2,646 research outputs found

    Towards a Privacy Rule Conceptual Model for Smart Toys

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    A smart toy is defined as a device consisting of a physical toy component that connects to one or more toy computing services to facilitate gameplay in the cloud through networking and sensory technologies to enhance the functionality of a traditional toy. A smart toy in this context can be effectively considered an Internet of Things (IoT) with Artificial Intelligence (AI) which can provide Augmented Reality (AR) experiences to users. In this paper, the first assumption is that children do not understand the concept of privacy and the children do not know how to protect themselves online, especially in a social media and cloud environment. The second assumption is that children may disclose private information to smart toys and not be aware of the possible consequences and liabilities. This paper presents a privacy rule conceptual model with the concepts of smart toy, mobile service, device, location, and guidance with related privacy entities: purpose, recipient, obligation, and retention for smart toys. Further the paper also discusses an implementation of the prototype interface with sample scenarios for future research works

    An omnichannel approach to retailing: demystifying and identifying the factors influencing an omnichannel experience

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    The file attached to this record is the author's final peer reviewed version. The Publisher's final version can be found by following the DOI link.The purpose of this research is to identify the factors that influence an omnichannel experience. Omnichannel is an emerging approach to retailing that responds to the changing nature of how customers shop in alternation between online and offline shops, and the increasing use of digital devices (e.g. smartphones and tablets) retailers are focusing and establishing a seamless integrated approach to their services. Omnichannel is now a hot topic in retailing but there is a lack of empirical studies into the factors that influence an omnichannel experience. Using a mixed methods approach, we propose and empirically test a conceptual model that identifies four factors influencing an omnichannel experience: brand familiarity; customisation; perceived value, and technology readiness. We conceptualise omnichannel to include three key channels; in-store, online and mobile. 246 questionnaires were collected and analysed using PLS-SEM and 11 interviews with marketing/omnichannel professionals. Our results indicate that brand familiarity has a strong influence on omnichannel (in-store, online and mobile) while perceived value has a negative impact on mobile experience. Our results show that retailers need to consider multiple factors, such as brand familiarity customisation, perceived value and technology readiness as influencing factors of an omnichannel experience, and plan the use of multiple touchpoints simultaneously to enhance their overall customer’s experience. Although this study demonstrates the significant factors influencing an omnichannel experience, questions remain regarding the exact use of each touchpoint by customers and the extent of overlap between the touchpoints. Our research attempts to address the lack of academic research on what factors influence an omnichannel experience

    Human-powered smartphone assistance for blind people

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    Mobile devices are fundamental tools for inclusion and independence. Yet, there are still many open research issues in smartphone accessibility for blind people (Grussenmeyer and Folmer 2017). Currently, learning how to use a smartphone is non-trivial, especially when we consider that the need to learn new apps and accommodate to updates never ceases. When first transitioning from a basic feature-phone, people have to adapt to new paradigms of interaction. Where feature phones had a finite set of applications and functions, users can extend the possible functions and uses of a smartphone by installing new 3rd party applications. Moreover, the interconnectivity of these applications means that users can explore a seemingly endless set of workflows across applications. To that end, the fragmented nature of development on these devices results in users needing to create different mental models for each application. These characteristics make smartphone adoption a demanding task, as we found from our eight-week longitudinal study on smartphone adoption by blind people. We conducted multiple studies to characterize the smartphone challenges that blind people face, and found people often require synchronous, co-located assistance from family, peers, friends, and even strangers to overcome the different barriers they face. However, help is not always available, especially when we consider the disparity in each barrier, individual support network and current location. In this dissertation we investigated if and how in-context human-powered solutions can be leveraged to improve current smartphone accessibility and ease of use. Building on a comprehensive knowledge of the smartphone challenges faced and coping mechanisms employed by blind people, we explored how human-powered assistive technologies can facilitate use. The thesis of this dissertation is: Human-powered smartphone assistance by non-experts is effective and impacts perceptions of self-efficacy

    AI, Robotics, and the Future of Jobs

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    This report is the latest in a sustained effort throughout 2014 by the Pew Research Center's Internet Project to mark the 25th anniversary of the creation of the World Wide Web by Sir Tim Berners-Lee (The Web at 25).The report covers experts' views about advances in artificial intelligence (AI) and robotics, and their impact on jobs and employment

    The innovation journey of new-to-tourism entrepreneurs

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    This study addresses the neglect of an overall analysis of the generative process of innovation in tourism studies. A conceptual framework draws together the fragmented literature on the innovation process which is visualized as a series of non-linear tasks from idea generation to diffusion. The conceptual framework is explored through a systematic analysis of the tourism innovation journey of 24 new-to-tourism entrepreneurs establishing start-ups in Spain. The analysis draws on the innovators’ narrations about their distinctive journeys to provide a more holistic picture of the innovation process. Drilling down into the sub-processes within each major task reveals the complexity of an innovation journey that is highly dynamic, uncertain, experimental and market-driven. A model of the innovation process is proposed based on the findings

    Virtual Models Linked with Physical Components in Construction

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    Enhancing access to socioeconomic development information using mobile phone applications in rural Zimbabwe: the case of Matabeleland South Province.

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    Doctoral Degree. University of KwaZulu-Natal, Durban.Mobile phone access has grown exponentially, transforming access to information and communication in Africa. Mobile phone penetration has increased dramatically across the urban-rural, rich-poor and literate-illiterate divides, which other technologies failed to bridge. The number of mobile phone subscriptions grew astronomically, from less than two million in 1998 to more than 620 million subscribers in Africa (Carmody, 2012). Internet users grew 85-fold from 4.5m users in 2000 to over 388m users in Africa at a rate higher than any other region (Internetworldstas, 2018). Global mobile app downloads have reached 175 billion in 2017, generating more than $85 billion, yet most African countries possess an insignificant share of this, due to low literacy levels, low economic opportunities and an infrastructure that is still developing (The Guardian, 2014; Perez, 2018). The growing presence of mobile phones must be harnessed to enhance access to socioeconomic information, in order to improve standards of life in the global south. Scholars and communication enthusiasts have argued that simply providing access to the internet, without considering the relevance of content, will not change the fortunes of rural communities (Internet.org, 2014; GSMA, 2015). There is the need to provide localised and relevant content – such as local news, market prices and bus timetables – to these communities. This research resonates with Goal 9 of the Sustainable Development Goals, which seeks to increase access to information and communication technology, and provide universal and affordable access to the internet in least developed countries by 2020 (UN, 2016). In Zimbabwe, radio and television are basic technologies used for disseminating socioeconomic information, yet most of the rural communities have no access to radio and television signals, 37 years after independence. Rural mobile phone ownership is about 80%, and broadband penetration is 46.5% (ITU, 2013). In addition, Zimbabwe’s average rural literacy is about 90%. These two factors – high rural literacy levels and high rural mobile phone ownership – motivated the researcher to develop a mobile phone application prototype that could be utilised by rural communities to enhance their access to socioeconomic development information that could, in turn, anchor sustainable development. The mobile phone application prototype has the potential to provide a new platform for accessing socioeconomic development information in the rural areas of Zimbabwe, including information on agriculture, health, community activities, education and the markets, plus local and national news. These can all promote sustainable development. The study followed a seven-cycle design science research methodology, from problem identification to communicating the utility of the aertefact which guided the development of the mobile phone application (Hevner, 2007). The development of the prototype followed a user-centred design, as well user experience, where high-fidelity prototypes were presented to participants selected through a random sample to be part of the development process. This process is iterative, incorporating user feedback and redesign of the prototype until the users and developers agree on the design. After designing the prototype, participants were randomly selected to evaluate the mobile phone application prototype using an adapted TAM2, whose main constructs relate to perceived usefulness and ease of use (Davis, 1989)
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