconnecting location. The examination of modern public spaces, diversity and spontaneity in those spaces requires recognition of the transformative power of changes in the media landscape. Compartmentalization or segregation of interaction based on choice shapes attitudes toward diversity. In the digital media environment the individual blocks, filters, monitors, scans, deletes and restricts while constructing a controlled media environment. Modern urban life is lived in the interstice between physical and mediated spaces (between physical local and virtual connection) the relationship to public space. Augmented with embedded and mobile media public spaces simultaneously offer those who enter a combination of connection and detachment. This paper utilizes a media ecology model.
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Purpose. To provide a critique, some sources of data, and a broader conception for informing development of e‐measures frameworks for use in academic library services. Approach.…
Abstract
Purpose. To provide a critique, some sources of data, and a broader conception for informing development of e‐measures frameworks for use in academic library services. Approach. Suggests that the broader context for e‐measurement is investigated and provides a critique of current thinking. Provides four additional sources or routes for improved measures, including scholarly communication methods, information literacy, developments in measuring library and e‐service quality, and the critical success factors of serials staff. Develops a proposed framework for e‐measures based on the balanced scorecard approach. Findings. Provides specific suggestions arising from the four sources for relevant e‐measures, and provides a framework based on the balanced scorecard which incorporates these and other suggestions for data collection under the following perspectives: financial, customers, process and projects, staff development, and organisational learning and development. Value. The paper will be valuable to library directors and managers and library researchers interested in the field of performance measurement and evaluation of e‐resources. It provides some original thinking about the problem and suggests some innovative techniques and approaches to addressing the need to develop effective and useful performance measurement frameworks.
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Vanisha Narsey and Cristel A. Russell
Purpose – Hybrid reality television, a burgeoning subgenre spawning from the reality television genre, distinguishes itself from its parent genre through dramatizations that have…
Abstract
Purpose – Hybrid reality television, a burgeoning subgenre spawning from the reality television genre, distinguishes itself from its parent genre through dramatizations that have been described as presenting a “quasi-reality” that is disorientating for the viewer (Caramanica, 2010). In addition to blurring the lines between fact and fiction, hybrid reality programs blur the lines between product placement and entertainment as products are seamlessly blended into the depicted lifestyles. This research explores how consumers negotiate hybrid reality television programs and how this process transpires in viewers' reactions to the consumption portrayals within the programs.
Methodology/approach – Insights were sought from qualitative in-depth interviews with avid viewers of an archetype of the hybrid reality subgenre, the MTV program The Hills.
Findings – The findings reveal varying degrees of self-reflexive consciousness, reflecting viewers' critical awareness of the rhetoric of the program, the artifices of the hybrid reality genre, and their role as an audience. Self-reflexive consciousness facilitates a critical response toward the text in which viewers recognize the artifices of the genre and thus regard the program as “real” and “not real” and simultaneously worth and worthless viewing at the same time, in a textual strategy, we refer to as ironic (dis)engagement.
Originality/value of the chapter – On the basis of this body of data, a typology of viewer responses to hybrid reality programs emerges with corresponding consumption strategies as viewers negotiate the consumption portrayals within The Hills. These findings suggest that viewers embrace product placement within the subgenre and that the program has pioneered and opened up new horizons for lifestyle branding practices within television programming.
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Milan Zorman, Bojan Žlahtič, Saša Stradovnik and Aleš Hace
Collaborative robotics and autonomous driving are fairly new disciplines, still with a long way to go to achieve goals, set by the research community, manufacturers and users. For…
Abstract
Purpose
Collaborative robotics and autonomous driving are fairly new disciplines, still with a long way to go to achieve goals, set by the research community, manufacturers and users. For technologies like collaborative robotics and autonomous driving, which focus on closing the gap between humans and machines, the physical, psychological and emotional needs of human individuals becoming increasingly important in order to ensure effective and safe human–machine interaction. The authors' goal was to conceptualize ways to combine experience from both fields and transfer artificial intelligence knowledge from one to another. By identifying transferable meta-knowledge, the authors will increase quality of artificial intelligence applications and raise safety and contextual awareness for users and environment in both fields.
Design/methodology/approach
First, the authors presented autonomous driving and collaborative robotics and autonomous driving and collaborative robotics' connection to artificial intelligence. The authors continued with advantages and challenges of both fields and identified potential topics for transferrable practices. Topics were divided into three time slots according to expected research timeline.
Findings
The identified research opportunities seem manageable in the presented timeline. The authors' expectation was that autonomous driving and collaborative robotics will start moving closer in the following years and even merging in some areas like driverless and humanless transport and logistics.
Originality/value
The authors' findings confirm the latest trends in autonomous driving and collaborative robotics and expand them into new research and collaboration opportunities for the next few years. The authors' research proposal focuses on those that should have the most positive impact to safety, complement, optimize and evolve human capabilities and increase productivity in line with social expectations. Transferring meta-knowledge between fields will increase progress and, in some cases, cut some shortcuts in achieving the aforementioned goals.
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