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1 – 10 of 60Due to rapid increases in theoretical progress, the paper investigated user perceptions toward tele-presence systems with possible and antecedent motivations that affect attitude…
Abstract
Purpose
Due to rapid increases in theoretical progress, the paper investigated user perceptions toward tele-presence systems with possible and antecedent motivations that affect attitude and intention to use. The paper aims to discuss these issues.
Design/methodology/approach
The paper conducted an internet survey. Responses from 1,620 participants were collected and investigated to identify motivations and possible factors.
Findings
The results demonstrate that attitude has the most powerful effect on intention to use. In addition, social presence and perceived usefulness have significant effects on the intention to use. The results also demonstrate the crucial roles of perceived adaptivity and system quality on attitude. The factors examined in the study may be core features of user acceptance toward tele-presence systems with significant implications for improving and creating better and friendlier tele-presence systems for users.
Originality/value
This paper is of value to researchers designing and improving tele-operation and tele-presence services in the society.
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Yu‐Chih Huang, Sheila J. Backman and Kenneth F. Backman
The virtual world environment presents new business opportunities for building destination images that allow customers to make an informed decision and initiate travel…
Abstract
Purpose
The virtual world environment presents new business opportunities for building destination images that allow customers to make an informed decision and initiate travel arrangements. The purpose of this study is to investigate the applicability of flow theory and the concept of involvement in understanding the impacts of virtual experiences of Second Life on people's travel intentions.
Design/methodology/approach
Undergraduate college students at Clemson University were chosen as participants and data was collected in April 2009, entailing 42 usable surveys.
Findings
The results validate the notion that flow is a useful and practical instrument to understand users' experiences while navigating the 3D virtual world of Second Life. The achievement of an engaging and pleasant experience in Second Life is influenced by three factors: the skills available to tackle challenging tasks, the perception of interactivity, and the degree of presence sensation perceived by customers. Furthermore, the findings indicated that flow experience mediated the association between involvement and people's behavioral intentions.
Originality/value
This study is a stepping stone on the road to investigating new marketing media, as more systematic research is needed to investigate the virtual experience and its effects on how travelers make decisions.
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Aims to review the CLAWAR 2004 conference on climbing and walking robots.
Abstract
Purpose
Aims to review the CLAWAR 2004 conference on climbing and walking robots.
Design/methodology/approach
Selects key papers from the conference and presents a brief outline of the research undertaken and the conclusions reached.
Findings
The CLAWAR conference covered every aspect of climbing and walking robots including design, locomotion, navigation, actuation and control, sensors, tele‐operation and tele‐presence. Researchers spoke of robots for applications ranging from de‐mining, tank inspection and building cleaning to walking aids for the disabled.
Research limitations/implications
Focuses only on part of the CLAWAR 2004 conference, which featured some 120 presentations.
Practical implications
Climbing robots are starting to achieve practical applications such as cleaning building facades and windows.
Originality/value
Outlines trends in the development of climbing and walking robots.
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Abstract
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Ahmed K. Noor and Tamer M. Wasfy
An object‐oriented event‐driven immersive virtual environment is described for the creation of virtual labs (VLs) for simulating physical experiments. Discussion focuses on a…
Abstract
An object‐oriented event‐driven immersive virtual environment is described for the creation of virtual labs (VLs) for simulating physical experiments. Discussion focuses on a number of aspects of the VLs, including interface devices, software objects, and various applications. The VLs interface with output devices, including immersive stereoscopic screen(s) and stereo speakers; and a variety of input devices, including body tracking (head and hands), haptic gloves, wand, joystick, mouse, microphone, and keyboard. The VL incorporates the following types of primitive software objects: interface objects, support objects, geometric entities, and finite elements. Each object encapsulates a set of properties, methods, and events that define its behavior, appearance, and functions. A “container” object allows grouping of several objects. Applications of the VLs include viewing the results of the physical experiment, viewing a computer simulation of the physical experiment, simulation of the experiment’s procedure, computational steering, and remote control of the physical experiment. In addition, the VL can be used as a risk‐free (safe) environment for training. The implementation of virtual structures testing machines, virtual wind tunnels, and a virtual acoustic testing facility is described.
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Jerome C. Glenn and Theodore J. Gordon
This article presents a scenario based on the inputs of 550 futurists, scholars, business planners and policy advisers from around the world. Their views on global developments…
Abstract
This article presents a scenario based on the inputs of 550 futurists, scholars, business planners and policy advisers from around the world. Their views on global developments were distilled into a range of issues, opportunities and actions to address. These have been woven together into a scenario based on achieving norms by 2050 that were identified and rated by Millennium Project participants from around the world. This scenario describes how technological success, human development, and economic/political policies achieved a global economy that appears to be environmentally sustainable while providing nearly all people with the basic necessities of life and the majority with a comfortable living. The resulting social stability has created a relatively peaceful world and allowed the exploration of possible futures for the second half of the 21st century.
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Elian Eve Jentoft and Marit Haldar
Loneliness’ impact on health and wellbeing has emerged as a public health issue in several countries. Young people are increasingly understood as a ‘risk group’ and intervention…
Abstract
Purpose
Loneliness’ impact on health and wellbeing has emerged as a public health issue in several countries. Young people are increasingly understood as a ‘risk group’ and intervention target for loneliness-reduction. This research paper aims to present a discourse analysis of policies and political speech about young people and loneliness.
Design/methodology/approach
Using discourse analysis inspired by Carol Bacchi’s “What is the Problem Represented to Be” (WPR) approach, this cross-cultural analysis studies loneliness policy in the United Kingdom (UK) and Norway. In doing so, the authors ask: What is the problem of loneliness among young people represented to be in UK and Norwegian welfare policy?
Findings
The findings indicate paradoxical problematizations of the role technology plays among lonely young people, who, in this context, are divided in two categories: able normative and disabled youth. We reveal fundamental differences in beliefs about the impact of technology on these groups, and corresponding differences in the proposed solutions. The problem of young peoples’ loneliness is represented as uncertainty about potential harms of digital connectedness and reduced face-to-face interactions. In contrast, the problem of loneliness among disabled youth is represented as impeded access to social realms, with technology serving a benign role as equalizer.
Originality/value
Little research has examined this new policy field. The article contributes to filling this gap and encourages policymakers to consider how political discourses on loneliness may lead them to overlook digital interventions young people could find beneficial.
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Pingyu Jiang, Guanghui Zhou and Yong Liu
Extends the concept of e‐service to the whole phase of manufacturing. Develops an e‐service platform prototype based on this concept with Java Web solution including the mobile…
Abstract
Extends the concept of e‐service to the whole phase of manufacturing. Develops an e‐service platform prototype based on this concept with Java Web solution including the mobile agent broking technologies and application service provider (ASP) principle. The key point to implement the platform is to enable an open Web information service infrastructure for the whole product manufacturing chain. Inside this infrastructure, product‐specific online manufacturing system can be created by means of using a kind of bidding model. All users participating in the manufacturing process are able to cooperatively finish manufacturing tasks in real time through sharing the same platform. With the help of BOM flow, the global information service flow can be controlled easily. In addition, the legacy hardware/software can also be encapsulated with aglets that are Java mobile agents. As to new ASP software packages, they can be configured simply via the plug and play mode to the e‐service platform. In this way, the on‐line networked manufacturing can be tested.
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