1,783 research outputs found

    Participation 3.0 in the implementation of the energy transition—Components and effectiveness of an interactive dialogue tool (Vision:En 2040)

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    The allocation of renewable energy plants, especially wind turbines, is stagnating in Germany. Although the citizens approve of the energy transition, they resist concrete local projects. In recent years, research has shown that interactive map applications support participatory planning through motivation, social interaction, and knowledge transfer. We aim to reduce biases against renewable energy (RE) and support informed decision making while accepting local responsibility. We hypothesized that finding a new gamified participation format, based on behavioral mechanisms, would strengthen the empowerment of people. To this end, we designed a dialogue tool and participation format,’Vision:En 2040’, which combines: (i) a precise target electricity yield, (ii) an interactive map showing results of people’s actions, information about environmental impacts, and (iii) game rules which foster cooperation. In facilitated workshops, participants simulate the allocation of wind and photovoltaic power plants in their municipality to achieve a target electricity yield. The developed tool is based on methods of environmental planning and geoinformatics.’Vision:En 2040’ was systematically tested with a technical test and a pre-test. In addition, its impact on participants was assessed through surveys and qualitative content analysis. The evaluation results show that the tool can influence the acceptance of the energy transition in terms of attitude. Through’Vision:En 2040’, participants became aware of the community’s responsibility in the energy transition and expanded their knowledge. In addition, decision makers used the workshop results to plan RE sites. Our results indicate that’Vision:En 2040’ is helpful for informal citizen participation in accelerating the energy transition

    SUSMETRO : Impact Assessment Tools for Food Planning in Metropolitan Regions : IA tools and serious gaming in support of sustainability targets for food planning, nature conservation and recreation

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    By offering a series of decision support tools for stakeholders of metropolitan regions, SUSMETRO facilitates and enables evidence-based decision making by means of ‘serious gaming’. Making use of the Phase 1 thematic maps such as on agricultural competitiveness, nature conservation and recreational values, stakeholders can compare impacts of traditional versus innovative forms of agricultural production. The SUSMETRO Impact Assessment tool provides information on the expected effects of spatial planning with regard to the self-supportive capacities of the region (ecological footprint) and the share of recreational and nature conservation facilities (land use functions), offering cost-benefit calculations regarding the expected economic revenues. The whole process is embedded in a Landscape Character Assessment process and guided by Knowledge Brokerage procedures to strengthen the science-policy interface. In sum, the SUSMETRO approach allows a wide range of stakeholders to co-develop images for sustainable Metropolitan Agriculture

    NEW TECHNOLOGIES IN EDUCATION AND SOCIETY - BOOK OF ABSTRACTS

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    New technologies, like artificial intelligence and virtual collaborative environments, are in our daily lives and are becoming part of the fabric of human interactions and thought processes. They are powerful tools to improve our well-being and development that also challenge and create risks to our known processes and ways of being in the world. In Education, and in other areas, several projects, initiatives, research and general use offer material for critical analysis and planning of future avenues. As in other complex challenges, networked discussions, learning from each other and creating community is an important part of the solutions to be charted. Partners in the European University for Customised Education (EUNICE) have combined efforts to organise the event Seminar New Technologies in Education and Society (NTES), allowing deep discussions based on real and/or research-based uses and cases across different countries and contexts. This 3-day seminar, featuring plenary sessions, discussions, and poster sessions, will dive into the exploration and discourse surrounding new technologies in education and society. The plenary sessions will showcase new technologies utilized in education, while also serving broader social needs. Attendees will gain insight into the innovative concept of the EUNICE Virtual Lab, explore the opportunities and challenges posed by the Metaverse, Artificial Intelligence (AI), and blended real/virtual teaching approaches. Attendees will also have the unique opportunity to experience the virtual world first-hand through the use of VR headsets. This seminar aligns with the EUNICE4U project, which aims to develop a shared system of support for pedagogical innovation. One of the primary goals of EUNICE activities is to improve student learning through continuous pedagogical innovation, including effective integration of learning technologies, interdisciplinary teaching methodologies, and challenge-based learning approaches. EUNICE strives to harness the potential of immersive learning, particularly through virtual collaborative environments, as a promising method for delivering distance academic programmes.info:eu-repo/semantics/publishedVersio

    Online users' behaviours and behavioural intentions with reference to live streaming : a thesis presented in partial fulfilment of the requirements for the degree of Doctor of Philosophy at Massey University, Albany, New Zealand. EMBARGOED until 26 March 2023.

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    Embargoed until 26 March 2023Live streaming, as a new medium, allows users to participate in real-time interaction. It has attracted a large number of online users, and become a new social commerce venue and lucrative business, especially in China where the live streaming industry is growing explosively and is the largest in the world. This thesis aims to comprehensively investigate users’ behaviours and behavioural intentions in live streaming through both qualitative and quantitative approaches using the Chinese live streaming as an example. This thesis contains four studies to investigate from both streamers’ and viewers’ aspects. Firstly, we conducted two qualitative studies to investigate users’ online behaviours in the social commerce practice in live streaming by exploring how streamers attract viewers (Chapter 2) and encourage gifting (Chapter 3). Novel multiple triangulation was used, including data source triangulation and methodological triangulation. Through multiple triangulation, three behaviours for viewer attraction and four behaviours for gifting encouragement were identified. These two chapters help to comprehensively understand streamers’ online behaviours in this new form of social commerce. Next, we conducted two quantitative studies to explore why viewers continue to watch streams (Chapters 4 and 5). Based on expectation-confirmation theory (ECT), in Chapter 4, we modified the post-acceptance model of information system continuance and re-defined the constructs in a structural equation model of predictors of continuance intention of watching live streams. Chapter 4 successfully connects intention and continuance intention of watching, and integrates disparate understandings of viewers’ watching behaviours. To solve the deficiencies identified in current ECT-based models and further increase the explanation of variance in continuance intention of watching, in Chapter 5, we proposed a value-based continuance intention model (V-ECM), which theoretically extends ECT-based studies by including a process of overall practical assessment between users’ perceived benefits and perceived sacrifices. V-ECM appears to be a better model for explaining users’ continuance intention in the stream-watching context. Also, V-ECM could be used broadly in online and/or technology-related fields. Overall, this thesis comprehensively investigates both streamers’ and viewers’ behaviours and behavioural intentions in live streaming. Insights from this thesis can improve the design, functions and marketing within live streaming platforms. Also, this thesis provides strong foundations for further online behaviour studies, for example, stream-watching addiction

    Go Digital! Determinants of Continuance Usage of Mobile Payment Apps: Focusing on the Mediating Role of Gamification

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    Background: COVID-19 spread over the last two years has been instrumental in shifting physical banking transactions to mobile-based banking transactions. Recently, M-payments have dominated online and point-of-sale (POS) transactions in the Asia-pacific region. Therefore, there was a need to study the factors influencing M-payments. This research has been conducted to determine the significant factors influencing the usage and continuance usage of M-payment apps in an emerging country and particularly how gamified features enhance the usage of M-payments apps.is study is based on the perspectives of the Unified theory of acceptance and use of technology (UTAUT2) and information system success (ISS) theory, and it adds three new determinants—trust, gamified features, and continued use of mobile payments to better explain and forecast users\u27 behavioral intentions and continued use of mobile payment applications (M-payments apps). Method: The research has employed two studies on sample data from young users of M-payment apps (n=898), the dataset was analyzed through structural equation modelling for mediation and moderation analysis in study one. The second study was grounded through Vignette experiments to analyze the effects of the degree of gamified features on the continued usage of M-payments. Results: The results reported that behavioral intention to adopt, and usage of mobile payments are significantly mediated by gamified features and gamified features are partially mediating continuance usage of M-payments. Trust is the key to enabling continuance usage amongst the users of M-payments. These findings extend the understanding of users’ continuance intention in the context of payments apps. Conclusion: This study would be helpful in presenting insights for the M-payments service providers and the associated banks to develop strategy for the continuance usage of mobile payment apps

    Pre-conference proceedings of the 3rd IFIP TC 13.6 HWID working conference

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    The committees under IFIP include the Technical Committee TC13 on Human – Computer Interaction within which the work of this volume has been conducted. TC 13 on Human-Computer Interaction has as its aim to encourage theoretical and empirical human science research to promote the design and evaluation of human-oriented ICT. Within TC 13 there are different Working Groups concerned with different aspects of Human-Computer Interaction. The flagship event of TC13 is the bi-annual international conference called INTERACT at which both invited and contributed papers are presented. Contributed papers are rigorously refereed and the rejection rate is high. Publications arising from these TC13 events are published as conference proceedings such as the INTERACT proceedings or as collections of selected and edited papers from working conferences and workshops. See http://www.ifip.org/ for aims and scopes of TC13 and its associated Working Group
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