In order to attract and enhance users' commitment to participate in online open innovation communities, it is important to know what types of motivators are important for the members. Both monetary and non-monetary rewards can be used for motivating participation. In this study we focus on studying the role of rewarding in online open innovation intermediaries. The data was collected by interviews with the community maintainers of three open innovation intermediaries and by a web survey in the communities maintained by them. In the studied communities, the web survey respondents found monetary rewarding important, as well as non-monetary rewarding based on the quality of ideas. According to the maintainers' interviews, combinations of monetary and non-monetary rewarding are important. In addition, we analysed the rewarding mechanisms in 12 open innovation communities. We found that both monetary and non-monetary rewarding methods are used in the studied open innovation intermediaries.
This paper presents a state-of-the-art overview of journalism and its opportunities and challenges in virtual reality (VR). First, we examine what kind of real-life journalistic experiments have been made in this field thus far, and then we analyze the research literature on journalistic VR. We discuss the emergence of virtual reality and immersive journalism explored in the latest reports in the fields of Human-Computer Interaction (HCI) and VR design. To analyze VR journalism further, we develop an early draft of an analysis model based on sample of three VR productions and four VR applications. We conclude by discussing the results of the analysis and outline a more advanced and interdisciplinary research approach for studying and designing journalistic VR productions.
We evaluated the effect of the dog–owner relationship on dogs’ emotional reactivity, quantified with heart rate variability (HRV), behavioral changes, physical activity and dog owner interpretations. Twenty nine adult dogs encountered five different emotional situations (i.e., stroking, a feeding toy, separation from the owner, reunion with the owner, a sudden appearance of a novel object). The results showed that both negative and positive situations provoked signs of heightened arousal in dogs. During negative situations, owners’ ratings about the heightened emotional arousal correlated with lower HRV, higher physical activity and more behaviors that typically index arousal and fear. The three factors of The Monash Dog–Owner Relationship Scale (MDORS) were reflected in the dogs’ heart rate variability and behaviors: the Emotional Closeness factor was related to increased HRV (p = 0.009), suggesting this aspect is associated with the secure base effect, and the Shared Activities factor showed a trend toward lower HRV (p = 0.067) along with more owner-directed behaviors reflecting attachment related arousal. In contrast, the Perceived Costs factor was related to higher HRV (p = 0.009) along with less fear and less owner-directed behaviors, which may reflect the dog’s more independent personality. In conclusion, dogs’ emotional reactivity and the dog–owner relationship modulate each other, depending on the aspect of the relationship and dogs’ individual responsivity.
Understanding the contextual factors affecting user experience is essential in designing and evaluating mobile systems for mobile work. The aim of this paper is to explore these contextual factors through three case studies: of safety observation at construction sites, passenger transportation with taxis, and mobile news journalism. For each case study we describe the nature of the mobile work and present our findings on the contextual factors that were found to affect the user experience. Based on the results, we present and discuss five dimensions of mobile work context affecting user experience: 1) social, 2) spatial, 3) temporal, 4) infrastructural, and 5) task context. Compared to earlier frameworks of context for mobile work, the social context as well as the infrastructural context was emphasized in our findings. The presented framework elaborates the dimensions of context affecting user experience of mobile systems and services in mobile work in particular. The framework is also applicable for mobile consumer systems and services.