308 research outputs found

    Web Acceptance and Usage Model: A Comparison between Goal-directed and Experiential Web Users

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    In this paper we analyse the Web acceptance and usage between goal-directed users and experiential users, incorporating intrinsic motives to improve the particular and explanatory TAM value –traditionally related to extrinsic motives-. A field study was conducted to validate measures used to operationalize model variables and to test the hypothesised network of relationships. The data analysis method used was Partial Least Squares (PLS).The empirical results provided strong support for the hypotheses, highlighting the roles of flow, ease of use and usefulness in determining the actual use of the Web among experiential and goal-directed users. In contrast with previous research that suggests that flow would be more likely to occur during experiential activities than goal-directed activities, we found clear evidence of flow for goal-directed activities. In particular the study findings indicate that flow might play a powerfulrole in determining the attitude towards usage,intention to useand, in turn,actual Web use among experiential and goal-directed users

    How Do IT-related Traits Drive the Internet Use of Mature Adults? The Interplay of Curiosity and Control

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    It can frequently be observed that mature adults use the Internet differently as younger members of society. We propose a model based on IT-related traits to conceptualize the Internet use behavior of mature adults, specifically focusing on curiosity- and control-related traits. We empirically tested our model by investigating the duration and intensity of mature adults’ Internet use. The results reveal that traits reflecting -˜curiosity’ (Personal Innovativeness in IT and Computer Playfulness) explain variations in the duration of Internet use, while traits reflecting -˜control’ (Computer Self-Efficacy and Computer Anxiety) predict the intensity to which mature adults make use of the Internet. Our paper thereby contributes to research on post-acceptance variations and on individual differences in IT use

    Scenes of provincial life: an online video sequence and commentary

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    I present here a sequence of short videos, Scenes of Provincial Life, forming a unified, ongoing online work. In my written commentary I discuss the work‘s context, genesis and facture and presentation and thereby demonstrate its claim to originality as art work. I go on to suggest one possible interpretive framework for it. I then discuss the nature of art works as candidates for the generation of new knowledge and conclude that art works in general fulfil this function, in a very carefully defined way, as a necessary condition of being art works. I further connect the success of any work as art work with the richness of its knowledge generating capacity, inseparably allied to its aesthetic force. I conclude that if Scenes of Provincial Life is seen to have value as artwork it will therefore by definition be a creator of new knowledge

    Humanist Narratology and the Suburban Ensemble Dramedy

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    What is a “humanistic drama”? Although we might describe narrative works as humanist, and references to the humanistic drama abound across a breadth of critical media, including film and literary theory, the parameters of these terms remain elliptical. My work attempts to clarify the narrative conditions of humanism. In particular, humanists ask how we use narrative texts to complicate our understanding of others, and question the ethics and efficacy of attempts to represent human social complexity in fiction. After historicising narrative humanism and situating it among related philosophies, I develop humanist hermeneutics as a method for reading fictive texts, and provide examples of such readings. I integrate literary Darwinism, anthropology, cognitive science and social psychology into a social narratology, which catalogues the social functions of narrative. This expansive study asks how we can unite the descriptive capabilities of social science with the more prescriptive ethical inquiry of traditional humanism, and aims to demonstrate their productive compatibility. From this groundwork, I then look at a cluster of humanistic film texts: the suburban ensemble dramedy, a phenomenon in millennial American cinema politicising the quotidian and the domestic. Popular works include The Kids Are All Right, Little Miss Sunshine, Little Children, Junebug, The Oranges, and what is arguably the inciting feature in a wave of such films entering production, American Beauty. I provide examples of humanist readings of these films at two levels: an overview of genre development as social phenomenon (including histories of suburban depiction onscreen, ensemble cinema and affective experimentation in recent American filmmaking), followed by a close reading of a progenitor text, Ron Howard's 1989 film Parenthood

    Music plega : towards an understanding of play within professional chamber ensemble music rehearsals

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    This thesis explores the phenomenon of play within professional chamber ensemble music rehearsals of the Western art tradition. It sets out to provide a critical examination of existing literature on play, especially to consider relevant ideas within music performance and artistic research. The objective of this thesis was to conduct an empirical case study to investigate the perspectives of professional musicians on “play” in the chamber ensemble rehearsal context. Three studies were carried out: a focus group with practising musicians; video-recall interviews with ensemble members following rehearsal; and reflections following rehearsal by myself and independent researchers. All focus group and interview sessions were transcribed and analysed using Interpretative Phenomenological Analysis to gain an understanding of the musicians’ social constructionist experiences and perspectives on play within an ensemble rehearsal setting. The data provided insight into how play was initiated as well as the different types of play experienced within the music rehearsals, some more visible than others. An interpretation of the data revealed four key perspectives: play with the self; playing with the ensemble; playful musical interpretation; and playfulness of the rehearsal dynamic. It was noted that different types of play operated across these perspectives, including functional play, adaptive (animal) play and object play, while different kinds of play behaviours emerged, such as exploratory, spontaneous, experimental and anticipatory. There was engagement in “the game” that yielded fun and jokes along with positive emotional states and interactions. Play itself was underpinned by shared motivations, goals and knowledge of the cultural parameters of the Western art rehearsal tradition

    New Perspectives on the System Usage Construct

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    Information systems are designed to support human and organizational purposes. To achieve their ends, information systems must be used. Although this may seem to be self-evident, there are many aspects of systems usage that are not so, and yet, in spite of this, there has been little intense conceptual scrutiny of this construct in past research. The objective of this thesis, therefore, is to develop new in-depth perspectives for studying system usage. Drawing on critical realist assumptions and studies of research diversity, I explain how epistemological factors enable while ontological factors constrain the diversity of meanings of system usage, and I build on this reasoning to advance a systematic approach for conceptualizing and measuring system usage in an appropriate way for a given research context. To demonstrate the approach and judge its usefulness, I carry out three empirical studies to test whether measures of system usage that are selected according to the proposed approach provide more explanatory power and lead to more coherent results in specific research contexts than other measures of system usage. Exploring the relationship between system usage and user task performance among 804 users of spreadsheet software, the experiments reveal support for the usefulness of the approach and demonstrate how it can enable researchers to conceptualize and measure system usage in an appropriate manner for a given research context. Together, the conceptual approach and empirical studies contribute by: (1) providing a systematic way to conceptualize and measure system usage for a given study context, (2) revealing rich new directions for research on the nature of system usage, its antecedents, and its consequences, and (3) suggesting a new approach for construct development and investigation in IS research

    An aesthetics of touch: investigating the language of design relating to form

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    How well can designers communicate qualities of touch? This paper presents evidence that they have some capability to do so, much of which appears to have been learned, but at present make limited use of such language. Interviews with graduate designer-makers suggest that they are aware of and value the importance of touch and materiality in their work, but lack a vocabulary to fully relate to their detailed explanations of other aspects such as their intent or selection of materials. We believe that more attention should be paid to the verbal dialogue that happens in the design process, particularly as other researchers show that even making-based learning also has a strong verbal element to it. However, verbal language alone does not appear to be adequate for a comprehensive language of touch. Graduate designers-makers’ descriptive practices combined non-verbal manipulation within verbal accounts. We thus argue that haptic vocabularies do not simply describe material qualities, but rather are situated competences that physically demonstrate the presence of haptic qualities. Such competencies are more important than groups of verbal vocabularies in isolation. Design support for developing and extending haptic competences must take this wide range of considerations into account to comprehensively improve designers’ capabilities

    Future of Well-being- The Metaverse Era

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    This preliminary research uses various system frameworks to delve into the ways in which Virtual Worlds may negatively impact the psychological well-being of its users and examines the underlying motivations driving this behavior. Secondly, it proposes an update to the limited definition of ‘Problematic Internet Use’ and moves towards a more concurrent definition of ‘Problematic Virtual Use’ or ‘PVU’ as the phenomenon that not just includes problematic online behavior but also the problematic use of social media, gaming, consumerism, and the future of immersive technologies. Third, it proposes a framework to identify problematic behavior patterns ‘The User Type Quadrant’, and finally proposes 3 innovative strategies to mitigate use of virtual worlds at the detriment of real-life connectivity and well-being – User Quadrant, Affinity Profile and The Attachment Blueprint. This project hopes to create a change in the way online behavior of individuals and systems is understood and responded to in light of advancing technologies
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