222 research outputs found
A Design Model for using Advanced Multimedia in the Teaching of Photography in The Kingdom of Bahrain.
This Study investigates the effectiveness of a new Instructional Design model for using advanced multimedia in the teaching and learning of photography at university level in Kingdom of Bahrain. A preliminary study revealed that the central problems faced by students are learning key technical aspects of photography coupled with insufficient resources and high student teachers ratio.
Advanced multimedia was proposed as an effective tool for teaching and learning photography. A critical review and analysis of existing e-learning resources revealed that such technology might help in teaching and learning, especially subjects that need experience with real instruments like cameras. Through reference to the ASSURE model, Laurillard's conversational model, and insights from Steuer's Classification model, the researcher developed a new instructional design model for using advanced multimedia in photography education [AMPE]. This was field tested in University photography teaching.
For the evaluation of the AMPE model a mixed-model design was used, combining quantitative and qualitative methods. In a quantitative evaluation, effectiveness in learning was estimated from the student achievement in a test. A comparison of the opinions of the two groups of students in a specially constructed questionnaire measuring their views of the respective teaching and learning methods was also applied. Finally engagement and enjoyment in learning in the two groups of students were also assessed through questionnaire. The participantsâcomments, opinions, and suggestions were obtained through open-ended questions in the questionnaire.
The study found that advanced multimedia enhances effectiveness, engagement, and enjoyment in learning photography. The instructional model and associated âvirtual cameraâ seems to be a suitable solution for the lack of real cameras in the classroom environment, and can help in the teaching of difficult technical photographic knowledge in an efficient and practical manner.University of Bahrai
Designing persuasive destination websites: a mental imagery processing perspective
The previous research have found that consumers' choices of vacations may be
significantly influenced by mental imagery processing, which is considered to be high
elaboration cognitive processing. Mental imagery is defined as an experience that
significantly resembles the experience of perceiving some object, event, or scene, but
which occurs in the absence of the appropriate stimuli for the relevant object, event, or
scene. This study first aims to identify imagery-eliciting Web site features and second, to
test their influence on persuasion-related outcomes such as attitude strength, confidence,
and attitude resistance. Finally, this study investigates the role of individual processing
style (e.g., visualizer or verbalizer) as a moderator variable.
A total of 252 subjects participated in a Web-based experiment to examine the
influence of selected Web site features on individual imagery processing and its effect on
consumersâ attitudes and expectations. It involved a 2 (narrative vs. expository text) Ă 2
(pictures vs. no picture) Ă 2 (sounds vs. no sound) full factorial between-subjects design.
The data was analyzed primarily using a structural equation modeling methodology. Structural model results revealed that the mental imagery construct strongly influenced
the communication effects, which were represented by attitude strength and attitude
confidence. In addition, the results of the study found that the communication effects had
a significant impact on attitude resistance. This implies that the stronger attitude creates
stronger resistance to a negative impact. In the context of the influence of Web site
features (e.g., narrative text, pictures, and sound) inducing mental imagery processing,
only pictures have a significant effect on mental imagery processing, which support
positive effects of concrete pictures on mental imagery processing.
In conclusion, the findings of this study show that mental imagery processing is
important. Thus, we need to continue to investigate what forms of Web site designs and
features best support imagery processing. More specifically, tourism marketers need to
understand how certain stimuli influence mental imagery processing, and then they need
to enhance Web site designs to capture potential customers
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Modelling 3D product visualisation for the online retailer
This thesis was submitted for the degree of Doctor of Philosophy and awarded by Brunel University.This research aims to explain the process that previous researchers have discussed
concerning the consumer virtual experience, using three-dimensional (3D) product
visualisations, within online retailers. In addition, this research aims to identify the
main advantages of using 3D product visualisation in comparison to two-dimensional (2D) static pictures within online retailers. Moreover, using the online Stimulus-Organism-Responses (S-O-R) paradigm, this research aims to model the effect of 3D product visualisation on consumersâ perception and responses towards the online retailer environment. Given that the appearance of the notion of telepresence or presence and their implications on the online retailer, many scholars attempt to build and develop models that can suit these notions online. However, this thesis argues that the notion of 3D telepresence is not the proper terminology to be used within the
online retail context and therefore, this research raises the following question âhow do consumers perceive 3D product virtualisation (telepresence) compared with 3D product authenticity on online retailersâ websites?â
The effects of 3D product visualisation and 2D static pictures have been raised during
the past decade to determine which is better for the online consumers. Marketers and
information system scholars started wondering about the best device that can generate hedonic and utilitarian values for the consumers. To investigate the main impact of 3D product visualisation and 2D static pictures on hedonic and utilitarian values, this research raises the following questions: How do consumers perceive 3D hedonic values compared with 2D hedonic values on online retailersâ website? How do consumers perceive 3D product visualisation
utilitarian values compared with 2D utilitarian values on online retailersâ website?
This thesis, based on the previous literature in interactivity and vividness, narrowed down the 3D authenticity antecedents to the control and animated colour constructs. Moreover, to determine the effect of the progressive levels of control and animated colour constructs on the 3D authenticity construct, it raises the following research question: How do different levels of 3D control and animated colours influence 3D authenticity?
To determine the effects of the progressive levels of 3D hedonic and utilitarian values
on behavioural intention construct, this thesis raises the following research question: How do different levels of 3D hedonic and utilitarian levels influence behavioural intentions?
Based on the online S-O-R framework, previous studies investigate the impact of the whole website e-retail environment (many stimuli) on consumersâ responses. Yet, this
is the first study that is using one stimulus, namely 3D laptop product visualisation to investigate its impacts on consumersâ perceptions and responses using the online S-OR paradigm. Therefore, this thesis raises the following research question: How do control, animated colours, 3D authenticity, hedonic and utilitarian values affect consumersâ behavioural intention?
The results reveal significant differences between 3D telepresence and 3D
authenticity constructs. 3D telepresence involves an illusion or a sense of being
transported to another place, whereas 3D authenticity refers to the ability to imagine a virtual object as real. The 3D authenticity construct is more significant in simulating an online retailerâs products. The proposed online S-O-R conceptual model achieves acceptable fit and the hypothesised paths are all valid.
This research adds to the marketing literature the notion of 3D authenticity and
contributes a valid scale to measure that new variable. Moreover, it is the first study
that connects and uses the antecedents of 3D authenticity (S), control and animated
colours, to investigate their impact on 3D authenticity, hedonic and utilitarian values
(O), and the impact of the Organism constructs (O) on behavioural intention (R).
Furthermore, the final framework considers the first framework that has studied the
impact of one stimulus using the online S-O-R framework on an electronic retailer
website environment. Indeed, to the best of the researcherâs knowledge, this is the
first study that uses a UK sample to investigate the effects of an authentic 3D product visualisation in an electronic e-retailing industry (i.e., laptops).The University of Jorda
The Impact of Perceived Interactivity and Vividness of Video Games on Customer Buying Behavior
About 60 percent of Americans (145 million people) play video games, and the age of 61 percent of all game players is 18 and over (IDSA, 200 1). As the competition to excel in the video game market increasingly becomes difficult for manufacturers, it is becoming more important for manufacturers and video game developers to understand what makes people play and buy games. The major challenge to the gaming industry is to figure out what features of games can catch the consumers\u27 attention. The purpose of this research was to examine what kinds of video games captivate consumers, determine whether more interactivity and vividness in games achieve more positive press, and evaluate how video games of the future should be developed.
A survey of 228 game players in U.S.A. was conducted; research results were generated through the use of descriptive analysis, correlation analysis, and multiple regression analysis. The results of this study showed that a video game\u27s creativity, challenge, control, sensory gratification, socialization, audio effect, visual effect, and storytelling have positive relevance to engage consumers\u27 minds and stimulate their imagination to play or purchase video games.
The results also showed that gender differences can influence the individual types of video games purchased. Three age groups (18 to 24,25 to 34, and 35 to 56) had different patterns of purchasing video games. The results showed that respondents\u27 buying behavior is significantly influenced by the characteristics of interactivity and vividness. This study contributed to developing the characteristics of video games by identifying to what extent consumers\u27 emotional responses and behaviors are directly affected by interactivity and vividness in gaming characteristics. The framework of this study can be used to analyze and evaluate customer buying behavior in various video games in the industry. To increase the video game marketplace, merging the features of interactivity and vividness may be a key to enhancing customers\u27 buying behavior and playing intentions
Modelling 3D product visualisation for the online retailer
This research aims to explain the process that previous researchers have discussed concerning the consumer virtual experience, using three-dimensional (3D) product visualisations, within online retailers. In addition, this research aims to identify the main advantages of using 3D product visualisation in comparison to two-dimensional (2D) static pictures within online retailers. Moreover, using the online Stimulus-Organism-Responses (S-O-R) paradigm, this research aims to model the effect of 3D product visualisation on consumersâ perception and responses towards the online retailer environment. Given that the appearance of the notion of telepresence or presence and their implications on the online retailer, many scholars attempt to build and develop models that can suit these notions online. However, this thesis argues that the notion of 3D telepresence is not the proper terminology to be used within the online retail context and therefore, this research raises the following question âhow do consumers perceive 3D product virtualisation (telepresence) compared with 3D product authenticity on online retailersâ websites?â The effects of 3D product visualisation and 2D static pictures have been raised during the past decade to determine which is better for the online consumers. Marketers and information system scholars started wondering about the best device that can generate hedonic and utilitarian values for the consumers. To investigate the main impact of 3D product visualisation and 2D static pictures on hedonic and utilitarian values, this research raises the following questions: How do consumers perceive 3D hedonic values compared with 2D hedonic values on online retailersâ website? How do consumers perceive 3D product visualisation utilitarian values compared with 2D utilitarian values on online retailersâ website? This thesis, based on the previous literature in interactivity and vividness, narrowed down the 3D authenticity antecedents to the control and animated colour constructs. Moreover, to determine the effect of the progressive levels of control and animated colour constructs on the 3D authenticity construct, it raises the following research question: How do different levels of 3D control and animated colours influence 3D authenticity? To determine the effects of the progressive levels of 3D hedonic and utilitarian values on behavioural intention construct, this thesis raises the following research question: How do different levels of 3D hedonic and utilitarian levels influence behavioural intentions? Based on the online S-O-R framework, previous studies investigate the impact of the whole website e-retail environment (many stimuli) on consumersâ responses. Yet, this is the first study that is using one stimulus, namely 3D laptop product visualisation to investigate its impacts on consumersâ perceptions and responses using the online S-OR paradigm. Therefore, this thesis raises the following research question: How do control, animated colours, 3D authenticity, hedonic and utilitarian values affect consumersâ behavioural intention? The results reveal significant differences between 3D telepresence and 3D authenticity constructs. 3D telepresence involves an illusion or a sense of being transported to another place, whereas 3D authenticity refers to the ability to imagine a virtual object as real. The 3D authenticity construct is more significant in simulating an online retailerâs products. The proposed online S-O-R conceptual model achieves acceptable fit and the hypothesised paths are all valid. This research adds to the marketing literature the notion of 3D authenticity and contributes a valid scale to measure that new variable. Moreover, it is the first study that connects and uses the antecedents of 3D authenticity (S), control and animated colours, to investigate their impact on 3D authenticity, hedonic and utilitarian values (O), and the impact of the Organism constructs (O) on behavioural intention (R). Furthermore, the final framework considers the first framework that has studied the impact of one stimulus using the online S-O-R framework on an electronic retailer website environment. Indeed, to the best of the researcherâs knowledge, this is the first study that uses a UK sample to investigate the effects of an authentic 3D product visualisation in an electronic e-retailing industry (i.e., laptops).EThOS - Electronic Theses Online ServiceUniversity of JordanGBUnited Kingdo
Multimedia exemplification: the interplay of representation and modality in the processing of online news and perceptions of international issues
This dissertation addressed multimedia exemplification to explore the conditions under which multimedia integration into Web sites enhances or undermines information processing. Because exemplification amounts to vivid case descriptions creating shortcuts for judgment, the author set out to test whether multimedia enhancements in news Web sites could act as exemplars and influence the way people perceive issues reported in the accompanying stories. The experimental study employed a 3x3x2 mixed factorial design (post-test only) with exemplar representation (one side=negative, other side=positive, both sides=mixed) and exemplar modality (low, moderate, high) serving as two between-subjects factors, and time of response (immediate, delayed) as a within-subjects factor. Modality was manipulated by the presentational format of exemplars (text only=low; text+picture=moderate; text+picture+video=high). Issue perception was examined through assessments of consequences (immediate, delayed) and inferences about the future (immediate, delayed). A sample of 180 students was randomly assigned to 18 versions of The Global Journalist, a fictitious news site. According to the results, exemplifying information in the multimedia content (i.e., extra-text exemplars), rather than focal information in the textual content, created a shift in issue perception. In immediate responses, the group given negative (one side) exemplars assessed the issues more negatively than did the groups assigned to either positive (other side) or mixed (both sides) exemplars. The more interesting finding was the interaction effect of exemplar representation and exemplar modality on immediate responses. Partiality in high-modality exemplars (text+picture+video) was more likely to bias immediate assessments of consequences than did partiality in low-modality exemplars (text only). This happened in the presence of identical, balanced news text across all conditions. Meanwhile, the main effect of exemplar representation and the interaction effect of exemplar representation and exemplar modality were not observed in immediate inferences about the future of the reported issues. This dissertation also failed to detect either the main effect of exemplar representation or the interaction effect of exemplar representation and exemplar modality on delayed assessments and delayed inferences. Theoretical and practical implications of the study findings were discussed
The world is what you make it: an application of virtual reality to the tourism industry
The tourism industry is a highly information intensive-industiy. In few other areas of activity are the
generation, gathering, processing, application and communication of information as important for dayto-
day operations as they are for the tourism industry (Buhalis 1994). Traditional sources of tourism
information, images, text, sound, animation and video, provide potential tourists with short and often
rather limited glimpses of tourism destinations which may be inadequate to enable them to make
informed decisions (Cheong 1995). In addition, these sources of tourist information provide only a
passive experience as they often possess little involvement on the part of the potential tourist. Virtual
Reality (VR), on the other hand, enables potential tourists to interact with and experience each tourist
destination in high detail and provides them with enough information to make a well-informed tourist
decision. When considering its application within the tourism industry, VR will offer the ability not only
to view a destination, but also, to participate in the activities offered at the destination. Through VR the
tourist advances from being a passive observer to being an active participant (Williams & Hobson 1994).
This thesis addresses issues associated with the design and evaluation of a VR application to the tourism
industry that provides users with all the traditional types of tourist information along with allowing them
to experience a multi-participant, realistic, interactive and real-time walkthrough of real-life tourist
destinations. In order to develop these walkthroughs, the basic concepts of VR had first to be analysed.
This was achieved by gaining hands-on experience of the different types of VR hardware and software
available in conjunction with an in-depth literature review. Following the completion of this analysis, an
overview of the tourism industry was developed. This overview identified certain properties of the
tourism product that lend themselves readily to the application of VR Once this was completed the final
stage of the research was concerned with the development of the walkthroughs and the elicitation of
knowledge from the development of these walkthroughs.
There were many conclusions uncovered by this research but the most important was that VR can indeed
be applied successfully to the tourism industry. The main areas of application will be in the areas of
tourism policy and planning and the marketing of the tourism product. Another conclusion that was
drawn from this research was that VR applications can help to generate realistic impressions and
expectations of what can be experienced at a tourism location. The final outstanding conclusion drawn
from this research was that potential tourists viewed the VR application as a decision making tool that
increases their desire to actually visit a tourist location and not as a tourism substitute
Assessing the Need for Mental Health Interventions Within the Law Enforcement Community
This research explored mental health interventions within the police. There is a need for mental health in law enforcement (OâHara, 2018; Blue Help, 2019; Waters & Ussery, 2007; Mohandie & Hatchert, 1999; Miller, 1999; Violanti, 2010). Having been a law enforcement officer myself, I have experienced the stigma and the need of mental health care. I used a cross-sectional survey design to obtain further information on police officers in a Midwest county in the United States to assess the need for mental health interventions. I created response artwork prior to obtaining the survey results (to help assess and sort through my biases) and immediately following (in order to process the results with clarity). Findings include a warranted lack of trust that most officers seem to have in both the mental health industry and within their departments; a high presence of uncertainties among officers regarding fears and negative stigmas associated with seeking professional counseling; and barriers to seeking therapy in the law enforcement community depicting a sense of fear related to misunderstanding, repercussion, and judgment
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