This article examines the impact of augmented reality (AR) visualizations on users’ sense of physical presence, knowledge gain, and perceptions of the authenticity of journalistic visuals. In a mixed experimental design, 79 participants were randomly assigned to view three The New York Times articles on a mobile phone featuring one of three viewing modalities: (1) AR visualizations, (2) interactive (non-AR) visualizations, or (3) non-interactive, static visualizations. AR induced a greater sense of physical presence compared to the other modalities. The findings suggest that immersive properties of AR can contribute to journalism’s goal of engaging the audience. However, AR was not a superior medium for informing the participants, and the viewing modality did not have an effect on the perceived authenticity of the visuals. The findings indicate a need for more efficient ways to relay information through journalistic AR visualizations while keeping the user engaged in an immersive experience.
a b s t r a c tSoftware in general is thoroughly analyzed before it is released to its users. Business processes often are not -at least not as thoroughly as it could be -before they are released to their users, e.g., employees or software agents. This paper ascribes this practice to the lack of suitable instruments for business process analysts, who design the processes, and aims to provide them with the necessary instruments to allow them to also analyze their processes. We use the spreadsheet paradigm to represent business process analysis tasks, such as writing metrics and assertions, running performance analysis and verification tasks, and reporting on the outcomes, and implement a spreadsheet-based tool for business process analysis. The results of two independent user studies demonstrate the viability of the approach.
In this paper, we examine the changes in motivation factors in crowdsourced policymaking. By drawing on longitudinal data from a crowdsourced law reform, we show that people participated because they wanted to improve the law, learn, and solve problems. When crowdsourcing reached a saturation point, the motivation factors weakened and the crowd disengaged. Learning was the only factor that did not weaken. The participants learned while interacting with others, and the more actively the participants commented, the more likely they stayed engaged. Crowdsourced policymaking should thus be designed to support both epistemic and interactive aspects. While the crowd's motives were rooted in self-interest, their knowledge perspective showed common-good orientation, implying that rather than being dichotomous, motivation factors move on a continuum. The design of crowdsourced policymaking should support the dynamic nature of the process and the motivation factors driving it.
Providing a common place for the civil society to gather and discuss topics of mutual interest is a growing challenge for social and collaborative computing. Web-based tools for civic engagement, while promising, are still disconnected from meaningful physical locations where citizens usually meet and might limit the involvement of a considerable portion of the citizen population. We propose a system, Agora2.0, designed to recover the useful function that public places have had in the past in promoting and regulating citizens' participation in public decisions. Agora2.0 is inspired by the old concept of the Greek agora, or public square. It is composed of an onsite interactive public display and an online site. We present the project, the analysis of the requirements, the system prototype, and its evaluation during deployments in a university and in a public relations office of a European city.
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