26 research outputs found
Social Robots in Retail: Emotional Experiences a Critical Driver of Purchase Intention
The purpose of the current study is to explore whether emotional experiences prompted due to human-social robot interaction in retail environments significantly influence consumers' purchase intentions. This present study focuses primarily on emotional experience, comprising factors, namely, enjoyment, arousal, and emotional involvement. The study tests the conceptual model on a sample of 229 respondents using the PLS-SEM (Partial Least Squares – Structural Equation Modeling) approach. The results reveal that emotional experiences significantly impact consumers’ purchase intentions in retail settings. All three emotional experiences, including enjoyment, emotional involvement, and arousal were significant in shaping consumers' purchase intentions. The study findings offer unique insights for manufacturers developing social robots for the retail sector. The present research extends the current body of work exploring hedonic predictors of consumers' purchase intentions in novel socio-technical contexts, such as social robotics
The impact of social virtual presence agents and content-based product recommendation system on on-line customer purchase intention
The appearance of the digital market came as turning point factor, obligating companies
to maintain the relationship with consumers by improving and keeping a high
technological innovativeness on-line overall experience. The lack of studies on
antropomorphization of virtual voice assistances chatbot and the possibilities, yet to be
found, on customized product recommendation system variation integration, brought
the author to this study. The aim of this research is to investigate the effects of using
two different chatbot social virtual presences interactions: with a fully pre-recorded
computed personification agent versus with a pre-recorded human social virtual agent;
and also understand how having a customized content-based product recommendation
system can influence the consumers purchase intention at on-line shopping framework.
An on-line platform was developed, recreating a possible virtual store interaction, and
the core data was treated using a PLS-SEM model. The results indicate that Human
Social Virtual Presence Agent, while assisting the shoppers, have a larger model
positive effect on Intellectual stimulus and Hedonic Benefits than a computed
personification Agent. This might be explained by the fact that computed imagery and
sound Agent was perceived with some amount of emotional creepiness by the
participants. Also, recommendation system presence is impacting customers purchase
intention on a positive way when compared with not using recommendation system.
Thus, this study shows how relevant social interactions are for the customers, especially
when done by a human, and how recommendation system has an impact on customers
purchase intention.Com o aparecimento do mercado "on-line", as empresas que quiseram manter uma
relação de qualidade com os seus clientes, tiveram de investir no desenvolvimento de
uma experiência de utilizador de qualidade e manter um olhar atento na inovação. A
falta de estudos relativos à antropomorfização em "chatbots" virtuais e as possibilidades,
ainda por descobrir, do sistema de recomendação de produtos à medida de cada
utilizador, trouxeram o autor ao tema deste estudo. O seu objetivo é investigar os efeitos
de dois tipos de presença social em "chatbots": uma presença virtual computada versus
uma presença virtual humana; e como o sistema de recomendação de produtos à medida
de cada utilizador influencia a intenção de compra dos consumidores nas lojas "on-line".
Para tal, foi desenvolvida uma plataforma "on-line", recriando uma possível interação em
loja virtual. Os dados foram tratados utilizando o modelo PLS-SEM. Os resultados
indicam que a presença social virtual feita por um agente humano melhora
substancialmente o estímulo intelectual feito pela marca e os seus benefícios hedónicos,
quando comparado com um agente virtual computado. Tal resultado pode ser explicado
pelo facto dos participantes que interagiram com um agente computado sentirem um
maior valor de "creepiness". Considerando que a utilização do sistema de recomendação
de produtos tem forte impacto na intenção de comprar do consumidor, este estudo
mostra-se relevante ao salientar a importância da presença social nas lojas "on-line",
especialmente quando o agente é humano
Feature Papers "Age-Friendly Cities & Communities: State of the Art and Future Perspectives"
The "Age-Friendly Cities & Communities: States of the Art and Future Perspectives" publication presents contemporary, innovative, and insightful narratives, debates, and frameworks based on an international collection of papers from scholars spanning the fields of gerontology, social sciences, architecture, computer science, and gerontechnology. This extensive collection of papers aims to move the narrative and debates forward in this interdisciplinary field of age-friendly cities and communities
Learning plan networks in conversational video games
Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2007.Includes bibliographical references (p. 121-123).We look forward to a future where robots collaborate with humans in the home and workplace, and virtual agents collaborate with humans in games and training simulations. A representation of common ground for everyday scenarios is essential for these agents if they are to be effective collaborators and communicators. Effective collaborators can infer a partner's goals and predict future actions. Effective communicators can infer the meaning of utterances based on semantic context. This thesis introduces a computational cognitive model of common ground called a Plan Network. A Plan Network is a statistical model that provides representations of social roles, object affordances, and expected patterns of behavior and language. I describe a methodology for unsupervised learning of a Plan Network using a multiplayer video game, visualization of this network, and evaluation of the learned model with respect to human judgment of typical behavior. Specifically, I describe learning the Restaurant Plan Network from data collected from over 5,000 players of an online game called The Restaurant Game.by Jeffrey David Orkin.S.M
Bowdoin Orient v.138, no.1-25 (2008-2009)
https://digitalcommons.bowdoin.edu/bowdoinorient-2000s/1009/thumbnail.jp
Malcolm Saville, Writer for Children: Collected Critical Papers
This is a collection of 21 published articles on the writings of Malcolm Saville for children, written between 1998 and 2010, and now revised. The author is the archivist of the Malcolm Saville Society
The Art of Movies
Movie is considered to be an important art form; films entertain, educate, enlighten and inspire audiences.
Film is a term that encompasses motion pictures as individual projects, as well as — in metonymy — the field in general. The origin of the name comes from the fact that photographic film (also called filmstock) has historically been the primary medium for recording and displaying motion pictures. Many other terms exist — motion pictures (or just pictures or “picture”), the silver screen, photoplays, the cinema, picture shows, flicks — and commonly movies
The end of stigma? Understanding the dynamics of legitimisation in the context of TV series consumption
This research contributes to prior work on stigmatisation by looking at stigmatisation and legitimisation as social processes in the context of TV series consumption. Using in-depth interviews, we show that the dynamics of legitimisation are complex and accompanied by the reproduction of existing stigmas and creation of new stigmas