Search results

1 – 10 of 69
Article
Publication date: 26 March 2024

Adebowale Jeremy Adetayo, Augustine I. Enamudu, Folashade Munirat Lawal and Abiodun Olusegun Odunewu

This study investigates the transformative role of Sora in education and libraries. This study aims to explore Sora’s capabilities and potential implications for enhancing…

Abstract

Purpose

This study investigates the transformative role of Sora in education and libraries. This study aims to explore Sora’s capabilities and potential implications for enhancing learning experiences and enriching library resources.

Design/methodology/approach

Using an exploratory approach, this paper analyzes Sora’s functionalities, focusing on its ability to convert textual descriptions into dynamic video content swiftly and accurately. It examines the ways in which Sora can augment learning through interactivity, personalization and accessibility, as well as its capacity to digitize cultural heritage and promote literacy in library settings.

Findings

Sora emerges as a potential powerful tool for education and libraries, offering opportunities for diverse learning modalities, creativity and critical thinking. Its capacity to facilitate immersive storytelling and educational gamification holds promise for engaging users and fostering community involvement. However, ethical considerations such as bias mitigation and equitable access must be addressed to maximize Sora’s benefits.

Originality/value

This study contributes to the understanding of artificial intelligence’s potential in education and libraries, particularly through the lens of Sora.

Details

Library Hi Tech News, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 0741-9058

Keywords

Article
Publication date: 21 May 2024

Jing Han Beh, Ming Kun Yew, Kok Hong Tan and John Patrick Rayner

Therapeutic landscapes can be beneficial for patients recovering from cognitive and behavioural impairments. The therapeutic garden in the Royal Talbot rehabilitation centre…

Abstract

Purpose

Therapeutic landscapes can be beneficial for patients recovering from cognitive and behavioural impairments. The therapeutic garden in the Royal Talbot rehabilitation centre (RTRC) located in Kew, Melbourne is a precedent for its nature design outdoor spaces and horticultural therapy (HT) program for patients with cognitive impairments due to brain and spinal cord injuries. There have been no studies into the physical design of the RTRC therapeutic garden.

Design/methodology/approach

This case study unveils the critical design themes, and dominant physical elements of the RTRC therapeutic garden through site observation and analysis over the course of two months, a semi-structured interview with a key staff, and graphical representations using integrated photography and collaborative digital tools of AutoCAD and Adobe Photoshop.

Findings

Seven critical design themes are identified for the RTRC garden: (1) space layout and organization, (2) physical and visual access, (3) pathway and facility, (4) multisensory vegetation, (5) amenity, wayfinding and seasonal interest, (6) cognitive stimulation, (7) utility and HT. Qualitative and quantitative data analysed in visual and descriptive format reveal multisensory vegetation, amenity, wayfinding and seasonal interest, and utility and HT are the top three most pivotal critical design themes in the RTRC therapeutic garden.

Research limitations/implications

The findings of this case study can be used to impart knowledge about the design of therapeutic landscape settings for cognitive impairments to design professionals and the public.

Originality/value

There is no case study has been conducted for this precedent of therapeutic garden in the Royal Talbot rehabilitation centre that targets for cognitive impairment patients. With the increasing awareness in medical and healthcare environments, this case study would help to inject mutual understanding, generate knowledge and design awareness among design professionals and public, and to cultivate more good quality healthcare settings.

Details

Archnet-IJAR: International Journal of Architectural Research, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 2631-6862

Keywords

Article
Publication date: 31 August 2022

Kate Nartker, Kate Annett-Hitchcock and S.M. Azizul Hoque

The purpose of this paper was to examine consumer perceptions of aesthetic attributes of textile-based assistive devices (ADs) and the language used by consumers to express those…

Abstract

Purpose

The purpose of this paper was to examine consumer perceptions of aesthetic attributes of textile-based assistive devices (ADs) and the language used by consumers to express those perceptions and concerns. Previous investigations of user feedback for ADs have largely focused on functional attributes rather than aesthetics.

Design/methodology/approach

An interpretivist research philosophy was selected to investigate the meaning behind consumer perceptions and to understand their viewpoints on the aesthetic dimensions of ADs. Using product reviews for two ADs sold on Amazon.com as data, the researchers conducted qualitative data analysis through coding and interpretation of meanings behind reviews to determine consumers’ perceptions related to their ADs.

Findings

The authors identified consumer concerns linking to aesthetics evidenced as a multisensory integration of visual, tactile and olfactory cues. Consumer-preferred language used to address aesthetic preferences was found to supplement the literature. Aesthetic considerations were found to be impactful on avoiding stigma and encouraging or discouraging continued use of the devices.

Practical implications

Findings may contribute to the development of textile-based ADs with improved aesthetics to enhance user experiences. New ways of using consumer language to interpret user needs may assist in future research and design practice for consumer products.

Originality/value

The use of consumer product reviews as a rich source of user data is discussed in this paper. As previous research on assistive technology has largely focused on functionality, results of this analysis offer insight into consumers’ aesthetic judgments related to ADs and bring a sensory perspective to the research area.

Details

Research Journal of Textile and Apparel, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 1560-6074

Keywords

Article
Publication date: 21 September 2022

Tan Jiang, Guang Luo, Zikai Wang and Wenhui Yu

The purpose of this study is to analyse and discuss the influencing factors of user experience in university mobile libraries and the improvement path of user experience in the…

Abstract

Purpose

The purpose of this study is to analyse and discuss the influencing factors of user experience in university mobile libraries and the improvement path of user experience in the context of mobile learning.

Design/methodology/approach

The study adopted the grounded theory research method, and the sample included 28 students from five universities, with mobile libraries as the research objects and semi-structured interview as data acquisition method. A step-by-step coding analysis of the original interview materials was conducted, which comprehensively identified the main concerns and problems encountered by users of the university mobile library apps especially in the mobile learning behaviour mode, and then a theoretical model of the influencing factors of the app user experience of the university mobile library was constructed.

Findings

A theoretical model of influencing factors was constructed, which determined that system quality, interaction quality, content quality, interface quality and function quality were the key elements of mobile library user experiences. Furthermore, based on the research results and user feedback obtained in the research process, the content and key points relating to the user experience can be elaborated in detail. In addition, this study was able to determine users' perspectives and their behavioural characteristics when engaging in mobile learning.

Originality/value

This study establishes a theoretical model of the factors influencing of the user experience of university mobile libraries based on mobile learning, which could provide a valuable reference for the design of other programs and strategies to promote user learning experiences of mobile library app in colleges and universities.

Details

Library Hi Tech, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 0737-8831

Keywords

Article
Publication date: 21 November 2023

Ghifari Yuristiadhi Masyhari Makhasi

This study aims to analyze the extent to which the walking tour in virtual version appeals to the younger generation and still provides lessons about cultural acculturation that…

146

Abstract

Purpose

This study aims to analyze the extent to which the walking tour in virtual version appeals to the younger generation and still provides lessons about cultural acculturation that can inspire citizenship today compared to an actual walking tour.

Design/methodology/approach

This quasi-experimental design uses pre-test and post-test with structured interviews for data collection from five purposive participants who related the experience and storytelling that they experienced from the tours.

Findings

This study finds while virtual tours cannot replace physical walking tours because of real multisensory experiences, storytelling and guiding interpretation through virtual tours is more likeable than walking tours Due to some potential disturbance in the field. However, the guiding interpretation related to the message of multiculturalism still reaches tourists both through actual and virtual tours.

Research limitations/implications

This study has limitations regarding the number of participants. A larger number of participants may provide greater objectivity. In addition, regarding the quasi-experimental method used, it is possible to have different results if the actual walking tour precedes the virtual tour, and this can be a broad discussion space for future researchers.

Social implications

Practically, this walking tour is expected to be a model for civic education, especially in Indonesia, which is delivered in a fun way through a walking tour.

Originality/value

This study offers a novelty regarding the development of a walking tour based on citizenship education, which can be seen from its impact on the younger generation when it is held virtually or actually.

Details

Journal of Cultural Heritage Management and Sustainable Development, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 2044-1266

Keywords

Article
Publication date: 19 December 2022

Francesco Saverio Massari, Pasquale Del Vecchio and Eva Degl'innocenti

This paper aims to explore how digital technologies can transform the museum into an “interaction platform” able to play a key role in the value co-creation processes of the…

Abstract

Purpose

This paper aims to explore how digital technologies can transform the museum into an “interaction platform” able to play a key role in the value co-creation processes of the tourism destination.

Design/methodology/approach

The paper applies the “co-creation through interactions” perspective by Ramaswamy and Ozcan. Empirically, the paper is based on the methodology of single case study identified in MArTA, the well-known National Archeological Museum of Taranto (South Italy). Data collection has been implemented through interviews with key informants and secondary data related to online interviews, press release and reports.

Findings

Findings provide empirical evidence about the contribution that a digitalization strategy can create a “museum as a platform” in which the interactions between the museum, its stakeholders and other co-creation elements (interfaces, artifacts and processes) bring benefits in terms of tourism experiences and sustainable development of the destination.

Practical implications

This research highlights the cultural changes and the actions that museum management has to implement to properly benefit from digitalization and to transform the museum into a reference point for reflection and innovation.

Originality/value

Elements of originality can be found in (1) the exploration of the wide spectrum of benefits and innovations that digital technologies can offer to the museum-mediated interactions and (2) the contribution to the understanding of the museum as a digitalized “interaction platform” capable of supporting the processes of co-creation of value in the complex network of actors and objects of a tourism destination.

Details

European Journal of Innovation Management, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 1460-1060

Keywords

Article
Publication date: 8 January 2024

Julian Waters-Lynch and Cameron Duff

The purpose of this study is to reflect on and analyse the sensory experiences related to the transition to remote work during the COVID-19 pandemic. The research seeks to…

Abstract

Purpose

The purpose of this study is to reflect on and analyse the sensory experiences related to the transition to remote work during the COVID-19 pandemic. The research seeks to understand how these experiences have influenced the integration of work practices into home and family life and the subsequent adaptations and embodied learning that arise in response.

Design/methodology/approach

The authors' research approach incorporates autoethnographic methods to explore the sensory, affective and emotional experiences of transitioning to remote work. The authors draw on principles of embodied learning, as influenced by Gilles Deleuze, and utilise a range of ethnographic tools including note-taking, audio memos, photography, shared conversations and written reflections to gather their data.

Findings

The study illuminates the ways bodies learn to accommodate the new organisational contexts that arise when the spaces, affects and forces of home and work intersect. It demonstrates how the integration of work into the private domain resulted in new affective and material arrangements, involving novel sensory experiences and substantial embodied learning.

Originality/value

This study provides a distinct, sensory-oriented perspective on the challenges and transformations of remote work practices amid the pandemic. By focussing on the affective resonances and embodied learning that emerge in this context, it contributes to the emerging discourse around post-lockdown work practices and remote work in general.

Details

Journal of Organizational Ethnography, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 2046-6749

Keywords

Article
Publication date: 4 April 2024

Jorge Nascimento and Sandra Maria Correia Loureiro

Drawing on appraisal theories, this paper aims to attempt to demonstrate how augmented reality (AR) strengthens relationships in the cognitive-affective-conative mechanism to…

Abstract

Purpose

Drawing on appraisal theories, this paper aims to attempt to demonstrate how augmented reality (AR) strengthens relationships in the cognitive-affective-conative mechanism to shape visitors' recommendation of awe-inspiring heritage experiences.

Design/methodology/approach

A mixed-method approach was undertaken. First, an exploratory pre-study (n = 98) analyzed the multidimensionality of awe appraisals, eliciting the most salient dimensions in tourism experiences for informing the main study. Subsequently, an on-site survey was used to examine the relationships in the cognitive-affective-conative sequence, based on 316 questionnaires collected at a highly acclaimed religious heritage equipped with a multisensory AR activity.

Findings

Two distinct appraisals underlined in the awe concept were elicited during the exploratory phase: altered emotions (aggregating positive self-transformative dimensions) and the need for accommodation. The survey results demonstrated that the influence of authenticity on recommendation is shaped by emotions. Altered emotions hold a central mediating role and are differentiated from other discrete emotions. AR and the need for accommodation are revealed as contingencies that regulate the mediated mechanism.

Practical implications

This paper provides the hospitality and tourism stakeholders with a better understanding of how immersive technologies can be used for boosting recommendations, by enhancing the emotional responses toward authenticity perceptions.

Originality/value

This study introduces a novel conceptual framework to broaden our understanding of how cognitive and affective mental processes are linked to visitors’ recommendations, and how AR amplifies the outcomes. To the best of the authors’ knowledge, it is the first research to distinguish and document the specific effects of two different types of awe appraisal.

Details

International Journal of Contemporary Hospitality Management, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 0959-6119

Keywords

Article
Publication date: 18 September 2023

Abeer F. Alkhwaldi

The Metaverse is an immersive virtual world where individuals interact with each other using an avatar. The Metaverse is promised to offer several potentials for different…

Abstract

Purpose

The Metaverse is an immersive virtual world where individuals interact with each other using an avatar. The Metaverse is promised to offer several potentials for different sectors. While the Metaverse promotes innovative interaction between individuals (e.g. learners), there is a scarcity of knowledge on what influences its acceptance and use in higher educational institutions (HEIs), particularly in developing countries. Thus, this paper aims to identify the factors that affect the users' intentions toward Metaverse technology for educational purposes in the HEIs in Jordan.

Design/methodology/approach

A study model was created by incorporating variables from the unified theory of acceptance and use of technology (UTAUT) (performance expectancy, PE; effort expectancy, EE; social influence, SI; and facilitating conditions, FC) and information system success (ISS) model (user satisfaction, SAT; system quality, SQ; service quality, SVQ and information quality, IQ) with perceived curiosity (PC) and hedonic gratification (HG) constructs. Both PC and HG were added as context-related factors that could contribute to improving the applicability of UTAUT and ISS to a wide range of technology use contexts. Data were gathered from 441 Jordanian university students using an online questionnaire.

Findings

The analysis of the structural model revealed that users' behavioural intentions toward using Metaverse were significantly affected by user satisfaction (SAT), performance expectancy (PE), facilitating conditions (FC) and hedonic gratification (HG). Also, information quality (IQ) and services quality (SVQ) were revealed to have a significant influence on user satisfaction. Likewise, the results illustrated a significant impact of systems quality (SQ), information quality (IQ) and service quality (SVQ) on PE. Lastly, a significant effect of PC on the EE factor was found.

Practical implications

This study will shed light on a number of practical implications for developers, designers, service providers and decision-makers supporting the acceptance and adoption of the Metaverse technology in the educational context. Also, it will contribute to developing the right strategies, and Metaverse content which will draw the attention of learners.

Originality/value

As per the surveyed literature and the researcher's prior knowledge, this is one of the first studies that integrate the UTAUT model, ISS model and two contextual factors (PC and HG) besides testing the proposed model in a developing country (Jordan). This paper is one of the few in which the individuals' acceptance behaviour of Metaverse technology was examined in the HEIs context.

Details

Kybernetes, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 0368-492X

Keywords

Article
Publication date: 2 August 2022

Yiping Jiang, Yanhua Chen and Xiaobo Chi

The practice of renovation and construction of university libraries is flourishing, but how to attract readers to use the library is an issue that urgently needs to be explored…

Abstract

Purpose

The practice of renovation and construction of university libraries is flourishing, but how to attract readers to use the library is an issue that urgently needs to be explored. Spatial cognition is a subjective judgment of a person's tendency to take action in the future and implies behavioral intention. Based on the sensory–image–cognition relationship, a theoretical model of university library readers' spatial cognition is conducted, and the influencing factors and mechanisms of spatial cognition are explored based on empirical data to provide theoretical references for spatial practices in university libraries.

Design/methodology/approach

A visual and art-based mental map approach is introduced based on a questionnaire survey. The questionnaire is mainly used for the specific evaluation of spatial use and the breakdown of the detailed elements, while the mental map method is mainly used for the evaluation of readers' spatial cognition. Relevant empirical data are collected from the library of the Zhejiang University of Technology.

Findings

The results indicate that readers' spatial sensory experience and mental imagery have positive effects on readers' behavior via the mediator spatial cognition, readers' spatial sensory experience and mental imagery have a positive effect on readers' spatial cognition and spatial cognition has a significant effect on readers' behavior.

Originality/value

The main contribution of this study is to construct a theoretical model of readers' spatial cognition and to explore the factors that have an impact on spatial cognition and the influence of cognition on behavior. This provides a more rational and in-depth thinking paradigm for the study of university library space and provides theoretical references for library practice.

Details

Library Hi Tech, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 0737-8831

Keywords

Access

Year

All dates (69)

Content type

Earlycite article (69)
1 – 10 of 69