The application of mobile computing is currently altering patterns of our behavior to a greater degree than perhaps any other invention. In combination with the introduction of power efficient wireless communication technologies, such as Bluetooth Low Energy (BLE), designers are today increasingly empowered to shape the way we interact with our physical surroundings and thus build entirely new experiences. However, our evaluations of BLE and its abilities to facilitate mobile location-based experiences in public environments revealed a number of potential problems. Most notably, the position and orientation of the user in combination with various environmental factors, such as crowds of people traversing the space, were found to cause major fluctuations of the received BLE signal strength. These issues are rendering a seamless functioning of any location-based application practically impossible. Instead of achieving seamlessness by eliminating these technical issues, we thus choose to advocate the use of a seamful approach, i.e. to reveal and exploit these problems and turn them into a part of the actual experience. In order to demonstrate the viability of this approach, we designed, implemented and evaluated the Ghost Detector - an educational location-based museum game for children. By presenting a qualitative evaluation of this game and by motivating our design decisions, this paper provides insight into some of the challenges and possible solutions connected to the process of developing location-based BLE-enabled experiences for public cultural spaces.
Despite these findings, we have yet to see any widespread use of such technology in the context of everyday public spaces. It would be unwise to attribute this situation wholly to constraints such as cost of these systems. Research shows that the willingness to embrace a technological solution is always influenced by a multitude of variables. For instance, in 1989 Fred Davis pioneered the Technology Acceptance Model (TAM). @cite_18 He argued that adoption of new technology depends predominantly on two external variables: perceived usefulness, i.e. the degree to which a person believes that using a particular system would enhance her performance, and perceived ease of use, i.e. the degree to which a person believes that using a particular system will be free from effort. Due to our solution being implemented in a museum environment, we had to anticipate a wide spectrum of users, including non-digital natives. Issues related to social acceptance thus had to be factored in throughout the development process as well.
@cite_18
2137577228 2082539579 2164227199 2023805477
This paper proposes a model of technology acceptance that is specifically developed to test the acceptance of assistive social agents by elderly users. The research in this paper develops and tests an adaptation and theoretical extension of the Unified Theory of Acceptance and Use of Technology (UTAUT) by explaining intent to use not only in terms of variables related to functional evaluation like perceived usefulness and perceived ease of use, but also variables that relate to social interaction. The new model was tested using controlled experiment and longitudinal data collected regarding three different social agents at elderly care facilities and at the homes of older adults. The model was strongly supported accounting for 59–79 of the variance in usage intentions and 49–59 of the variance in actual use. These findings contribute to our understanding of how elderly users accept assistive social agents. Display Omitted ContextNumerous open source software projects are based on volunteers collaboration and require a continuous influx of newcomers for their continuity. Newcomers face barriers that can lead them to give up. These barriers hinder both developers willing to make a single contribution and those willing to become a project member. ObjectiveThis study aims to identify and classify the barriers that newcomers face when contributing to open source software projects. MethodWe conducted a systematic literature review of papers reporting empirical evidence regarding the barriers that newcomers face when contributing to open source software (OSS) projects. We retrieved 291 studies by querying 4 digital libraries. Twenty studies were identified as primary. We performed a backward snowballing approach, and searched for other papers published by the authors of the selected papers to identify potential studies. Then, we used a coding approach inspired by open coding and axial coding procedures from Grounded Theory to categorize the barriers reported by the selected studies. ResultsWe identified 20 studies providing empirical evidence of barriers faced by newcomers to OSS projects while making a contribution. From the analysis, we identified 15 different barriers, which we grouped into five categories: social interaction, newcomers' previous knowledge, finding a way to start, documentation, and technical hurdles. We also classified the problems with regard to their origin: newcomers, community, or product. ConclusionThe results are useful to researchers and OSS practitioners willing to investigate or to implement tools to support newcomers. We mapped technical and non-technical barriers that hinder newcomers' first contributions. The most evidenced barriers are related to socialization, appearing in 75 (15 out of 20) of the studies analyzed, with a high focus on interactions in mailing lists (receiving answers and socialization with other members). There is a lack of in-depth studies on technical issues, such as code issues. We also noticed that the majority of the studies relied on historical data gathered from software repositories and that there was a lack of experiments and qualitative studies in this area. Many people share their activities with others through online communities. These shared activities have an impact on other users' activities. For example, users are likely to become interested in items that are adopted (e.g. liked, bought and shared) by their friends. In this paper, we propose a probabilistic model for discovering latent influence from sequences of item adoption events. An inhomogeneous Poisson process is used for modeling a sequence, in which adoption by a user triggers the subsequent adoption of the same item by other users. For modeling adoption of multiple items, we employ multiple inhomogeneous Poisson processes, which share parameters, such as influence for each user and relations between users. The proposed model can be used for finding influential users, discovering relations between users and predicting item popularity in the future. We present an efficient Bayesian inference procedure of the proposed model based on the stochastic EM algorithm. The effectiveness of the proposed model is demonstrated by using real data sets in a social bookmark sharing service. AbstractTechnology evaluation has become a critical part of technology investment, and accurate evaluation can lead more funds to the companies that have innovative technology. However, existing processes have a weakness in that it considers only accepted applicants at the application stage. We analyse the effectiveness of technology evaluation model that encompasses both accepted and rejected applicants and compare its performance with the original accept-only model. Also, we include the analysis of reject inference technique, bivariate probit model, in order to see if the reject inference technique is of use against the accept-only model. The results show that sample selection bias of the accept-only model exists and the reject inference technique improves the accept-only model. However, the reject inference technique does not completely resolve the problem of sample selection bias.