14,234 research outputs found
A Meta-Analysis of Enjoyment Effect on Technology Acceptance: The Moderating Role of Technology Conventionality
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 usersâ 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 usersâ 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
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?
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
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 âplay parties,â 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 âsemi-spectatorshipâ, which blurs the boundaries between player and spectator thus widening the gameâs magic circle
Video browsing interfaces and applications: a review
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 dataâwhich, if presented in its raw format, is rather unwieldy and costlyâhave 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
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
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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