Abstract
Purpose
The purpose of this paper is to propose a binocular visual odometry algorithm based on the Random Sample Consensus (RANSAC) in visual navigation systems.
Design/methodology/approach
The authors propose a novel binocular visual odometry algorithm based on features from accelerated segment test (FAST) extractor and an improved matching method based on the RANSAC. Firstly, features are detected by utilizing the FAST extractor. Secondly, the detected features are roughly matched by utilizing the distance ration of the nearest neighbor and the second nearest neighbor. Finally, wrong matched feature pairs are removed by using the RANSAC method to reduce the interference of error matchings.
Findings
The performance of this new algorithm has been examined by an actual experiment data. The results shown that not only the robustness of feature detection and matching can be enhanced but also the positioning error can be significantly reduced by utilizing this novel binocular visual odometry algorithm. The feasibility and effectiveness of the proposed matching method and the improved binocular visual odometry algorithm were also verified in this paper.
Practical implications
This paper presents an improved binocular visual odometry algorithm which has been tested by real data. This algorithm can be used for outdoor vehicle navigation.
Originality/value
A binocular visual odometer algorithm based on FAST extractor and RANSAC methods is proposed to improve the positioning accuracy and robustness. Experiment results have verified the effectiveness of the present visual odometer algorithm.
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Margot McNeill, Ming Ming Diao and Maree Gosper
In their 2007 article, “Miranda in the brave new world: learning in a Web 2.0 millennium”, Barnes and Tynan tell the story of an imaginary British student who uses technology…
Abstract
Purpose
In their 2007 article, “Miranda in the brave new world: learning in a Web 2.0 millennium”, Barnes and Tynan tell the story of an imaginary British student who uses technology seamlessly to stay connected almost 24×7 with friends, peers and teachers in a global learning environment. Whether she is representative of the majority of university students is a topic of debate in the literature. This paper aims to explore how students use technologies in their everyday lives, whether on‐ or off‐campus, to support their learning.
Design/methodology/approach
There were two phases of the study; a photo ethnography to enable a detailed exploration of ten students' technology uses and then a university‐wide survey in which 1,104 student responses were gathered.
Findings
The findings of both phases of the study suggest that students' use of technologies for their learning and in other facets of their lives is largely conservative, with a predominance of familiar and easy‐to‐use tools such as e‐mail, text and mobile phone. For their learning, their preference is for tools to provide access, efficiency and connectedness.
Originality/value
This paper contributes to the development of a better understanding of student issues in the context of their overall IT experience at the university, suggesting a more holistic approach to designing technology infrastructure. There are also insights into the power of mixed methodologies in research, with significant parallels between the qualitative and quantitative results.
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Juan Aguirre, Sindy Chaves and Karen Burban
The purpose of this paper is to identify the actual uses of smartphones for university students while they are in the university, whether in the classroom or outside, to…
Abstract
Purpose
The purpose of this paper is to identify the actual uses of smartphones for university students while they are in the university, whether in the classroom or outside, to facilitate the use of mobile technologies in the university and in classroom activities.
Design/methodology/approach
The site was the main campus of a university with a population of 10,000 undergraduate students; a convenience sample of 370 students was estimated for 246 usable surveys, with 95% confidence interval and 6.12 percent error. The proposed conceptual framework is based on the unified theory of technology acceptance. The instrument was developed on the basis of the literature and it was validated through a qualitative–quantitative process. The data were collected fact-to-face and the analysis consisted of the estimation of a general profile, mean and standard deviation and the development of the ordinal logistic regression model to test the hypothesis. Minitab 16 was the program used for the calculations.
Findings
The instrument was found to be acceptable with a 0.90 α. The uses associated with the academic activities are: p8_1 search what I do not understand in the class, p5_1 read digital books, pdf and other documents, p9_1 study, p11_1 share course information and p2_1 take photos of class blackboard and another type of materials. For non-academic uses, the uses were: p14 calendar, p4 listening to music, p9 telephone calls and p7 interacting with new students. The adaptation of mobiles to university education has to harmonize students’ use, professors’ objections and institutional concerns; therefore, four elements are needed before a decision is made: professors’ training, teaching material development, infrastructure adaptation and a sound plan.
Research limitations/implications
The selection of students was a convenience sample; therefore, the results cannot be extrapolated beyond the sample.
Practical implications
The study clarifies the traditional idea popular in the area, that is, students use the mobile only for entertainment, and suggests ways to managerially deal with the issue in an orderly fashion, by investing in human capital, infrastructure and electronic teaching tools.
Originality/value
The value is that the findings provide some ideas regarding the uses of smartphones for university students while they are in the university; such information can be used to orient strategies to develop educational uses of the smartphone.
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Soonja Yeom, Derek L. Choi-Lundberg, Andrew Edward Fluck and Arthur Sale
This study aims to evaluate factors influencing undergraduate students’ acceptance of a computer-aided learning resource using the Phantom Omni haptic stylus to enable rotation…
Abstract
Purpose
This study aims to evaluate factors influencing undergraduate students’ acceptance of a computer-aided learning resource using the Phantom Omni haptic stylus to enable rotation, touch and kinaesthetic feedback and display of names of three-dimensional (3D) human anatomical structures on a visual display.
Design/methodology/approach
The software was developed using the software development life cycle, and was tested by students enrolled in various bachelor degrees at three stages of development within the technology acceptance model, action research and design research methodology frameworks, using mixed methods of quantitative and qualitative analysis.
Findings
The learning system was generally well-accepted, with usefulness (72 ± 18, mean ± standard deviation, 0-100 visual analogue scale) rated higher (p < 0.001) than ease of use (57 ± 22). Ease of use ratings declined across the three versions as modules were added and complexity increased. Students with prior experience with 3D interfaces had higher intention to use the system, and scored higher on identification of anatomical structures. Students with greater kinaesthetic learning preferences tended to rate the system higher. Haptic feedback was considered the best aspect of the system, but students wanted higher spatial resolution and lower response times.
Originality/value
Previous research relating to haptic devices in medical and health sciences has largely focused on advanced trainees learning surgical or procedural skills. The present research suggests that incorporating haptic feedback into virtual anatomical models may provide useful multisensory information in learning anatomy at the undergraduate level.
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Jingyang Zhou, Guangyuan Wang and Zhuo Diao
Industrial Internet Platform (IIP) integrates various new information technologies and forms an ecosystem around the platform. It promotes the optimization of resource elements…
Abstract
Purpose
Industrial Internet Platform (IIP) integrates various new information technologies and forms an ecosystem around the platform. It promotes the optimization of resource elements and the collaboration of industrial chains, driving traditional enterprises towards comprehensive Digital Transformation (DT). This research explores the mechanisms through which the Industrial Internet Platform enables the digital development of enterprises.
Design/methodology/approach
This study constructs an Industrial Internet Platform Ecosystem (IIPE) from an ecosystem perspective. Later, a systematic literature review was used to design a specific path for IIPE to enable enterprises' DT from the perspective of basic activities and organizational structure.
Findings
The results indicate that in IIPE there is a hierarchical structure in the enabling mechanism of IIP. Firstly, the IIPE enhances the digital capabilities of enterprises through the foundational activities of DT. Secondly, the IIPE promotes the adjustment in enterprise structure and strategic orientation for adapting to the DT.
Research limitations/implications
More and more enterprises enter the IIPE and grow together in the ecosystem. As a result, the overall level of digitalization of the industry can be enhanced and all enterprises realize the expected benefits of DT.
Originality/value
Existing research recognized the role of IIP in enterprise management or production processes, but the DT of enterprises is not a single aspect. This research elaborates the mechanism of comprehensive DT of enterprises from the perspective of ecosystems and discovers specific paths for DT.
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This research outlines the Hong Kong film industry with examination of key actors, directors, films, and production companies within the martial arts genre of Hong Kong Action…
Abstract
This research outlines the Hong Kong film industry with examination of key actors, directors, films, and production companies within the martial arts genre of Hong Kong Action Cinema. Hong Kong Film Award winners and nominees, core films within genres, and core reference works both general and theoretical from experts in the field of Hong Kong martial arts film research have been highlighted. Web sites are suggested that provide reviews of Hong Kong martial arts films, biographical information on a variety of actors and actresses as well as comprehensive bibliographic information on select films. Also included are commercial Web sites that provide Hong Kong martial arts films.
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The aim of this paper is to illustrate how scholars may adopt a multi‐method – not just multidisciplinary – approach on research on conflict management. Taking the Diaoyu Islands…
Abstract
Purpose
The aim of this paper is to illustrate how scholars may adopt a multi‐method – not just multidisciplinary – approach on research on conflict management. Taking the Diaoyu Islands as a case, the author draws on literature from management, political sciences, war, military studies, history, etymology and culture. In the process, the author deepens, enriches and expands the Thomas‐Kilman (T‐K) model for mapping out possible solutions in resolving conflicts: not just between people at workplaces but for between states as well. For instance, the author explains why the Diaoyu Islands conflict, if not amicably resolved may well lead to obliteration (integrated as part of the model) in resolving the conflict via a nuclear outbreak. Third World War may just be sparked off with Russia aligned with China against Japan and the USA.
Design/methodology/approach
Of all the issues in management, conflict management is the most culturally embedded. Through a multi‐method approach, the author illuminates the complexity of the Diaoyu Islands case. Literature from past empirical war studies are reviewed to suggest the geography of the islands (proximity, borderless, richness of resources) makes war highly probable. Past Chinese‐Japanese hatred (utilizing visual imagery), antagonism and guanxi are reviewed in exploring their impacts on outcomes (see model). Etymological research is attempted using English, Japanese and Chinese words, characters and pictograms that are related to concepts within the T‐K model. To better grasp how young Chinese feel towards the Diaoyu Islands and the Japanese, the author conducted some field research in Harbin, China. The continuing Chinese angst against Japanese is explained through war imagery: there remains in young Chinese an unquenchable thirst for exacting revenge on the Japanese. In a search to uncover ways of resolving the dispute, a further, extended study is undertaken on ancient Chinese pictograms: for example, whether a 5,000 years old Chinese concept of compromise zhe zhong (Graphic 1; oracular bones) or splitting into halves may be relevant. The role of time in conflict management is discussed in relation to the Diaoyu Islands.
Findings
By providing the WWII visual imagery as a backdrop to Chinese‐Japanese antagonism, the author explains to readers why the Diaoyu Islands is such a complex case to resolve. Also in his fieldwork, he highlights that the younger Chinese are as equally indignant about Japanese unethical grabbing, “thieving” behaviour. In their minds, such behaviour harks back to the blatant seizure of Manchuria and Japanese puppetry of Manchukuo. Through the Diaoyu Islands case, the T‐K model and theory of conflict management is broadened, enriched and enhanced. The paper illustrates how in conflicts that involve cultures are very different from the West, for instance very ancient civilizations like China and India, authors should take a multi‐method approach and explore the issues and search for solutions far more deeply.
Originality/value
Very few scholars seek to integrate the two streams of research in resolving conflict as illustrated through this paper: management and social sciences (e.g. political sciences, military and war studies). Conflict is about people and therefore integral use of multi‐methods needs to be used.
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Jinju Chen and Shiyan Ou
This paper aims to reorganize the relevant information of Chinese ancient architectures with the use of Semantic Web technologies and thus facilitate its deep discovery and usage.
Abstract
Purpose
This paper aims to reorganize the relevant information of Chinese ancient architectures with the use of Semantic Web technologies and thus facilitate its deep discovery and usage.
Design/methodology/approach
This paper proposes an ontology model for Chinese ancient architectures based on architectural narratives theory. To verify the availability of the ancient architecture ontology, we designed and implemented three experiments, including semantic retrieval based on SPARQL query, semantic reasoning with the use of Jena reasoner and visual analysis based on the Chinese Online Digital Humanities Resources Platform.
Findings
The proposed ontology provided a solution for the semantic annotation of the unstructured information of Chinese ancient architectures. On this basis, deep knowledge services such as semantic retrieval, semantic reasoning and visual analysis can be provided.
Practical implications
The proposed semantic model of ancient architectures can effectively improve the organization and access quality of the semantic content of Chinese ancient architectures.
Originality/value
This paper focuses on the semantic modelling for the unstructured information of Chinese ancient architectures to semantically describe the related entities (e.g. persons, events, places and times) and uncover their relationships, and thus it made contribution to the deep semantic annotations on ancient architectures.
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Hongyu Hou, Feng Wu and Xin Huang
The development of the digital age has made data and information more transparent, enhancing the strategic perspectives of both buyers (strategic waiting) and sellers (price…
Abstract
Purpose
The development of the digital age has made data and information more transparent, enhancing the strategic perspectives of both buyers (strategic waiting) and sellers (price fluctuations) in their decision-making. This research investigates the optimal dynamic pricing strategy of the content product developer in relation to their consideration of consumer fairness concerns to elucidate the impact of consumer fairness concerns on the dynamic pricing strategy of the developer.
Design/methodology/approach
This paper assumes that monopolistic content developers implement a dynamic pricing strategy for the content product. Through constructing a two-period dynamic pricing game model, this research investigates the optimal decisions of the content developer, contingent upon their consideration or disregard of consumer fairness concerns. In the extension section, the authors additionally account for the influence of myopic consumers on these optimal decisions.
Findings
Our findings reveal that the degree of consumer fairness concerns significantly influences the developer’s optimal dynamic pricing decision. When a developer offers content products with lower depth, there is a propensity for the developer to refrain from incorporating consumer fairness concerns into a dynamic pricing strategy. Conversely, in cases where the developer offers a high-depth content product, consumer fairness concerns benefit the developer. Furthermore, our analysis reveals a consistent benefit for the developer from the inclusion of myopic consumers.
Originality/value
Few studies have delved into the conjoined influence of consumer fairness concerns and strategic behavior on dynamic pricing strategy. Our findings indicate that consumer fairness concerns can enhance the efficiency of the value chain for content products under specific conditions. This paper not only enriches the existing literature on dynamic pricing by incorporating consumer fairness concerns theoretically but also offers practical insights. The outcomes of this research can guide content product developers in devising optimal dynamic pricing strategies.