374 research outputs found

    Identity, Safety, and Information Management within Communities of Practice in Location-based Augmented Reality Games: A Case Study of Ingress

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    This research examines play communities of the location-based AR game Ingress to identify and describe community practices specific to these kinds of games. The unique features of location-based AR gameplay result in several novel community standards, behaviors, and practices that impact player safety, privacy, and information security in the Ingress community. We discuss practices related to preserving physical safety and privacy, addressing bullying and harassment, information and operational security, and player apprenticeship. In addition, we identify critical ways that individualsā€™ real-world identity impacts their play behavior in public spaces, resulting in self-imposed play limitations

    Reimagining Disruptive Technologies: The User Experience of Netflix and PokƩmon GO in Australia

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    The user experience of disruptive technologies is insufficiently understood by industry and academia as discourse is typically centered around the impact of new technologies on existing services, business models, and their respective industries. This thesis seeks to address this gap in knowledge and develops an original framework, the Disruption-Experience Model (D-E Model), for identifying and describing user experiences of technologies that have been perceived as disruptive. The D-E model involves three interlinking concepts: stabilisation, which is a sustaining experience whereby thoughts, feelings and practices are reinforced; destabilisation, which is a dysfunctional experience whereby thoughts, feelings and practices are undermined; and transformation, which is a novel experience whereby thoughts, feelings and practices are dramatically shifting. The methodology for the thesis draws on principles from ethnography, and 28 participants were recruited from the city of Wollongong in New South Wales, Australia for the investigation of two case studies: the subscription video-on-demand (SVOD) service Netflix and the augmented reality (AR) mobile gaming application PokĆ©mon GO (PoGO). By observing online discussions, talking to Netflix and PoGO users directly through interviews and participating in walk-alongs, I found that the user experience diverges from some of the established perceptions identified from the literature and public discourse. Netflix has been perceived as a dramatic disruption for the Australian television industry, but in terms of the user experience it was mostly a continuation of existing viewing practices, with internet piracy as the middle-man. PoGO was perceived as disruptive in different ways by different people, with game changing implications for the AR, marketing and mobile gaming industries. However, users were less interested in the innovative aspects of the game and more excited about experiencing PokĆ©mon in a new way and being part of a historical, cultural moment. This thesis provides nuance to conversations of disruptive technologies by including the point of view of the user, and the D-E Model can be useful for understanding experiences of other technologiesā€”or potential disruptionsā€”in the future

    Emerging Technology Adoption and Use : Consolidated Assignments from Spring 2020

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    Digitalization changes the world. Information systems, software applications and other technologies are in a central role in this change. They enable new work practices and processes, new business models and opportunities, initiate changes in how technologies are used, perceived and interpreted, and ultimately force individuals, organizations, and even societies at large to respond to those changes. Individuals, organizations, and societies have to somehow transform and adjust their old ways of doing things. Yet, not only technologies drive digital transformation. Increasing amounts of data that is produced by numerous sensors, applications, and systems account for the transformation as well. Such data is gathered and collected, merged together, and analyzed by different methods and tools; by using artificial intelligence, data analytics, or data science. The sense-making of such versatile data is of importance because not only can it be used to improve decision-making at workplaces but also, it can be utilized for the benefit of individuals and societies, in organizational and non-work settings. These views, transformation and smartness, pose several questions for information system (IS) research. In general, we might ask what actually is the smartness of individuals, organizations, or a society. We can even ask whether stakeholders possess the required abilities, skills and competences to enable and support the change. These, and other related questions arise due to fast evolving landscape of information technology, and information and technology. The nuanced understanding of Smart Transformation in IS has become even more critical due to governmental and organizational programs that foster smartness. This report summarizes research reports of students attending ā€œEmerging Technology Adoption and Useā€ course in Tampere University. During the course, we focused on three emerging technologies. Extended Reality Blockchain Artificial Intelligence Each group collaborated on finding a common topic of interest. They focused on the adoption and/or use of a particular emerging technology in a setting of their own choosing. As you are about to see, the findings of each group emphasize different perspectives. These range from the negative effects of technology use to the opportunities and delights of information systems

    Interstice

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    When I was about three years old, I distinctly remember being too small to see what was on top of the table. A couple of years later, when I could see those objects, I thought the world around me had grown smaller. In a way, it did, as I experienced, lived, captured, remembered, and shared the space repeatedly. This sense of the world shrinking was exaggerated during the Covid-19 pandemic, allowing new behaviours and modes of interaction to emerge. Continually shaping our modern lives, virtual technologies redefine how we access and share information and stories or even explore new places. Thanks to the exponential increase in our computing powers, we live in hyper- connectivity, constantly in sync with our multiple screens, tabs, devices and profiles. Smartphones serve as two- way communication bringing the world in and letting the home out. As people increasingly rely on digital tools for work, communication, and leisure, the boundaries between physical and digital realms have become blurred. The overlap of our stories, information and spaces has subsequently led to challenges in managing the clutter and disorganization that can arise in physical and digital realms, affecting productivity, well-being, and overall user experience. In response, this thesis aims to create a hybrid space that carefully calibrates information and architecture to initiate interactivity within home settings. The thesis adopts a human-centred design approach, including user interviews and iterative prototyping, to understand how augmented reality (AR) augments reality. Research focuses on young adults, primarily students and working professionals who have access to smart devices where increasing demand for personalized experiences present an ideal environment for AR to grow and thrive. Overall, the research and prototypes are representative of AR as a tool for novelty in familiarity, offering new ways of enhancing interactions and immersive experiences within the home. I believe this synthesis of our physical and digital elements will lead to a de-cluttered and productive mode of engagement

    Childrenā€™s perspectives of digital citizenship in India, Korea and Australia: Report of findings from childrenā€™s digital citizenship and safety roundtables

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    This report presents data and findings from Phase Two of the research project Digital Safety and Citizenship Roundtables. In this phase, which focuses on childrenā€™s perspectives of digital safety and digital citizenship, three child-focused, play-based roundtables were held in Seoul (Korea), Delhi (India) and Perth (Australia) respectively in the months of June and July 2022, with 48 children in total contributing their perspectives. Qualitative data was collected from these child participants through 90-minute play-based roundtables featuring three sections: a short introductory drawing activity using prompt cards; a discussion regarding the childrenā€™s understanding of digital citizenship; and a LEGO play activity in which participants were asked to reflect upon the discussion points and respond to this by building a LEGO creation..

    Designing Without Privacy

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    In Privacy on the Ground, the law and information scholars Kenneth Bamberger and Deirdre Mulligan showed that empowered chief privacy officers (CPOs) are pushing their companies to take consumer privacy seriously, integrating privacy into the designs of new technologies. But their work was just the beginning of a larger research agenda. CPOs may set policies at the top, but they alone cannot embed robust privacy norms into the corporate ethos, practice, and routine. As such, if we want the mobile apps, websites, robots, and smart devices we use to respect our privacy, we need to institutionalize privacy throughout the corporations that make them. In particular, privacy must be a priority among those actually doing the work of design on the ground ā€” namely, engineers, computer programmers, and other technologists. This Article presents findings from an ethnographic study of how, if at all, technologists doing the work of technology product design think about privacy, integrate privacy into their work, and consider user needs in the design process. It also looks at how attorneys at private firms draft privacy notices for their clients. Based on these findings, this Article presents a narrative running in parallel to the one described by Bamberger and Mulligan. This alternative account, where privacy is narrow, limited, and barely factoring into design, helps explain why so many products seem to ignore our privacy expectations. The Article then proposes a framework for understanding how factors both exogenous (theory and law) and endogenous (corporate structure and individual cognitive frames and experience) to the corporation prevent the CPOsā€™ robust privacy norms from diffusing throughout technology companies and the industry as a whole. This framework also helps elucidate how reforms at every level ā€” theory, law, organization, and individual experience ā€” can incentivize companies to take privacy seriously, enhance organizational learning, and eliminate the cognitive biases that lead to discrimination in design

    Auditable Augmented/Mixed/Virtual Reality : The Practicalities of Mobile System Transparency

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    Funding Information: We acknowledge the financial support of the UK Engineering & Physical Sciences Research Council (EP/P024394/1, EP/R033501/1) and Microsoft via the Microsoft Cloud Computing Research Centre.Peer reviewe

    Maximizing Smart Charging of EVs: The Impact of Privacy and Money on Data Sharing

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    Smart charging has the potential to shift peak load to times of lower demand, which better exploits renewable generation and enhances grid resilience. For increased effectiveness, smart charging requires access to data that consumers might be hesitant to share. To explore which data consumers would share and which factors influence this decision, we adopt the Barth and de Jongā€™s risk-benefit calculation framework to smart charging and conduct an online-survey (n = 479). We find that most respondents who would share charging details with a smart charging application, are ambivalent about location data and would never share calendar details. When presented with concrete monetary rewards, participants lose their initial reservations and would share all data for an amount dependent on the dataā€™s sensitivity. Thus, our study contributes to research on the privacy paradox by highlighting the importance of calculations between perceived risks and benefits for the decision to share data
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