31,283 research outputs found

    Semantic discovery and reuse of business process patterns

    Get PDF
    Patterns currently play an important role in modern information systems (IS) development and their use has mainly been restricted to the design and implementation phases of the development lifecycle. Given the increasing significance of business modelling in IS development, patterns have the potential of providing a viable solution for promoting reusability of recurrent generalized models in the very early stages of development. As a statement of research-in-progress this paper focuses on business process patterns and proposes an initial methodological framework for the discovery and reuse of business process patterns within the IS development lifecycle. The framework borrows ideas from the domain engineering literature and proposes the use of semantics to drive both the discovery of patterns as well as their reuse

    The power of immersive technologies: a sociopsychological analysis of the relationship between immersive environments, storytelling, sentiment, and the impact on user experience

    Get PDF
    This dissertation initially focused on exploring the potential of immersive technologies for the distant future. However, the emergence of the COVID-19 virus in late 2019 disrupted the world, causing a pause in many areas. Nevertheless, the butterfly effect of the pandemic spurred the development of immersive technologies, resulting in the rise of the metaverse, web3, non-fungible tokens (NFT), and avatars, which are gaining increasing popularity. The excitement for the metaverse is growing in both academia and industry, leading to new avenues of research, digital marketing, video games, tourism, and social media. This dissertation explores this rapidly emerging technological revolution and its effects on user experience (UX)

    Implementation plan of health and safety processes

    Get PDF
    An auditor was asked to review an organisation’s Health and Safety procedures to assess compliance with the new legislation imposed by The Health and Safety Act 2015. Then the organisation approached an internal source to conduct a strategic plan in order to target issues of health and safety risk. An implementation plan will be designed to achieve the auditors recommendations and improve the organisation’s Health and Safety practices. Research and audit of the current policies and procedures used at the organisation must be conducted in order to gain a better understanding of the current issues and from there develop action plans and a strategy on how to reach those action plans. Current documentation of policies and an interview with management will be analysed to detail the potential action plans.Once the research has been conducted, results will be used to determine conclusions

    Immersive Telepresence: A framework for training and rehearsal in a postdigital age

    Get PDF

    “Reality is in the air”: concept of perceived augmentation and exploration of its impact on consumer experience

    Get PDF
    Augmented reality (AR) technology is becoming increasingly used in marketing as a tool for enhancing consumer experience. Developed and defined in the fields of computer science and human-computer interaction, AR technology simulates an overlay of virtual annotations in the physical environment and interacts with it in real- time (Azuma et al., 2001). Some popular examples of AR include virtual mirrors (Ray Ban, ModiFace) and smartphone applications that simulate products such as furniture (IKEA). Despite its increasing deployment in marketing, related academic research about the significance of AR for consumer experience and its impact on consumer behavior has been scarce. This thesis approaches this gap in the literature by studying media characteristics of AR and examining their impact on consumer affective, cognitive and behavioral responses, following the approach of Theory of Interactive Media Effects by Sundar et al. (2015). Throughout a series of four articles, it aims to define salient media characteristics of AR technology and evaluate how they alter consumer experience. The 1st article examines to which extent AR shares media characteristics of other interactive technologies and how these characteristics – namely interactivity, modality, hypertextuality, connectivity, location-specificity, mobility, virtuality – influence consumer responses. Based on a literature review, a research agenda is proposed that identifies the knowledge gaps related to the impact of AR on various types of consumer responses. For example, it suggests that future research should investigate: how lower levels of hypertextuality in an AR app influence consumer satisfaction and exploratory behavior; how can AR represent a social experience, given that little connectivity is present in the current AR apps; what combinations of modality in terms of text, visuals and audio are most effective for AR; to which extent consumers perceive AR apps to be interactive and how that impacts their experience. Finally, the research agenda also underlines the importance of investigating the AR media characteristic augmentation (Preece et al., 2015), absent in previous interactive technologies. The 2nd article focuses on two salient media characteristics of AR apps – interactivity and augmentation. It shows that the presence of AR does not translate into an app being perceived as more interactive in comparison to a non-AR app in terms of control and responsiveness. On the other hand, the study offers first evidence that perceived augmentation is significantly higher for AR apps than for non-AR apps and that it represents a suitable psychological correlate (Sundar et al., 2015) for measuring the perception of AR characteristics that set it apart from other technologies. Two experimental studies demonstrate that perceived augmentation impacts the level of immersion into flow, which then mediates the impact of perceived augmentation on consumer attitude towards the app and behavioral intentions to use it again and talk about it. Based on the previous study, the 3rd article further develops the measurement items of perceived augmentation and investigates its impact on consumer experience. An in-the-wild study (Rogers, 2012) was conducted in a retail store, where we observed consumers’ interaction with an AR make-up try-on application. The findings show that such an application creates a playful experience and that shoppers would use such tool to narrow their consideration set or, in some cases, to even choose products to purchase. Furthermore, the survey study confirms that perceived augmentation significantly relates with playfulness, perceived convenience and behavioral intentions. Finally, a more complete scale for perceived augmentation is developed and validated in the 4th article. Items are refined through several qualitative studies, based on which we propose that perceived augmentation is comprised of two dimensions – virtual enhancement and virtual- physical congruency. An online study with 213 participants confirms this dimensionality and, furthermore, shows that virtual-physical congruency elicits significant impact on enjoyment and perceived informedness, which further impacts future use and purchase intention, while virtual enhancement does not yield a similar impact. The contribution of this thesis lies in defining perceived augmentation as the psychological correlate of AR’s unique media characteristic, augmentation, and in proposing and validating its measurement items. Furthermore, a series of three larger studies, all situated in different contexts (in a lab, in a retail store, online), explain how perceived augmentation yields a significant impact on consumer affective responses and behavioral intentions, and in some cases also on cognitive responses such as perceived convenience and informedness. It also highlights the importance of AR app integration in a specific context, which can prevent it from being perceived as gimmicky. The results of this work have implications for both practitioners and academics and offer numerous directions for future research
    • …
    corecore