750 research outputs found

    The Role of Privacy Within the Realm of Healthcare Wearables\u27 Acceptance and Use

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    The flexibility and vitality of the Internet along with technological innovation have fueled an industry focused on the design of portable devices capable of supporting personal activities and wellbeing. These compute devices, known as wearables, are unique from other computers in that they are portable, specific in function, and worn or carried by the user. While there are definite benefits attributable to wearables, there are also notable risks, especially in the realm of security where personal information and/or activities are often accessible to third parties. In addition, protecting one’s private information is regularly an afterthought and thus lacking in maturity. These concerns are amplified in the realm of healthcare wearable devices. Users must weigh the benefits with the risks. This is known as the privacy calculus. Often, users will opt for the wearable device despite the heightened concern that their information may or will be disclosed. This is known as the privacy paradox. While past research focused on specific wearable technologies, such as activity trackers and smartphones, the paradox of disclosure despite concern for privacy has not been the primary focus, particularly in the realm of the manifestation of the paradox when it comes to the acceptance and use of healthcare wearable devices. Accordingly, the objective of the present research was to propose and evaluate a research model specifically oriented towards the role of privacy in the realm of healthcare-related wearables’ acceptance and use. The presented model is composed of sixteen constructs informed from multiple theories including multiple technology acceptance theories, the Protection Motivation Theory (PMT), the Health Belief Model (HBM), and multiple privacy calculus theories. Using a survey-oriented approach to collect data, relationships among privacy, health, and acceptance constructs were examined using SmartPLS with intentions to validate the posited hypotheses and determine the influence of the various independent variables on the intention to disclose and the intention to adopt healthcare-wearables. Of particular interest is the posited moderating effects of perceived health status on intention to disclose personal information. The research endeavor confirmed significant evidence of the cost/benefit decision process, aka the privacy calculus, that takes place when deciding whether or not to disclose personal information in the healthcare wearables space. Perceived privacy risk was negatively correlated to intention to disclose while hedonic motivation and performance expectancy were positively correlated to intention to disclose. Furthermore, significant evidence was discovered pertaining to the privacy paradox via the moderating role that perceived health status plays regarding the relationships between the constructs of perceived privacy risk and intention to disclose and hedonic motivation and intention to disclose. Intention to disclose was also found to have a significant positive influence on intention to adopt. Contributions include understanding and generalization in the healthcare wearables adoption knowledge space with a particular emphasis on the role of privacy, as well as practical implications for wearable manufacturers and users

    AMCIS 2021 Awards and Closing Ceremony

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    This is a video recording of the AMCIS 2021 Awards and Closing Ceremony

    Synthetic worlds, synthetic strategies: attaining creativity in the metaverse

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    This text will attempt to delineate the underlying theoretical premises and the definition of the output of an immersive learning approach pertaining to the visual arts to be implemented in online, three dimensional synthetic worlds. Deviating from the prevalent practice of the replication of physical art studio teaching strategies within a virtual environment, the author proposes instead to apply the fundamental tenets of Roy Ascott’s “Groundcourse”, in combination with recent educational approaches such as “Transformative Learning” and “Constructionism”. In an amalgamation of these educational approaches with findings drawn from the fields of Metanomics, Ludology, Cyberpsychology and Presence Studies, as well as an examination of creative practices manifest in the metaverse today, the formulation of a learning strategy for creative enablement unique to online, three dimensional synthetic worlds; one which will focus upon “Play” as well as Role Play, virtual Assemblage and the visual identity of the avatar within the pursuits, is being proposed in this chapter

    Synthetic worlds, synthetic strategies: attaining creativity in the metaverse

    Get PDF
    This text will attempt to delineate the underlying theoretical premises and the definition of the output of an immersive learning approach pertaining to the visual arts to be implemented in online, three dimensional synthetic worlds. Deviating from the prevalent practice of the replication of physical art studio teaching strategies within a virtual environment, the author proposes instead to apply the fundamental tenets of Roy Ascott’s “Groundcourse”, in combination with recent educational approaches such as “Transformative Learning” and “Constructionism”. In an amalgamation of these educational approaches with findings drawn from the fields of Metanomics, Ludology, Cyberpsychology and Presence Studies, as well as an examination of creative practices manifest in the metaverse today, the formulation of a learning strategy for creative enablement unique to online, three dimensional synthetic worlds; one which will focus upon “Play” as well as Role Play, virtual Assemblage and the visual identity of the avatar within the pursuits, is being proposed in this chapter

    3-D Cinema: Immersive Media Technology

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    Article exploring 3-D cinema.Copyright © Springer Science+Business Media Dordrecht 20153-D cinema is a largely overlooked media within geographical critique. This omission is notable given both the sustained academic consideration afforded to other popular media, the medium’s significant commercial and popular success, and its status as an ‘affective’ and captivating storytelling medium. With reference to film industry advertisements, the experiential dimensions of the 3-D cinematic encounter and its (popular) framing as an ‘immersive’ consumer experience are explored. In particular, the notion of ‘immersion’ is unpacked with reference to the medium’s engineering and production techniques. In so doing, the intertwinement of the industrial desire for ever more ‘immersive’ and ‘realistic’ consumer experience is explored in relation to the engineering techniques exhibiting perceptual mimicry, or what could be termed ‘mimetic engineering’. The association between 3-D cinema and ‘tactile’ images is then explored with reference to geographic literatures on ‘haptics’ and technologies of touch. A number of recent ‘innovations’ in these fields are drawn upon in order to complicate 3-D cinema’s association with ‘tactility’. In so doing, a technological shift towards the increasingly pervasive and sophisticated engagement of the wider multi-sensory palette is explored. Drawing upon recent media technology ‘innovations’, this persistent and relentless desire for ever more ‘immersive’ and perceptually-convincing media technology is explored in light of developing media geographies

    COUNTING ON: Humanizing self-tracked data in a connected world

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    This thesis explores the evolving role of the Quantified Self and self-tracking culture within personalized healthcare. Health and fitness wearables are proliferating globally. However, wearable device abandonment rates are also surging. Wearables can sometimes be authoritative or punitive when presenting wearers with their biological data. In the past, some devices have even triggered adverse health-related conditions. This thesis proposes an approach to visualizing biological data from wearables, in ways that are coherent, contextual, and humane. It critiques normative data visualizations in commercial wearables and speculates alternate futures for self-tracking to empower individuals to manage their health and well-being autonomously. Through an iterative development process to prototype creation, the author gathers biological data using a consumer wearable device and uses it to propose an information architecture that categorizes the data coherently. The architecture is applied in hand-drawn, domestic, embedded visualization prototypes that present the author’s biological data. Lastly, user interviews are conducted to acquire responses to the prototypes and plan possibilities for future iterations. The purpose of this research is to advocate empathy and compassion in the emerging culture of living with data while considering the intricacies of everyday life, the imperfections of being human, and the need for autonomy in personal data management

    Embodied Design Ideation Methods: Analysing the Power of Estrangement

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    Embodied design ideation practices work with relationships between body, material and context to enliven design and research potential. Methods are often idiosyncratic and - due to their physical nature - not easily transferred. This presents challenges for designers wishing to develop and share techniques or contribute to research. We present a framework that enables designers to understand, describe and contextualise their embodied design ideation practices in ways that can be understood by peers, as well as those new to embodied ideation. Our framework - developed over two conference workshops - provides a frame for discussion of embodied design actions that leverage the power of estrangement. We apply our framework to eight embodied design ideation methods. Our contribution is thus twofold: (1) a framework to understand and leverage the power of estrangement in embodied design ideation, and (2) an inspirational catalogue demonstrating the diversity of ideas that embodied design ideation methods can foster. Copyright is held by the owner/author(s). Publication rights licensed to ACM
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