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1 – 10 of 429Joel D. Olson, Frank D. Appunn, Chad A. McAllister, Kimberly K. Walters and Lynn Grinnell
The paper aims to address the question, “What is the impact of web-based video via webcams on virtual team trust and effectiveness?” Change and evolution in team perceptions over…
Abstract
Purpose
The paper aims to address the question, “What is the impact of web-based video via webcams on virtual team trust and effectiveness?” Change and evolution in team perceptions over time are described. The result is the creation of a theoretical model describing the effect of webcams on virtual team development.
Design/methodology/approach
A qualitative phenomenological heuristic case study was used to explore the individual expectations and experiences of the team members over a six-week period. To strengthen reliability and validity, two qualitative methods, content analysis and constant comparative analysis — a means of grounded theory, were used to both test the historic basis of the existing literature on trust and effectiveness in virtual teams and to explore how the use of webcams influenced the work, interactions and effectiveness of a virtual team. Both qualitative methods involved different pairs of researchers using inter-rater coefficients to address coding reliability and validity. Results from the two methods were then compared and contrasted.
Findings
The resulting model highlights the importance of ongoing, formal differentiated training on new technology. This research also suggests careful management of technology change and its deployment to enhance outcomes of various organization forms.
Research limitations/implications
Given the nature of the qualitative study, the findings are not generalizable, but may illumine the understanding of webcams and technology adaptation in similar virtual teams.
Practical implications
The resulting model highlights the importance of ongoing, formal differentiated training on new technology. This research also suggests careful management of technology change and its deployment to enhance outcomes of various organization forms. The study incorporates Technology Acceptance Theory and applications of the Kirton Adaptation-Innovation Inventory.
Originality/value
With the increase in bandwidth on the Internet, technologies such as webcams have become more viable for use in virtual teams.
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Frank Goethals and Jennifer L. Ziegelmayer
Internet use has a high environmental footprint that is often overlooked by end users. This paper contributes to limiting the negative environmental footprint of Information…
Abstract
Purpose
Internet use has a high environmental footprint that is often overlooked by end users. This paper contributes to limiting the negative environmental footprint of Information Technology (IT) use by understanding the relationship between environmental concerns and use of IT amongst users who are aware of the environmental footprint of IT use. Second, the paper argues that taking environmental concerns into account in technology acceptance studies is relevant, even in studies concerning ordinary IT (i.e. IT not commonly classified as “green” technology).
Design/methodology/approach
The authors conduct two vignette-based surveys in two different countries: the USA and Belgium. Partial least squares structural equation modeling (PLS-SEM) is used to analyse the effect of environmental concerns on the intention to use the webcam during online meetings and binary logistic regression is used to analyse the relationship between environmental concerns and reported actual use of webcams.
Findings
The higher the respondents' environmental concerns, the higher their intention to use internet systems in a more environmentally responsible way, provided the respondents are aware of the environmental footprint of internet system use. Moreover, the higher the respondents’ environmental concerns, the more likely they are to use internet systems in a more environmentally responsible way.
Originality/value
This study is the first to distinguish “Greening of IT Use” from “Greening of IT” and “Greening by IT” and to show that environmental concerns has an impact on the way end users (intend to) use internet systems, provided the users are aware of the environmental footprint of that use.
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– The purpose of this paper is to present a novel non-contact method of using head movement to control software without the need for wearable devices.
Abstract
Purpose
The purpose of this paper is to present a novel non-contact method of using head movement to control software without the need for wearable devices.
Design/methodology/approach
A webcam and software are used to track head position. When the head is moved through a virtual target, a keystroke is simulated. The system was assessed by participants with impaired mobility using Sensory Software’s Grid 2 software as a test platform.
Findings
The target user group could effectively use this system to interact with switchable software.
Practical implications
Physical head switches could be replaced with virtual devices, reducing fatigue and dissatisfaction.
Originality/value
Using a webcam to control software using head gestures where the participant does not have to wear any specialised technology or a marker. This system is shown to be of benefit to motor impaired participants for operating switchable software.
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The purpose of this paper is to examine: whether monetary, convenience, emotional, and social values were related to utilitarian and hedonic performance expectancies, which were…
Abstract
Purpose
The purpose of this paper is to examine: whether monetary, convenience, emotional, and social values were related to utilitarian and hedonic performance expectancies, which were then related to usage intention of augmented reality and motion capture (ARMC) e-shopping via a webcam and whether ego involvement and cognitive effort moderated the links between performance expectancies and usage intention.
Design/methodology/approach
The proposed model was based on Prospect Theory and the Value-Attitude-Behavior hierarchy consumer decision model. The participants were US online apparel shoppers (n=806) and were drawn from an online consumer panel. Structural equation modeling was employed to test the proposed model and research hypotheses.
Findings
This study identified that utilitarian performance expectancy was positively related to usage intention. However, hedonic performance expectancy was not positively related to usage intention. Monetary, convenience, emotional, and social values had an indirect influence on usage intention, mediated by utilitarian performance expectancy. Ego involvement and cognitive effort moderated the link between utilitarian performance expectancy and usage intention. Managerial implications were discussed.
Originality/value
The results not only verify theoretical conceptions regarding usage intention of ARMC e-shopping but also provide beneficial insights into the implementation and development of ARMC e-shopping applications that use webcams and motion capture technology.
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Muditha Senanayake, Amar Raheja and Yuhan Zhang
The purpose of this paper is to develop an automated human body measurement extraction system using simple inexpensive equipment with minimum requirement of human assistance. This…
Abstract
Purpose
The purpose of this paper is to develop an automated human body measurement extraction system using simple inexpensive equipment with minimum requirement of human assistance. This research further leads to the comparison of extracted measurements to established methods to analyze the error. The extracted measurements can be used to assist the production of custom-fit apparel. This is an effort to reduce the cost of expensive 3-D body scanners and to make the system available to the user at home.
Design/methodology/approach
A single camera body measurement system is proposed, implemented, and pilot tested. This system involves a personal computer and a webcam operating within a space of controlled lighting. The system will take two images of the user, extract body silhouettes, and perform measurement extraction. The camera is automatically calibrated using the software each time of scanning considering the scanning space. The user will select a front view and a side view among the images captured, and specify the height. In this pilot study, 31 subjects were recruited and the accuracy of 8 human body measurements were compared with the manual measurements and measurements extracted from a commercial 3-D body scanner.
Findings
The system achieved reasonable measurement performance within 10 percent accuracy for seven out of the eight measurements, while four out of eight parameters obtained a performance similar to the commercial scanner. It is proved that human body measurement extraction can be done using inexpensive equipment to obtain reasonable results.
Originality/value
This study is aimed at developing a proof-of-concept for inexpensive body scanning system, with an effort to benchmark measurement accuracy, available to an average user providing the ability to acquire self-body measurements to be used to purchase custom-fit apparel. This system can potentially boost the customization of apparel and revolutionize online shopping of custom-fit apparel.
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Annie Gentès and Marie Cambone
The purpose of this paper is to focus on the challenge of designing an interface for a virtual class, where being represented together contributes to the learning process. It…
Abstract
Purpose
The purpose of this paper is to focus on the challenge of designing an interface for a virtual class, where being represented together contributes to the learning process. It explores the possibility of virtual empathy.
Design/methodology/approach
The challenges are: How can this feeling of empathy be recreated through a delicate staging of location and interactions? How can the feeling of togetherness be organized in a 3D environment without creating a feeling of distraction? What are the tools of empathy in a mediated situation? The authors propose to use the concept of “contradictory semiotic analysis” to describe the design process that taps into visual cultures to build a representation and tools that support users' empathetic interactions. The analysis of designers' work from a semiotic point of view shows that they do not necessarily paint after life but play with different media and representations to build “remediated” situations of use.
Findings
The paper introduces the concept of “control room” elaborated after Manovich's control panel, to describe the visual interface that supports a diversity of points of view, hence supporting mediated empathetic relationships.
Originality/value
The paper answers the design questions: how can the system of representation support the feeling of empathy amongst participants through a delicate staging of space, people and of interactions within this space? How can a participant get, first, a feeling of togetherness and, second, a feeling of empathy with other participants? The design methodology is explained based on a “contradictory semiotic analysis” made of the comparison with similar platforms and with other modalities of empathy in different media. Second, the design proposition is described. Third, the design challenges that this type of production entails are discussed and the difficulties faced during the design process are analyzed.
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Owen P. O'Sullivan, Anita Bignell, Jennifer Powell, Sandra Parish, Lloyd Campbell, Hannah Iannelli, Chris Attoe and Grégoire Billon
During COVID-19, Maudsley Simulation successfully pivoted to fully online delivery of simulation-based education (SBE) in mental health. In migrating digitally, the simulation…
Abstract
Purpose
During COVID-19, Maudsley Simulation successfully pivoted to fully online delivery of simulation-based education (SBE) in mental health. In migrating digitally, the simulation faculty experienced a range of new phenomena and challenges. The authors’ experiences may be transferable to other specialities and for other educator groups. By sharing the authors’ experiences, this study aims to support others adapt to online SBE.
Design/methodology/approach
This piece represents the authors’ collective reflections on the challenges of adapting their facilitation skills to the online environment. It also offers various suggestions on how to improve the learner experience in view of these challenges.
Findings
Beyond merely platform orientation and operating procedure familiarisation, the team gained insights into ensuring optimal learning, engagement and participant experience during online deliveries. Delivery of online SBE brings several potential barriers to psychological safety and these warrant careful consideration by experienced simulationists.
Practical implications
Optimising participant engagement and psychological safety remain key considerations despite this novel medium. Facilitators must be willing to adapt accordingly to begin delivering high-quality online SBE.
Originality/value
From their experience, facilitators must reframe their debriefing expectations and adjust how they engage participants and manage group dynamics given the inherently different nature of this new learning environment.
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