38 research outputs found

    Towards a Theoretical Framework of Acceptance of Virtual Reality Technology: Evidence from 360-Video Concert

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    We examine the use of 360-degree video technology in a live music event with the aim to explore the factors leading to acceptance of the VR use case and technology, to reduce the knowledge gap about this topic. We collected self-reported, quantitative data from 23 participants and investigated the user experience during the VR mediated 360-video concert and the acceptance of the 360-video for concert participation and VR technology use. We found that acceptance of the novel VR-based communication approach was correlated mainly with perceived usefulness. Furthermore, the perceived usefulness was only correlated with fun, but not flow and immersion. We outline the results in a new theoretical framework for studying and predicting the relationships between individual characteristics, user experience, VR evaluation, content and device, and the acceptance of 360-video mediated musical events and VR technology. Implications for VR acceptance theory and design practice are discussed

    Cloud Computing Adoption in Organizations: A Literature Review and a Unifying Model

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    Cloud computing is an attractive proposition to organizations because of its expected benefits. However, its perceived risks and challenges may discourage adoption. This trade-off between benefits and risks creates a dilemma on whether or how to approach cloud adoption. This study aims to advance the understanding of cloud computing adoption in organizations and proposes a unifying model of cloud adoption. A systematic literature review was employed to investigate the adoption factors studied in previous empirical settings. The review identified 41 primary studies and yielded a hierarchical cloud adoption model. The identified factors are in line with the technology-organization-environment framework and with the diffusion of innovation model, but new insights into the dimensions relevant to cloud adoption emerged from literature. For example, system availability and reliability, cost effectiveness, privacy and security, top management support, and market pressure are among the factors influencing adoption. Implications and future research are discussed

    Reflections on the Use of Psychophysiology in Studying Reading on Digital Media

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    This study reports the results of an experiment for studying the reading experience on digital media using frontal electroencephalographic (EEG) alpha asymmetry, an index of approach/withdrawal motivation. Natural reading of a newspaper on the traditional print medium and a tablet computer were compared. Reading the print newspaper induced relatively greater left frontal cortical activation, suggesting higher approach motivation during reading on paper than on a tablet. The observed differences are moderated by individual differences in personality type (BIS/BAS scales), reading style, and experience with a tablet computer. BAS Drive and Fun Seeking subscales showed a significant negative effect on frontal EEG asymmetry when reading on tablet; increases in the Drive and Fun Seeking scores predicted lower approach motivation. In addition, the analysis of reading profile and demographics showed that focused readers experienced greater approach motivation during reading the print newspaper and a higher experience with a tablet computer was not found congruent with higher approach motivation during reading on a tablet. Implications for information systems research and design practice are discussed

    Perceiving ICT: Factors Influencing the Selection of Information Systems as a Major

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    There is a shortage of employees in the Information and Communication Technology (ICT) field, including Information Systems (IS). Student recruitment is a challenge in IS in many countries despite different student marketing efforts and extensive research on the topic. We conducted a survey with first year students in a Finnish university to understand what factors seem to affect their career choice. Our findings indicate that ICT students mostly share their view of ICT with other students, with the exception that they seemed to see the field as more creative, and people oriented. We highlight the creative aspects of the work in IS to potentially attract new students, including more women, to study in IS

    The Good, the Bad, and the Divergent in Game-based Learning : Player Experiences of a Serious Game for Climate Change Engagement

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    Engaging citizens with climate change is an urgent and complex issue. Gamified initiatives such as game-based learning are used to promote awareness, emotional connection, and action, but we would benefit from more examples of how players truly play serious games and learn through them, especially regarding climate change, which presents unique characteristics as a learning topic. Thus, we developed a digital game about climate change and pandemics and thematically analyzed 12 players' experiences with it, including their relationship with the designed path, their possible deviations, and their engagement with the topic. Among our findings, we observe that progressing does not always involve interacting exactly as designed, and that game features that would be problematic otherwise can be accepted in the context of education. We also found that players may resist engaging in morally controversial in-game actions, give up in advance, or progress without understanding their actions' meaning. They also take actions diverging from a purely learning-oriented purpose, such as talking to and trying to interact with characters. Furthermore, game-based climate change engagement is complex and transcends learning new information. The results imply that game-based learning experiences cannot be completely guided, but designers are encouraged to clarify instructions to avoid moments of confused progress. In addition, players can frame educational games as different from entertainment ones in, e.g., their acceptable text amount, but not necessarily in terms of playful affordances. Accessibility and transparency should be addressed too. Importantly, the pedagogical and engaging value of adding playful interactions allowing for player autonomy, surprise, and character attachment should be considered. These can support player engagement and therefore maximize the educational value of games. Regarding climate change, we provide cognitive, affective and behavioral implications, including a call for designs that consider player agency and context.publishedVersionPeer reviewe

    Interactive and participatory media for public engagement with climate change:a systematic literature review and an integrative model

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    Abstract Public engagement with climate change is crucial for the success of policies and actions in response to climate change. Though, media have the potential to shape public opinion and attitudes towards climate change, the complexity of the issue and the psychology of human behaviour make the mere information and communication be ineffective in such endeavour. Thus, interactive and participatory approaches to communication promise better individual and public reception. This paper systematically reviews the empirical literature on interactive and participatory media for climate change engagement to examine and synthesize the effects of interactive and participatory media on cognitive, emotional, and behavioural engagement, and the existing challenges. A research agenda to fill the gaps in the area of interactive and participatory media is proposed and an integrative model of how media can engage the individual and public with climate change is introduced. The research in this area is multi-, inter- and trans-disciplinary and there are also many fields of practice that are involved: media and communication, information systems, visualization and computer science, environmental technology, education. To progress steadily with engaging the public with climate change, researchers and practitioners in the relevant fields should address the existing challenges and gaps. The model of public engagement proposed in the paper could furnish interested stakeholders with a reflective and practical device in this respect. One crucial objective for the future is to empower the individuals and the public as collective entity to act with knowledge, skills, and responsibility towards a sustainable world

    Usability:a core concept in socio-technical systems development

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    Abstract This paper restates the importance of the concept of usability in the socio-technical systems development. Usability covers the breadth and depth of the rich interaction of users and technology in the socio-technical context. By drawing parallels between the Vitruvian design principle of suitability and usefulness, and the paradigms of usability conceptualization, this paper argues that usability can act as speculum mundi, a lens through which the impacts of interaction at all levels of the organization and society can be identified

    Co-creation of a safety culture in digital fabrication

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    Abstract This workshop is intended to anyone (students, teachers, practitioners, technologists, designers, academics, etc.) working within or interested in the digital fabrication field. The workshop focuses on promoting, adopting, and developing a safety culture in digital fabrication. During the workshop, the participants will share information and experiences about safety in digital fabrication. A co-creation activity is organized where participants engage in the ideation, design, and prototyping of a storyboard for promoting safety in digital fabrication

    Transdisciplinarity in HCI

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    Abstract Researchers in the Human-Computer Interaction (HCI) field study, design and encapsulate the rich interaction between different kinds of users, information technology systems, and contexts of use in personal and organizational levels with implications to shaping society at large. HCI addresses different levels of analysis in human-technology interaction, utilizes different theoretical perspectives, practices, and paradigms from other disciplines, cooperates with other academic disciplines to study human-technology interaction, crossing boundaries and contributing to other disciplines, and has the design of human-technology interaction in its core. As research and practice field, HCI is very suitable for and oriented towards inter- and multi-disciplinarity, but transdisciplinarity in HCI is not yet fully explored. This paper outlines and reflects upon the concepts of transdisciplinarity, HCI, and transdisciplinarity in HCI

    Student-centred design of learning dashboards

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    Abstract This paper presents preliminary ideas, process and results related to the design of a learning analytics dashboard for supporting student engagement with learning during a course. Understanding students’ needs is important in designing effective learning analytics dashboards. Thus, the design should follow a user-centred or student-centred approach as understanding the needs of the user represents a significant part of the first stage in a user-centred design approach. Students needs are defined in relation to students’ activities and context of use of the system to be designed. A learning analytics dashboard (LAD) is designed to support students’ learning in a course scenario. Students needs are conceptualized based on literature and collected evidence. Among other things, students need meaningful feedback on their performance in various study tasks and support of progression of studies. These student wishes are discussed in what follows from the perspective of LAD design. The paper proposes a student-centred, theory-driven design framework for eliciting and including the students’ needs in the design. Implications for design and pedagogical practice and research are discussed
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