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1 – 10 of over 15000In the recent past, mobile technologies that track the movement of people, freight and vehicles have evolved rapidly. The major categories of such technologies are reviewed and a…
Abstract
In the recent past, mobile technologies that track the movement of people, freight and vehicles have evolved rapidly. The major categories of such technologies are reviewed and a number of attributes for classification are proposed. The willingness of people to engage in such technologically based surveys and the reported biases in the make-up of the sample obtained are reviewed. Lessons are drawn about the nature of the samples that can be achieved and the representativeness of such samples is discussed. Data processing is addressed, particularly in terms of the processing requirements for logged data, where additional travel characteristics required for travel analysis may need to be imputed. Another issue explored is the reliability of data entered by respondents in interactive devices and concerns that may arise in processing data collected in real time for prompting or interrogating respondents. Differences, in relation to the data user, between data from mobile devices and data from conventional self-report surveys are discussed. Potentials that may exist for changes in modelling from using such data are explored. Conclusions are drawn about the usefulness and limitations of mobile technologies to collect and process data. The extent to which such mobile technologies may be used in future, either to supplement or replace conventional methods of data collection, is discussed along with the readiness of the technology for today and the advances that may be expected in the short and medium term from this form of technology.
Woo-Chul Cho, Kyung Young Lee and Sung-Byung Yang
The purpose of this paper is to answer the question of whether smartwatches will survive and gain their own niche within the consumer electronics market. Based on the…
Abstract
Purpose
The purpose of this paper is to answer the question of whether smartwatches will survive and gain their own niche within the consumer electronics market. Based on the stimulus–organism–response (S–O–R) framework, this study identifies and validates the impacts of both technological and fashion-related factors (interactivity, autonomy, visual aesthetics and self-expression) on product attachment towards smartwatches through user satisfaction and pleasure derived from their smartwatches.
Design/methodology/approach
The authors collected the survey data via online surveys from 198 respondents and tested measurement and structural models with the partial least square technique.
Findings
The authors found that both technological characteristics (interactivity and autonomy) and fashion-related characteristics (visual aesthetics and self-expression) have an impact on product attachment through pleasure.
Research limitations/implications
Several other important characteristics of traditional wrist-watches such as durability or workmanship are not considered in this study, but should be included in future studies. The three-item measure of autonomy may be insufficient for more sophisticated wearable devices in the future. In future studies, the impact of product attachment on users’ continued usage should be examined.
Practical implications
This study provides important practical implications for smartwatch makers interested in product development, as users were found to consider fashion-related characteristics to be as important as technological characteristics.
Originality/value
This study is the first study that considers both aesthetic and technological factors for IT acceptance in the context of wearable devices. Also, instead of traditional IT acceptance measures such as continued use, this study investigates users’ product attachment, which is more relevant to the case of wearable devices.
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Shao-Chun Wu and James Quo-Ping Lin
Virtual reality (VR) can be used as an alternative mean for viewing collections at home when it is not possible to visit museums due to COVID-19. This study took the development…
Abstract
Purpose
Virtual reality (VR) can be used as an alternative mean for viewing collections at home when it is not possible to visit museums due to COVID-19. This study took the development process of VR at Taiwan's National Palace Museum (NPM) as a case to discuss the characteristics of VR developed there in different periods and how NPM transforms the contents of its collections into VR.
Design/methodology/approach
This study used a case study to analyze the development process of VR at NPM from 2014 to 2019 and summarized the characteristics of the development and application of VR.
Findings
The authors find that the history of VR application in NPM is a process from exploring the technology to gradually getting familiar with the potential of its application. Its development can be divided into the exploration and experiment stage from 2014 to 2015, the single collection interpretation stage in 2016 and the multipurpose application stage from 2017 to 2019. It is suggested that museums should adopt a long-term strategy to introduce VR, make plans carefully and pay attention to the limitations of VR application.
Research limitations/implications
The results of this study are suitable for art and history museums.
Originality/value
Many research studies on the application of VR in museums mostly focused on the benefits and technologies of adopting VR in museums as well as specific museum VR projects. There is still scant literature on the development process of museum VR from the perspective of museum organizations.
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Ibrahim Mashal and Ahmed Shuhaiber
Smart homes are recent Internet of Things applications that aim to improve residents’ quality of life. Despite its potential, the adoption of smart homes, in general, and its…
Abstract
Purpose
Smart homes are recent Internet of Things applications that aim to improve residents’ quality of life. Despite its potential, the adoption of smart homes, in general, and its devices and appliances, in specific, is not reaching a mass market yet. This study aims to investigate the factors that influence residents’ intention to buy smart homes devices in Jordan.
Design/methodology/approach
This paper proposes a novel model to study users’ intention to buy smart homes devices by following a quantitative method. Responses were collected and statistically analyzed from 375 households using structural equation modeling.
Findings
Results show that user awareness, perceived cost, perceived enjoyment, personalization, user trust and social influences significantly influence the intention to buy smart home devices.
Originality/value
To the best of the authors’ knowledge, this paper is the first study attempts to predict intention to buy smart home devices in Jordan. The findings provide meaningful implications for smart home devices providers.
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Ryohei Sagara, Yasue Kishino, Tsutomu Terada and Shojiro Nishio
In ubiquitous computing environments, not only programmers but also general users come to develop/customize applications. Therefore, the purpose of this paper is to propose a new…
Abstract
Purpose
In ubiquitous computing environments, not only programmers but also general users come to develop/customize applications. Therefore, the purpose of this paper is to propose a new application development environment for ubiquitous computing environments.
Design/methodology/approach
The paper clarifies the requirements for application development environments of ubiquitous computing environments. It then designs and implements a prototype of a development environment that fulfills these requirements.
Findings
It is found that the requirements for application development in ubiquitous computing environments are: easy programming, detection of current status, programming awareness of network connections between multiple ubiquitous devices, and debugging with cooperation among real/virtual environments.
Research limitations/implications
This prototype of application development environment is designed for event‐driven ubiquitous devices.
Practical implications
A prototype development environment has been implemented to show the effectiveness of this approach, and is presented an example of an application development to show the effectiveness of the approach.
Originality/value
This paper proposes a new style of application development for ubiquitous computing environments
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Voice-activated smart speakers such as Amazon Echo and Google Home were recently developed and are gaining popularity. Understanding and theorizing the underlying mechanisms that…
Abstract
Purpose
Voice-activated smart speakers such as Amazon Echo and Google Home were recently developed and are gaining popularity. Understanding and theorizing the underlying mechanisms that encourage or impede consumers to use smart speakers is fundamental for enhancing acceptance and future development of these new devices. Therefore, building on technology acceptance research, this study aims to develop and test an acceptance model for investigating consumers’ intention to use smart speakers.
Design/methodology/approach
First, antecedents that may significantly affect the usage intention of smart speakers were identified through an explorative approach by a netnographic analysis of customer reviews (N = 2,186) and Twitter data (N = 899). Afterward, these results and contemporary literature were used to develop and validate an acceptance model for smart speakers. Structural equation modeling (SEM) was used to test the proposed hypotheses on data collected from 293 participants of an online survey.
Findings
Besides perceived ease of use and perceived usefulness, the quality and diversity of a system, its enjoyment, consumer’s technology optimism and risk (surveillance anxiety and security/privacy risk) strongly affect the acceptance of smart speakers. Among these variables, enjoyment had the strongest effect on behavioral intention to use smart speakers.
Originality/value
This is the first study that incorporates netnography and SEM for investigating technology acceptance and applies it to the field of interactive smart devices.
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Angelo Bonfanti and Georgia Yfantidou
This study aims to detect the dimensions of the in-store customer shopping experience from the sports retailer perspective and to investigate how the role of sports equipment…
Abstract
Purpose
This study aims to detect the dimensions of the in-store customer shopping experience from the sports retailer perspective and to investigate how the role of sports equipment stores is changing.
Design/methodology/approach
This exploratory study performs semi-structured interviews with retail managers of sports equipment stores.
Findings
This research reveals the importance of the dimensions of immersive design, sensorial ambient elements, social relationships, trialability and real experience sharing in designing a memorable in-store shopping experience in sports stores, and it highlights that the store's role in the sports context is transitioning from sales space to an interactive, immersive, engaging and convivial place. It proposes a model to design the in-store customer shopping experience effectively.
Practical implications
Sports equipment managers can make their physical stores as experiential as possible by investing in expert, passionate personnel and technology in order to create a real in-store experience of the product and the sports practice.
Originality/value
While sports equipment retailers acknowledge the importance of providing customers with a memorable shopping experience by creating an evocative environment and placing multiple touchpoints in stores, management scholars have paid limited attention to sports stores. This study explores the ways in which sports retail managers can design their stores effectively in experiential terms.
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Jin Young Chung, Faiz I. Anuar, Hanyoung Go and Ulrike Gretzel
The purpose of this paper is to test if and how interactive thematic maps can encourage the formation of tourists' perceptual maps of attractions in a destination.
Abstract
Purpose
The purpose of this paper is to test if and how interactive thematic maps can encourage the formation of tourists' perceptual maps of attractions in a destination.
Design/methodology/approach
Data were derived from 365 online trip planners generated by users of the Amish Country web site from 1 August 2007 to 31 July 2008. Given the nature of the data set, network analysis techniques were used to analyze the data.
Findings
Network analysis findings demonstrate that the things to do (TTD) included in the interactive Heritage Trail map were more frequently bundled together in the saved trip plans than TTDs included in other sections of the web site. Further analysis suggests that some additional non‐Heritage TTDs could be included in the Heritage Trail map due to their perceptual proximity.
Practical implications
The findings provide evidence that interactive maps on web sites can play an important role in tourists' planning behavior, which has significant implications for online tourism marketing. The findings also provide insights as to how online behavioral data can be used to derive marketing intelligence.
Originality/value
This study contributes to the theoretical development of the role of interactive maps in travel planning and also illustrates the usefulness of network analysis for investigating tourism‐related issues.
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Hala Hossam Eldin, Ramy Bakir and Sherif El-Fiki
This research investigates the means of tacit knowledge (TK) communication between the designer and the computer in architectural design. Despite the integration of…
Abstract
Purpose
This research investigates the means of tacit knowledge (TK) communication between the designer and the computer in architectural design. Despite the integration of state-of-the-art computational technologies in different design phases, this integration happens within a limited scope, focusing mainly on tangible aspects of the design process, such as technical systems and visual representations. This lets architectural design miss the wider scope technology provides, where it can help in developing the computational design process through incorporating new intangible knowledge domains that were usually neglected, such as tacit knowledge, and through incorporating more design entities that were not included in the design process before.
Design/methodology/approach
The study conducts an interdisciplinary analytical review of the literature to achieve two main research goals. The first goal investigates TK communication between human beings and the second understands approaches of TK communication between humans and computers. For each goal, three phases were implemented; an initial research phase, where main keywords are identified, a sampling and selection of literature phase and an analysis of literature phase.
Findings
Through interlinking findings from different disciplines, the study presents a theoretical framework for TK communication. The framework provides architects with an approach to construct and transfer TK while using the computer in a computational design environment, presenting an individual and a social set of conditions and factors revealed from the review of the analyzed literature. The framework particularly emphasizes the significance of a human–computer symbiotic relationship for the process of TK communication to take place.
Originality/value
This paper presents a novel interdisciplinary reading into the literature of fields beyond architectural design, incorporating intangible knowledge domains into the computational design process and expanding the capabilities of computational design tools to allow for the transfer of intangible design attributes between different design entities, particularly tacit design knowledge.
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Bronwyn Lamond, Shimin Mo and Todd Cunningham
Despite the positive impact that assistive technology (AT) can have on the academic success of students with learning disabilities, it is often inconsistently implemented or…
Abstract
Purpose
Despite the positive impact that assistive technology (AT) can have on the academic success of students with learning disabilities, it is often inconsistently implemented or abandoned. It has been established that teachers' perceived usefulness of AT can act as a barrier to classroom AT implementation. The purpose of this study is to expand the current understanding of the challenges with implementation of AT within the classroom environment to inform teacher training on AT tools, improve professional development around AT and address the systemic and practical barriers that impact AT implementation within Ontario classrooms.
Design/methodology/approach
This research examined Grade 6–10 Ontario-certified teachers' (N = 111) perceptions of AT and the variables that predict perceived usefulness of AT. The study used a mixed methods design including a survey consisting of open- and closed-ended items that elicited information about teachers' AT knowledge and training, their access to AT resources, their perception of administrative support for access to and implementation of AT, the usefulness of AT and the barriers to AT use in the classroom.
Findings
An exploratory linear regression was conducted to predict perceived usefulness of AT from AT training, AT resources and AT knowledge and revealed that AT resources and AT knowledge added statistically significantly to the prediction, whereas AT training did not. A thematic analysis of open-ended survey responses and interview data further identified that access, training, Internet and student motivation may influence AT use.
Originality/value
Implications for teachers’ AT training and provision of AT resources are discussed.
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