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1.
Conference on Human Factors in Computing Systems - Proceedings ; 2023.
Article in English | Scopus | ID: covidwho-20239581

ABSTRACT

Throughout the COVID-19 pandemic, visualizations became commonplace in public communications to help people make sense of the world and the reasons behind government-imposed restrictions. Though the adult population were the main target of these messages, children were affected by restrictions through not being able to see friends and virtual schooling. However, through these daily models and visualizations, the pandemic response provided a way for children to understand what data scientists really do and provided new routes for engagement with STEM subjects. In this paper, we describe the development of an interactive and accessible visualization tool to be used in workshops for children to explain computational modeling of diseases, in particular COVID-19. We detail our design decisions based on approaches evidenced to be effective and engaging such as unplugged activities and interactivity. We share reflections and learnings from delivering these workshops to 140 children and assess their effectiveness. © 2023 Owner/Author.

2.
Journal of Marketing Analytics ; 11(2):244-261, 2023.
Article in English | ProQuest Central | ID: covidwho-20238507

ABSTRACT

This study investigates the factors influencing Generation Y and Z's satisfaction and perceived enjoyment of using E-wallet. This paper further assesses whether consumers perceived enjoyment and satisfaction with using E-wallet would significantly affect their impulsive buying behavior. PLS-SEM was conducted based on 201 valid responses from active E-wallet users collected through an online survey. The results revealed that perceived interactivity and subjective norm positively influenced perceived enjoyment and satisfaction with using E-wallet, respectively. Perceived risk had no significant impact on perceived enjoyment and satisfaction with E-wallet, whereas visual appeal positively influenced perceived enjoyment but not satisfaction. Moreover, this study found that perceived enjoyment of using an E-wallet positively affected impulse buying while satisfaction with E-wallet had no significant relationship with impulse buying. Implications and recommendations for future research are discussed in this paper.

3.
ACM International Conference Proceeding Series ; : 74-78, 2022.
Article in English | Scopus | ID: covidwho-20232685

ABSTRACT

One of the effects of the COVID-19 pandemic is the adaptation of most of the activities remotely or virtually, in the case of medical appointments, in the different specialties other than emergencies produced by COVID-19. Most of them continued in the format through online appointments. One of the important processes in medical evaluations is related to the so-called specialist boards, where special cases are evaluated, for which several physicians must be connected online, in addition to being able to make reports jointly. In this paper we develop a methodology to perform medical meetings of specialists, using a platform dedicated to the use in video games, through the DISCORD tool interconnectivity from various devices is performed, the results demonstrate the interactivity and applicability of the methodology, so it can be applied in different processes where interconnectivity between different devices and the concurrence of several users is required. We present a methodology to configure virtual appointment rooms, the results allow us to verify that the methodology can be replicated and scaled according to the needs. © 2022 ACM.

4.
Sustainability ; 15(11):8600, 2023.
Article in English | ProQuest Central | ID: covidwho-20231967

ABSTRACT

This study investigated the impact of perceived interactivity on behavioral intention in the context of virtual conferences in the post-COVID-19 era. With academic conferences moving exclusively online due to the pandemic, there is a gap in the literature regarding attendees' attitudes and perceived benefits regarding these events. This study developed the technology acceptance model (TAM) by treating perceived conference interactivity as the antecedent construct of the TAM. The moderating role of self-congruity and the mediating effect of perceived quality were also studied to understand the behavioral intention of attending future virtual conferences. Using partial least squares structural equation modeling (PLS-SEM), a sample of 327 academic staff members in Lebanon was analyzed. Our study found that perceived interactivity and quality both positively influenced behavioral intentions. Additionally, perceived interactivity was positively associated with the perceived quality of virtual conferences, and self-congruity further strengthened this relationship. Our study also revealed that perceived quality mediates the relationship between perceived interactivity and behavioral intention to attend future virtual conferences. This study fills a gap in the literature by examining the impact of perceived interactivity and quality on behavioral intention toward virtual conferences in the post-COVID-19 era. Our findings provide insights into consumer behavior at virtual conferences and can contribute to the development of the TAM via an exploration of its applicability in the context of online events.

5.
Journal of Marketing Management ; 2023.
Article in English | Web of Science | ID: covidwho-2327776

ABSTRACT

The COVID-19 pandemic, and the lockdown of populations and businesses that followed, disrupted the operations of many industries. It also paved the way for a large number of innovations and for an overall technological acceleration, both from companies and from consumers. More than other sectors, culture was largely affected by the crisis through the closing of theatres and of borders and had no other solution than adaptation and innovation in order to survive. This paper discusses a number of such innovations, both in terms of technology and of business models for the cultural industry (i.e. performing arts). Consumers' evaluation of such innovations is assessed through a quantitative survey involving streaming experiences with theatre programs and broadcasted concerts.

6.
J Clin Epidemiol ; 157: 83-91, 2023 05.
Article in English | MEDLINE | ID: covidwho-2325209

ABSTRACT

OBJECTIVES: Network meta-analysis (NMA) is becoming a popular statistical tool for analyzing a network of evidence comparing more than two interventions. A particular advantage of NMA over pairwise meta-analysis is its ability to simultaneously compare multiple interventions including comparisons not previously trialed together, permitting intervention hierarchies to be created. Our aim was to develop a novel graphical display to aid interpretation of NMA to clinicians and decision-makers that incorporates ranking of interventions. STUDY DESIGN AND SETTING: Current literature was searched, scrutinized, and provided direction for developing the novel graphical display. Ranking results were often found to be misinterpreted when presented alone and, to aid interpretation and effective communication to inform optimal decision-making, need to be displayed alongside other important aspects of the analysis including the evidence networks and relative intervention effect estimates. RESULTS: Two new ranking visualizations were developed-the 'Litmus Rank-O-Gram' and the 'Radial SUCRA' plot-and embedded within a novel multipanel graphical display programmed within the MetaInsight application, with user feedback gained. CONCLUSION: This display was designed to improve the reporting, and facilitate a holistic understanding, of NMA results. We believe uptake of the display would lead to better understanding of complex results and improve future decision-making.


Subject(s)
Computer Graphics , Data Visualization , Network Meta-Analysis , Data Interpretation, Statistical
7.
Heliyon ; 9(5): e15873, 2023 May.
Article in English | MEDLINE | ID: covidwho-2320261

ABSTRACT

This paper investigates whether the intensity of participation in large lecture quizzes in a tertiary education context, facilitated and monitored by an online platform, is associated with better examination performance. The platform mirrors lecture slides onto student devices and uses integrated "clicker" style questions within the lecture to quiz students on concepts learned. Using regression, we find that the intensity of quiz participation is positively related to students' performance. Student study perceptions, based on study and career plans, moderate the results. These findings are relevant to educators, especially in a post-COVID-19 learning environment, where the online quiz function could be used to foster participation.

8.
International Journal of Retail & Distribution Management ; 51(5):629-652, 2023.
Article in English | ProQuest Central | ID: covidwho-2292763

ABSTRACT

PurposeThis study aims to understand customer equity and loyalty using augmented reality (AR) and employee services in a physical retail environment. The current study investigated how customers' experiences with AR-based and employee service affect their satisfaction, equity and loyalty.Design/methodology/approachA conceptual framework was developed by reviewing AR and employee services literature. The Smart PLS-SEM technique was used to test the responses of 620 Chinese respondents empirically.FindingsThe findings provided valuable insights into AR and employee services in a physical retail environment. Customers are more inclined to use AR services in the current business climate.Research limitations/implicationsThis study's sample was drawn from a single city, with a total of 620 respondents, which may not be a complete representation of China as a whole. As a result, the results may not be generalizable to a single city.Practical implicationsRetail brand managers should emphasize implementing innovative technologies in the physical retail environment to retain and attract customers. Pandemic consumers are opting for innovative technologies as part of their shopping experience due to changes in business models.Originality/valueThe researchers recognized AR and employee services as innovative domains in physical retail stores because they can increase sales, customer equity and loyalty. As a result, the framework results are precious to practitioners interested in implementing such innovative technologies for retail stores.

9.
11th EAI International Conference on ArtsIT, Interactivity and Game Creation, ArtsIT 2022 ; 479 LNICST:542-560, 2023.
Article in English | Scopus | ID: covidwho-2292614

ABSTRACT

A multi-phase investigation was conducted to question potentials within music therapy of a new electrorganic frame drum musical instrument from Japan titled the ‘aFrame'. Two professional music therapists collaborated in this third phase of testing under the work in progress. One of the two music therapists tested the aFrame within numerous sessions with two profoundly disabled clients across generations i.e., an adolescent male and an adult woman. Observations including video recordings as baseline analysis. A goal of the study was to identify strengths and weaknesses of the new instrument in the field of (re)habilitation, especially across spectrums of those with profound dysfunction, special needs situations, and across ages. A goal of the overall work of some four decades, titled SoundScapes, is to achieve an ultimate compendium of tools for human performance to create specific interactive environments to support therapists, caregivers, and for own self-training through engaged and motivated creativity, self-expression, and play. Such environments as created by the first author have been used in his stage performances and installations (e.g., at Museums of Modern Art). The tools are thus considered transdisciplinarity forming a new holistic approach aligned to his six patents. Results from the investigation question the contextual potential of the aFrame due to a typical lack of motoric control aligned to the fragility and expense of the instrument – challenges were evident for those with diminished or lack of physical limb control. To optimize use, add-on footswitches and pedals are recommended with the aFrame instrument. These give added options including remote switching and an audio streaming interface mixer for optimal Online streaming of instrument (and voice) that would have been especially useful during the Coronavirus pandemic so that the music therapists could have continued their interactions with clients remotely (i.e., beyond video conferencing quality). Alternatives to the aFrame are posit and selected from the new generation of instruments and pedals controlling digital media as presented at the end of the text. © 2023, ICST Institute for Computer Sciences, Social Informatics and Telecommunications Engineering.

10.
Ocean and Coastal Management ; 239, 2023.
Article in English | Scopus | ID: covidwho-2304361

ABSTRACT

The port is the basic support for regional economic development and the global allocation of resources. With the rapid development of China's economy and growing ecological awareness, the assessment of port and regional efficiency has received unprecedented attention. In the current context of the COVID-19 pandemic, how the port and its region will be coordinated under the common goal of development has become a hot topic. In this study, the port subsystem (P-subsystem) and the regional subsystem (R-subsystem) are unified into the port–region system (PR system), and a new meta-frontier two-stage data envelopment analysis model is constructed to evaluate the P-subsystem efficiency and the environmental efficiency of the PR system. This research also measures the port–regional coordination level using the coordination index and explores the inefficiency of the PR system with the help of management improvement and technology improvement indices. Main results show that the overall efficiency of the Chinese PR system is increasing. The technological level of the PR system in coastal areas is close to the optimal level. The inefficiency of the Chinese PR system is mainly affected by management inefficiency. The coordination of regional and port development in China is also poor. Finally, on the basis of the research findings, this study provides targeted countermeasure suggestions to promote the efficiency enhancement and coordinated development of the PR system. © 2023 Elsevier Ltd

11.
The Journal of Services Marketing ; 37(1):96-109, 2023.
Article in English | ProQuest Central | ID: covidwho-2253600

ABSTRACT

PurposeThis study aims to investigate perceptions about interactive travel websites. The researchers hypothesize that engaging content, the quality of information and source credibility have a significant effect on the consumers' utilitarian motivations to continue using them in the future.Design/methodology/approachA structured survey questionnaire was used to gather data from 1,287 online users, who were members of two popular social media groups. The methodology relied on a partial least squares approach to analyze the causal relationships within an extended information adoption model (IAM).FindingsThe findings reveal that the research participants perceive the utility of interactive travel websites and are willing to continue using them, particularly the responsive ones. The research participants suggest that these sites are easy to use, capture their attention and offer them useful information on various tourism services. The results also indicate that they appreciate their source credibility (in terms of their trustworthiness and expertise of their curators) as well as their quality content.Research limitations/implicationsThis study integrates key measures from the IAM with a perceived interactivity construct, to better understand the individuals' acceptance and use of interactive websites.Practical implicationsThis research implies that service businesses ought to have engaging websites that respond to consumer queries in a timely manner. Hence, they should offer a seamless experience to their visitors to encourage loyal behaviors and revisit intentions to their online domains.Originality/valueTo the best of the authors' knowledge, there are no other studies that incorporated an interactive engagement construct with key constructs from IAM and from the technology acceptance model (TAM). This contribution underlines the importance of measuring the individuals' perceptions about the engagement capabilities of interactive media when investigating information and/or technology adoption.

12.
Technology, Knowledge and Learning: Learning mathematics, science and the arts in the context of digital technologies ; 27(4):1335-1336, 2022.
Article in English | APA PsycInfo | ID: covidwho-2253599

ABSTRACT

Reports an error in "The acceptance of learning management systems and video conferencing technologies: Lessons learned from covid-19" by Mark Anthony Camilleri and Adriana Caterina Camilleri (Technology, Knowledge and Learning: Learning mathematics, science and the arts in the context of digital technologies, Advanced Online Publication, Aug 12, 2021, np). In the originally published article, the authors identified an error in Fig. 1. The correct Fig. 1 and its caption are given in this erratum. The original article has been revised. (The following of the original article appeared in record 2021-76378-001). During the outbreak of the Coronavirus (COVID-19) pandemic, higher education institutions (HEIs) have shifted from traditional and blended learning approaches to a fully virtual course delivery. This research investigates the students' perceptions on remote learning through asynchronous learning management systems (LMS) and via synchronous video conferencing technologies like Google Meet, Microsoft Teams or Zoom, among others. The data was gathered from a sample of 501 higher education students in a Southern European context. A survey questionnaire included measures that investigated the participants' acceptance of interactive technology to better understand their utilitarian motivations to use them. The findings suggest that the research participants accessed asynchronous content and interacted with online users, including with their course instructor, in real time. While there are a number of theoretical or opinion papers on the impact of COVID-19 on higher education services, currently, there are still a few empirical papers that shed light on the factors that are having an effect on the students' attitudes and intentions to utilize remote learning technologies. This contribution underlines the importance of maintaining ongoing, interactive engagement with students, and of providing them with appropriate facilitating conditions, to continue improving their learning journey. (PsycInfo Database Record (c) 2023 APA, all rights reserved)

13.
Text (Australia) ; 26(Special issue 69), 2022.
Article in English | Scopus | ID: covidwho-2281922

ABSTRACT

‘Dolphins in the Reservoir' is an interactive recombinant work of moving images, text and sound. It confronts the many social challenges we face through the subjective, contradictory and often uncanny experiences of individuals. Thematically it passes through challenges to health, the environment, and fast-eroding democracy;our attempts to educate order out of chaos;philosophical and scientific ways of thinking about consciousness;and possible futures, including the rise of AI. Its recurrent dolphin theme transmutes many of these ideas.Saturated with media, the individual experiences a multimodal montage of the imaginal and mundane, the institutional and vernacular, the dystopian and utopian.. Juxtaposed and multilayered, the text, images and sound employ polysemy and synaesthesia while the interface evokes a murky, liminal realm. ‘Dolphins' is structured in six distinct cycles, which repeat with variation. A single cycle of the work grows from isolated media fragments towards a dense plurality and diversity. V/users can drive the piece with clicks, and they can drag to rearrange elements. Three preformed musical sources juxtapose acoustic and digitally transformed sound, including sonified Covid-19 wave statistics. ‘Dolphins' features trumpet by internationally renowned soloist John Wallace, our collaborator in (austra)LYSIS, the creative ensemble of which all three authors are part. © 2022, Digital Realism Creative works. All rights reserved.

14.
Int J Environ Res Public Health ; 20(1)2022 12 29.
Article in English | MEDLINE | ID: covidwho-2245052

ABSTRACT

This study aims to determine whether the effect of interactivity on participation in virtual sports has risen because of the COVID-19 pandemic and if there is a difference in decision-making. The significance of social factors may be highlighted even more as a rationale for using virtual reality (VR) sports apps throughout the prolonged COVID-19 epidemic. A model was built based on the literature to describe the intention to participate in VR sports, and eight associated hypotheses were established. A sample of 301 submissions from a user poll on Korea's cycling information sharing website was used for our analysis. SPSS 23.0 (IBM, Armonk, NY, USA) and AMOS 18.0 (IBM, Armonk, NY, USA) were used to validate Hypotheses 1-8 using a multigroup structural equation model (SEM) analysis and multigroup analysis. Although some hypotheses were not validated, the impact of perceived interaction presented as an extra variable altered based on the group participating before and after the COVID-19 epidemic, and the study's goal was achieved. Given that information technology has evolved by overcoming physical space and socio-cultural constraints to create a society that connects people, the importance of online interaction, such as networking and competition between users, will be emphasized in the VR sports field in the future.


Subject(s)
COVID-19 , Sports , Virtual Reality , Humans , Pandemics , Theory of Planned Behavior , COVID-19/epidemiology
15.
JMIR Med Educ ; 9: e40040, 2023 Feb 15.
Article in English | MEDLINE | ID: covidwho-2243605

ABSTRACT

BACKGROUND: Remote and virtual simulations have gained prevalence during the COVID-19 pandemic as institutions maintain social distancing measures. Because of the challenges of cost, flexibility, and feasibility in traditional mannequin simulation, many health care educators have used videos as a remote simulation modality; however, videos provide minimal interactivity. OBJECTIVE: In this study, we aimed to evaluate the role of interactivity in students' simulation experiences. We analyzed students' perceptions of technology acceptance and authenticity in interactive and noninteractive simulations. METHODS: Undergraduate nursing students participated in interactive and noninteractive simulations. The interactive simulation was conducted using interactive video simulation software that we developed, and the noninteractive simulation consisted of passively playing a video of the simulation. After each simulation, the students completed a 10-item technology acceptance questionnaire and 6-item authenticity questionnaire. The data were analyzed using the Wilcoxon signed-rank test. In addition, we performed an exploratory analysis to compare technology acceptance and authenticity in interactive local and remote simulations using the Mann-Whitney U test. RESULTS: Data from 29 students were included in this study. Statistically significant differences were found between interactive and noninteractive simulations for overall technology acceptance (P<.001) and authenticity (P<.001). Analysis of the individual questionnaire items showed statistical significance for 3 out of the 10 technology acceptance items (P=.002, P=.002, and P=.004) and 5 out of the 6 authenticity items (P<.001, P<.001, P=.001, P=.003, and P=.005). The interactive simulation scored higher than the noninteractive simulation in all the statistically significant comparisons. Our exploratory analysis revealed that local simulation may promote greater perceptions of technology acceptance (P=.007) and authenticity (P=.027) than remote simulation. CONCLUSIONS: Students' perceptions of technology acceptance and authenticity were greater in interactive simulation than in noninteractive simulation. These results support the importance of interactivity in students' simulation experiences, especially in remote or virtual simulations in which students' involvement may be less active.

16.
Information Design Journal ; 27(1):115-125, 2022.
Article in English | Scopus | ID: covidwho-2235883

ABSTRACT

The case study describes the process of designing an interactive visualisation tool to help people understand the likelihood of Covid-19 transmission in different situations. This visualisation was created as part of a 13 month long collaborative project between scientific experts from a UK government advisory group, and a multimedia team at The BMJ (British Medical Journal). The data underpinning the graphic was collected from 27 experts via a knowledge elicitation study. It includes discussion of lessons learned about collecting and visualising uncertain data, and the benefits of user testing. © John Benjamins Publishing Company.

17.
Transforming Government: People, Process and Policy ; 17(1):15-38, 2023.
Article in English | ProQuest Central | ID: covidwho-2232940

ABSTRACT

PurposeThe purpose of this study is to investigate the continuance intention of using e-government services in Tanzania as well as moderating effects of system interactivity.Design/methodology/approachA research model based on expectancy confirmation model was developed and empirically tested using 213 data collected from e-government services users who were selected using the judgemental sampling technique. The variance-based structural equation modelling technique was used for data analysis using SmartPLS 3.0.FindingsThe results of this study suggest that system interactivity, computer self-efficacy, management support, confirmation, satisfaction and perceived usefulness have a positive and significant influence on continuance intention to use e-government services. Moreover, the findings of this study indicate that system interactivity moderates the influence of perceived usefulness and satisfaction on continuance intention.Originality/valueThis study extends the expectancy confirmation model with system interactivity, management support and computer self-efficacy which are considered as important factors in continuance usage of technology. Furthermore, this study examines the moderating effect of system interactivity on the effects of perceived usefulness and satisfaction on continuance intention.

18.
Revista Mexicana de Investigación Educativa ; 28(96):73-97, 2023.
Article in Spanish | Academic Search Complete | ID: covidwho-2219040

ABSTRACT

This research attempts to contribute to the area of oral interactions in online classes during the COVID-19 pandemic in Chile. Specifically, the sample considers two teachers and 85 students in two sixth-grade classes. The analysis was carried out on two levels. The first includes the codification of turns of speaking, according to the system adapted by Howe et al. The second level uses classroom observation in addition to triangulation with interviews held with the two teachers. The analysis reveals that online teaching implies important changes in the form of the class, yet the types of oral interactions are similar to those reported in face-to-face classes. The implications are discussed in the results. (English) [ FROM AUTHOR]

19.
2022 International Conference on Innovation and Intelligence for Informatics, Computing, and Technologies, 3ICT 2022 ; : 519-525, 2022.
Article in English | Scopus | ID: covidwho-2213126

ABSTRACT

Many higher education institutions moved to online learning settings due to the COVID-19 pandemic and continued using online settings entirely or in a blended learning format. Usability and design interactivity are essential components of Human-Computer Interaction (HCI), which need to be frequently measured and studied to ensure successful users' adoption of learning management systems (LMS) for higher education institutions and to achieve deep learning and improve students' engagement. This paper examines the usability level of the Blackboard Ultra interface perceived by two groups of users, faculty members and students at the College of Applied Studies (CAS) at the University of Bahrain (UoB). It investigates if a correlation exists between the results of each group. In addition, it studies demographic factors influencing users' perceived usability. This study uses a usability metric called Website Analysis and Measurement Inventory (WAMMI) to evaluate perceived usability. WAMMI measures five usability sub-scales: Attractiveness, Controllability, Efficiency, Helpfulness, and Learnability. Results indicate that Blackboard Ultra achieved an acceptable level of global usability score by both groups. Moreover, no significant differences were found between students' and faculty's perceptions of usability except for the efficiency sub-scale. Furthermore, the learnability sub-scale scored the least among students and faculty members, resembling a neutral usability level. The study also found that a higher frequency of BB usage resulted in higher levels of perceived usability. Based on the findings, the study proposes recommendations to improve Blackboard Ultra's usability level further among students and academic faculty members. © 2022 IEEE.

20.
The International Journal of Quality & Reliability Management ; 40(2):542-565, 2023.
Article in English | ProQuest Central | ID: covidwho-2213071

ABSTRACT

Purpose>The meddling of foreign players into the Indian hotel industry has triggered fervent competitiveness, and therefore, consumers' attitude, intention and behavior have been the epicenter of all activities. This study endeavors to explicate enablers of online hotel booking intention (OHBI) in the Indian hospitality industry.Design/methodology/approach>The study examined OHBI of 560 travelers during the first wave of COVID-19 pandemic in India using structural equation modeling and an extended technology acceptance model. Direct and indirect associations were explored using mediation and moderation.Findings>The results manifest that hotel website credibility, perceived website interactivity and perceived ease of use (PEU) aggrandize perceived usefulness (PU), which, in turn, considerably magnifies travelers' OHBI. PEU and PU partially mediate the relationship in the model. Into the bargain, service affordability reinforces the relationship, while perceived pandemic risk enfeebles the relationship between PU and OHBI.Research limitations/implications>The study unfurls pressing determinants of PEU, PU and OHBI that may facilitate hoteliers to lure travelers and enhance profitability.Originality/value>There is a paucity of literature on "hotel website credibility” and "perceived pandemic risk” in the hospitality industry. Hence, the study enriches literature by assimilating underlying constructs through an epigrammatic conceptual model. The study is distinctive because it unearths the possibilities of mediation and moderation amongst the aforementioned constructs and posits the calamitous effects of the COVID-19 pandemic on the tourism and hospitality sector.

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