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Open Access
Article
Publication date: 30 July 2024

Anuj Kumar, Arya Kumar, Sanjay Bhoyar and Ashutosh Kumar Mishra

This paper analyzes the ethics of integrating Artificial Intelligence (AI), particularly regarding AI-generated educational content in academia. It attempts to explore how AI…

Abstract

Purpose

This paper analyzes the ethics of integrating Artificial Intelligence (AI), particularly regarding AI-generated educational content in academia. It attempts to explore how AI customization mimics human interaction and behavior in education, investigate ethical concerns in educational AI adoption, and assess ChatGPT’s ethical use for nurturing curiosity and maintaining academic integrity in education.

Design/methodology/approach

Fictional tales may help us think critically and creatively to uncover hidden truths. The narratives are analyzed to determine the affordances and drawbacks of Artificial Intelligence in Education (AIEd).

Findings

The study highlights the imperative for innovative, ethically grounded strategies in harnessing AI/GPT technology for education. AI can enhance learning, and human educators’ irreplaceable role is even more prominent, emphasizing the need to harmonize technology with pedagogical principles. However, ensuring the ethical integration of AI/GPT technology demands a delicate balance where the potential benefits of technology should not eclipse the essential role of human educators in the learning process.

Originality/value

This paper presents futuristic academic scenarios to explore critical dimensions and their impact on 21st century learning. As AI assumes tasks once exclusive to human educators, it is essential to redefine the roles of both technology and human teachers, focusing on the future.

Open Access
Article
Publication date: 2 April 2024

Koraljka Golub, Osma Suominen, Ahmed Taiye Mohammed, Harriet Aagaard and Olof Osterman

In order to estimate the value of semi-automated subject indexing in operative library catalogues, the study aimed to investigate five different automated implementations of an…

Abstract

Purpose

In order to estimate the value of semi-automated subject indexing in operative library catalogues, the study aimed to investigate five different automated implementations of an open source software package on a large set of Swedish union catalogue metadata records, with Dewey Decimal Classification (DDC) as the target classification system. It also aimed to contribute to the body of research on aboutness and related challenges in automated subject indexing and evaluation.

Design/methodology/approach

On a sample of over 230,000 records with close to 12,000 distinct DDC classes, an open source tool Annif, developed by the National Library of Finland, was applied in the following implementations: lexical algorithm, support vector classifier, fastText, Omikuji Bonsai and an ensemble approach combing the former four. A qualitative study involving two senior catalogue librarians and three students of library and information studies was also conducted to investigate the value and inter-rater agreement of automatically assigned classes, on a sample of 60 records.

Findings

The best results were achieved using the ensemble approach that achieved 66.82% accuracy on the three-digit DDC classification task. The qualitative study confirmed earlier studies reporting low inter-rater agreement but also pointed to the potential value of automatically assigned classes as additional access points in information retrieval.

Originality/value

The paper presents an extensive study of automated classification in an operative library catalogue, accompanied by a qualitative study of automated classes. It demonstrates the value of applying semi-automated indexing in operative information retrieval systems.

Book part
Publication date: 16 September 2024

Kirsty Worrow

Dark (Netflix, 2017–2020) is a German-produced science fiction television series, created by Baran bo Odar and Jantje Friese. Set in the geographically ambiguous small town of…

Abstract

Dark (Netflix, 2017–2020) is a German-produced science fiction television series, created by Baran bo Odar and Jantje Friese. Set in the geographically ambiguous small town of Winden, Dark is an intricate time-travel saga primarily across different epochs. With its emphasis on uncanny natural settings and fairy tale tropes (such as lost children, mysterious travelers, magical devices, etc.), Dark can easily be interpreted as fairy tale. Central is young Jonas Kahnwald who loses his father and witnesses the mysterious disappearance of a local boy. These traumas lead to shocking truths about his heritage. Jonas is the hero (both victim and seeker, after Propp's definition) though his twisting quest brings him face-to-face with two older versions of himself: The middle-aged Jonas fulfils a mentor/donor role for the younger but is conflicted in his desires to both perpetuate and unpick ‘the knot’. Later, Jonas encounters cataclysmic extremist ‘Adam’, a mature version of himself who acts as antagonist. Thusly, Dark centres White male trauma, agency, and ego to reflect responses to historic cultural trauma (such as the notion of the ‘anti-Heimat’) whilst also critiquing traditional conceptions of masculinity through young Jonas's actions. This chapter maps the interplay and representation of ego and trauma. Through textual analysis and with reference to relevant cultural, psychological, and philosophical scholarship, my exploration follows the threads of what Dark communicates about contemporary German masculinity in the face of trauma and how it reflects Western, White cultural thinking about the self.

Details

Gender and the Male Character in 21st Century Fairy Tale Narratives
Type: Book
ISBN: 978-1-83753-789-1

Keywords

Content available
Book part
Publication date: 16 September 2024

Abstract

Details

Gender and the Male Character in 21st Century Fairy Tale Narratives
Type: Book
ISBN: 978-1-83753-789-1

Article
Publication date: 9 July 2024

Zhongqin Bi, Susu Sun, Weina Zhang and Meijing Shan

Predicting a user’s click-through rate on an advertisement or item often uses deep learning methods to mine hidden information in data features, which can provide users with more…

Abstract

Purpose

Predicting a user’s click-through rate on an advertisement or item often uses deep learning methods to mine hidden information in data features, which can provide users with more accurate personalized recommendations. However, existing works usually ignore the problem that the drift of user interests may lead to the generation of new features when they compute feature interactions. Based on this, this paper aims to design a model to address this issue.

Design/methodology/approach

First, the authors use graph neural networks to model users’ interest relationships, using the existing user features as the node features of the graph neural networks. Second, through the squeeze-and-excitation network mechanism, the user features and item features are subjected to squeeze operation and excitation operation, respectively, and the importance of the features is adaptively adjusted by learning the channel weights of the features. Finally, the feature space is divided into multiple subspaces to allocate features to different models, which can improve the performance of the model.

Findings

The authors conduct experiments on two real-world data sets, and the results show that the model can effectively improve the prediction accuracy of advertisement or item click events.

Originality/value

In the study, the authors propose graph network and feature squeeze-and-excitation model for click-through rate prediction, which is used to dynamically learn the importance of features. The results indicate the effectiveness of the model.

Details

International Journal of Web Information Systems, vol. 20 no. 4
Type: Research Article
ISSN: 1744-0084

Keywords

Book part
Publication date: 25 September 2024

Antje Bierwisch and Marina Schmitz

In an era of polycrisis, we argue that responsible leaders need to unlearn common thinking patterns imprinted by old (management) paradigms in order to find new solutions to the…

Abstract

In an era of polycrisis, we argue that responsible leaders need to unlearn common thinking patterns imprinted by old (management) paradigms in order to find new solutions to the grand challenges of our time. To be able to overcome the “crisis of the imagination” and spur narratives about more sustainable futures, leaders need to update and restructure their skill sets and invest in developing anticipatory and futures (thinking) skills, as well as futures literacy as a competence. To achieve this on the student level, we also need to rethink business and management education at the university level by challenging the ways we teach, i.e., teaching pedagogics, as well as the content and story we want to tell about the future of management. Thus, with this chapter, we aim to rethink pedagogical methods and tools by introducing educators to potential pathways for equipping students with adequate skills to be able to “use-the-future”. As the process of unlearning is difficult, we argue that we need to venture out of the business discipline and push the barriers of the business and management curriculum so as to be able to further unleash creativity and imagination. To achieve this aim, we propose the integration of methods and approaches from art-related disciplines, such as theater, visual arts, or design, into the business curriculum.

Article
Publication date: 27 August 2024

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.

Details

Internet Research, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 1066-2243

Keywords

Book part
Publication date: 16 September 2024

Kirsty Worrow

Netflix's short-lived Gothic sci-fi psychological thriller 1899 tells of the discovery of a ghost ship by a steam-liner bound for America. All aboard are tested by unexplained…

Abstract

Netflix's short-lived Gothic sci-fi psychological thriller 1899 tells of the discovery of a ghost ship by a steam-liner bound for America. All aboard are tested by unexplained deaths, visions of past traumas and impossible events. 1899 exemplifies what Mittell calls ‘drillable media’ (2009), contemporary elaborate and inventive serial TV narratives which encourage the viewer into active reception, rewarding forensic deconstruction and analysis.

The creators sprinkle references to Classical mythology and philosophy throughout 1899, inviting literate, active consumers to use them in forensic reception. Featuring an ensemble cast of 20 principal characters, 1899 offers a variety of ‘masculine’ representations, and all can be described as Gothic. These characters are understood and enhanced through consideration of the allusions to Classical mythology in the text. These echoes enhance and shape the Gothic masculine representations in 1899. Furthermore, the female protagonist is imbued with counter-typical hegemonic gender traits and her connections to mythic and literary characters encourage a questioning of her status as hero.

With reference to Classical reception and Gothic studies, textual analysis and online analytical discourses posted by fans of 1899, this chapter explores the interplay between Gothic male representations, ‘masculine’ traits and allusions to mythology, employing both to create a television series which is both timeless and contemporary.

Details

Gender and the Male Character in 21st Century Fairy Tale Narratives
Type: Book
ISBN: 978-1-83753-789-1

Keywords

Content available
Book part
Publication date: 16 September 2024

Abstract

Details

Gender and the Male Character in 21st Century Fairy Tale Narratives
Type: Book
ISBN: 978-1-83753-789-1

Book part
Publication date: 12 September 2024

Alshimaa Aboelmakarem Farag

As the lines between physical and virtual worlds blur, this chapter delves into the transformative potential of the smart technology of Metaverse for people's mobility. Through a…

Abstract

As the lines between physical and virtual worlds blur, this chapter delves into the transformative potential of the smart technology of Metaverse for people's mobility. Through a literature review, the concepts of smart city and Metaverse are revealed, and a comparison between urban mobility and virtual mobility is conducted, looking for a seamless blend of virtual and physical realms. This chapter paves the way for exciting possibilities, from enhanced travel experiences to environmental and societal benefits. However, cautiously, acknowledging the potential downsides of relying on the virtual realm in mobility, this chapter advocates for a balanced approach. Ultimately, this chapter seeks to ignite a conversation about reimagining our cities with Metaverse-driven mobility as a guiding force, where people and places harmoniously converge with Metaverse technology. By combining real-time information, virtual platforms, shared mobility services, efficient urban design and supportive policies, people can make smarter mobility choices that reduce environmental impact and enhance the overall travel experience.

Details

Smart Cities and Circular Economy
Type: Book
ISBN: 978-1-83797-958-5

Keywords

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