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1 – 10 of over 38000Joakim Hans Kembro, Veronica Danielsson and Granit Smajli
The purpose of this paper is to investigate how modern network video technology could be used to improve different warehouse types and operations and how barriers may prevent its…
Abstract
Purpose
The purpose of this paper is to investigate how modern network video technology could be used to improve different warehouse types and operations and how barriers may prevent its implementation.
Design/methodology/approach
An exploratory multiple-case study with nine case companies was conducted, including on-site visits, interviews, questionnaires and a workshop.
Findings
The authors identified 12 video applications that could improve warehouse operations by making them safer, faster, more transparent and more reliable than they are at present. The authors found that video applications complemented existing information technology and offered a new dimension that provided the real-time analysis of different activities in warehouse operations. The main barriers to implementing video technology included uncertain return on investment, staff integrity, union restrictions and integration with other systems.
Research limitations/implications
The study contributes to the literature by exploring how information technology could be used to improve warehouse operations and by developing a classification matrix that outlines the video applications that suit the warehouse type and operation. Building on the contingency theory, the authors also described a conceptual framework for guiding future relevant research on warehousing.
Practical implications
Video technology provides an opportunity to improve efficiency and cut costs in warehouse operations, which could contribute to increasing the competitiveness of the company and the supply chain. However, several barriers must be overcome to enable its implementation. Furthermore, competing technologies, such as augmented reality and the internet of things, are being developed in parallel.
Social implications
The identified video applications could help to increase safety, sustainability and traceability in warehouse operations and, potentially, across the entire supply chain.
Originality/value
This research is the first to explore the potential of introducing video applications to increase the efficiency and effectiveness of various warehouse types and operations.
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Philip Walsh and Ranjita Singh
This study aims to investigate the evolution of factors that influence the current and future use of video streaming applications by Millennial consumers.
Abstract
Purpose
This study aims to investigate the evolution of factors that influence the current and future use of video streaming applications by Millennial consumers.
Design/methodology/approach
Combining technology acceptance, perceived values and user identity theory this study used factor analysis and multiple regression to examine data from a survey of 292 university undergraduates.
Findings
Millennial’s current and future use of video streaming services remains driven more by social and emotional values and their effect on identity salience with their choice of content. Ease of use, convenience and monetary value remains less of an influence currently but may become more important in the future with the continued maturity of the industry.
Practical implications
The results of this study suggest that video streaming service providers should be developing business models that recognize the increasing importance of emotional appeal and self-identity of their service offerings as the industry matures and competition increases.
Originality/value
The research is novel in addressing future video streaming service provision by examining changes in young consumer behaviour over time within a similar sample population and considering the growth and technological advancement of video streaming services. The results are significant in addressing the gap that exists in understanding whether perceived values for technology adoption of the same product or service by millennials change over time and the implications that have for product and service providers.
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The essay studies the introduction and use of audio-visual media in contemporary Swedish courtroom praxis and how this affects social interaction and the constitution of judicial…
Abstract
The essay studies the introduction and use of audio-visual media in contemporary Swedish courtroom praxis and how this affects social interaction and the constitution of judicial space. The background to the study is the increasing use of video technology in law courts during the last decennium, and in particular the reformed trial code regulating court proceedings introduced in Sweden in 2008. The reform is called A Modern Trial (En modernare rättegång, Proposition 2004/05:131). An important innovation is that testimonies in lower level court proceedings now are video recorded and, in case of an appeal trial, then are screened in the appellate court. The study of social interaction and the constitution of judicial space in the essay is based in part on an ethnographic study of the Stockholm appellate court (Svea hovrätt) conducted in the fall 2010; in part on a study of the preparatory works to the legal reform; and in part on research on how media technology affects social interaction and the constitution of space and place.
Rong Chen, Zang Li and Chao‐Hsien Chu
The purpose of this paper is to analyze the business potential of mobile video services in China via the case study of M‐Vzone.com. It answers two research questions: what are the…
Abstract
Purpose
The purpose of this paper is to analyze the business potential of mobile video services in China via the case study of M‐Vzone.com. It answers two research questions: what are the important factors that affect the adoption of mobile video services for individuals and enterprises? How much the value was added along the mobile video service chain and how were the benefits are realized?
Design/methodology/approach
Grounded in traditional technology adoption and information diffusion theories, the paper uses an exploratory research approach, including interviews and further analysis from published sources.
Findings
The authors' analysis suggests that three key factors contributed to the success of m‐commerce in the Chinese context: stronger customer relationship management; enhanced video/operation performance; and easier access to resources. From post‐investigation of the results, the authors also found that small‐ to mid‐sized Chinese owners showed a shift from an imitative to an incremental innovative mode of business thinking and practice.
Originality/value
This is the first study that examines mobile video commerce from a business and innovation perspective in China, to the best of the authors' knowledge. The paper investigates opinions from stakeholders directly involved in a mobile video web site and conducts a detailed analysis on the related value chain network. The findings will be of interest to decision makers in the mobile industry, especially those from small‐ to medium‐sized companies searching for an effective way toward service innovation. The paper can serve as a good foundation for future research into mobile service adoption and service innovation topics.
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Dina H. Bassiouni, Chris Hackley and Hakim Meshreki
Empirical studies using the technology acceptance model (TAM) have mainly focussed on utilitarian technologies. The purpose of this paper is to extend the TAM in order to develop…
Abstract
Purpose
Empirical studies using the technology acceptance model (TAM) have mainly focussed on utilitarian technologies. The purpose of this paper is to extend the TAM in order to develop a more nuanced understanding of the family dynamic around video game acceptance within households.
Design/methodology/approach
This paper proposes a new and unique adaptation of the TAM to study the acceptance of hedonic technologies in the context of parents’/carers’ acceptance and integration of video games within family-life dynamics. This adaptation of the TAM attempts to shed light on the social influences and intrinsic motivations behind parents’ and carers’ intentions to purchase video games for their children’s consumption.
Findings
The usefulness of video games lies in how enjoyable and entertaining they are, and this seems to be influenced by the convenience and ease of use that ultimately affects the behavioural intention towards video games. Convenience of use brings in social influences on perceived enjoyment and on parents’ actual behaviour towards video games. Some social influences seem to play a direct role in affecting children’s behaviour towards video games.
Research limitations/implications
The authors acknowledge that using Facebook as a tool for data collection has limitations attributed to selection bias. Another limitation is not giving voice to the children to account for their own subjective experience of video games and relying on their parents’ perceptions on the matter.
Social implications
This study advocated extending TAM within a hedonic framework in the context of examining parents’/carers’ acceptance of video games, while re-validating past theories of TAM and introducing new contextual variables adapted to address hedonic technologies.
Originality/value
Empirical studies using TAM have focussed on the utilitarian nature of technologies and very few considered hedonic technologies. This study’s key contribution to research lies in explaining the effects of parents’ perceived enjoyment, ease of use and convenience on the intention to purchase and play video games. The findings feed into work on the ethics and developmental issues around the marketing of video games to and for children.
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James Carr, Pat Gannon‐Leary, Bernadette Allen, Patsy Beattie‐Huggan, Anne McMurray and Nishka Smith
The purpose of this paper is to evaluate the effectiveness of video‐conferencing as a suitable technology for business process reengineering (BPR) training of 12 health sector…
Abstract
Purpose
The purpose of this paper is to evaluate the effectiveness of video‐conferencing as a suitable technology for business process reengineering (BPR) training of 12 health sector participants located in Prince Edward Island, Canada.
Design/methodology/approach
An action research was adopted. The participants received training from a remote BPR consultant located in Northern Ireland (UK), with the assistance of local moderators. The focus of the study is concerned with the quality of the learning experience and the important role played by local moderators.
Findings
Overall, the use of video‐conferencing technology provided a valuable learning experience. It was also cost effective and an efficient use of both the consultant's and the participants' time. A key part of the success of the exercise was the role of one of the local moderators who acted as the “eyes and ears” of the consultant.
Originality/value
A general contribution to knowledge is the positioning of the argument developed within the technology diffusion literature. The paper offers important insights into the effective use of video‐conferencing technology for BPR training purposes; and Knipe and Lee's evaluation of a video‐conferencing experiment in terms of the relationship between the human actors at the remote and local sites is discussed and extended.
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The study explores the use of video to document police interaction with citizens and its role in the renaissance of a contemporary crisis focused on police use-of-force, race…
Abstract
Purpose
The study explores the use of video to document police interaction with citizens and its role in the renaissance of a contemporary crisis focused on police use-of-force, race relations, and legitimacy in the United States. The saturation of communication technologies and network access have ushered an era of citizens watching the police, consolidating the new visibility of policing and potentially reorganizing to some degree the power dynamics of traditional police/community relations.
Methodology/approach
The argument is supported through a triangulated analysis that draws on several data sources about video technology use by both citizens and police, media coverage of police shootings, and public opinion on trends in police excessive force.
Findings
The institution of policing is experiencing a legitimacy crisis that is fueled by high-profile police shootings of African Americans by white police officers captured by video technology. The public increasingly expects access to video of police/citizen encounters, which redefines the public’s role in police accountability matters as well as the consequences for police legitimacy.
Originality/value
The theory illuminates the ways in which video has become central to public and official discourse in police use-of-force cases and the problems its presence and absence presents in police/community relations. The ability of citizens to record and widely share video of police encounters is a new development in the ability of citizens and police reform advocates to frame the discourse on police/community relations, accountability, and legitimacy.
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Zhihua Li, Zianfei Tang and Yihua Yang
The high-efficient processing of mass data is a primary issue in building and maintaining security video surveillance system. This paper aims to focus on the architecture of…
Abstract
Purpose
The high-efficient processing of mass data is a primary issue in building and maintaining security video surveillance system. This paper aims to focus on the architecture of security video surveillance system, which was based on Hadoop parallel processing technology in big data environment.
Design/methodology/approach
A hardware framework of security video surveillance network cascaded system (SVSNCS) was constructed on the basis of Internet of Things, network cascade technology and Hadoop platform. Then, the architecture model of SVSNCS was proposed using the Hadoop and big data processing platform.
Findings
Finally, we suggested the procedure of video processing according to the cascade network characteristics.
Originality/value
Our paper, which focused on the architecture of security video surveillance system in big data environment on the basis of Hadoop parallel processing technology, provided high-quality video surveillance services for security area.
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Vicki Holmes, Wilma Clark, Paul Burt and Bart Rienties
Information and Communication Technology offers powerful Web 2.0 tools that can benefit learners with different learning preferences. The rise of video streaming, the increased…
Abstract
Information and Communication Technology offers powerful Web 2.0 tools that can benefit learners with different learning preferences. The rise of video streaming, the increased proliferation of ‘on demand’ televisual media and new smartphone streaming opportunities have generated a range of web-based media that may usefully support teachers and learners in accommodating these varied learning styles. At the same time, media streaming technologies such as YouTube have distinct drawbacks for students, teachers and their institutions, particularly in relation to appropriate content and the ethical issues around the uploading of student materials to a public repository.
Two studies are reported. In Study 1, two case studies of how teachers engaged students with a media-streaming system called Box of Broadcasts (BoB) are discussed using principles of design-based research. The result from the first case study indicated that BoB provided an improved efficiency for teachers who filmed students’ presentations in a second language. The second case study illustrated how the integration of BoB into their classroom teaching led a psychology teacher to think differently about students and the design and delivery of teaching and learning resources. In Study 2, the use of a qualitative semi-structured interview approach with eight teachers indicated that staff felt that BoB was beneficial in supporting pedagogic practice. Furthermore, staff highlighted the opportunities for dialogue about theory, reality and practice that video materials offered to students as added value. Key limitations for some staff in their use of BoB as a support for video-enriched pedagogic practice were the restricted level of available content on BoB, some difficulties relating to the skills required for creating and using clips and technical stability when using clips.
While some may perceive technology as disruptive in higher education, this chapter makes a case that video technology can be used to increase collaboration and engagement in…
Abstract
While some may perceive technology as disruptive in higher education, this chapter makes a case that video technology can be used to increase collaboration and engagement in learning and teaching. It is argued that digital storytelling can be integrated as part of the assessment in graduate-level courses without compromising expectations related to academic rigor. Rather, digital storytelling advances multimedia literacy for the individual and supports the generation of bounded learning communities, specifically in online and blended programmes. Covering social presence, teaching presence and cognitive presence, the chapter draws on two examples of digital storytelling used in the MA in Conflict Analysis and Management and the MA in Global Leadership at Royal Roads University, Canada. Overall, the chapter makes a contribution to the conversation of how assessment formats can be updated to match the shift from traditional, lecture formats and brick-and-mortar institutions to applied, collaborative programmes that are often delivered in blended and online formats. Thus, as the field of higher education continues to evolve and adapt alongside technological innovations, the chapter suggests that digital storytelling can be one way to complement and update assessment formats to match the evolution of the twenty-first century.
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