29 research outputs found

    Understanding the Adoption Intention of AI through the Ethics Lens

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    Understanding users and user behaviors in accepting new technologies such as AI has been ever more important. Meanwhile, information systems with AI inevitably engenders such ethical issues as transparency and accountability related to the consequences of recognition, decisions, and recommendations. Our work adds moral psychology variables to the Theory of Reasoned Action (TRA) in order to better explicate the adoption aspects of AI. For the research, we employed social desirability and self-consistency of moral psychology as underlying attitudes. And also, the moral norm is added to TRA to moderate the effect of the attitudes on the outcome variable. The empirical results indicate a direct and indirect role of the morality-related variables in explaining users’ AI adoption intentions. It was learned that moral psychology plays an important role in explaining user attitudes toward AI and subsequent intentions of adopting an AI system

    The Influence of Mixed Reality on Satisfaction and Brand Loyalty in Cultural Heritage Attractions: A Brand Equity Perspective

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    Mixed reality technology is being increasingly used in cultural heritage attractions to enhance visitors’ experience. However, how the characteristics of mixed reality affect satisfaction and brand loyalty has not been explored in previous research. The purpose of this study is to identify factors affecting satisfaction with mixed reality experiences at cultural and artistic visitor attractions and their influence on brand loyalty, which is connected with management performance. We propose a theoretical model based on brand equity theory in the context of mixed reality experience. Survey data were gathered from 251 respondents visiting a cultural and artistic visitor attraction in Seoul, Korea using a stratified sampling method. PLS-SEM was employed for the data analysis. The results suggest that the characteristics of mixed reality (interactivity, vividness) not only influence the affective aspects (perceived immersion, perceived enjoyment) of visitors’ experience, but also positively affect brand awareness, brand association, and brand loyalty

    Contextual adaptative interfaces for Industry 4.0

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    [EN] Information technologies are intrinsically connected to the manufacturing processes, with more data generated each second. To efficiently operate machines, users must sort out information that is relevant to them in specific moments and contexts. In this paper, we propose an architecture that combines context – e.g. location, type of order, available assets, previous actions – with information established through user stereotypes

    Evaluation framework for crowdsourced design concept management

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    Crowdsourced design concepts are reported to be more creative than internal ideas and the cost of idea sourcing from the crowds is less expensive than from the conventional sources. However, the crowdsourced design has not been well utilized especially for complex engineering systems. One of the reasons is that the crowdsourced data, information, and knowledge are not well managed and evaluated to generate the expected quality and feasibility. The aim of this paper is to present an evaluation framework for crowdsourced design concept management and to couple ideas and solutions with the purposes or objectives of new product development, more efficiently. In the paper, features and characteristics of crowdsourcing new product development are discussed, and formal measures are proposed. An illustrative example is presented to describe how the evaluation framework can be used in crowdsourcing design.This proceeding is from Proceedings of the 24th International Conference on Flexible Automation & Intelligent Manufacturing (2014): 945–952, doi:10.14809/faim.2014.0945.</p

    XR and mental wellbeing: state of the art and future research directions for the Metaverse

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    Introduction: The purpose of this study is to provide an overview of extant research regarding XR technology and its effect on consumer wellbeing. With the hopes of informing marketing practitioners on XR consumer psychology, in preparation for the Metaverse. Methods: To achieve the above aim, two types of analysis took place. Firstly, a bibliometric analysis was conducted which was then followed by a framework-based structured literature review. The latter entailed an analysis of 81 articles evaluated from a positive psychological approach. Findings: Following the TCCM framework, the analysis revealed the most common psychological theories demonstrating potential avenues for XR to impact consumer wellbeing. Moreover, researchers found preliminary links between, theory, characteristics, and contexts. Giving a preliminary description of how theory manifests into reality. Finally, the overview of extant literature was used to propose new avenues for future research pertaining to marketing, the Metaverse, and consumer effects. Conclusion: In conclusion, the paper provides stakeholder insights which can ensure minimal consumer risk and sustainable use of the XR technology and Metaverse. While addressing the need for more research that uncovers the psychological effects of emerging technologies, so to prepare for the Metaverse. This is especially important when considering the current upsurge of these technologies and the uncertainties associated with their novelty and the idea of an ‘always on’ consumer

    Acoustic Sensor Based Recognition of Human Activity in Everyday Life for Smart Home Services

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    A novel activity recognition method is proposed based on acoustic information acquired from microphones in an unobtrusive and privacy-preserving manner. Behavior detection mechanisms may be useful in context-aware domains in everyday life, but they may be inaccurate, and privacy violation is a concern. For example, vision-based behavior detection using cameras is difficult to apply in a private space such as a home, and inaccuracies in identifying user behaviors reduce acceptance of the technology. In addition, activity recognition using wearable sensors is very uncomfortable and costly to apply for commercial purposes. In this study, an acoustic information-based behavior detection algorithm is proposed for use in private spaces. This system classifies human activities using acoustic information. It combines strategies of elimination and similarity and establishes new rules. The performance of the proposed algorithm was compared with that of commonly used classification algorithms such as case-based reasoning, k-nearest neighbors, support vector machine, and multiple regression

    Evaluation framework for crowdsourced design concept management

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    Crowdsourced design concepts are reported to be more creative than internal ideas and the cost of idea sourcing from the crowds is less expensive than from the conventional sources. However, the crowdsourced design has not been well utilized especially for complex engineering systems. One of the reasons is that the crowdsourced data, information, and knowledge are not well managed and evaluated to generate the expected quality and feasibility. The aim of this paper is to present an evaluation framework for crowdsourced design concept management and to couple ideas and solutions with the purposes or objectives of new product development, more efficiently. In the paper, features and characteristics of crowdsourcing new product development are discussed, and formal measures are proposed. An illustrative example is presented to describe how the evaluation framework can be used in crowdsourcing design.This proceeding is from Proceedings of the 24th International Conference on Flexible Automation & Intelligent Manufacturing (2014): 945–952, doi:10.14809/faim.2014.0945.</p

    The effects of Experience-Technology Fit on consumption behavior: Extended Reality visitor experience

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    Purpose: Traditionally, Task-Technology Fit (TTF) theory has been applied to examine the usefulness of technology in the work environment. Can the same approach (based on experience rather than tasks) be applied to non-work, cultural heritage environments? This is the question we ask in this study. This study proposes a new variation of TTF based on the experience economy model, namely Experience-Technology Fit (ETF), for the non-work environment, in particular in the context of cultural heritage, where visitor experience is enhanced by extended reality technology, which combines immersive technologies and artificial intelligence. Design/Methodology/Approach: Employing a quantitative survey method, the empirical analysis seeks to determine the influence of Mixed Reality (MR) characteristics (interactivity, vividness), Voice User Interface (VUI) characteristics (speech recognition, speech synthesis) and experience economy factors (education, entertainment, esthetic, escape) on satisfaction, revisit intention and actual purchase to propose a new ETF model. Findings: VUI, MR, and experience factors were significantly associated with ETF; when combined with MR-based experience, ETF was significantly associated with satisfaction. Our findings further demonstrate the relationship between users’ satisfaction when engaging with MR-based experience and revisit intention, while purchase intention was significantly associated with the actual purchase. Originality: The novel contribution of this study is the proposal of the EFT model, a new variation of TTF based on the experience economy model. Overall, this study expands the applications of TTF to an experience-oriented business, thereby broadening our understanding of technological success with a specific focus on the technology fit of Extended Reality (XR) in the context of cultural heritage

    Missing Values and Optimal Selection of an Imputation Method and Classification Algorithm to Improve the Accuracy of Ubiquitous Computing Applications

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    In a ubiquitous environment, high-accuracy data analysis is essential because it affects real-world decision-making. However, in the real world, user-related data from information systems are often missing due to users’ concerns about privacy or lack of obligation to provide complete data. This data incompleteness can impair the accuracy of data analysis using classification algorithms, which can degrade the value of the data. Many studies have attempted to overcome these data incompleteness issues and to improve the quality of data analysis using classification algorithms. The performance of classification algorithms may be affected by the characteristics and patterns of the missing data, such as the ratio of missing data to complete data. We perform a concrete causal analysis of differences in performance of classification algorithms based on various factors. The characteristics of missing values, datasets, and imputation methods are examined. We also propose imputation and classification algorithms appropriate to different datasets and circumstances

    The Influence of Virtual Reality on Religious Digital Cultural Heritage

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    Purpose: The purpose of this study is to propose an expanded experience economy model and to explore if this model provides a better understanding of the process of growing continuance intention of religious digital cultural heritage and intention to visit the cultural heritage site. In particular, it examines whether spiritual experiences influence the evaluation of religious digital cultural heritage comparing a virtual reality (VR) to a web-based experience. Design/methodology/approach: In this study, a representative destination of religious cultural heritage, Jerusalem, was chosen as an example for the application. 292 participants were randomly divided into two groups, one group using the Web and the other group experiencing VR. After experiencing the destination virtually, participants completed a survey which was analysed using path analysis and multi-group analysis. Findings: The results suggest that the spiritual experience mediates Pine and Gilmore's (1998) four experiences and the continuance intention. It was also found that intellectual awareness about religious cultural heritage is the factor that strengthens the spiritual experience, and that spiritual experience is an important variable mediating educational and aesthetic experiences and the successful use of VR and Web. Additionally, experiencing VR strengthened the influence of spiritual experiences on the continuance use of virtual heritage and visits to actual religious heritage than using the Web. Originality/value: The originality of this study lies in the exploration of the use of digital technologies for the exploration of spiritual experiences, utilizing an expanded experience economy model as a theoretical foundation. The comparison of web-based and VR experiences provides important implications for destination marketers in terms of promoting destinations online to create actual visit intentions in the future
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