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1 – 10 of 511Susan Mathew K., Jovin K. Joy and Sheeja N.K.
This study aims to present recent trends in touchscreen research through scientometric analysis. Devices with touchscreen are powerful tools for performing specialized operations…
Abstract
Purpose
This study aims to present recent trends in touchscreen research through scientometric analysis. Devices with touchscreen are powerful tools for performing specialized operations. The touch screens of tablets, smartphones, laptops and television play an important role in teaching, learning and research.
Design/methodology/approach
The data was collected from Web of Science database from 2011 to 2021 and analysed using MS-Excel and VOSviewer software. After analysing 389 research papers, the authors identified the high impact journals, collaboration of countries, institutions, authors and growth trend of publications. Analysing the most used keywords, country-wise distribution of publications and research collaboration between institutions will help interpret the research trends in the selected time span.
Findings
The publications show an increase in number over the years from 2011 to 2021. Among the countries, USA has the highest number of 127 articles published, followed by England (61) and Canada (30). The results showed that the multiple authorship pattern in touchscreen publication is high when compared to single authors. The institutional analysis indicated that the organizations publishing more than five documents in the area were mostly from United Kingdom, Australia, USA and Korea. Timeline visualizations identified prominent keywords like touchscreen, performance, operant platform, Alzheimer’s disease, etc. in the subject. Interdisciplinary research is dominant in the subject, as seen from the most preferred journals and keywords.
Research limitations/implications
The analysis does not include a comprehensive coverage of the research output, as only Web of Science database from 2011 to 2021 in a 10-year period is included.
Practical implications
The study would benefit stakeholders, including manufacturers and researchers alike, to know the future of touchscreen research.
Social implications
This study is pertinent to socio-psychological fields because touchscreen technology encourages social connection among older persons and may help foster early literacy skills.
Originality/value
This paper will provide an understanding of the global developments in touchscreen research with recommendations for future research.
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Briefly discusses the development of touchscreen testing for use in hardness testing for analysis and control.
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Briefly discusses the development of touchscreen testing for use in hardness testing for analysis and control.
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The purpose of this essay is to highlight how the digital age makes visible community expression and organization on an international scale.
Abstract
Purpose
The purpose of this essay is to highlight how the digital age makes visible community expression and organization on an international scale.
Design/methodology/approach
This project provides a rhetorical analysis of the sub-cultural twitter hashtag “#Palestine2Ferguson”. By focusing on #Palestine2Ferguson, this piece interrogates the ways groups that have been displaced by oppression can build bridges in the new digital age. Through the adaptation of Deluca and Peeples “public screen”, this project reveals how increased sophistication of discernment adds a new “touch” to the screen.
Findings
An analysis of #Palestine2Ferguson through the lens of “the public touchscreen” emboldens rhetorical studies understanding of how ethnic/racial minority individuals are capable of self-selecting their method and modes of self-expression when building community.
Originality/value
The transformation of life within the digital age has created an exigence for a reconsideration and expansion of Deluca and Peeples concept of “public screens”.
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Elke Mattheiss, Georg Regal, Johann Schrammel, Markus Garschall and Manfred Tscheligi
The purpose of this paper is to discuss the issue of tailored text input methods for visually impaired and blind users that are needed on touchscreen devices to support their…
Abstract
Purpose
The purpose of this paper is to discuss the issue of tailored text input methods for visually impaired and blind users that are needed on touchscreen devices to support their accessibility. Previous approaches still have issues related to the necessity of searching for characters, slow entry speeds or cumbersome handling.
Design/methodology/approach
The authors developed a new Braille-based text input method named EdgeBraille, which allows entering six-point Braille characters by swiping one finger along the edges of the touchscreen in an arbitrary sequence. The approach was compared with the current standard method of a talking keyboard, first in a short-term lab study (14 participants) and then during two weeks of daily training (seven participants).
Findings
Overall EdgeBraille was perceived well by the users and possesses favourable handling characteristics. In terms of user performance (words per minute and error rate) the authors found no significant differences between the two methods. However, based on the evaluation results and the feedback of the participants the authors identified possibilities for improvement in terms of a smaller EdgeBraille version allowing the entry of eight-point Braille characters, and conducted a proof-of-concept study (seven participants).
Originality/value
In the paper the authors comprehensively reflect on advantages and disadvantages of Braille-based methods in general and EdgeBraille in particular. The authors argue why and how Braille-based methods should serve as complement to current text input paradigms based on talking keyboard and indicate future directions of research.
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Raaid Batarfi, Aziz Guergachi and M.I.M. Wahab
Studies have suggested that attributes are dynamic and a life cycle of product and service attributes exists. When an innovative feature is introduced, the feature might attract…
Abstract
Purpose
Studies have suggested that attributes are dynamic and a life cycle of product and service attributes exists. When an innovative feature is introduced, the feature might attract and delight customers. However, with the passage of time the state of the attractiveness of this feature may change, for better or for worse. The purpose of this paper is to provide a detailed model that shows the factors and related sub-factors that affect the life cycle of a feature and thereby explain the changes that may happen to a feature over time.
Design/methodology/approach
This model provide detailed explanations of the direct and indirect factors that affect the states of a feature, the ones that affect the rate of adoption, and the ones that trigger the changes between states. The model uses a current-market product’s feature to discuss the effects of these factors on the life cycle of this feature in detail.
Findings
This paper extends the theory of attractive quality attributes by identified seven states of the feature in its life cycle. These states are as follows: unknown/unimportant state, honey pot state, racing state, required state, standard state, core state, and dead state. This paper also identified eight major factors that affect the transition of the feature from one state to another. These factors include demographic, socioeconomic, behavioural, psychological, geographical, environmental, organisational, and technological factors.
Originality/value
The findings of this paper provide additional evidence that product and service attributes are dynamic. This paper also increases the validity of the attractive quality attributes theory and the factors that affect the state of the feature in its life cycle. The understanding of the state of the feature in its life cycle, and the factors that influence this change, helps not only in the introduction of completely new features but also in knowing when to remove obsolescent ones.
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Chongyang Chen, Kem Z.K. Zhang, Zhaofang Chu and Matthew Lee
In the growing information systems (IS) literature on metaverse, augmented reality (AR) technology is regarded as a cornerstone of the metaverse which enables interaction…
Abstract
Purpose
In the growing information systems (IS) literature on metaverse, augmented reality (AR) technology is regarded as a cornerstone of the metaverse which enables interaction services. Interaction has been identified as a core technology characteristic of metaverse shopping environments. Based on previous human–technology interaction research, the authors further explicate interaction to be multimodal sensory. The purpose of this study is thus to better understand the unique nature of interaction in AR technology and highlight the technology's benefits for shopping in metaverse spaces.
Design/methodology/approach
An experiment has been conducted to empirically examine the authors' research model. The authors use the structural equation modeling (SEM) approach to analyze the collected data.
Findings
This study conceptualizes image, motion and touchscreen interactions as the three dimensions of multimodal sensory interaction, which can reflect visual-, kinesthetic- and haptic-based sensation stimulation. The authors' findings show that multimodal sensory interaction of AR activates consumers' intention to purchase via a psychological process. To delineate this psychological process, the authors use feelings-as-information theory to posit that experiential factors can influence cognitive factors. More specifically, multimodal sensory interaction is shown to increase multisensory experience and spatial presence, which can effectively reduce product uncertainty and information overload. The two outcomes have been considered to be key issues in online shopping environments.
Originality/value
This study is one of the first ones that shed light on the multimodal sensory peculiarity of AR interactions in the extant IS literature. The authors further highlight the benefits of AR in addressing major online shopping concerns about product uncertainty and information overload, which are largely overlooked by prior research. This study uses feelings-as-information theory to explain the impacts of AR interactions, which reveal the essential role of the experiential process in sensory-enabling technologies. This study enriches the existing theoretical frameworks that mostly focus on the cognitive process. The authors' findings about AR interactions provide noteworthy guidelines for the design of metaverse environments and extend the authors' understanding of how the metaverse may bring benefits beyond traditional online shopping settings.
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