13,016 research outputs found

    Cyborgs as Frontline Service Employees: A Research Agenda

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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.Purpose This paper identifies and explores potential applications of cyborgian technologies within service contexts and how service providers may leverage the integration of cyborgian service actors into their service proposition. In doing so, the paper proposes a new category of ‘melded’ frontline service employees (FLEs), where advanced technologies become embodied within human actors. The paper presents potential opportunities and challenges that may arise through cyborg technological advancements and proposes a future research agenda related to these. Design/methodology This study draws on literature in the fields of services management, Artificial Intelligence [AI], robotics, Intelligence Augmentation [IA] and Human Intelligence [HIs] to conceptualise potential cyborgian applications. Findings The paper examines how cyborg bio- and psychophysical characteristics may significantly differentiate the nature of service interactions from traditional ‘unenhanced’ service interactions. In doing so, we propose ‘melding’ as a conceptual category of technological impact on FLEs. This category reflects the embodiment of emergent technologies not previously captured within existing literature on cyborgs. We examine how traditional roles of FLEs will be potentially impacted by the integration of emergent cyborg technologies, such as neural interfaces and implants, into service contexts before outlining future research directions related to these, specifically highlighting the range of ethical considerations. Originality/Value Service interactions with cyborg FLEs represent a new context for examining the potential impact of cyborgs. This paper explores how technological advancements will alter the individual capacities of humans to enable such employees to intuitively and empathetically create solutions to complex service challenges. In doing so, we augment the extant literature on cyborgs, such as the body hacking movement. The paper also outlines a research agenda to address the potential consequences of cyborgian integration

    Acute Exercise and Creativity: Embodied Cognition Approaches

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    This dissertation manuscript is the culmination of three years of research examining several unique, exercise-induced mechanisms underlying creativity. This collection of work addresses historical and current empirical concepts of creativity in a narrative review, providing recommendations for future research. Several reviews follow this introduction, highlighting the proposed effects of exercise on creativity, putative mechanisms for creativity, and the effects of exercise and embodied manipulations on creative behavior. Multiple experiments utilizing moderate-intensity exercise as a theoretical stimulus for higher-order cognitions were conducted to investigate associations between exercise and creativity, which lead to the final dissertation experiment. The dissertation experiment was the first to provide statistically significant evidence for acute, moderate-intensity treadmill exercise coupled with anagram problem-solving to prime subsequent RAT completion compared to a non-exercise, priming only condition. We emphasize that the additive effects of exercise plus priming may be a viable strategy for enhancing verbal convergent creativity. Future research is warranted to explore a variety of priming effects on the relationship between exercise, embodied interventions, and creativityThis dissertation manuscript is the culmination of three years of research examining several unique, exercise-induced mechanisms underlying creativity. This collection of work addresses historical and current empirical concepts of creativity in a narrative review, providing recommendations for future research. Several reviews follow this introduction, highlighting the proposed effects of exercise on creativity, putative mechanisms for creativity, and the effects of exercise and embodied manipulations on creative behavior. Multiple experiments utilizing moderate-intensity exercise as a theoretical stimulus for higher-order cognitions were conducted to investigate associations between exercise and creativity, which lead to the final dissertation experiment. The dissertation experiment was the first to provide statistically significant evidence for acute, moderate-intensity treadmill exercise coupled with anagram problem-solving to prime subsequent RAT completion compared to a non-exercise, priming only condition. We emphasize that the additive effects of exercise plus priming may be a viable strategy for enhancing verbal convergent creativity. Future research is warranted to explore a variety of priming effects on the relationship between exercise, embodied interventions, and creativit

    London Creative and Digital Fusion

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    date-added: 2015-03-24 04:16:59 +0000 date-modified: 2015-03-24 04:16:59 +0000date-added: 2015-03-24 04:16:59 +0000 date-modified: 2015-03-24 04:16:59 +0000The London Creative and Digital Fusion programme of interactive, tailored and in-depth support was designed to support the UK capital’s creative and digital companies to collaborate, innovate and grow. London is a globally recognised hub for technology, design and creative genius. While many cities around the world can claim to be hubs for technology entrepreneurship, London’s distinctive potential lies in the successful fusion of world-leading technology with world-leading design and creativity. As innovation thrives at the edge, where better to innovate than across the boundaries of these two clusters and cultures? This booklet tells the story of Fusion’s innovation journey, its partners and its unique business support. Most importantly of all it tells stories of companies that, having worked with London Fusion, have innovated and grown. We hope that it will inspire others to follow and build on our beginnings.European Regional Development Fund 2007-13

    Designing an Information-Experience Using Creativity Science Theory and Tools

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    An “information-experience” encapsulated by a technological/digital audio-visual tool presents data and potentially meaningful information to prompt actionable knowledge concerning: “unspoken creative process elements;” their profound impacts on both how well our “physiology of creativity” functions; but also on how well foundational creative thinking and behavioral prerequisites (energy, motivation, imagination, and ownership) are leveraged. The product: 1) introduces the user to one component of the CPS (Creative Problem Solving) Facilitation Process - Exploring the Challenge; 2) features a content specific component which prompts exploration of the many correlations between societal, organizational / community, human physiological / behavioral data, and the direct relationships of these to creative/productive capacities and capabilities; while also 3) establishing an overview and resources to delve further into experiences or information concerning the domain of Creativity Science, Innovation, Change Leadership, or wellness/health-driving productivity factors, behaviors, and tools

    Explaining Implicit and Explicit Affective Linkages in IT Teams: Facial Recognition, Emotional Intelligence, and Affective Tone

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    Over 80 percent of task work in organizations is performed by teams. Most teams operate in a more fluid, dynamic, and complex environment than in the past. As a result, a growing body of research is beginning to focus on how teams’ emotional well-being can benefit the effectiveness of workplace team efforts. These teams are required to be adaptive, to operate in ill-structured environments, and to rely on technology more than ever before. However, teams have become so ubiquitous that many organizations and managers take them for granted and assume they will be effective and productive. Because of the increased use of team work and the lack of sufficient organizational and managerial sufficient best practices for teams, more research is required. Team Emotional Intelligence (TEI) is a collective skill that has been shown to benefit team performance. However, measures for TEI are relatively new and have not been widely studied. Results show TEI is a viable skill that affects performance in IT teams. In technology-rich environments, the teams’ coordination can vary on levels of the expertise needed when TEI behaviors are employed. Cooperative norms play an important role in team interactions and influence TEI. Physiological measures of team emotional contagion and TEI, as well as psychometric measures of team affective tone results show causal affective linkages in the emotional convergence model. These results suggest that combined physiological and psychometric measures of team emotion behavior provide explanatory power for these linkages in teams during IS technology system use. These findings offer new insights into the emotional states of IS teams that may advance the understanding team behaviors for improved performance outcomes and contribute to the NeuroIS literature

    Predicting Creativity in the Wild: Experience Sampling Method and Sociometric Modeling of Movement and Face-To-Face Interactions in Teams

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    abstract: With the rapid growth of mobile computing and sensor technology, it is now possible to access data from a variety of sources. A big challenge lies in linking sensor based data with social and cognitive variables in humans in real world context. This dissertation explores the relationship between creativity in teamwork, and team members' movement and face-to-face interaction strength in the wild. Using sociometric badges (wearable sensors), electronic Experience Sampling Methods (ESM), the KEYS team creativity assessment instrument, and qualitative methods, three research studies were conducted in academic and industry R&D; labs. Sociometric badges captured movement of team members and face-to-face interaction between team members. KEYS scale was implemented using ESM for self-rated creativity and expert-coded creativity assessment. Activities (movement and face-to-face interaction) and creativity of one five member and two seven member teams were tracked for twenty five days, eleven days, and fifteen days respectively. Day wise values of movement and face-to-face interaction for participants were mean split categorized as creative and non-creative using self- rated creativity measure and expert-coded creativity measure. Paired-samples t-tests [t(36) = 3.132, p < 0.005; t(23) = 6.49 , p < 0.001] confirmed that average daily movement energy during creative days (M = 1.31, SD = 0.04; M = 1.37, SD = 0.07) was significantly greater than the average daily movement of non-creative days (M = 1.29, SD = 0.03; M = 1.24, SD = 0.09). The eta squared statistic (0.21; 0.36) indicated a large effect size. A paired-samples t-test also confirmed that face-to-face interaction tie strength of team members during creative days (M = 2.69, SD = 4.01) is significantly greater [t(41) = 2.36, p < 0.01] than the average face-to-face interaction tie strength of team members for non-creative days (M = 0.9, SD = 2.1). The eta squared statistic (0.11) indicated a large effect size. The combined approach of principal component analysis (PCA) and linear discriminant analysis (LDA) conducted on movement and face-to-face interaction data predicted creativity with 87.5% and 91% accuracy respectively. This work advances creativity research and provides a foundation for sensor based real-time creativity support tools for teams.Dissertation/ThesisPh.D. Computer Science 201

    Building a Cognitive Readiness Construct for Violent Police-Public Encounters

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    The purpose of this multi-methods study was to explore police use-of-force (UoF) instructors’ perceptions about cognitive readiness in the context of violent police-public encounters, examine how experience influences those perceptions, identify competencies of cognitive readiness deemed essential for preparation and response to violent encounters, and align those competencies deemed essential with current UoF training strategies. The results of the study suggest that UoF instructors generally feel that police officers are not adequately prepared for violent police-public encounters. They cited deficiencies in the range of tactics taught, the frequency with which UoF training is delivered, and obstacles such as: time, resources, repetition, motivation, and liability as overarching themes that prevent adequate training transfer and performance. In addition, confidence and adaptability converged as byproducts of experience to influence UoF instructors’ perceptions about their own preparation for violent police-public encounters. They acknowledged the power of emotion in UoF decision-making, but their training, experience, and confidence allows them to focus more on the outward emotional state of an aggressor instead of their own emotions. While they acknowledged the presence of negative stress within themselves during a violent encounter, in general, this stress does not cause paralysis in action. Of the a priori cognitive readiness competencies assessed, the study revealed situational awareness, problem-solving, adaptability, decision-making, confidence, and critical thinking as the highest converging competencies. As such, these competencies were identified as essential for preparation and response to violent encounters. Lastly, reality-based/scenario-based training was cited as the most effective training strategy to enhance officers’ preparation for violent encounters
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