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1 – 10 of 21Sunyoung Hlee, Jaehyun Park, Hyunsun Park, Chulmo Koo and Younghoon Chang
The purpose of this study is to empirically investigate what aspects of service robot interactions with customers can lead to meaningful outcomes in the view of customers. The…
Abstract
Purpose
The purpose of this study is to empirically investigate what aspects of service robot interactions with customers can lead to meaningful outcomes in the view of customers. The study examines functional and emotional elements of AI service robots in terms of meaningful outcomes.
Design/methodology/approach
This study highlights AI service robots' meaningful outcomes as a viable research problem and proposes a research model utilizing the Stimulus-Organism-Response (SOR) framework. As an empirical approach, 260 datasets were collected from customers who have experience with AI service restaurants in China.
Findings
The study examines the functional and emotional elements of AI-powered service robots on the attitude of and meaningful outcomes for customers. The results showed that the emotional (perceived friendliness and perceived coolness) and functional (perceived safety and robot competence) attributes of human–robot interactions (HRI) significantly affect the attitude toward using service robots. Second, the attitude toward using service robots significantly influences the experiential outcome and instrumental outcome of meaningful engagement.
Research limitations/implications
This study highlights two elements (i.e. functional and emotional) of HRI effectiveness using two metrics: experiential and performance outcomes. Future studies should generalize the research findings of service robots in the current study using a larger quantity of data from various service fields.
Originality/value
As the first empirical study highlighting the customer experience with service robots, this study opens up a feasible research direction for the service industry to pursue in terms of conducting HRI studies from the view of customers. It identifies a research model pursuant to customers' experience with HRI in creating meaningful outcomes and it theoretically extends the SOR model to the hospitality study, focusing on the HRI issue.
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Joseck Nyaboro, Kwangsoo Park and Jaehyun Park
The study explores how the comparative tourism destination could incorporate the merits of the competitive tourism destination by implementing a socio-technical design application…
Abstract
Purpose
The study explores how the comparative tourism destination could incorporate the merits of the competitive tourism destination by implementing a socio-technical design application for smart tourism.
Design/methodology/approach
To address this issue researchers have conducted a case study in Egypt, because Egypt is one of the most popular tourism comparative destination. It includes two field studies and qualitative interviews conducted in Cairo and Alexandria in Egypt.
Findings
Egypt has diverse comparative advantages in terms of touristic features; however, the dysfunctional flow of information among the stakeholders was a hindrance to be a competitive destination. Based on this problem statement, the researchers synthesized “M-Tour” as a new socio-technical design application, moving toward the competitive destination from the comparative ones.
Originality/value
The present study makes two contributions. First, it theoretically conceptualizes an integrated model of how a tourism comparative destination can incorporate the competitive advantages by a socio-technical design application called M-Tour. Second, it empirically explores the tourists' latent requirements in Egypt by two field studies in order to develop a smart tourism design application as a new socio-technology.
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Jaehyun Park and Arkalgud Ramaprasad
The purpose of this study is to explore an ontology of designer-user interaction with a knowledge management foundation. To address this research gap, the authors ask the…
Abstract
Purpose
The purpose of this study is to explore an ontology of designer-user interaction with a knowledge management foundation. To address this research gap, the authors ask the following research question: what types of knowledge on designer-user interactions are associated with design function and approach in creating effective design outcomes in a collaborative design process?
Design/methodology/approach
Based on ontology of a knowledge management foundation and 99 design projects, the authors conceptualized the ontology of designer-user interaction, which considers design role, function, approach and outcome as a knowledge of designer-user interaction in the design process.
Findings
Based on this analysis, the authors theorize an ontology of designer-user interactions with five dimensions: participant, role, function, design approach and design outcome. Also, this study presents a case study of how this ontology could be applied into the actual projects.
Originality/value
In this study, the authors explore an ontology of designer-user interaction with a knowledge management foundation, because previous interdisciplinary design studies have not formalized the types of designer-user interaction. To address this research gap, the authors ask the following research question: What types of knowledge on designer-user interactions are associated with design function and approach in creating effective design outcomes in a collaborative design process?
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Younghoon Chang, One-Ki Daniel Lee, Jaehyun Park and Juyeon Ham
Seoyoun Lee, Younghoon Chang, Jaehyun Park, Alain Yee Loong Chong and Qiuju Yin
This study examines how users' multidimensional representational fidelity factors affect sociability and cyberself engagement in the Metaverse platform; that is, how they interact…
Abstract
Purpose
This study examines how users' multidimensional representational fidelity factors affect sociability and cyberself engagement in the Metaverse platform; that is, how they interact with newly defined self-images as their personas in the environments. It investigates how representational fidelity serves platform users to perform social roles and increase their sociability by establishing a new cyberself, thus influencing continuous platform use.
Design/methodology/approach
This study surveyed 314 users of the Metaverse platform Horizon, where users can create a virtual agent avatar, meet people in the same online environment in real time, and interact with a sense of three-dimensional immersion. Data were analyzed using partial least squares regression models.
Findings
User socialization significantly influenced the intention to use the Metaverse platform. Representational fidelity was a crucial variable for sociability, and activity representational fidelity was the most influential aspect among the four other elements. Platforms should consider how to enable users to create and use activities that faithfully represent their personas.
Originality/value
The novelty of this study is that it introduces representational fidelity based on representation theory into the context of virtual persona in the Metaverse platform. This study extended representational fidelity to the socialization perspective by utilizing the integrated model of user satisfaction and the technology acceptance model. Through the results, this study emphasized that users' sociability significantly influences their intention to use the Metaverse platform. Finally, this study provides a feasible guideline on how practitioners could design and strengthen their platforms so that users can represent their cyberselves faithfully.
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Youyung Hyun, Jaehyun Park, Taro Kamioka and Younghoon Chang
The current study aims to structure the existing knowledge about organizational agility from the information systems (IS) capabilities view and synthesizes how agility is enabled…
Abstract
Purpose
The current study aims to structure the existing knowledge about organizational agility from the information systems (IS) capabilities view and synthesizes how agility is enabled by big data analytics (BDA).
Design/methodology/approach
This study performs a systematic literature review with the lens of IS capabilities view and provides an integrative framework that represents how BDA improves organizational agility through the mediation of IS capabilities.
Findings
This systematic literature review synthesizes what is known and identifies what remains to be further studied with a focus on the relationship between BDA competency and organizational agility, which contributes to academic performance in BDA and agility research communities.
Originality/value
Despite a growing body of literature on the relationship between BDA and agility, a consolidated and systematic understanding of how BDA can enable organizational agility is generally missing. Therefore, the current study addresses this gap by proposing an integrative framework that elucidates the processes in which BDA competency leads to agility through the mediation of IS capabilities.
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Jaehyun Park, Junglo Park, Juhyung Kim and Jaejun Kim
The purpose of this study is to identify an objective energy performance assessment method in Korea, and to build a building information modelling (BIM) based system that can…
Abstract
Purpose
The purpose of this study is to identify an objective energy performance assessment method in Korea, and to build a building information modelling (BIM) based system that can assess the energy performance of buildings.
Design/methodology/approach
The energy performance assessment methods currently used in Korea were first identified via a literature review. A system was then implemented to solve the problem of objectivity. The system was implemented through a data‐based building information model, instead of the existing method of documented two‐dimensional (2D) CAD. In addition, Revit Architecture (a BIM tool), MS Access, and Visual Basic (VB) were used to implement the system. To verify the system's efficiency, it was compared to the existing method by applying both to an actual case (a school facility).
Findings
This study found that the issue of subjectivity in the Korean energy performance assessment method may be resolved with a data‐based BIM.
Originality/value
This study presented the BIM‐EPAS to reduce errors and the time needed to conduct an energy performance assessment. In order to follow a realistic approach, the BIM‐EPAS was applied to an actual assessment case, thereby verifying the system's applicability.
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Marc Riar, Nannan Xi, Jakob J. Korbel, Ruediger Zarnekow and Juho Hamari
A current technological trend, which has gained even more traction recently due to the COVID-19 pandemic, is the use of augmented reality (AR) in shopping environments. AR is…
Abstract
Purpose
A current technological trend, which has gained even more traction recently due to the COVID-19 pandemic, is the use of augmented reality (AR) in shopping environments. AR is addressing contemporary challenges rooted in online shopping (e.g. in terms of experientiality and try-on) and is fundamentally reshaping consumers' experiences. The purpose of this study is to provide a synthesized and structured overview of the state-of-the-art research focused on AR shopping.
Design/methodology/approach
The authors conduct a systematic literature review of the empirical academic corpus focused on shopping via AR technology.
Findings
The review reveals the diverse psychological (cognitive, affective, and social) as well as behavioral outcomes related to the use of AR in the shopping context. The authors integrate the results into a framework for AR induced consumer behavior in shopping, thereby providing an important overview of the dynamics in AR-related shopping and the factors influencing the adoption of the technology by consumers. Specifically, the authors encountered that the technological abilities of AR (e.g. in terms of interactivity, vividness, informativeness, etc.) are a source for enhanced utilitarian and hedonic shopping experiences that can support intentions to purchase a product, reuse an AR app, or recommend it to others. Importantly, our review reveals the demand for several avenues for future research.
Originality/value
The authors provide an overview and synthesis of how and where AR is employed in shopping contexts, what theories and technological characteristics of AR are commonly analyzed, and what psychological and behavioral outcomes AR has been found to evoke. Based on our findings, the authors derive a framework that illustrates the dynamics in AR shopping and give an in-depth discourse on 13 future research agenda points related to thematic, theoretical, methodological, and technological matters.
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Yonghan Zhu, Rui Wang, Rongcan Zeng and Chengyan Pu
This research created a theoretical framework based on theory of consumption values (TCV) and theory of perceived risk (TPR) to investigate the determinant factors behind…
Abstract
Purpose
This research created a theoretical framework based on theory of consumption values (TCV) and theory of perceived risk (TPR) to investigate the determinant factors behind consumers' intention to use health and fitness apps during the COVID-19-related lockdown. In addition, based on selectivity hypothesis theory (SHT), this study also explored how gender differences moderate the relationships between the determinants and consumers' behavioral intention.
Design/methodology/approach
A total of 613 respondents completed a self-reported online questionnaire. Structural equation modeling was conducted to test the role of potential determinants in influencing consumers' behavioral intention. Hierarchical multiple regression was performed to examine the moderating effect of gender.
Findings
The findings of this research revealed that physical appearance, general health, enjoyment, affiliation and condition have positive influences on consumers' behavioral intention, while privacy risk and security risk exert negative impact on consumers' behavioral intention. More importantly, the moderating results indicated that only affiliation, privacy risk and security risk have stronger influences on female, while other predictors showed the same effects on both genders.
Practical implications
Fitness providers should embrace health and fitness apps as a new contactless tool to offer services during and after the COVID-19-related lockdown. Fitness providers and app developers need to focus more on the utility and quality of their health and fitness apps. In addition, they should add more gamification elements to health and fitness apps because these elements could increase consumers' hedonic experience especially during the lockdown. Third, the security systems in health and fitness apps should be continuously updated to decline privacy risk during and after the COVID-19-related lockdown. Lastly, when female consumers are targeted during the lockdown, fitness providers should make more efforts to imbue health and fitness apps with more social features and improve the level of security.
Originality/value
Although the importance of contactless technologies has been highlighted ever since the beginning of the COVID-19 pandemic, there has been very little research on the usage of health and fitness apps during the lockdown based on TCV and TPR. Meanwhile, the moderating role of gender differences in this context remains underexplored. This research is one of the early attempts to fill in these gaps. The findings of this study will enhance the theoretical framework regarding the acceptance and use of health and fitness apps; it also challenges the generalizability of SHT in the context of the COVID-19-related lockdown. Moreover, several important implications for the health and fitness industry during and after the COVID-19 pandemic were suggested.
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