Hsin-Yi Shih, Yu-Tuan Chou and Shao-Yi Hsia
Recently, the acoustic characteristics of indoor spaces have been perceived to be more important due to the economic development needs of societies. At the same time, container…
Abstract
Purpose
Recently, the acoustic characteristics of indoor spaces have been perceived to be more important due to the economic development needs of societies. At the same time, container houses have gradually become more widely used in many applications because of their sustainability and ease of use. In spite of their convenience, these container units still need to foster pleasant and quiet sound environments. The paper aims to discuss these issues.
Design/methodology/approach
In this paper, commercial software, designed by Ecotect Analysis, has been used to evaluate the sound characteristics of container houses. As a result, the decorated materials in such a small indoor space have been redesigned for the acoustic comfort of users based on the optimal reverberation time (RT). First, a three-dimensional model of the container house was constructed using the software’s default tools. Then, the indoor acoustic characteristics of various design conditions were obtained from the simulation process undertaken.
Findings
By comparing the experimental and simulation results, excellent agreement was observed which verified the feasibility of the software. The original container house experienced an RT distribution of 140-315 ms. After selecting a suitable interior design material, its RT distribution was measured at 160-680 ms.
Originality/value
Following the design process described, spatial designers can assess the indoor acoustic characteristics at the concept design stage and ensure that a decent acoustic comfort environment is derived in their building designs. Meanwhile, such modifications should improve the quality of living for residents of container houses and construction cost reductions might be implemented.
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P. Gunasekar, S. Manigandan and Praveen Kumar T.R.
The rise in demand and high utilization of fuel causes severe environmental threat for the nations on the globe. Rapid burning potential of hydrogen produces enormous amount of…
Abstract
Purpose
The rise in demand and high utilization of fuel causes severe environmental threat for the nations on the globe. Rapid burning potential of hydrogen produces enormous amount of thrust, and it is mainly owing to wide flame range and less onset of ignition.
Design/methodology/approach
The significant contribution of hydrogen as fuel has been explored by several researchers around the globe recently to use in aviation sector owing to its eco-friendly nature. Hydrogen is a safe and clean fuel, and it can be generated from several sources. The effects of addition on hydrogen on gas turbine on combustion characteristics and emission concentration level on atmosphere have been reviewed in this paper.
Findings
Incorporation of hydrogen is effective reducing nitrous oxide emission, high calorific value and flame less combustion. Addition of hydrogen to higher proportions enhances the combustion performance, minimizing the setbacks of conventional fuel and meets the specified standards on emission.
Originality/value
From the literature review, the comparative study on hydrogen with other fuel is explained. This paper concludes that addition of hydrogen in fuel enhances the performance of combustion on gas turbine engine along with significant reduction in emission levels.
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Milan Tung‐Wen Sun, Mei‐Chiang Shih, Keng‐Ming Hsu and Jenhei Chen
The purpose of this paper is twofold: to analyse the diffusion of an innovative policy or service and the factors influencing it through an explorative study of the diffusion of…
Abstract
Purpose
The purpose of this paper is twofold: to analyse the diffusion of an innovative policy or service and the factors influencing it through an explorative study of the diffusion of the Bookstart program in Taiwan; and second, to provide an analytical framework for further study of this program.
Design/methodology/approach
The study is both empirical and theoretical. It uses data from existing studies and also agencies involved in Bookstart to explain the diffusion of the program. It then draws on theories of policy diffusion and the initial findings of this study to develop an analytical framework for the further study of the diffusion of the Bookstart program.
Findings
The Bookstart program, which is designed to promote reading habits for children 0 to 3 years old and to strengthen parent‐children relations, was originally initiated in the UK. It was first introduced into Taiwan in Taichung County in 2003. The paper shows how the program spread throughout Taiwan and indicates the role of the key players in the diffusion, including charitable institutions, local politicians and leaders, local authority agencies, and the Ministry of Education. The paper posits an analytical framework identifying factors which may help to promote or facilitate the diffusion. In this respect, the paper draws on the theoretical literature and also initial evidence from the research so far undertaken. This will guide the research in the next stage of the study.
Originality/value
This explorative study provides an example of the nature, process and direction of the diffusion of a policy or service innovation, and suggests the possible factors promoting or facilitating it, as identified in the initial findings of the research and in the relevant theoretical literature.
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Chao-Min Chiu, Hsin-Yi Huang, Hsiang-Lan Cheng and Jack Shih-Chieh Hsu
The purpose of this paper is to examine the complex relationships between common bond attachment, common identity attachment, self-esteem and virtual community citizenship…
Abstract
Purpose
The purpose of this paper is to examine the complex relationships between common bond attachment, common identity attachment, self-esteem and virtual community citizenship behavior (VCCB). This study identifies two broad categories of VCCB: citizenship behaviors directed toward benefitting other individuals (VCCBI) and citizenship behaviors directed toward benefitting the virtual community (VCCBC).
Design/methodology/approach
The authors apply partial least squares structural equation modeling to test the hypotheses, using a sample of 388 valid responses.
Findings
The results indicate that common bond attachment and common identity attachment have a significant effect on self-esteem, which, in turn, has a significant effect on VCCBI and VCCBC. The results also indicate that common bond attachment has a significant effect on VCCBI, and that common identity attachment has a significant effect on VCCBC.
Originality/value
This study contributes to a better understanding of VCCBs through common identity and common-bond theory, social identity theory and the stimulus-organism-response framework.
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Shih-I Tai, Tzu-Ling Huang, Hsin-Yi Huang, Chieh-Ni Wu, T.C.E. Cheng and Ching-I Teng
Online games are highly popular Internet applications. Some games enable players to save game progress and accumulate experiences or changes to avatars during gameplay, whereas…
Abstract
Purpose
Online games are highly popular Internet applications. Some games enable players to save game progress and accumulate experiences or changes to avatars during gameplay, whereas some other games do not, requiring players to restart from the beginning each time. That is, games differ in avatar accumulability. However, we do not know whether games should be designed to permit avatar accumulability or not and how it affects players’ gameplay experience and therefore game outcomes, indicating gaps. Research addressing these gaps can inform game makers in designing games that effectively strengthen their players’ game loyalty.
Design/methodology/approach
We used social identity theory (SIT) to construct a theoretical model. To test this model, three waves of survey data were gathered from the same 778 participants.
Findings
These findings uniquely indicate that avatar accumulability fosters avatar identification and increases players’ focused immersion, thus increasing players’ loyalty.
Practical implications
Game providers could include game features that enable players to accumulate their avatars’ in-game skins, levels, items (weapons and equipment) and experience points. This accumulability can help strengthen players’ game loyalty.
Originality/value
Overall, our study extends SIT by adding a new trigger (avatar accumulability) and two novel consequences of avatar identification (image protection and focused immersion) in avatar-related systems (games or gamified systems). The new trigger offers an actionable means to apply SIT, while the novel consequences verify the value of applying SIT to study online games.
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This paper aims to propose an online and on-site cyclical learning model (OOCLM). It considers how combining digital applications can promote a museum’s virtuous learning cycle…
Abstract
Purpose
This paper aims to propose an online and on-site cyclical learning model (OOCLM). It considers how combining digital applications can promote a museum’s virtuous learning cycle between online and on-site spaces for children.
Design/methodology/approach
A practical cyclical learning service has been successfully implemented in a science museum in Taiwan. This provides a thematic game-based learning environment, allowing all the children to create their unique museum experiences before, during and after their visit. A questionnaire was developed to examine the children’s perceptions of the OOCLM to ascertain whether they were satisfied with the pre-visit, on-site visit and post-visit services offered.
Findings
The learning model considered the contextual factors that influence digital applications in museums. The digital and physical resources are well integrated, and the museum’s online and on-site services are linked to effectively promote children’s cyclical learning.
Practical implications
The results show that most of the children highly appreciated the learning model. The model presents an interactive learning environment for children’s cyclical learning and repeat visits.
Originality/value
The OOCLM considers the related contextual influences of digital applications in museum learning; it effectively bridges the museum’s online and on-site services to promote the museum’s virtuous learning cycle and long-term museum learning resource management. This study provides a benchmark example to develop sustainable cyclical learning services for target visitor groups and to motivate their long-term interaction with the museum.
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Tien-Yu Hsu, Fan-Ray Kuo, Hsin-Yi Liang and Min-Feng Lee
This paper aims to develop a curriculum-based virtual and physical mobile (CVPM) learning model, which integrates related physical and e-learning resources associated with…
Abstract
Purpose
This paper aims to develop a curriculum-based virtual and physical mobile (CVPM) learning model, which integrates related physical and e-learning resources associated with elementary school curricula and supports elementary education.
Design/methodology/approach
This model provides a highly participative and well-monitored environment with fruitful interactions among students, teachers and museum staff. A practical system was implemented in the National Museum of Natural Science in Taiwan.
Findings
The results show that the proposed model can effectively extend related learning resources to satisfy the requirements of elementary education. In addition, this model can engage students’ self-directed explorations through problem-solving learning content during the learning process.
Research limitations/implications
This learning model was implemented in a one-day theme-based learning activity. Generic learning outcomes and qualitative analysis were used to examine the students’ perceptions and the teachers’ feedback of this learning model, respectively.
Practical implications
The results show that both students and teachers highly appreciated this learning model. The model not only strengthens the connection between museum and elementary curricula but also enhances students’ perceptions and positive attitudes toward natural science courses. Finally, this study offers suggestions for future research.
Originality/value
This study develops a CVPM learning model which integrates elementary school courses to satisfy the requirements of elementary education and meet museums’ educational strategies for schools. The practical learning system and services have been successfully implemented and are widely available to elementary schools in Taiwan.
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ChienHsing Wu, Shu-Chen Kao and Hsin-Yi Liao
The purpose of this study is to reveal the role of individual–social–technology fit in online social network (OSN) value development. The social software features (e.g…
Abstract
Purpose
The purpose of this study is to reveal the role of individual–social–technology fit in online social network (OSN) value development. The social software features (e.g. communication and interaction), social features (e.g. privacy and trust) and individual features (e.g. sense of belonging and self-disclosure) are considered fitting forms to describe the OSN value. Implications and suggestions are addressed.
Design/methodology/approach
The literature review on social software, the social and individual characteristics and the research gap with respect to OSN value is presented. The research arguments are then hypothesized, and research model used to describe the proposed role is examined empirically. The research targeted mobile phone users as the subjects, and the extent of the activities of these users on OSN for both work and studies. A salient investigation explores the moderation effect of gender. The research results are obtained, and the findings are revealed on the basis of 468 social software users.
Findings
The significant effect of individual–social–technology fit on OSN value development is presented through the satisfaction of both participation and sharing information, and knowledge about this fit is verified. The interplay of social software, social and individual features contributes significantly to individual–social–technology fit development, implying that OSN value development is not a single issue. OSN value development should be considered concurrently with technological, personal and social issues.
Research limitations/implications
The empirical study confirms that fitness analysis produces a systematic outcome, in which all elements (e.g. social, technology and individual) are required to cooperate with one another to maximize the OSN value. An individual adopts online channels to communicate with others; thus, the benefits may be a multidimensional issue instead of only a single information service issue. They also consider building an equal social relationship to be important, as it enables diverse propositions, maintains acceptable privacy and behaves on faith to enhance the fit of technology features and individual features to value development. The subjects also likely accepted the fact that emotion generation is important for the advantage of fit of technology features and social features, thereby likely benefitting OSN value development.
Originality/value
The OSN does not only add new values to the society but also brings new effects on social development, especially in terms of social cognition from virtual community formation, development and creation. Although existing studies in the literature present the important aspects and antecedents linked significantly to OSN value development, these studies also insufficiently discuss the effect of fit of these facets on OSN value development. This exploratory study mainly aims to propose and examine the individual–social–technology fit model through an empirical investigation. The main argument of the study is that when a positive and healthy virtual society is developed through social software, the individual and social characteristics, as well as the social software features, should be defined with a suitable fit to promote the social networking value.