14,234 research outputs found

    A Meta-Analysis of Enjoyment Effect on Technology Acceptance: The Moderating Role of Technology Conventionality

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    Recent advancements in Information and Communication Technology lead to the development of affordable, novel, out of the ordinary, and unconventional information technology artifacts. Such innovative technologies including virtual reality, wearable technology, and robots; feature unique human-computer interfaces, untraditional hardware designs, enable unique and atypical affordances, and provide their users with unprecedented experiences. As these artifacts become more pervasive, it is important to understand whether established Information Systems theories apply to this new paradigm. This meta-analysis introduces the definition of technology conventionality and investigates its moderating role on the effect of perceived enjoyment on users’ behavioural intention to use the technology with the aim of contrasting the effect sizes across conventional and unconventional technologies. Findings indicate that perceived enjoyment plays an important role in shaping users’ behavioural intention for both conventional and unconventional technologies. Implications for practice and future research are discussed

    Toward bio-inspired information processing with networks of nano-scale switching elements

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    Unconventional computing explores multi-scale platforms connecting molecular-scale devices into networks for the development of scalable neuromorphic architectures, often based on new materials and components with new functionalities. We review some work investigating the functionalities of locally connected networks of different types of switching elements as computational substrates. In particular, we discuss reservoir computing with networks of nonlinear nanoscale components. In usual neuromorphic paradigms, the network synaptic weights are adjusted as a result of a training/learning process. In reservoir computing, the non-linear network acts as a dynamical system mixing and spreading the input signals over a large state space, and only a readout layer is trained. We illustrate the most important concepts with a few examples, featuring memristor networks with time-dependent and history dependent resistances

    Why Computation?

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    This paper reviews my personal inclinations and fascination with the area of unconventional computing. Computing can be perceived as an inscription in a "Rosetta Stone," one category akin to physics, and therefore as a form of comprehension of nature: at least from a purely syntactic perspective, to understand means to be able to algorithmically (re)produce. I also address the question of why there is computation, and sketch a research program based on primordial chaos, out of which order and even self-referential perception emerges by way of evolution.Comment: 4 pages, 1 figure, invited contribution to "Paths to Unconventional Computing" for a special issue on "Integral Biomathics

    A three person poncho and a set of maracas:designing Ola De La Vida, a co-located social play computer game

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    Events that bring people together to play video games as a social experience are growing in popularity across the western world. Amongst these events are ‘play parties,’ temporary social play environments which create unique shared play experiences for attendees unlike anything they could experience elsewhere. This paper explores co-located play experience design and proposes that social play games can lead to the formation of temporary play communities. These communities may last for a single gameplay session, for a whole event, or beyond the event. The paper analyses games designed or enhanced by social play contexts and evaluates a social play game, Ola de la Vida. The research findings suggest that social play games can foster community through the design of game play within the game itself, through curation which enhances their social potential, and through design for ‘semi-spectatorship’, which blurs the boundaries between player and spectator thus widening the game’s magic circle

    Video browsing interfaces and applications: a review

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    We present a comprehensive review of the state of the art in video browsing and retrieval systems, with special emphasis on interfaces and applications. There has been a significant increase in activity (e.g., storage, retrieval, and sharing) employing video data in the past decade, both for personal and professional use. The ever-growing amount of video content available for human consumption and the inherent characteristics of video data—which, if presented in its raw format, is rather unwieldy and costly—have become driving forces for the development of more effective solutions to present video contents and allow rich user interaction. As a result, there are many contemporary research efforts toward developing better video browsing solutions, which we summarize. We review more than 40 different video browsing and retrieval interfaces and classify them into three groups: applications that use video-player-like interaction, video retrieval applications, and browsing solutions based on video surrogates. For each category, we present a summary of existing work, highlight the technical aspects of each solution, and compare them against each other

    Considering the User in the Wireless World

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    The near future promises significant advances in communication capabilities, but one of the keys to success is the capability understanding of the people with regards to its value and usage. In considering the role of the user in the wireless world of the future, the Human Perspective Working Group (WG1) of the Wireless World Research Forum has gathered input and developed positions in four important areas: methods, processes, and best practices for user-centered research and design; reference frameworks for modeling user needs within the context of wireless systems; user scenario creation and analysis; and user interaction technologies. This article provides an overview of WG1's work in these areas that are critical to ensuring that the future wireless world meets and exceeds the expectations of people in the coming decades

    Mapping Big Data into Knowledge Space with Cognitive Cyber-Infrastructure

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    Big data research has attracted great attention in science, technology, industry and society. It is developing with the evolving scientific paradigm, the fourth industrial revolution, and the transformational innovation of technologies. However, its nature and fundamental challenge have not been recognized, and its own methodology has not been formed. This paper explores and answers the following questions: What is big data? What are the basic methods for representing, managing and analyzing big data? What is the relationship between big data and knowledge? Can we find a mapping from big data into knowledge space? What kind of infrastructure is required to support not only big data management and analysis but also knowledge discovery, sharing and management? What is the relationship between big data and science paradigm? What is the nature and fundamental challenge of big data computing? A multi-dimensional perspective is presented toward a methodology of big data computing.Comment: 59 page
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