1,851 research outputs found

    Consumers and Augmented Reality in Shopping and Services: Drivers and Consequences

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    This dissertation investigated the effect of augmented reality on user experience and also the mediation effect of user experience in the relationship between augmented reality and the outcome variables including user satisfaction and user’s willingness to buy/user’s willingness to use augmented reality. Three studies were conducted in three different contexts, including buying consumer products, entertainment services and vehicle service use. The results indicate that augmented reality significantly and positively influence user experience, and user experience fully mediates the impact of augmented reality on user satisfaction and user’s willingness to buy/ user’s willingness to use augmented reality. Further, the results showed that trade-off between price and value, user’s information privacy control, perceived control and responsiveness moderate the effect of augmented reality on user experience. In addition, a new scale was developed to capture and measure the output quality in terms of image recognition generated by augmented reality. Additionally, a new aspect of user experience exclusively driven by augmented reality was developed and added to the current user experience scale

    Jury-Related Errors in Copyright

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    Copyright law is surprisingly hard. Copyright does not do what laypeople think it does, nor do its terms mean what laypeople expect. Copyright also possesses systemic indeterminacy about what it protects and the extent of that protection. For laypeople, copyright law is decidedly “user-unfriendly.” Nonetheless, copyright law reserves for lay jurors its most-litigated, most difficult, and most consequential question at trial: whether works are “substantially similar” and thus infringing. Many have criticized this allocation because in the context of copyright law, juries effectively have the power to expand or contract owners’ rights with little oversight or correction. But blaming the jury obscures other systemic factors and overlooks mistakes made by judges and litigants (as well as juries). In short, don’t blame the jurors, blame the game. To evaluate and improve the jury’s role in copyright litigation, we must look at—but also beyond—the jury and consider systemic sources of error, starting with complexities built into copyright itself. This Article focuses on copyright’s jury per se and begins to bridge the gap between copyright scholarship and the methodologically diverse generalist jury literature. Numerous high-profile jury trials underscore the jury’s importance for copyright policy, yet scholars have neglected to consider the jury’s role in light of existing generalist scholarship. Jury-Related Errors in Copyright profiles copyright’s user-unfriendliness and explores its impact by examining cases involving jury-related errors. It proposes a framework for considering reforms, arguing that copyright law must be attuned to what juries need to accomplish their tasks (via a “jury-centric” approach) as well as heeding how juries’ verdicts effectuate—or distort—copyright’s policy aims (using a “system-centric” approach). More scholarship is needed to develop future reforms but this Article provides a necessary starting point by acknowledging copyright law’s current user-unfriendliness and highlighting the significant impact of jury-related errors

    Policy and Practice Brief: Funding of Assistive Technology to Make Work a Reality, Part II; Using the Americans with Disabilities Act to Fund AT

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    This article is a continuation of “Funding Assistive Technology to Make Work a Reality” (Policy and Practice Brief #3). This brief reviews the provisions of the Americans with Disabilities Act (ADA) with a particular emphasis on how the ADA can be used to ensure that a person with a disability has access to needed assistive technology to do their job, or to ensure the individual has access to the job site

    Jury-Related Errors in Copyright

    Get PDF
    Copyright law is surprisingly hard. Copyright does not do what laypeople think it does, nor do its terms mean what laypeople expect. Copyright also possesses systemic indeterminacy about what it protects and the extent of that protection. For laypeople, copyright law is decidedly “user-unfriendly.” Nonetheless, copyright law reserves for lay jurors its most-litigated, most difficult, and most consequential question at trial: whether works are “substantially similar” and thus infringing.Many have criticized this allocation because in the context of copyright law, juries effectively have the power to expand or contract owners’ rights with little oversight or correction. But blaming the jury obscures other systemic factors and overlooks mistakes made by judges and litigants (as well as juries). In short, don’t blame the jurors, blame the game. To evaluate and improve the jury’s role in copyright litigation, we must look at—but also beyond—the jury and consider systemic sources of error, starting with complexities built into copyright itself.This Article focuses on copyright’s jury per se and begins to bridge the gap between copyright scholarship and the methodologically diverse generalist jury literature. Numerous high-profile jury trials underscore the jury’s importance for copyright policy, yet scholars have neglected to consider the jury’s role in light of existing generalist scholarship. Jury-Related Errors in Copyright profiles copyright’s user-unfriendliness and explores its impact by examining cases involving jury-related errors. It proposes a framework for considering reforms, arguing that copyright law must be attuned to what juries need to accomplish their tasks (via a “jury-centric” approach) as well as heeding how juries’ verdicts effectuate—or distort—copyright’s policy aims (using a “system-centric” approach). More scholarship is needed to develop future reforms but this Article provides a necessary starting point by acknowledging copyright law’s current user-unfriendliness and highlighting the significant impact of jury-related errors

    Expect the unexpected: the co-construction of assistive artifacts

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    This paper aims to explain emerging design activities within community-based rehabilitation contexts through the science of self-organization and adaptivity. It applies an evolutionary systematic worldview (Heylighen, 2011) to frame spontaneous collaboration between different local agents which produce self-made assistive artifacts. Through a process of distinction creation and distinction destruction occupational therapist, professional non-designers, caregivers and disabled people co-evolve simultaneously towards novel possibilities which embody a contemporary state of fitness. The conversation language is build on the principles of emotional seeding through stigmergic prototyping and have been practically applied as a form of design hacking which blends design time and use time. Within this process of co-construction the thought experiment of Maxwell’s Demon is used to map perceived behavior and steer the selecting process of following user-product adaptation strategies. This practice-based approach is illustrated through a case study and tries to integrate both rationality and intuition within emerging participatory design activities

    Virtual Glasses Try-on System

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    Virtual Glasses Try-on System Siyu Quan Recent advances in data-driven modeling have enabled the simulation of wearing the glasses virtually based on 2D images (web-camera). For real-life glasses wearing, it needs not only suitable for appearance, but also comfort. Although the simulations based on 2D images can bring out certain conveniences for customers who want to try on glasses online first, there are still many challenging problems ahead because of the high complexity of simulations for wearing glasses. Obviously, it can hardly tell if the glasses are comfortable or can seat on the customer’s nose correctly. Furthermore, customers may want to take a look from different angle to make sure that the glasses selected are perfect. Such requirements cannot be met by using the simulations based on 2D images so we present an interactive real-time system with simulations for wearing glasses, providing users with a high degree of simulation quality including physics application. With our system the user uses the Kinect sensor or the common web camera as input device to acquire the result of wearing the preferred glasses virtually, which is real-time. Input device captures the user’s face and generate a geometry face-mesh which is expected to be aligned to the face-mesh template we pre-set manually. The 3D data captured from Kinect dramatically improve user’s experience by constructing geometry face mesh
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