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1 – 10 of over 27000Katharina Jahn, Frederike Marie Oschinsky, Bastian Kordyaka, Alla Machulska, Tanja Joan Eiler, Armin Gruenewald, Tim Klucken, Rainer Brueck, Carl Friedrich Gethmann and Bjoern Niehaves
Immersive virtual reality (IVR) has been frequently proposed as a promising tool for learning. However, researchers have commonly implemented a plethora of design elements in…
Abstract
Purpose
Immersive virtual reality (IVR) has been frequently proposed as a promising tool for learning. However, researchers have commonly implemented a plethora of design elements in these IVR systems, which makes the specific aspects of the system that are necessary to achieve beneficial outcomes unclear. Against this background, this study aims to combine the literature on presence with learning theories to propose that the ability of IVR to present 3D objects to users improves the presence of these objects in the virtual environment compared with 2D objects, leading to increased learning performance.
Design/methodology/approach
To test this study’s hypotheses, the authors conducted a 2 (training condition: approach vs avoid) x 2 (object presence: high vs low) between-subjects laboratory experiment that used IVR with 83 female participants.
Findings
The results support this study’s hypotheses and show that training with high object presence leads to greater reactions to cues (chocolate cravings) and improved health behaviour (chocolate consumption).
Originality/value
This study shows that increased object presence leads to unique experiences for users, which help reinforce training effects. Moreover, this work sheds further light on how immersive computer technologies can affect user attitudes and behaviour. Specifically, this work contributes to IVR research by showing that learning effects can be enhanced through an increased degree of object presence.
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Jihye Park and Dongwoo Ko
The purpose of the present research was to examine the effects of content, spatial, temporal and social presences stimulated by augmented reality (AR) technology on game enjoyment…
Abstract
Purpose
The purpose of the present research was to examine the effects of content, spatial, temporal and social presences stimulated by augmented reality (AR) technology on game enjoyment and continuing behavioral intention.
Design/methodology/approach
A total of 355 mobile AR game players participated in an online survey posted via the nationwide crowdsourcing web service in the US. A structural equation modeling was conducted using a maximum-likelihood estimation procedure to test the relationships among the variables.
Findings
Results of structural equation modeling revealed the mechanism through which multiple dimensions of presence on the mobile AR game generated positive effects on consumer responses and showed the effects of four dimensions of presence stimulated by the AR technology on game enjoyment, performance and behavioral intention. Content, spatial, temporal and social presences are integrated to create a sense of realness. These dimensions of presence simultaneously increased game enjoyment that influenced the perceived game performance, commitment to it and ultimately the intention to play other mobile AR games.
Originality/value
Although AR technology brings a unique experience to the game player, research on the effects of its use in mobile games on consumer responses is currently limited. The results of this study add value to the existing mobile game literature and provide practical insights for mobile game service providers on how to enhance players’ game enjoyment and continuing behavior.
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Ilona Iatcheva, Malina Dimitrova and Nikolina Petkova
The purpose of this study is to model the electric field distribution in 3D in the vicinity of 400 kV power line to determine the field impact on the environment and on the human…
Abstract
Purpose
The purpose of this study is to model the electric field distribution in 3D in the vicinity of 400 kV power line to determine the field impact on the environment and on the human body depending on the person location and presence of other objects.
Design/methodology/approach
The real 3D geometry of the three-phase line because of the line sag presence and existence of additional objects in its vicinity is considered. The time-harmonic electric field has been modeled, taking into account 1,200 phase shifting between the three-phase, 50 Hz currents. The study has been carried out using the finite element method (FEM) and COMSOL Multiphysics 5.2 software package. Special attention was paid to the field at a height of 2 m from the ground, to estimate the field influence on the located human body in the studied area (in relation to the limits for permissible electric field values).
Findings
3D map of electric field in the line vicinity and the electric field strength distribution along the observation surface (2 m from the ground) are determined for several region configurations: without additional objects, human presence just under the line, human at a certain distance from the line and presence of human and a tree. The simulation model was validated on the basis of comparison with computed and experimental data presented in the literature.
Originality/value
3D FEM modeling makes it possible to consider the real environment configuration, presence of line sag and additional objects with different material properties and obtaining of field quantities at any point of observation.
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Pekka Malinen and Antti J. Niemi
A system consisting of an industrial robot and a computer was provided with a camera of high resolution. The camera/computer interface was provided with an electronic window which…
Abstract
A system consisting of an industrial robot and a computer was provided with a camera of high resolution. The camera/computer interface was provided with an electronic window which was made controllable by computer program. A rough raster scan was used for detection of presence and approximate location of the objects. A finer raster and a set of seven thresholds for the brightness were then applied in a limited window around each object only, in order to save memory space and time without losing accuracy. Thus, e.g. two objects could be detected at the location of an originally unified area, or objects of the same form but differing colors were distinguished. The observation, indentification and classification of the objects by the robot were performed as a fully automatic sequence.
Tseng-Lung Huang and Feng Hsu Liu
The purpose of this paper is to examine the extent to which presence, media richness, and narrative experiences yield the highest experiential value in augmented-reality…
Abstract
Purpose
The purpose of this paper is to examine the extent to which presence, media richness, and narrative experiences yield the highest experiential value in augmented-reality interactive technology (ARIT).
Design/methodology/approach
A survey is performed to collect data. Valid questionnaires of 344 ARIT users are identified. The hypothesized associations are analyzed using structure equation modeling.
Findings
Empirical results indicate that narrative experience induces a higher experiential value than other simulative experiences, including presence and media richness.
Practical implications
Results of this study provide a valuable reference for managers attempting to design an ARIT process in order to optimize the experiential value in various online simulation environments.
Originality/value
This study adopts an integrated framework that incorporates narrative theory, media richness theory, and presence in the online ARIT. Exactly how narrative experience, media richness, and presence affect the formation of experiential value in the ARIT process is explored as well.
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Stephan Mühlbacher-Karrer, Juliana Padilha Leitzke, Lisa-Marie Faller and Hubert Zangl
This paper aims to investigate the usability of the non-iterative monotonicity approach for electrical capacitance tomography (ECT)-based object detection. This is of particular…
Abstract
Purpose
This paper aims to investigate the usability of the non-iterative monotonicity approach for electrical capacitance tomography (ECT)-based object detection. This is of particular importance with respect to object detection in robotic applications.
Design/methodology/approach
With respect to the detection problem, the authors propose a precomputed threshold value for the exclusion test to speed up the algorithm. Furthermore, they show that the use of an inhomogeneous split-up strategy of the region of interest (ROI) improves the performance of the object detection.
Findings
The proposed split-up strategy enables to use the monotonicity approach for robotic applications, where the spatial placement of the electrodes is constrained to a planar geometry. Additionally, owing to the improvements in the exclusion tests, the selection of subregions in the ROI allows for avoiding self-detection. Furthermore, the computational costs of the algorithm are reduced owing to the use of a predefined threshold, while the detection capabilities are not significantly influenced.
Originality/value
The presented simulation results show that the adapted split-up strategies for the ROI improve significantly the detection performance in comparison to the traditional ROI split-up strategy. Thus, the monotonicity approach becomes applicable for ECT-based object detection for applications, where only a reduced number of electrodes with constrained spatial placement can be used, such as in robotics.
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Mohamed Rida Abdessemed and Azeddine Bilami
The collective intelligence emerging from behaviors of social insects has become an inspiration source that is impossible to avoid; guiding researchers in various domains to…
Abstract
Purpose
The collective intelligence emerging from behaviors of social insects has become an inspiration source that is impossible to avoid; guiding researchers in various domains to solutions of insolvent problems by traditional approaches. These behaviors are made possible because of the interactions individual‐individual and individual‐environment, representing support on which cooperative work within the same group is based and allowing emergence at macroscopic level of sophisticated achievements. Many models were inspired by this new and very promising vision, to find simple rules, leading mobile, autonomous robots with limited capacities in their environment to realize tasks, like those of: browsing, collecting or self‐assembly. In this context, the purpose of this paper is to suggest a method, making global behavior evolve within an homogeneous agent‐robots community to accomplish heap‐formation task based on appointment principle in changing environment which can be very difficult. Control device, comparable to the functioning of cellular automaton containing sensory‐motor rules, is then used to arbitrate between some given elementary attitudes with which each agent‐robot initially is equipped.
Design/methodology/approach
Evolutionary approach using genetic algorithm based on reverse emergence principle seeks, then, for cellular automaton whose arbitration succeeds to realize this adaptive oriented grouping task.
Findings
Rules as simulation results obtained according to reactive model of multi‐agent systems are provided, compared with those found at the ants and commented.
Originality/value
Discovered rules are adaptive; it means when training ground becomes more difficult, agent‐robots become more flexible by decreasing thresholds conditioning rules application. If environment state continues to turn into harsh, robots are able to seek for another direction to start new heap formation somewhere else. Such zones are like Saharan region, airports or supermarkets.
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John Duffy and Daniela Puzzello
We study a microfounded search model of exchange in the laboratory. Using a within-subjects design, we consider exchange behavior with and without an intrinsically worthless token…
Abstract
We study a microfounded search model of exchange in the laboratory. Using a within-subjects design, we consider exchange behavior with and without an intrinsically worthless token object. While these tokens have no redemption value, like fiat money they may foster greater exchange and welfare via the coordinating role of having prices of goods in terms of tokens. We find that welfare is indeed improved by the presence of tokens provided that the economy starts out with a supply of such tokens. In economies that operate for some time without tokens, the later surprise introduction of tokens does not serve to improve welfare. We also explore the impact of announced changes in the economy-wide stock of tokens (fiat money) on prices. Consistent with the quantity theory of money, we find that increases in the stock of money (tokens) have no real effects and mainly result in proportionate changes to prices. However, the same finding does not hold for decreases in the stock of money.
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Enrico Bracci, Giorgia Gobbo and Luca Papi
This paper investigates the role of boundary objects and boundary work in the integration of risk management (RM) and performance management (PM) systems. In particular, the paper…
Abstract
Purpose
This paper investigates the role of boundary objects and boundary work in the integration of risk management (RM) and performance management (PM) systems. In particular, the paper combines theoretical insights with an empirical focus to examine how shared contexts are created through the boundary work performed by key actors across knowledge boundaries.
Design/methodology/approach
The paper develops an exploratory qualitative case study from a local government context. The methodology is based on document analysis and semi-structured interviews.
Findings
Boundary objects can act as knowledge integration mechanisms, allowing key actors to understand the meanings and uses of RM and PM practices. The paper shows how collaborative versus competitive boundary work exerted by key actors can explain the creation of shared contexts leading to integration between RM and PM.
Originality/value
The results contribute to the debate about the integration of RM with other managerial systems. Differently from previous research, the integration theme is addressed in the present work by looking specifically to the integration between RM and PM. In doing so, the role of both boundary objects and the boundary work performed by relevant actors to demarcate their legitimacy and autonomy over preferred practices is portrayed.
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Helen Sullivan and Paul Williams
This article aims to explore how objects function in integration efforts in health and social care contexts.
Abstract
Purpose
This article aims to explore how objects function in integration efforts in health and social care contexts.
Design/methodology/approach
The article draws on boundary object theory and empirical data collected from a range of health and social care integration initiatives in Wales to illustrate the value of the focus on objects and to identify the potential implications of this approach for studies in other national contexts.
Findings
Attention to objects can shed light on the dynamics of integration, its potential and limits, offering insights that conventional analysis might otherwise miss.
Research limitations/implications
The data drawn on in this paper are illustrative. Exploring the role of objects in integration requires more focused studies.
Practical implications
The results suggest that integration designers and managers need to pay closer attention to the attachments that practitioners develop to objects.
Originality/value
This is a highly original paper in view of its innovative use of boundary object theory in the context of integration, and its contribution to theory, research and practice.
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