doi: 10.1080/10447318.2024.2434960pmid: N/A
Abstract This study examines the use of augmented reality (AR) in football to enhance players’ tactical skills and socialization. Fifty adult male first-year students from a Chinese university participated, using the Tactical Skills Inventory for Sports (TSIS) and the Newcomer Socialization Questionnaire (NSQ). Results indicated significant improvements in tactical skills for both experimental and control groups, with AR showing a higher increase compared to traditional methods. Key areas of improvement included Positioning and Deciding, Knowing About Ball Actions, and Acting in Changing Situations. After a one-year intervention, socialization levels significantly increased in both groups, with no significant differences in post-tests. This suggests that while AR effectively enhances tactical skills, its impact on socialization is minimal in team sports. The study confirms the practical value of AR in developing football tactical skills, though its effects on socialization need further investigation.
Mehrab Ashrafi, Dewan; Mone, Fabia Hannan; Zabeen, Mashruha; Sarker, Md. Atiqur Rahman; Shahid, Tazrian
doi: 10.1080/10447318.2024.2434962pmid: N/A
Abstract In response to the growing demand for studies into recommendation behaviour for mobile fitness apps, this study identified key drivers of users' recommendation intentions through a comprehensive three-stage analysis incorporating PLS-SEM, machine learning, and fsQCA. The PLS-SEM analysis revealed that perceived task facilitation, experiential gratification, and fitness stratification enhanced flow state, while perceived operational facilitation did not. The findings also showed that flow state positively influenced perceived fitness outcomes and recommendation intentions. Machine learning classifiers validated these relationships and highlighted the mediating role of perceived fitness outcomes. The final fsQCA stage identified nine configurations driving recommendation intentions, highlighting the need for app features tailored to user preferences. The findings are important for marketers, app developers, and policymakers. Marketers can design targeted campaigns based on user preferences, while app developers should prioritize intuitive, enjoyable user experiences. Policymakers can use insights to promote standards for user engagement. The study also contributes methodologically by integrating PLS-SEM, machine learning, and fsQCA.
Kwangsawad, Achaporn; Nusawat, Paingruthai; Jattamart, Aungkana
doi: 10.1080/10447318.2024.2434963pmid: N/A
Abstract Augmented reality (AR) is gaining popularity in tourism by improving immersive experiences. Therefore, understanding the factors influencing perceptions and barriers is critical. This study examines visitors’ attitudes and decision making hesitation. The innovation decision process is a conceptual model for comprehending user decisions and analyzing AR features and visitor characteristics. The early majority of AR users completed 401 online questionnaires. The causal relationships were investigated using PLS-SEM and IPMA. PLS-SEM results discovered that visual appeal and environmental embedding influenced AR attitudes. This study found that low tourist memorability affected visitor resistance and AR attitudes. The dimensions of visitor perception show that novelty and enjoyment significantly influence AR attitudes. Additionally, we discovered that AR attitudes significantly affected hesitation to reuse AR, revisit and engage in EWOM. IPMA results indicate that the AR attitude is significantly effective and crucial in reducing tourism AR hesitation. Additionally, we present a novel framework that integrates the domains of policy, people and technology.
doi: 10.1080/10447318.2024.2435693pmid: N/A
Abstract Metaphors have for long time been used for describing and explaining the roles of technology in human activity. Such descriptions are embedding an increasing level of ambience, where technology is expected to sense, interpret, and adapt to an individual’s needs and wishes, while at the same time, the demands for transparency and accountability is making way for new regulations and guidelines for systems based on artificial intelligence (AI). The purpose of this research is to explore social roles of humans and AI systems, and to identify open research questions and challenges when designing for transparency and sense of control. A socio-technical relationship framework was developed for assessing the social roles of AI systems, and for designing for change in roles and relationships. The framework was developed based on activity theory, metaphors for human-technology interaction, and emergent research on human-AI collaboration. By focusing on meaningful shared activity, the situations when technology is socially and personally relevant can be distinguished from the situations where technology is functionally relevant. The identified roles are partly overlapping and fluent depending on the situation, which increases the need for transparency and accountability, and consequently, AI techniques that allows explainability, negotiation and adaptation of the enacted roles. The framework is exemplified in two case studies to elicit role transformations in a work and a home environment respectively, where an individual’s changing need for supporting development of capabilities and autonomy through AI-based technology are addressed. We identify a number of open research questions and propose to apply the framework to capture and design for developing capability in humans and AI systems, collaborative capabilities in human-AI teaming, and for eliciting the ethical and moral consequences of AI systems operating within a person’s zone of development.
Chang, Zhuang; Cao, Jiashuo; Gupta, Kunal; Bai, Huidong; Billinghurst, Mark
doi: 10.1080/10447318.2024.2435694pmid: N/A
Abstract Non-verbal cues like locomotion and posture influence users’ perceptions of Mixed Reality Agents (MiRAs). While Electroencephalography (EEG) captures cognitive responses, the influence of MiRAs’ locomotion and postures on brain activity remains underexplored. Additionally, few studies integrate subjective and behavioral measures with EEG to evaluate these cues’ impact on social perception. To address this, we conducted a within-subject study where participants played Gobang against three virtual agents in mixed reality: 1) a speech-only agent (S), 2) an embodied agent with speech and locomotion (S + L), and 3) an embodied agent with speech, locomotion, and posture (S + L + P). Results showed the S + L + P agent had higher engagement measured by the questionnaire but a lower EEG-based engagement index at AF3 than the S + L agent. Besides, the S + L + P was also rated higher in social presence, engagement, and emotional arousal than the S condition; No behavioral differences were observed. We discuss how MiRAs’ locomotion and posture affect users’ social perception and provide design implications for future human-agent interactions.
Nguyễn, Minh Quang; Hà, Tú Anh
doi: 10.1080/10447318.2024.2435704pmid: N/A
Abstract The research investigates how Hofstede’s cultural dimensions at the individual level influence online privacy among Vietnamese university students. The previous research findings, APCO model, Hofstede’s theory of cultural dimensions and the protection motivation theory were adopted to conduct the study hypotheses. Data from a sample of 386 students at a private university in Hanoi was analysed with the Partial Least Squares-Structural Equation Modeling (PLS-SEM). Findings show that collectivism, long-term orientation and uncertainty avoidance had a positive impact on privacy concern but they did not directly influence privacy behavior. Instead, they could affect privacy behavior through privacy concern. Masculinity had no significant impact on both privacy concern and privacy behavior. Power distance positively influenced privacy behavior, but it did not have any effects on privacy concern. Regarding the relationship between privacy concern and privacy behavior, the findings suggest a potential two-way connection between privacy concern and behavior, requiring longitudinal research to examine it thoroughly.
Beneteau, Erin; Hiniker, Alexis; Tench, Beck; Ibrahim, Seray B.; Pratt, Wanda
doi: 10.1080/10447318.2024.2436038pmid: N/A
Abstract Co-design is not merely a set of design activities, but is grounded in the belief of equitable access and input in design. However, a common assumption in co-design is that participants can use their hands, easily communicate, and are able to actively participate in a timeframe based on the researcher’s agenda. These assumptions can exclude underserved populations, including participants with motor and communication disabilities. We present Aligned Co-Design (ACD), a multi-modal, temporally flexible method grounded in communication theory and interdependent relationships. ACD requires the researcher to address their assumptions, communication, and role in co-design. We provide a proof-of-concept of ACD in practice, demonstrating multi-modal communication techniques and how those techniques align understanding and an equitable partnership in co-design. ACD achieves co-design’s theoretical commitment to establish an interdependent partnership with a currently under-represented population in co-design, adults who have motor or communication disabilities, thereby increasing equity and inclusion in co-design.
Quintal, Sara; Ramos, Ricardo F.; Rita, Paulo; Oliveira, Pedro
doi: 10.1080/10447318.2024.2436043pmid: N/A
Abstract Augmented Reality (AR) smart glasses strengthen user interaction by merging real-world visuals with digital information. This study explores the impact of wearability, usability, and social influence on the feeling of groundedness and purchase intentions for AR smart glasses moderated by privacy concerns. Text mining and PLS-SEM were employed to analyze 3,164 Amazon smart glasses online reviews. Results suggest that the feeling of groundedness is influenced by usability and social influence, while wearability showed no significant effect. Privacy concerns moderate the relationship between groundedness and purchase intentions, emphasizing the need for privacy measures to improve user trust. These findings suggest that AR smart glasses create meaningful connections for users, affecting their preferences, choices, and willingness to pay.
Jisham, Muhammed; Selvaraj, Vanitha; John, Abin
doi: 10.1080/10447318.2024.2436605pmid: N/A
Abstract To sustain the competition and cater to the needs of tech-savvy customers, it became imperative for banks to implement AI in service delivery. In this scenario, the present study examined the factors affecting continuance intention (CI) to use AI mobile banking (AIMB) among young users by extending the technology continuance theory (TCT) with AI characters under the stimulus-organism-response framework. We surveyed 715 Gen Y and Gen Z users with AIMB experience. The collected data were analyzed using structural equation modelling. The results show that perceived anthropomorphism and intelligence significantly improve the users’ expectation confirmation and ease of use. Perceived usefulness was neither affected by AI characters nor influenced the CI. Satisfaction and attitude underlined their role in predicting CI. The effect of perceived usefulness on attitude and satisfaction, as well as confirmation on satisfaction, significantly differed between the two generations.
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