1,721,056 research outputs found
A systematic process for generating new blockchain-service business model ideas
As is the case with other emerging technologies, commercializing blockchain technology via business models can provide radical opportunities for innovation. Existing studies on blockchain-service businesses lack research on how to develop business model ideas systematically; this study proposes a methodical process for generating these new ideas. Blockchain technology features were organized from the perspective of idea generation and leveraged to solve customer requirements. Through workshops, six business ideas were generated and evaluated by 26 experts. The proposed process proved it could generate innovative and qualitative ideas and could, thus, help business planners who are looking to generate new blockchain-service business model ideas. © 2021, The Author(s), under exclusive licence to Springer-Verlag GmbH Germany, part of Springer Nature.11Nssciscopu
Defining and classifying IT interaction disability
Many people have significant difficulties while using information technology (IT) devices. This study suggests a new concept of IT interaction disability (ITID) to understand the significant difficulties that users may encounter while using IT devices. The task, interface, and context (TIC) framework for classifying the types of ITID is also developed; this framework includes three components: tasks, user interface elements, and context factors. A case study in which visually impaired people used smartphones was conducted to illustrate the types of ITID and to show the applicability of the TIC framework. The result of this study can provide insights to researchers to improve the understanding of the significant difficulties of using IT devices and to analyse these difficulties systematically. ? 2016 Informa UK Limited, trading as Taylor & Francis Group.11sciessciscopu
A value sampling method for evaluating user value: A case study of a smartphone
User value can be defined as desirable states of existence or modes of behaviour. Many user experience (UX) researchers have started to acknowledge user value. Value-centred design can help designers provide positive experiences to users. Although several studies have been conducted to define user value, studies that evaluate user value are difficult to locate in the literature. Many methods for evaluating abstract and ambiguous constructs are known. However, user value is more difficult to evaluate than other constructs because of its ambiguity and variability. In this study, value evaluation methods are reviewed and factors that the methods should consider are identified. Then, a value sampling method (VSM) that considers these identified factors is developed. A case study using the smartphone is conducted to verify VSM. The result of this study can assist designers to evaluate their product or service prototypes in terms of user value. Copyright © 2018 Inderscience Enterprises Ltd.11Nssciscopu
Usability of the size, spacing, and operation method of virtual buttons with virtual hand on head-mounted displays
Virtual reality (VR) allows users to see and manipulate virtual scenes and items through input devices, like head-mounted displays. In this study, the effects of button size, spacing, and operation method on the usability of virtual buttons in VR environments were investigated. Task completion time, number of errors, and subjective preferences were collected to test different levels of the button size, spacing, and operation method. The experiment was conducted in a desktop setting with Oculus Rift and Leap motion. A total of 18 subjects performed a button selection task. The optimal levels of button size and spacing within the experimental conditions are 25 mm and between 5 mm and 9 mm, respectively. Button sizes of 15 mm with 1-mm spacing were too small to be used in VR environments. A trend of decreasing task completion time and the number of errors was observed as button size and spacing increased. However, large size and spacing may cause fatigue, due to continuous extension of the arms. For operation method, the touch method took a shorter task completion time. However, the push method recorded a smaller number of errors, owing to the visual push-feedback. In this paper, we discuss advantages and disadvantages in detail. The results can be applied to many different application areas with VR HMD using virtual hand interaction.11Nsciessciscopu
Ontology-based knowledge framework for product development
Although information systems let manufacturing companies have a lot of development data, engineers do not know how to manage those huge data. So knowledge management is required to guide the engineers with comprehensive knowledge. In this paper, we propose the ontology-based knowledge framework for the product development. The framework composes of the three levels of knowledge. Lowest level is axioms, which explicitly and formally specify the semantics of concepts and relations. Middle level is a knowledge map, which defines the common domain knowledge that domain experts agree with. The knowledge map can guide engineers which design data are required for their tasks. Highest level is a specialized knowledge for domain which gives the solution of a specific task or problem. The specialized knowledge is classified into three knowledge types; expert knowledge, engineering function and data-analysis-based knowledge. The framework has a uniform representation; first order logic to integrate the three levels smoothly. We implement a prototype of the framework using prolog and test the example queries to show the effectiveness of the framework
Efficacy of Haptic Blind Spot Warnings Applied through a Steering Wheel or a Seatbelt
This study evaluates the efficacy of haptic feedback for the Blind Spot Warnings (BSWs) that are delivered to a driver through a steering wheel or a seatbelt. To this end, we developed a virtual driving simulator that implemented potential side collision scenarios. Haptic BSWs were issued as a vibrotactile alert during lane changes if a car in the target lane approached from the participant’s blind spot at a faster speed. The two haptic warning types were assessed through a human factors experiment with participants of two age groups: younger (30–40 years) and older (50–60 years). No warning condition was also included as the control condition. As performance measures, the Collision Prevention Rate (CPR) and the Minimum Distance by which a collision was Avoided (MDA) were collected. As preference measures, the participants’ perception of usefulness of the haptic warnings and their overall satisfaction were used. Experimental results showed that the highest CPR, the longest MDA, and the highest preference were achieved when BSWs were delivered through the steering wheel. For the seatbelt BSW, the CPR and MDA did not increase with statistical significance than those of the no-warning condition, but the participants felt that the haptic seatbelt was useful with high satisfaction. Interestingly, the scores of perceived usefulness and satisfaction were higher with the older group, suggesting that older drivers can be more willing to accept these new types of warning. In addition, the experiment suggested several factors that need to be studied to further improve the performance and preference of haptic BSW, such as warning issue timing and vibration intensity.1111ssciscopu
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