Pub Date : 2022-04-22Print Date: 2022-10-01DOI: 10.3171/2022.2.SPINE2281
Athan G Zavras, Navya Dandu, Michael T Nolte, Alexander J Butler, Vincent P Federico, Arash J Sayari, T Barrett Sullivan, Matthew W Colman
Objective: As an alternative procedure to anterior cervical discectomy and fusion, total disc arthroplasty (TDA) facilitates direct neural decompression and disc height restoration while also preserving cervical spine kinematics. To date, few studies have reported long-term functional outcomes after TDA. This paper reports the results of a systematic review and meta-analysis that investigated how segmental range of motion (ROM) at the operative level is maintained with long-term follow-up.
Methods: PubMed and MEDLINE were queried for all published studies pertaining to cervical TDA. The methodology for screening adhered strictly to the PRISMA guidelines. All English-language prospective studies that reported ROM preoperatively, 1 year postoperatively, and/or at long-term follow-up of 5 years or more were included. A meta-analysis was performed using Cochran's Q and I2 to test data for statistical heterogeneity, in which case a random-effects model was used. The mean differences (MDs) and associated 95% confidence intervals (CIs) were reported.
Results: Of the 12 studies that met the inclusion criteria, 8 reported the long-term outcomes of 944 patients with an average (range) follow-up of 99.86 (60-142) months and were included in the meta-analysis. There was no difference between preoperative segmental ROM and segmental ROM at 1-year follow-up (MD 0.91°, 95% CI -1.25° to 3.07°, p = 0.410). After the exclusion of 1 study from the comparison between preoperative and 1-year ROM owing to significant statistical heterogeneity according to the sensitivity analysis, ROM significantly improved at 1 year postoperatively (MD 1.92°, 95% CI 1.04°-2.79°, p < 0.001). However, at longer-term follow-up, the authors again found no difference with preoperative segmental ROM, and no study was excluded on the basis of the results of further sensitivity analysis (MD -0.22°, 95% CI -1.69° to -1.23°, p = 0.760). In contrast, there was a significant decrease in ROM from 1 year postoperatively to final long-term follow-up (MD -0.77°, 95% CI -1.29° to -0.24°, p = 0.004).
Conclusions: Segmental ROM was found to initially improve beyond preoperative values for as long as 1 year postoperatively, but then ROM deteriorated back to values consistent with preoperative motion at long-term follow-up. Although additional studies with further longitudinal follow-up are needed, these findings further support the notion that cervical TDA may successfully maintain physiological spinal kinematics over the long term.
目的:作为颈椎前路椎间盘切除术和融合术的替代手术,全椎间盘关节成形术(TDA)可直接为神经减压和恢复椎间盘高度,同时还能保持颈椎的运动学特性。迄今为止,很少有研究报告 TDA 术后的长期功能效果。本文报告了一项系统性综述和荟萃分析的结果,该分析调查了在长期随访中如何保持手术水平的节段运动范围(ROM):方法:查询了 PubMed 和 MEDLINE 上所有已发表的与颈椎 TDA 相关的研究。筛选方法严格遵守 PRISMA 指南。所有报告了术前、术后 1 年和/或长期随访 5 年或以上的 ROM 的英文前瞻性研究均被纳入。使用 Cochran's Q 和 I2 进行荟萃分析,以检验数据的统计异质性,在这种情况下使用随机效应模型。报告了平均差异(MDs)和相关的 95% 置信区间(CIs):在符合纳入标准的 12 项研究中,有 8 项研究报告了 944 名患者的长期疗效,平均随访时间(范围)为 99.86(60-142)个月,并纳入了荟萃分析。术前节段ROM与随访1年时节段ROM之间没有差异(MD 0.91°,95% CI -1.25° 至 3.07°,P = 0.410)。根据敏感性分析,在术前与术后1年的ROM比较中,由于存在显著的统计学异质性,因此排除了一项研究,但术后1年的ROM显著改善(MD 1.92°,95% CI 1.04°-2.79°,p < 0.001)。然而,在长期随访中,作者再次发现与术前节段ROM没有差异,并且没有研究根据进一步的敏感性分析结果被排除在外(MD -0.22°,95% CI -1.69° to -1.23°, p = 0.760)。相反,从术后1年到最终长期随访期间,ROM明显下降(MD -0.77°,95% CI -1.29° to -0.24°,p = 0.004):结论:研究发现,在术后长达 1 年的时间里,节段 ROM 最初的改善程度超过了术前值,但在长期随访时,ROM 又恶化回术前值。虽然还需要进行更多的纵向随访研究,但这些发现进一步支持了颈椎 TDA 可以成功地长期保持脊柱的生理运动学这一观点。
{"title":"Segmental range of motion after cervical total disc arthroplasty at long-term follow-up: a systematic review and meta-analysis.","authors":"Athan G Zavras, Navya Dandu, Michael T Nolte, Alexander J Butler, Vincent P Federico, Arash J Sayari, T Barrett Sullivan, Matthew W Colman","doi":"10.3171/2022.2.SPINE2281","DOIUrl":"10.3171/2022.2.SPINE2281","url":null,"abstract":"<p><strong>Objective: </strong>As an alternative procedure to anterior cervical discectomy and fusion, total disc arthroplasty (TDA) facilitates direct neural decompression and disc height restoration while also preserving cervical spine kinematics. To date, few studies have reported long-term functional outcomes after TDA. This paper reports the results of a systematic review and meta-analysis that investigated how segmental range of motion (ROM) at the operative level is maintained with long-term follow-up.</p><p><strong>Methods: </strong>PubMed and MEDLINE were queried for all published studies pertaining to cervical TDA. The methodology for screening adhered strictly to the PRISMA guidelines. All English-language prospective studies that reported ROM preoperatively, 1 year postoperatively, and/or at long-term follow-up of 5 years or more were included. A meta-analysis was performed using Cochran's Q and I2 to test data for statistical heterogeneity, in which case a random-effects model was used. The mean differences (MDs) and associated 95% confidence intervals (CIs) were reported.</p><p><strong>Results: </strong>Of the 12 studies that met the inclusion criteria, 8 reported the long-term outcomes of 944 patients with an average (range) follow-up of 99.86 (60-142) months and were included in the meta-analysis. There was no difference between preoperative segmental ROM and segmental ROM at 1-year follow-up (MD 0.91°, 95% CI -1.25° to 3.07°, p = 0.410). After the exclusion of 1 study from the comparison between preoperative and 1-year ROM owing to significant statistical heterogeneity according to the sensitivity analysis, ROM significantly improved at 1 year postoperatively (MD 1.92°, 95% CI 1.04°-2.79°, p < 0.001). However, at longer-term follow-up, the authors again found no difference with preoperative segmental ROM, and no study was excluded on the basis of the results of further sensitivity analysis (MD -0.22°, 95% CI -1.69° to -1.23°, p = 0.760). In contrast, there was a significant decrease in ROM from 1 year postoperatively to final long-term follow-up (MD -0.77°, 95% CI -1.29° to -0.24°, p = 0.004).</p><p><strong>Conclusions: </strong>Segmental ROM was found to initially improve beyond preoperative values for as long as 1 year postoperatively, but then ROM deteriorated back to values consistent with preoperative motion at long-term follow-up. Although additional studies with further longitudinal follow-up are needed, these findings further support the notion that cervical TDA may successfully maintain physiological spinal kinematics over the long term.</p>","PeriodicalId":54180,"journal":{"name":"DIGITAL CREATIVITY","volume":"19 1","pages":"579-587"},"PeriodicalIF":2.8,"publicationDate":"2022-04-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"81822374","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"艺术学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2022-04-03DOI: 10.1080/14626268.2022.2076699
J. Choi, S. Boury
ABSTRACT The contact zone between algorithms and creative writing has become an increasingly fertile ground for literary experimentation in the last decades, with more accessible digital technologies broadening the scope of potential artistic productions and allowing the exploration of new forms of creativity. Inspired by the playful collaboration between arts and sciences embodied by the experimental creations of the French literary group OuLiPo, we borrow from physics and mathematics the concept of self-avoiding random walk to create original poems. This model is adapted here to generate random poems through potentially infinite combinations of a finite set of verses distributed on a virtual two-dimensional grid. The highly versatile algorithm we designed allows to randomly generate unexpected poems and provide, for each, a unique path with the graphical representation of a random walk.
{"title":"Random walks through poetry","authors":"J. Choi, S. Boury","doi":"10.1080/14626268.2022.2076699","DOIUrl":"https://doi.org/10.1080/14626268.2022.2076699","url":null,"abstract":"ABSTRACT The contact zone between algorithms and creative writing has become an increasingly fertile ground for literary experimentation in the last decades, with more accessible digital technologies broadening the scope of potential artistic productions and allowing the exploration of new forms of creativity. Inspired by the playful collaboration between arts and sciences embodied by the experimental creations of the French literary group OuLiPo, we borrow from physics and mathematics the concept of self-avoiding random walk to create original poems. This model is adapted here to generate random poems through potentially infinite combinations of a finite set of verses distributed on a virtual two-dimensional grid. The highly versatile algorithm we designed allows to randomly generate unexpected poems and provide, for each, a unique path with the graphical representation of a random walk.","PeriodicalId":54180,"journal":{"name":"DIGITAL CREATIVITY","volume":"33 1","pages":"157 - 170"},"PeriodicalIF":1.1,"publicationDate":"2022-04-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"47998326","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"艺术学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2022-04-03DOI: 10.1080/14626268.2022.2074047
Megan Perram, A. Ensslin
ABSTRACT Through decades of scholarly analysis and application, the practice of illness narratives has been established as an effective therapeutic intervention for dealing with illness-related emotional well-being (Couser; Frank; Irvine and Charon). Scholars of illness narratives argue that the medium works to bring agency back to the body following the neoliberal relinquishing of one’s life story in the patient-physician encounter. Contemporary scholarly work is mapping the growth of illness narrative forms from the traditional book to emerging digital-born narratives; however, there is limited research on the medium’s intersection with virtual reality (VR) technologies. Working with Marie-Laure Ryan’s theoretical framework of possible worlds theory, this paper explores the transformative potential of VR illness narratives for pathologized identities found when VR resists the call to fall into one of two categories: pure transhumanism where VR reality is emancipated from actual reality or an artificial experience that has no lasting effect on the self.
{"title":"The possibilities of illness narratives in virtual reality for bodies at the margins","authors":"Megan Perram, A. Ensslin","doi":"10.1080/14626268.2022.2074047","DOIUrl":"https://doi.org/10.1080/14626268.2022.2074047","url":null,"abstract":"ABSTRACT Through decades of scholarly analysis and application, the practice of illness narratives has been established as an effective therapeutic intervention for dealing with illness-related emotional well-being (Couser; Frank; Irvine and Charon). Scholars of illness narratives argue that the medium works to bring agency back to the body following the neoliberal relinquishing of one’s life story in the patient-physician encounter. Contemporary scholarly work is mapping the growth of illness narrative forms from the traditional book to emerging digital-born narratives; however, there is limited research on the medium’s intersection with virtual reality (VR) technologies. Working with Marie-Laure Ryan’s theoretical framework of possible worlds theory, this paper explores the transformative potential of VR illness narratives for pathologized identities found when VR resists the call to fall into one of two categories: pure transhumanism where VR reality is emancipated from actual reality or an artificial experience that has no lasting effect on the self.","PeriodicalId":54180,"journal":{"name":"DIGITAL CREATIVITY","volume":"33 1","pages":"128 - 156"},"PeriodicalIF":1.1,"publicationDate":"2022-04-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"48279494","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"艺术学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2022-04-03DOI: 10.1080/14626268.2022.2082486
Charles Mille, O. Christmann, Sylvain Fleury, S. Richir
ABSTRACT Innovation is made of different tasks from strategic positioning to the first phases of production. One of the main activities is the generation of ideas through different creativity phases. These creativity activities are carried out in numerous conditions and with different tools having more or less context and interactions. This study focuses on the influence of different non-relevant stimuli composing our environment on cognitive load and creativity. This experiment consists of two creativity tasks which consisted in providing answers to a given question using the visuo-spatial and audio-verbal area, with three stimulus appearance conditions: without, continuous, discontinuous. For the visuo-spatial task, participants have to illustrate their answers using an immersive drawing software. For the audio-verbal task, participants have to answer a question with a simple text editor software. Regarding the drawing task, results indicate that the discontinuous stimulus had decreased the number of ideas per participant. For the writing task, the stimulus had increased the intrinsic and extraneous cognitive load. This study reveals our creativity is under the influence of the different elements of our environment, the tool used and the task.
{"title":"Effects of continuous and discontinuous non-relevant stimulus on creativity","authors":"Charles Mille, O. Christmann, Sylvain Fleury, S. Richir","doi":"10.1080/14626268.2022.2082486","DOIUrl":"https://doi.org/10.1080/14626268.2022.2082486","url":null,"abstract":"ABSTRACT Innovation is made of different tasks from strategic positioning to the first phases of production. One of the main activities is the generation of ideas through different creativity phases. These creativity activities are carried out in numerous conditions and with different tools having more or less context and interactions. This study focuses on the influence of different non-relevant stimuli composing our environment on cognitive load and creativity. This experiment consists of two creativity tasks which consisted in providing answers to a given question using the visuo-spatial and audio-verbal area, with three stimulus appearance conditions: without, continuous, discontinuous. For the visuo-spatial task, participants have to illustrate their answers using an immersive drawing software. For the audio-verbal task, participants have to answer a question with a simple text editor software. Regarding the drawing task, results indicate that the discontinuous stimulus had decreased the number of ideas per participant. For the writing task, the stimulus had increased the intrinsic and extraneous cognitive load. This study reveals our creativity is under the influence of the different elements of our environment, the tool used and the task.","PeriodicalId":54180,"journal":{"name":"DIGITAL CREATIVITY","volume":"33 1","pages":"171 - 181"},"PeriodicalIF":1.1,"publicationDate":"2022-04-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"48405329","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"艺术学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2022-04-03DOI: 10.1080/14626268.2022.2064879
Zhengya Gong, Lik-Hang Lee, S. Soomro, V. Nanjappan, G. V. Georgiev
ABSTRACT This study explores virtual reality (VR) as an emerging tool integrated into brainstorming activities to enhance creativity, and systematically reviews existing studies to provide an advanced literature review on this subject. Moreover, we propose a framework for enhancing creativity in virtual brainstorming (VB) based on the 4Ps (person, process, product, and press) of creativity, which provides guidance on leveraging VB to enhance creativity. Furthermore, eight affordances of VB are identified to enhance creativity: anonymity, appraisal, avatars, immersion, multiple communication, recording, simulated objects, and tracing. The potential perspectives of VB to enhance creativity based on this study’s framework are also explored, which deserves further investigation.
{"title":"A systematic review of virtual brainstorming from the perspective of creativity: affordances, framework, and outlook","authors":"Zhengya Gong, Lik-Hang Lee, S. Soomro, V. Nanjappan, G. V. Georgiev","doi":"10.1080/14626268.2022.2064879","DOIUrl":"https://doi.org/10.1080/14626268.2022.2064879","url":null,"abstract":"ABSTRACT This study explores virtual reality (VR) as an emerging tool integrated into brainstorming activities to enhance creativity, and systematically reviews existing studies to provide an advanced literature review on this subject. Moreover, we propose a framework for enhancing creativity in virtual brainstorming (VB) based on the 4Ps (person, process, product, and press) of creativity, which provides guidance on leveraging VB to enhance creativity. Furthermore, eight affordances of VB are identified to enhance creativity: anonymity, appraisal, avatars, immersion, multiple communication, recording, simulated objects, and tracing. The potential perspectives of VB to enhance creativity based on this study’s framework are also explored, which deserves further investigation.","PeriodicalId":54180,"journal":{"name":"DIGITAL CREATIVITY","volume":"33 1","pages":"96 - 127"},"PeriodicalIF":1.1,"publicationDate":"2022-04-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"47320993","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"艺术学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2022-04-03DOI: 10.1080/14626268.2022.2063903
Hyun-Kyung Lee, Soobin Park, Yeonji Lee
ABSTRACT This paper presents a marketing study of the metaverse's potential audience, particularly focusing on museums' use of cyberspace and how some of their physical functions can be replicated online. Among digital transformations, the metaverse has become one of the most significant alternatives to offline events, with museum exhibitions highly representative of it. However, existing virtual museums fail to attract the MZ generation despite the opportunities arising from their contactless lifestyle. Therefore, this study aims to create new content suggestions that the MZ generation positively reacts to and becomes involved in. This research was conducted through five methods: a literature review, case studies, survey, persona creation, and in-depth interviews. According to the market segmentation and strategy (MS&S) technique, two types of responses were used to create and target two types of personas of potential users—‘explorative persona' and ‘entertaining persona’. This study thus suggests three future directions and content for metaverse virtual museums to better target the MZ generation: technical development for users of both personas, user creation content to enhance user participation for the users of explorative persona, and more active marketing through various community for the users of entertaining persona.
{"title":"A proposal of virtual museum metaverse content for the MZ generation","authors":"Hyun-Kyung Lee, Soobin Park, Yeonji Lee","doi":"10.1080/14626268.2022.2063903","DOIUrl":"https://doi.org/10.1080/14626268.2022.2063903","url":null,"abstract":"ABSTRACT This paper presents a marketing study of the metaverse's potential audience, particularly focusing on museums' use of cyberspace and how some of their physical functions can be replicated online. Among digital transformations, the metaverse has become one of the most significant alternatives to offline events, with museum exhibitions highly representative of it. However, existing virtual museums fail to attract the MZ generation despite the opportunities arising from their contactless lifestyle. Therefore, this study aims to create new content suggestions that the MZ generation positively reacts to and becomes involved in. This research was conducted through five methods: a literature review, case studies, survey, persona creation, and in-depth interviews. According to the market segmentation and strategy (MS&S) technique, two types of responses were used to create and target two types of personas of potential users—‘explorative persona' and ‘entertaining persona’. This study thus suggests three future directions and content for metaverse virtual museums to better target the MZ generation: technical development for users of both personas, user creation content to enhance user participation for the users of explorative persona, and more active marketing through various community for the users of entertaining persona.","PeriodicalId":54180,"journal":{"name":"DIGITAL CREATIVITY","volume":"33 1","pages":"79 - 95"},"PeriodicalIF":1.1,"publicationDate":"2022-04-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"42488875","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"艺术学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2022-01-02DOI: 10.1080/14626268.2022.2039716
Taesu Kim, Aigerim Shunayeva, G. Lee, Hyeon‐Jeong Suk
ABSTRACT Designers desire to sketch their concepts and produce prototypes in a real-time setting. This study developed a virtual reality (VR) supported lighting sketch tool for vehicle interior designers. The tool incorporated lighting design with drag-and-drop functionality and high-definition vehicle rendering. The tool also used the Wizard-of-Oz method to help design participants easily immerse themselves into the design tasks. Six designers participated in two consecutive hour-long design workshops to evaluate the design tool. Each designer sketched eight scenarios, and the workshop gathered 48 design outcomes. In addition, a thirty-minute post-interview evaluated usability, the immersive experience of the virtual environment, and the expected role of the wizard. Finally, thematic coding was used on both workshop and post-interview verbal records to further evaluate the tool's compatibility. As a result, three vital roles of the tool were identified. First, the tool encouraged the iteration process. The tool also gave realistic design-practice experiences and would be suitable for sketching lighting in the workplace. Finally, the tool allowed designers to immerse themselves in the design space. This research anticipates a well-illustrated virtual context and situations that invite designers into an inspirational lighting design workplace.
{"title":"Sketching in-vehicle ambient lighting in virtual reality with the Wizard-of-Oz method","authors":"Taesu Kim, Aigerim Shunayeva, G. Lee, Hyeon‐Jeong Suk","doi":"10.1080/14626268.2022.2039716","DOIUrl":"https://doi.org/10.1080/14626268.2022.2039716","url":null,"abstract":"ABSTRACT Designers desire to sketch their concepts and produce prototypes in a real-time setting. This study developed a virtual reality (VR) supported lighting sketch tool for vehicle interior designers. The tool incorporated lighting design with drag-and-drop functionality and high-definition vehicle rendering. The tool also used the Wizard-of-Oz method to help design participants easily immerse themselves into the design tasks. Six designers participated in two consecutive hour-long design workshops to evaluate the design tool. Each designer sketched eight scenarios, and the workshop gathered 48 design outcomes. In addition, a thirty-minute post-interview evaluated usability, the immersive experience of the virtual environment, and the expected role of the wizard. Finally, thematic coding was used on both workshop and post-interview verbal records to further evaluate the tool's compatibility. As a result, three vital roles of the tool were identified. First, the tool encouraged the iteration process. The tool also gave realistic design-practice experiences and would be suitable for sketching lighting in the workplace. Finally, the tool allowed designers to immerse themselves in the design space. This research anticipates a well-illustrated virtual context and situations that invite designers into an inspirational lighting design workplace.","PeriodicalId":54180,"journal":{"name":"DIGITAL CREATIVITY","volume":"33 1","pages":"49 - 63"},"PeriodicalIF":1.1,"publicationDate":"2022-01-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"47706873","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"艺术学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2022-01-02DOI: 10.1080/14626268.2022.2033272
S. Jasrotia, M. K. Kamila, S. Chib, H. Mishra
ABSTRACT Online gaming has become a recent leisure time activity in India, especially among the younger generation. Hence, more and more youngsters, specifically Generation Z are engaged in this virtual gaming world. In response to this scenario, our paper analyzes the role of generation Z customers’ engagement in increasing online game sales. We found that satisfaction from the game, game personalization, and social interaction increases customer engagement, thereby increasing the sale of online games. A research model was developed, and the results were tested using 266 valid questionnaires. The results from the conceptual model testing suggests that the construct of engagement is significant in influencing the purchase decisions of Generation Z customers.
{"title":"Role of engagement in online gaming: a study of generation Z customers","authors":"S. Jasrotia, M. K. Kamila, S. Chib, H. Mishra","doi":"10.1080/14626268.2022.2033272","DOIUrl":"https://doi.org/10.1080/14626268.2022.2033272","url":null,"abstract":"ABSTRACT Online gaming has become a recent leisure time activity in India, especially among the younger generation. Hence, more and more youngsters, specifically Generation Z are engaged in this virtual gaming world. In response to this scenario, our paper analyzes the role of generation Z customers’ engagement in increasing online game sales. We found that satisfaction from the game, game personalization, and social interaction increases customer engagement, thereby increasing the sale of online games. A research model was developed, and the results were tested using 266 valid questionnaires. The results from the conceptual model testing suggests that the construct of engagement is significant in influencing the purchase decisions of Generation Z customers.","PeriodicalId":54180,"journal":{"name":"DIGITAL CREATIVITY","volume":"33 1","pages":"64 - 76"},"PeriodicalIF":1.1,"publicationDate":"2022-01-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"42507709","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"艺术学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2022-01-02DOI: 10.1080/14626268.2022.2039208
Hyeon-Beom Yi, Seung Hyeon Han, Min Kyoung Park, Woohun Lee
ABSTRACT Smartphone applications have become an essential tool for museums because of their positive impact on visitor experience. However, smartphones can potentially distract visitors from the exhibit, crippling the hands-on experience. In this study, we present SurfaceLens which is a smartphone-based peripheral device enabling near-surface spatial interaction with exhibits. SurfaceLens detects proximity, location on the surface, and orientation of the device while a visitor moves it along the surface of exhibits like using a magnifying glass. It provides an information space and audio-haptic feedback reflecting its location and orientation so that the visitor can feel like seeing-through the exhibit. We compared this near-surface spatial interaction with on-screen touch interaction to investigate their effect on visitor experience and behaviour. The results indicate that SurfaceLens provided a more intuitive and transparent understanding of the content when used as an observation tool. Moreover, narrowing down the distance between visitors and exhibits promotes exploratory behaviours.
{"title":"SurfaceLens: near-surface spatial interaction with science museum exhibits","authors":"Hyeon-Beom Yi, Seung Hyeon Han, Min Kyoung Park, Woohun Lee","doi":"10.1080/14626268.2022.2039208","DOIUrl":"https://doi.org/10.1080/14626268.2022.2039208","url":null,"abstract":"ABSTRACT Smartphone applications have become an essential tool for museums because of their positive impact on visitor experience. However, smartphones can potentially distract visitors from the exhibit, crippling the hands-on experience. In this study, we present SurfaceLens which is a smartphone-based peripheral device enabling near-surface spatial interaction with exhibits. SurfaceLens detects proximity, location on the surface, and orientation of the device while a visitor moves it along the surface of exhibits like using a magnifying glass. It provides an information space and audio-haptic feedback reflecting its location and orientation so that the visitor can feel like seeing-through the exhibit. We compared this near-surface spatial interaction with on-screen touch interaction to investigate their effect on visitor experience and behaviour. The results indicate that SurfaceLens provided a more intuitive and transparent understanding of the content when used as an observation tool. Moreover, narrowing down the distance between visitors and exhibits promotes exploratory behaviours.","PeriodicalId":54180,"journal":{"name":"DIGITAL CREATIVITY","volume":"33 1","pages":"18 - 34"},"PeriodicalIF":1.1,"publicationDate":"2022-01-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"44672703","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"艺术学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2022-01-02DOI: 10.1080/14626268.2022.2034648
Lee Cheatley, Margareta Ackerman, A. Pease, Wendy Moncur
ABSTRACT Self-expression is central to mental well-being and mental health therapy. Art therapy offers a wide range of expressive mechanisms, allowing individuals to process their emotions when traditional therapies prove unsuccessful. However, a lack of expertise or comfort with artistic expression, along with cost and waiting times, may hinder one's ability to receive needed mental health support. Creative machines can offer novel therapeutic approaches enabling the bereaved to engage in creative expression as and when needed. In this paper, we apply a co-creative songwriting system, ALYSIA, as a new form of therapy for those who had recently suffered the loss of a loved one. We evaluate the utility of this creative system in aiding bereaved individuals through user testing. The utility of collaborative creative systems for adaptation to bereavement is discussed and may have implications for other therapeutic applications.
{"title":"Musical creativity support tools for bereavement support","authors":"Lee Cheatley, Margareta Ackerman, A. Pease, Wendy Moncur","doi":"10.1080/14626268.2022.2034648","DOIUrl":"https://doi.org/10.1080/14626268.2022.2034648","url":null,"abstract":"ABSTRACT Self-expression is central to mental well-being and mental health therapy. Art therapy offers a wide range of expressive mechanisms, allowing individuals to process their emotions when traditional therapies prove unsuccessful. However, a lack of expertise or comfort with artistic expression, along with cost and waiting times, may hinder one's ability to receive needed mental health support. Creative machines can offer novel therapeutic approaches enabling the bereaved to engage in creative expression as and when needed. In this paper, we apply a co-creative songwriting system, ALYSIA, as a new form of therapy for those who had recently suffered the loss of a loved one. We evaluate the utility of this creative system in aiding bereaved individuals through user testing. The utility of collaborative creative systems for adaptation to bereavement is discussed and may have implications for other therapeutic applications.","PeriodicalId":54180,"journal":{"name":"DIGITAL CREATIVITY","volume":"33 1","pages":"1 - 17"},"PeriodicalIF":1.1,"publicationDate":"2022-01-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"45007460","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"艺术学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}