28,705 research outputs found

    Sensing and mapping for interactive performance

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    This paper describes a trans-domain mapping (TDM) framework for translating meaningful activities from one creative domain onto another. The multi-disciplinary framework is designed to facilitate an intuitive and non-intrusive interactive multimedia performance interface that offers the users or performers real-time control of multimedia events using their physical movements. It is intended to be a highly dynamic real-time performance tool, sensing and tracking activities and changes, in order to provide interactive multimedia performances. From a straightforward definition of the TDM framework, this paper reports several implementations and multi-disciplinary collaborative projects using the proposed framework, including a motion and colour-sensitive system, a sensor-based system for triggering musical events, and a distributed multimedia server for audio mapping of a real-time face tracker, and discusses different aspects of mapping strategies in their context. Plausible future directions, developments and exploration with the proposed framework, including stage augmenta tion, virtual and augmented reality, which involve sensing and mapping of physical and non-physical changes onto multimedia control events, are discussed

    Trust and Privacy Permissions for an Ambient World

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    Ambient intelligence (AmI) and ubiquitous computing allow us to consider a future where computation is embedded into our daily social lives. This vision raises its own important questions and augments the need to understand how people will trust such systems and at the same time achieve and maintain privacy. As a result, we have recently conducted a wide reaching study of people’s attitudes to potential AmI scenarios with a view to eliciting their privacy concerns. This chapter describes recent research related to privacy and trust with regard to ambient technology. The method used in the study is described and findings discussed

    Social presence and dishonesty in retail

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    Self-service checkouts (SCOs) in retail can benefit consumers and retailers, providing control and autonomy to shoppers independent from staff, together with reduced queuing times. Recent research indicates that the absence of staff may provide the opportunity for consumers to behave dishonestly, consistent with a perceived lack of social presence. This study examined whether a social presence in the form of various instantiations of embodied, visual, humanlike SCO interface agents had an effect on opportunistic behaviour. Using a simulated SCO scenario, participants experienced various dilemmas in which they could financially benefit themselves undeservedly. We hypothesised that a humanlike social presence integrated within the checkout screen would receive more attention and result in fewer instances of dishonesty compared to a less humanlike agent. This was partially supported by the results. The findings contribute to the theoretical framework in social presence research. We concluded that companies adopting self-service technology may consider the implementation of social presence in technology applications to support ethical consumer behaviour, but that more research is required to explore the mixed findings in the current study.<br/

    Informed Consent to Address Trust, Control, and Privacy Concerns in User Profiling

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    More and more, services and products are being personalised or\ud tailored, based on user-related data stored in so called user profiles or user\ud models. Although user profiling offers great benefits for both organisations and\ud users, there are several psychological factors hindering the potential success of user profiling. The most important factors are trust, control and privacy\ud concerns. This paper presents informed consent as a means to address the\ud hurdles trust, control, and privacy concerns pose to user profiling

    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

    Exploring the Potential of the Web-Based Virtual World of Second Life to Improve Substance Abuse Treatment Outcomes

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    Provides an overview of Second Life, an Internet-based virtual world, and summarizes discussions among addiction recovery experts about integrating virtual reality into behavioral treatment as a way to teach patients new responses to real environments

    HUMAN INTERACTIONS IN PHYSICAL AND VIRTUAL SPACES: A GIS-BASED TIME-GEOGRAPHIC EXPLORATORY APPROACH

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    Information and communication technologies (ICT) such as cell phone and the Internet have extended opportunities of human activities and interactions from physical spaces to virtual spaces. The relaxed spatio-temporal constraints on individual activities may affect human activity-travel patterns, social networks, and many other aspects of society. A challenge for research of human activities in the ICT age is to develop analytical environments that can help visualize and explore individual activities in virtual spaces and their mutual impacts with physical activities. This dissertation focuses on extending the time-geographic framework and developing a spatio-temporal exploratory environment in a space-time geographic information system (GIS) to facilitate research of human interactions in both physical and virtual spaces. In particular, this dissertation study addresses three research questions. First, it extends the time-geographic framework to assess the impacts of phone usage on potential face-to-face (F2F) meeting opportunities, as well as dynamic changes in potential F2F meeting opportunities over time. Secondly, this study extends the time-geographic framework to conceptualize and represent individual trajectories in an online social network space and to explore potential interaction opportunities among people in a virtual space. Thirdly, this study presents a spatio-temporal environment in a space-time GIS to facilitate exploration of the relationships between changes in physical proximity and changes in social closeness in a virtual space. The major contributions of this dissertation include: (1) advancing the time-geographic framework in its ability of exploring processes of virtual communication alerting physical activity opportunities; (2) extending some concepts of the classical time geography from a physical space to a virtual space for representing and exploring virtual interaction patterns; (3) developing a space-time GIS that is useful for exploring patterns of individual activities and interactions in both physical and virtual spaces, as well as the interactions between these two spaces

    Honesty, social presence, and self-service in retail

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    Retail self-service checkouts (SCOs) can benefit consumers and retailers, providing control and autonomy to shoppers independent from staff. Recent research indicates that the lack of presence of staff may provide the opportunity for consumers to behave dishonestly. This study examined whether a social presence in the form of visual, humanlike SCO interface agents had an effect on dishonest user behaviour. Using a simulated SCO scenario, participants experienced various dilemmas in which they could financially benefit themselves undeservedly. We hypothesised that a humanlike social presence integrated within the checkout screen would receive more attention and result in fewer instances of dishonesty compared to a less humanlike agent. Our hypotheses were partially supported by the results. We conclude that companies adopting self-service technology may consider the implementation of social presence to support ethical consumer behaviour, but that more research is required to explore the mixed findings in the current study
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