130 research outputs found

    Explaining the Engenderment and Role of Consumer Ambivalence in E-Commerce

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    Although trust and distrust are both crucial in online truster-trustee relationships, researchers disagree as to whether trust and distrust are distinct from each other. Given this debate, it is important to consider how distrust could be distinguished from trust. Accordingly, this paper extends the nomological network of distrust and introduces two novel antecedents never introduced in e-commerce literature: situational abnormalities and suspicion. We also propose that trust and distrust coexist in an online e-commerce relationship and can result in ambivalence when they both have high attitudinal values (represented in emotions, beliefs, or behaviours). Using a study of online consumer behaviour with 521 consumers, we largely validated our newly proposed model. We find that situational abnormalities and suspicion are separate, important novel antecedents to distrust. We also examine the effect of ambivalence on the truster’s intentions towards the website and find a small positive effect that increases the user’s intentions towards the website. Finally, we demonstrate the coexistence of trust and distrust as separate constructs, and highlight that distrust has a much larger impact on the truster’s intentions than trust. We conclude with implications to theory and practice, along with a discussion of the limitations and future opportunities

    An Ethnorelative Framework for Information Systems Design

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    IT artifacts are connected to our lives in significant and complex ways. The consideration of culture in designing information systems for a global context will become increasingly important. This paper develops the concept of cultural values in relation to information, technology, and people (ITP). In an effort to facilitate a more robust analysis of culture with respect to information systems design, I develop an ethnorelative framework in which designers can begin to assess the “cultural geography” of the target audience in relation to their own. This framework has implications for the Technology Acceptance Model (TAM), but it is not focused on the evaluation of user behaviors in terms of perceived usefulness and perceived ease-of-use, per se. Its goal is to provide a heuristic for designers to understand their own cultural values relative to users of other national cultures

    Communication skills training exploiting multimodal emotion recognition

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    The teaching of communication skills is a labour-intensive task because of the detailed feedback that should be given to learners during their prolonged practice. This study investigates to what extent our FILTWAM facial and vocal emotion recognition software can be used for improving a serious game (the Communication Advisor) that delivers a web-based training of communication skills. A test group of 25 participants played the game wherein they were requested to mimic specific facial and vocal emotions. Half of the assignments included direct feedback and the other half included no feedback. It was investigated whether feedback on the mimicked emotions would lead to better learning. The results suggest the facial performance growth was found to be positive, particularly significant in the feedback condition. The vocal performance growth was significant in both conditions. The results are a significant indication that the automated feedback from the software improves learners’ communication performances.The Netherlands Laboratory for Lifelong Learning (NELLL) of the Open University Netherland

    Study of the sequential constraint-handling technique for evolutionary optimization with application to structural problems

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    Engineering design problems are most frequently charac-terized by constraints that make them hard to solve and time-consuming. When evolutionary algorithms are used to solve these problems, constraints are often handled with the generic weighted sum method or with techniques specific to the prob-lem at hand. Most commonly, all constraints are evaluated at each generation, and it is also necessary to fine-tune different parameters in order to receive good results, which requires in-depth knowledge of the algorithm. The sequential constraint-handling techniques seem to be a promising alternative, be-cause they do not require all constraints to be evaluated at each iteration and they are easy to implement. They neverthe-less require the user to determine the ordering in which those constraints shall be evaluated. Therefore two heuristics that allow finding a satisfying constraint sequence have been developed. Two sequential constraint-handling techniques using the heuristics have been tested against the weighted sum technique with the ten-bar structure benchmark. They both performed better than the weighted sum technique and can therefore be easy to implement, and powerful alternatives for solving engineering design problems

    Languages of games and play: A systematic mapping study

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    Digital games are a powerful means for creating enticing, beautiful, educational, and often highly addictive interactive experiences that impact the lives of billions of players worldwide. We explore what informs the design and construction of good games to learn how to speed-up game development. In particular, we study to what extent languages, notations, patterns, and tools, can offer experts theoretical foundations, systematic techniques, and practical solutions they need to raise their productivity and improve the quality of games and play. Despite the growing number of publications on this topic there is currently no overview describing the state-of-the-art that relates research areas, goals, and applications. As a result, efforts and successes are often one-off, lessons learned go overlooked, language reuse remains minimal, and opportunities for collaboration and synergy are lost. We present a systematic map that identifies relevant publications and gives an overview of research areas and publication venues. In addition, we categorize research perspectives along common objectives, techniques, and approaches, illustrated by summaries of selected languages. Finally, we distill challenges and opportunities for future research and development

    Noise mapping based on participative measurements

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    The high temporal and spatial granularities recommended by the European regulation for the purpose of environmental noise mapping leads to consider new alternatives to simulations for reaching such information. While more and more European cities deploy urban environmental observatories, the ceaseless rising number of citizens equipped with both a geographical positioning system and environmental sensors through their smartphones legitimates the design of outsourced systems that promote citizen participatory sensing. In this context, the OnoM@p system aims at offering a framework for capitalizing on crowd noise data recorded by inexperienced individuals by means of an especially designed mobile phone application. The system fully rests upon open source tools and interoperability standards defined by the Open Geospatial Consortium. Moreover, the implementation of the Spatial Data Infrastructure principle enables to break up as services the various business modules for acquiring, analysing and mapping sound levels. The proposed architecture rests on outsourced processes able to filter outlier sensors and untrustworthy data, to cross- reference geolocalised noise measurements with both geographical and statistical data in order to provide higher level indicators, and to map the collected and processed data based on web services

    mFerio: The design and evaluation of a peer-to-peer mobile payment system

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    Ministry of Education, Singapore under its Academic Research Funding Tier
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