scholarly journals From third-person to first-person cartographies with immersive virtual environments

2019 ◽  
Vol 2 ◽  
pp. 1-7 ◽  
Author(s):  
Florian Hruby

<p><strong>Abstract.</strong> Recent cognitive research indicates that immersive virtual reality (VR) systems can increase the impact of visualization products through the formation of spatial presence, defined as a sense of “being there” in a virtual place. These findings make VR a highly interesting tool for cartography, but challenge the subject’s self-conception in different regards. The present article aims at highlighting the fundamental characteristics of geovisualization with immersive environments. We will approach the challenge of 1:1 representation with a typology borrowed from video game theory, where players can experience games from a first-person or third-person perspective. These two categories provide a useful framework to describe the basic difference between non-/low- and high-immersive geovisualization. In order to project the first- vs. third-person metaphor from a gaming to a cartographic mapping context, we will try to semiotically express the general process of map use in form of a triadic sequence, where the representation mediates between users and geospatial phenomena. Compared with common cartographic products, this mediation process is fundamentally different in VR systems, as immersive applications merge map user and map space. A set of future research questions and further considerations on first-person cartography will close the text. These considerations on first- vs. third-person visualization shall facilitate a conceptually better integration of IVE into current cartographic theory and practice.</p>

2011 ◽  
Vol 20 (4) ◽  
pp. 309-324 ◽  
Author(s):  
Rory McGloin ◽  
Marina Krcmar

The introduction and popularity of the Nintendo Wii home console has brought attention to the natural mapping motion capturing controller. Using a sample that identified sports as their most frequently played video games, a mental models approach was used to test the impact that perceived controller naturalness (traditional controller vs. natural mapping motion capturing controller) had on perceptions of spatial presence, realism, and enjoyment. The results showed that perceived video game realism is a predictor of spatial presence and enjoyment. Furthermore, the results supported predictions that controller naturalness would influence perceived video game realism of graphics and sound. Future research should investigate whether or not these controllers lead to greater presence and enjoyment in different genres of games (e.g., first-person shooters). In addition, future research should consider whether or not these controllers have the ability to prime violent mental models.


Author(s):  
Vincent J. Cicchirillo

The following study examines the effect of character viewpoints in a video game and task (motivation) on outcomes associated with identification and enjoyment. The study employs a 2 (first-person viewpoint vs. third-person viewpoint) × 2 (task vs. no task) experimental design to test potential theoretical impacts of identification. Specifically, this study looked at how first-person and third-person viewpoints impact identification (cognitive vs. similarity) and enjoyment after playing a video game. The results showed that third-person perspectives through manipulated gaming objectives (task) positively impacted identification. Furthermore, task was associated with higher game play enjoyment. This study adds to the current literature by comparing different type’s identification (cognitive vs. similarity) and how these concepts are impacted by point-of-view and motivation. Thus, extending our theoretical understanding of identification.


2021 ◽  
Vol 13 (9) ◽  
pp. 5104
Author(s):  
Aram Eslamlou ◽  
Osman M. Karatepe ◽  
Mehmet Mithat Uner

An increasing body of research suggests job embeddedness (JE) as a motivational variable influencing employees’ attitudinal and behavioral outcomes such as quitting intentions and task performance. Personal resources have been reported to affect JE and these outcomes. However, little work has investigated the antecedents and consequences of JE among cabin attendants. There is also a dearth of empirical research regarding the mechanism linking resilience to cabin attendants’ affective and performance outcomes. Therefore, drawing on conservation of resources and JE theories, we propose a conceptual model that examines the interrelationships of resilience, JE, career satisfaction (CSAT), and creative performance (CPERF). Moreover, the model explores JE as a mediator of the impact of resilience on CSAT and CPERF. These linkages were tested via data collected from cabin attendants and their pursers. The findings from structural equation modeling reveal that resilience boosts cabin attendants’ JE, CSAT, and CPERF. As predicted, JE is a mediator between resilience and CSAT. Our paper culminates with implications for theory and practice as well as future research directions.


Author(s):  
John H. Lienhard

We come at last to the forbidden first person, the I am. No story is right until the teller is part of it. Yet a peculiar mischief is abroad in the land of science and engineering. It is a mischief born out of the noblest of intentions. For decades it has spread like the flu, far beyond the technical journals that gave it birth. The intention is to let us stand like blindfolded Justice—pure, objective, and aloof. To do this, we write about our work without ever speaking in the first person. We try to let fact speak for itself. Instead of saying, “I solved the equation and got y = log x”, we write, “The solution of the equation is y = log x”. We turn our actions into facts that are untouched by human hands. To some extent we must do that. Our facts should be sufficiently solid that we do not need to prop them up with our desires. Third-person detachment has its place, but my own person is not so easy to erase. Suppose I think another engineer, whom I shall call Hoople, is wrong. I am not objective about Hoople, but I must appear to be. So I write, “It is believed that Hoople is incorrect.” That’s a cheap shot. I express my thoughts without taking responsibility for them. I seem to be reporting general disapproval of Hoople. In the unholy name of objectivity, I make it sound as though the whole profession thinks that Hoople is a fool. Now radio and TV journalists are doing it. I cringe every time I hear, “It is expected that Congress will pass the bill. “Who expects that? The announcer? The Democrats? A government official? Maybe the soy sauce lobby is the expectant source. So instead of objectivity we get obfuscation. If our work really occurred in objective isolation, we could write about it that way. But people are present. They think and they act. If we fail to represent human intervention accurately, we are dishonest, and objectivity becomes meaningless. The things we make tell the world what we are.


2016 ◽  
Vol 12 (2) ◽  
pp. 179-199 ◽  
Author(s):  
Daniel Black

This essay seeks to answer two questions raised by the success of video games where the player looks at the character she is playing rather than seeming to inhabit the same coordinates as the character within the game space. First, why is the experience of playing these games not innately inferior to that of playing games with a first-person point of view, given that the sense of being a character sensing and acting inside the game space could be expected to be much stronger when the character’s body seems to be one’s own rather than a separate entity in the game space? And second, if the first-person point of view is so “immersive” and provides such a sense of being “inside” the representational space as is sometimes claimed, why has it never been so prominent in other audiovisual entertainment media such as film and television?


2019 ◽  
Vol 12 (3) ◽  
Author(s):  
Zhenyang Luo ◽  
David Westerman ◽  
Jaime Banks

This study investigated how player-avatar interaction (PAX) and player-avatar relationship (PAR) are associated with spatial presence, social presence, and self-presence in video games, and additionally how the associations differ between Chinese and American players. American and Chinese players were recruited to answer a survey king about these variables. The survey was translated from English to Chinese for the different samples. Regression models and ANOVA analysis were used to analyze data, and the results revealed several significant associations between dimensions of PAX and the three types of presence. Additionally, results indicated that player-avatar relationships characterized by identity play and extension are generally associated with higher level of presence than the other two relationship types. Cultural differences were also found, with American and Chinese players differing in how PAR associated with social presence. Thus, the present study adds more understanding to presence in video game, avatar-moderated gameplay, and cross-cultural differences in video gaming, and suggests avenues for future research. 


2020 ◽  
Vol 31 (5) ◽  
pp. 665-685
Author(s):  
Frieder Lempp ◽  
Kate Blackwood ◽  
Megan Gordon

Purpose The purpose of this paper is to explore the extent to which mediation constitutes an appropriate and effective intervention in cases of alleged workplace bullying. Design/methodology/approach Data was collected from 25 practising mediators in New Zealand by way of semi-structured interviews. The transcribed data was analysed by way of thematic analysis using the software NVivo11. The features of bullying cases identified as potential concerns for mediation in the literature acted as a coding framework, alongside the analytical framework for assessing dispute resolution processes developed by John Budd and Alexander Colvin. Findings A thematic analysis of the data revealed four key features of bullying experiences that mediators believed influenced the efficacy of the mediation process: emotional stability of the parties; power imbalance between the parties; insight and differing interpretations; and the impact of organisational context. Further, the analysis revealed two strategies to overcome barriers to the efficacy of mediation: considering mediation as part of a broader range of dispute resolution processes; and encouraging early low-level mediation intervention. Research limitations/implications This study only elicited the views of workplace mediators, many of whom were self-employed. Thus, the participants in the sample were likely to speak positively about the use of mediation. In part, this was helpful because the mediators spoke largely about how they made the process work allowing identification of techniques to improve the efficacy of mediation. However, future research is needed to explore the views of other parties, including parties to a bullying mediation, managers and/or human resources (HR) personnel. Practical implications Five recommendations for workplace mediators dealing with bullying cases are suggested: mediators should screen the emotional stability of the parties during the initial stages of the mediation; mediators should discuss with the parties the possibility and potential benefits of bringing along a support person; mediators should view their role more widely to influence the wider organisational contexts in which bullying occurs; informal mediation should take place before the escalation of a bullying experience; and mediators should consider completing an investigation prior to the start of the mediation. Originality/value Prior empirical studies on the efficacy of workplace mediation have not specifically investigated the use of mediation for bullying cases. This study addresses this gap in that it provides empirical support for the proposition that mediation in cases of bullying may only be appropriate under certain circumstances and that a flexible approach to mediation is required.


2020 ◽  
pp. 004728752096986 ◽  
Author(s):  
Dimitrios Stylidis

Although previous research has widely acknowledged the critical role residents play in tourism, limited evidence exists on the impact their interactions with tourists have on tourists’ own image formulation and intention to return/recommend the destination to others. Grounded in the mere exposure and contact theories, this research offers insights into tourists’ destination image formation in light of their interactions with local residents and tourism employees at a destination. Two independent studies were conducted in 2019 to establish the soundness of the model; a preliminary one in the city of Kavala (n = 353) and a follow-up study on the island of Thasos (n = 397), both located in Greece. Findings suggest that interaction between the two parties positively affect cognitive, affective, and conative image, predicting 64% (study 1) and 54% (study 2) of the latter’s variance. Implications to theory and practice along with recommendations for future research are provided.


2020 ◽  
Vol 28 (6) ◽  
pp. 1119-1147
Author(s):  
João L.F.R. Fragoso ◽  
Rúben M.T. Peixinho ◽  
Luís M.S. Coelho ◽  
Inna C.S. Paiva

Purpose The purpose of this paper is to discuss the most relevant issues related to the impact of financial restatements in the dynamics of financial markets and identify several research gaps to be investigated in future research. Design/methodology/approach The methodology is based on a systematic review of the literature described by Tranfield et al. (2003). The final sample includes 47 academic papers published from 1996 to 2019. Findings Papers in this domain discuss three main topics: how the market prices the announcement of a financial restatement; how financial restatements affect the announcing firm’s cost of capital and how financial restatements affect firms’ reputation. There are several issues to explore in future research, including whether financial restatements affect the dynamics of financial markets in Europe, whether the market fully and promptly assimilates the information content of a restatement, the role of financial analysts’ information disclosures in this process or how regulators may improve the way they provide investors with timely information about firms’ restating problems. Research limitations/implications There is always some degree of subjectivity in the definition of the keywords, search strings and selection criteria in a systematic review. These are all important aspects, as they delimitate the scope of the study and define the sample of papers to be reviewed. Practical implications The answers to the research questions identified in this paper may provide regulators with information to improve financial accounting and reporting standards and strengthen investors’ confidence in accounting information and the dynamics of financial markets. Originality/value This paper systematically reviews the relevant literature exploring the connection between financial restatements and the dynamics of financial markets. It contributes to the academic community by identifying several research questions that may impact the theory and practice related to accounting quality and capital markets.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Rosa Lombardi ◽  
Charl de Villiers ◽  
Nicola Moscariello ◽  
Michele Pizzo

PurposeThis paper presents a systematic literature review, including content and bibliometric analyses, of the impact of blockchain technology (BT) in auditing, to identify trends, research areas and construct an agenda for future research.Design/methodology/approachThe authors include studies from 2010 to 2020 in their structured literature review (SLR), using accounting journals on the Scopus database, which yielded 40 articles with blockchain and auditing at its core.FindingsOne of the contributions of the authors’ analyses is to group the prior research, and therefore also the agenda for future research, into three main research areas: (1) Blockchain as a tool for auditing professionals to improve business information systems to save time and prevent fraud; (2) Smart contracts enabling Audit 4.0 efficiency, reporting, disclosure and transparency; (3) Cryptocurrency and initial coin offerings (ICOs) as a springboard for corporate governance and new venture financing. The authors’ findings have several important implications for practice and theory.Practical implicationsThe results of this study emphasise that (1) the disruption of blockchain in auditing is in a nascent phase and there is a need for compelling empirical studies and potential for the involvement of practitioners; (2) there may be a need to reconsider audit procedures especially suited for digitalisation and BT adoption; (3) standards, guidelines and training are required to pivot towards and confront the challenge BT will represent for auditing; and (4) there are two sides to the BT coin for auditing, enthusiasm about the potential and risk upon implementation. These practical implications can also be seen as a template for future research in a quest to align theory and practice.Originality/valueThe authors’ SLR facilitates the identification of research areas and implications, forming a useful baseline for practitioners, professionals and academics, as they draft the state of the art on the disruption of blockchain in auditing, highlighting how BT is changing auditing activities and traditions.


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