9 research outputs found

    Awareness of Opportunities and Challenges Related to Artificial Intelligence in Health Sector of Developing Economies: Systematic Review Analysis

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    Purpose: Given the proper implementation of Artificial Intelligence (AI) technology, administrative and medical processes in the health sector of countries with low incomes can change quickly. This modification highlights the crucial influence of AI on a variety of health sector processes. Previous research indicates that AI may improve the standard of medical treatments. According to reports, AI technologies make life better for people by making it simpler, safer, and more productive. This study sought to identify the most significant potential and difficulties related to the application of AI in the health sector of emerging economies. Method: A thorough systematic literature review analysis was conducted using a total of 6 databases (Web of Science, ACM Digital, Science Direct, Emerald, IEEE, and Scopus). The selection was narrowed down to 49 articles after careful consideration in order to complete the review on potential AI possibilities and challenges that the health sector of developing economies need to be aware of.Results: The study found five major obstacles connected with AI adoption that requires attention in developing nations' health sectors: a lack of infrastructure, a lack of AI capabilities and skills, data integration, security, privacy, and legal concerns, as well as patient safety. The research also revealed six AI potentials that can aid the developing economy's health sector, including data exchange and availability, workflow management, cost reduction, resource management, professional training, and autonomous decision-making. It was discovered that AI has the ability to significantly outperform humans in terms of accuracy, efficiency, and timeliness of medical and associated administrative activities. Keywords: Artificial Intelligence, Opportunities, Challenges, Health Sector, Developing Economies, PRISMA DOI: 10.7176/CEIS/14-3-03 Publication date:August 31st 2023

    Симулятор роботи гаубиці на основі віртуальної реальності

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    Тема кваліфікаційної роботи магістра «Симулятор роботи гаубиці на основі віртуальної реальності». Кваліфікаційну роботу магістра присвячено розробці програми навчання стрільби з гаубиці на основі віртуальної реальності. У першому розділі було досліджено предметну область та проведено порівняння аналогів. У другому розділі визначено мету та основні задачі дослідження. Також проаналізовано актуальні засоби реалізації які підходять для успішної реалізації модулю. Третій розділ присвячений моделюванню та проектуванню програми. Було проведене функціональне моделювання, моделювання варіантів використання. У четвертому розділі представлена архітектура. Описана реалізація та продемонстровано його використання. Результатом виконання роботи є розробленена програма для навчання стрільби з гаубиці за допомогою віртуальної реальності

    Transparency in Persuasive Technology, Immersive Technology and Online Marketing: A Narrative Review. EROGamb 2 Narrative Review

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    In the current age of emerging technologies and big data, transparency has become an important issue in online marketing for not only consumers’ online privacy but also their impression of trustworthiness, integrity and good conduct (Seizov and Wulf, 2020; DiStaso and Bortree, 2012; Rawlins, 2008). However, there is a lack of consensus on what constitutes or relates to transparency across domains of research, not to mention clear guidelines to achieve transparency for designers and marketers. The main aim of this review is to examine the transparency-related aspects, either elements and mechanisms or issues and risks, implemented or discussed in the fields of persuasive technology, immersive technology and online marketing. In this multidisciplinary narrative review, we explored the question of what transparency means in current research and practices by reviewing the existing literature in the three fields. Whilst the focus is on the above mentioned fields, the knowledge synthesised from this review is transferrable to a range of contexts relating to communication of information in the digital world. Literature searches were conducted in Web of Science. Two experienced reviewers independently screened titles and abstracts. For potentially eligible studies, one reviewer read the full texts. To be included, the article had to be relevant to transparency and within the field of persuasive technology, immersive technology or online marketing. Transparency could appear in various forms, given the lack of definition and discussion of transparency in literature. Relevance to transparency was evaluated based on the elements, mechanism or current practices implemented or discussed in the literature regarding the lack or support of transparency. Through this narrative review, we provide insights into the different aspects of transparency involved in persuasive technology, immersive technology and online marketing. Addressing these aspects will facilitate the users’ or consumers’ freedom and autonomy and thus contribute to their informed decision making. In summary, transparency in persuasive technology involves transparency of persuasive design and techniques, transparency of potential risks and user autonomy, and informed decision making and dark patterns of design. Similarly, transparency in immersive technology involves transparency of potential risks, transparency of system and user control, and using immersive technology as a tool for enhancing information transparency and informed decision making. Transparency in online marketing comprises organisational transparency, information transparency, transparency of data privacy and informed consent, and transparency of online advertising and social media. We summarised the recommendations based on this review to guide the design and practice of transparency. In future, more efforts should be focused on ensuring users’ awareness and understanding regarding the persuasive nature and intention in persuasive technology, and the computing process where possible, and these efforts involvesimproving related regulation and policy, raising awareness of the relationship between transparency and trustworthiness, and improving the design of information disclosure. Transparency also involves the notion that new technologies should be designed and developed to support human-computer collaboration and reciprocity. Also, visualisation could support transparency of recommendations by providing users with the rationale behind suggested items. User consent should be achieved prior to a data collection process, including the purpose of data collection, what data is collected, and how the data is stored, anonymised and removed. Information should also be made transparent regarding the potential impact or risks of the technology, including how it may interfere with users’ activities and restrict their autonomy. Benefits and risks of the technology should be given equal value in consent forms to be presented to users. the potential solution to improving transparency involves a human-centred, personalised approach to the design of new technologies. The good practices for transparency of persuasive and immersiv

    Transparency in persuasive technology, immersive technology, and online marketing: facilitating users’ informed decision making and practical implications

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    In the current age of emerging technologies and big data, transparency has become an important issue for technology users and online consumers. However, there is a lack of consensus on what constitutes transparency across domains of research, not to mention transparency guidelines for designers and marketers. In this review, we explored the question of what transparency means in current research and practices by reviewing the literature in three domains: persuasive technology, immersive technology and online marketing. Literature reviewed, including both empirical research and position articles, covered multidisciplinary areas including computer science and information technology, psychology, healthcare, human computer interaction, business and management, law and public health. In this paper, we summarized our findings through a framework of transparency and provided insights into the different aspects of transparency, categorized into ten themes (i.e., Organizational Transparency, Information Transparency, Transparency of System Design, Data Privacy and Informed Consent, Transparency of Online Advertising, Potential Risks, User Autonomy, Informed Decision Making, Information Visualization, Personalization and User-centered design) along three dimensions (i.e., Types of transparency, Impact on User and Potential Solutions). Addressing aspects of transparency will facilitate users’ autonomy and contribute to their informed decision making

    Transparency in persuasive technology, immersive technology, and online marketing: Facilitating users’ informed decision making and practical implications

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    In the current age of emerging technologies and big data, transparency has become an important issue for technology users and online consumers. However, there is a lack of consensus on what constitutes transparency across domains of research, not to mention transparency guidelines for designers and marketers. In this review, we explored the question of what transparency means in current research and practices by reviewing the literature in three domains: persuasive technology, immersive technology and online marketing. Literature reviewed, including both empirical research and position articles, covered multidisciplinary areas including computer science and information technology, psychology, healthcare, human computer interaction, business and management, law and public health. In this paper, we summarized our findings through a framework of transparency and provided insights into the different aspects of transparency, categorized into ten themes (i.e., Organizational Transparency, Information Transparency, Transparency of System Design, Data Privacy and Informed Consent, Transparency of Online Advertising, Potential Risks, User Autonomy, Informed Decision Making, Information Visualization, Personalization and User-centered design) along three dimensions (i.e., Types of transparency, Impact on User and Potential Solutions). Addressing aspects of transparency will facilitate users’ autonomy and contribute to their informed decision making

    Diverse approaches to learning with immersive Virtual Reality identified from a systematic review

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    To investigate how learning in immersive Virtual Reality was designed in contemporary educational studies, this systematic literature review identified nine design features and analysed 219 empirical studies on the designs of learning activities with immersive Virtual Reality. Overall, the technological features for physical presence were more readily implemented and investigated than pedagogical features for learning engagement. Further analysis with k-means clustering revealed five approaches with varying levels of interactivity and openness in learning tasks, from watching virtual worlds passively to responding to personalised prompts. Such differences in the design appeared to stem from different practical and educational priorities, such as accessibility, interactivity, and engagement. This review highlights the diversity in the learning task designs in immersive Virtual Reality and illustrates how researchers are navigating practical and educational concerns. We recommend future empirical studies recognise the different approaches and priorities when designing and evaluating learning with immersive Virtual Reality. We also recommend that future systematic reviews investigate immersive Virtual Reality-based learning not only by learning topics or learner demographics, but also by task designs and learning experiences

    Diverse approaches to learning with immersive Virtual Reality identified from a systematic review

    Get PDF
    To investigate how learning in immersive Virtual Reality was designed in contemporary educational studies, this systematic literature review identified nine design features and analysed 219 empirical studies on the designs of learning activities with immersive Virtual Reality. Overall, the technological features for physical presence were more readily implemented and investigated than pedagogical features for learning engagement. Further analysis with k-means clustering revealed five approaches with varying levels of interactivity and openness in learning tasks, from watching virtual worlds passively to responding to personalised prompts. Such differences in the design appeared to stem from different practical and educational priorities, such as accessibility, interactivity, and engagement. This review highlights the diversity in the learning task designs in immersive Virtual Reality and illustrates how researchers are navigating practical and educational concerns. We recommend future empirical studies recognise the different approaches and priorities when designing and evaluating learning with immersive Virtual Reality. We also recommend that future systematic reviews investigate immersive Virtual Reality-based learning not only by learning topics or learner demographics, but also by task designs and learning experiences

    A Virtual Reality Enhanced Cyber-Human Framework for Orthopedic Surgical Training

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    Investigation of a holistic human-computer interaction (HCI) framework to support the design of extended reality (XR) based training simulators

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    In recent years, the use of Extended Reality (XR) based simulators for training has increased rapidly. In this context, there is a need to explore novel HCI-based approaches to design more effective 3D training environments. A major impediment in this research area is the lack of an HCI-based framework that is holistic and serves as a foundation to integrate the design and assessment of HCI-based attributes such as affordance, cognitive load, and user-friendliness. This research addresses this need by investigating the creation of a holistic framework along with a process for designing, building, and assessing training simulators using such a framework as a foundation. The core elements of the proposed framework include the adoption of participatory design principles, the creation of information-intensive process models of target processes (relevant to the training activities), and design attributes related to affordance and cognitive load. A new attribute related to affordance of 3D scenes is proposed (termed dynamic affordance) and its role in impacting user comprehension in data-rich 3D training environments is studied. The framework is presented for the domain of orthopedic surgery. Rigorous user-involved assessment of the framework and simulation approach has highlighted the positive impact of the HCI-based framework and attributes on the acquisition of skills and knowledge by healthcare users
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