49 research outputs found
Socio-Psychological Factors Of Corporate Loyalty
The main goal of this study was to identify the impact of socio-psychological factors (region of residence, cultural values, tolerance level) on the level of corporate loyalty (PsyCap). The research was conducted under the 122 Ukrainian participants from 4 specific groups. There were used such methods as «Communicative tolerance», «Short tolerance index» and PsyCap. The results show that the manifestation of corporate loyalty is influenced by the mentality of employees - their region of residence, the system of values. Commitment to power, tradition, and security combined with benevolence ensure that employees hope for long-term cooperation with their organization and have a positive attitude both to each other and to customers in the sales department. Hedonism, stimulation and self-direction allow employees to experience optimism in their workplace. But such a parameter as staff’s self-efficacy was ambiguous about value system. Achievements, self-direction and universalism expectedly increase the level of self-efficacy, but adherence to traditions, conformity and intention for security reduce the level of self-efficacy. Significantly increased loyalty of sales staff in the presence of a high level of communicative tolerance
TicTacToes: Assessing Toe Movements as an Input Modality
From carrying grocery bags to holding onto handles on the bus, there are a
variety of situations where one or both hands are busy, hindering the vision of
ubiquitous interaction with technology. Voice commands, as a popular hands-free
alternative, struggle with ambient noise and privacy issues. As an alternative
approach, research explored movements of various body parts (e.g., head, arms)
as input modalities, with foot-based techniques proving particularly suitable
for hands-free interaction. Whereas previous research only considered the
movement of the foot as a whole, in this work, we argue that our toes offer
further degrees of freedom that can be leveraged for interaction. To explore
the viability of toe-based interaction, we contribute the results of a
controlled experiment with 18 participants assessing the impact of five factors
on the accuracy, efficiency and user experience of such interfaces. Based on
the findings, we provide design recommendations for future toe-based
interfaces.Comment: To appear in Proceedings of the 2023 CHI Conference on Human Factors
in Computing Systems (CHI 23), April 23-28, 2023, Hamburg, Germany. ACM, New
York, NY, USA, 17 page
Management of Ecological Land Destructions as a Basis for the Formation of Green Marketing
The article deals with the assessment and management of ecological land destruction, taking them into ac-count when determining the market value of land and the formation of green marketing. Based on the research, the authors proposed the use of the concept of ecological land destructions, which reflects any anomalies that occur in the conditions of use of agricultural land. The authors propose a methodology for calculating the integrated coeffi-cient of ecological land destruction, which combines coefficients that take into account the ratio of agricultural land in the landscape, the optimal set of crops in field crop rotation, effective soil fertility, arable land degradation and soil degradation. It is substantiated that the application of the integrated coefficient of ecological destruction has a significant corrective value in the context of determining the market value of land
Auto-Pa\'izo Games: Towards Understanding the Design of Games that Aim to Unify a Player's Physical Body and the Virtual World
Most digital bodily games focus on the body as they use movement as input.
However, they also draw the player's focus away from the body as the output
occurs on visual displays, creating a divide between the physical body and the
virtual world. We propose a novel approach - the ''Body as a Play Material'' -
where a player uses their body as both input and output to unify the physical
body and the virtual world. To showcase this approach, we designed three games
where a player uses one of their hands (input) to play against the other hand
(output) by loaning control over its movements to an Electrical Muscle
Stimulation (EMS) system. We conducted a thematic analysis on the data obtained
from a field study with 12 participants to articulate four player experience
themes. We discuss our results about how participants appreciated the
engagement with the variety of bodily movements for play and the ambiguity of
using their body as a play material. Ultimately, our work aims to unify the
physical body and the virtual world.Comment: This paper will be published at Annual Symposium on Computer-Human
Interaction in Play (CHI PLAY) 202
Дослідження робочих процесів насосів і приводів
В звіті показані можливості підвищення напірності ступені насосу, використання від’ємної циркуляції на вході в робоче колесо; досліджені особливості робочого процесу ступенів низької та наднизької швидкохідності; продовжено розвіток теорії та практики використання вихрового робочого процесу та елементів комбінованого робочого процесу. Показана доцільність і можливість використання котрроторної схеми для відцентрових і осьових насосів, вперше випробувано об’єднання відцентрової і доцентрової лопатевих решіток в одному ступені. Наведені результати розробки нових гідродинамічних машин багатофункціонального призначення і вдосконалення вільно-вихрових насосів. В результаті виконання роботи можна стверджувати, що забезпечено подальший розвиток і поглиблення знань про гідромеханічні процеси енергопередачі в лопатевих, вихрових і частково об’ємних насосах, розширилась методика використання сучасного гідрогазодинамічного програмного модуля ANSYS CFX для дослідження течій в проточних частинах гідромашин, введено й обґрунтовано ряд нових понять в теорію турбомашин і досліджено деякі конструктивні нетрадиційні схеми
What Does It Mean to Cycle in Virtual Reality? Exploring Cycling Fidelity and Control of VR Bicycle Simulators
Creating highly realistic Virtual Reality (VR) bicycle experiences can be time-consuming and expensive. Moreover, it is unclear what hardware parts are necessary to design a bicycle simulator and whether a bicycle is needed at all. In this paper, we investigated cycling fidelity and control of VR bicycle simulators. For this, we developed and evaluated three cycling simulators: (1) cycling without a bicycle (bikeless), (2) cycling on a fixed (stationary) and (3) moving bicycle (tandem) with four levels of control (no control, steering, pedaling, and steering + pedaling). To evaluate all combinations of fidelity and control, we conducted a controlled experiment (N = 24) in indoor and outdoor settings. We found that the bikeless setup provides the highest feeling of safety, while the tandem leads to the highest realism without increasing motion sickness. Moreover, we discovered that bicycles are not essential for cycling in VR