Higher order fuzzy logic systems (FLSs), such as interval type-2 FLSs, have been shown to be very well suited to deal with the high levels of uncertainties present in the majority of real-world applications. General type-2 FLSs are expected to further extend this capability. However, the immense computational complexities associated with general type-2 FLSs have, until recently, prevented their application to real-world control problems. This paper aims to address this problem by the introduction of a complete representation framework, which is referred to as zSlices-based general type-2 fuzzy systems. The proposed approach will lead to a significant reduction in both the complexity and the computational requirements for general type-2 FLSs, while it offers the capability to represent complex general type-2 fuzzy sets. As a proof-of-concept application, we have implemented a zSlices-based general type-2 FLS for a two-wheeled mobile robot, which operates in a real-world outdoor environment. We have evaluated the computational performance of the zSlices-based general type-2 FLS, which is suitable for multiprocessor execution. Finally, we have compared the performance of the zSlices-based general type-2 FLS against type-1 and interval type-2 FLSs, and a series of results is presented which is related to the different levels of uncertainty handled by the different types of FLSs.
1 February 2016 in Journal of Cosmology and Astroparticle Physics
Although gamification in the workplace is burgeoning, organizations frequently have difficulty sustaining user engagement with a gamified information system (IS). The focus of this study is how a gamified IS in the workplace engages users and encourages them to continue system use. By proposing the concepts of flow experience (FE) and aesthetic experience (AE) as different ways to provide deep and meaningful user engagement, this study develops a model that explores the antecedents of FE and AE and their roles in explaining an individual’s continuance intention to use of a gamified IS. The model is tested using data collected from 178 users of a gamified IS in a global consulting company. The results demonstrate that although FE and AE are complementary forces, AE is more salient than FE for explaining continuance intention. The research proposes AE as a parsimonious yet powerful construct that extends the research on user engagement. The findings contribute to research on gamification by shifting scholarly attention from deep engagement characterized by FE to meaningful engagement characterized by AE.
9 December 2006 in Journal of Management Information Systems
Customer-centric business makes the needs and resources of individual customers the starting point for planning new products and services or improving existing ones. While customer-centricity has received recent attention in the marketing literature, technologies to enable customer-centricity have been largely ignored in research and theory development. In this paper, we describe one enabling technology—wikis. Wiki is a Web-based collaboration technology designed to allow anyone to update any information posted to a wiki-based Web site. As such, wikis can be used to enable customers to not only access but also change the organization's Web presence, creating previously unheard of opportunities for joint content development and "peer production" of Web content. At the same time, such openness may make the organization vulnerable to Web site defacing, destruction of intellectual property, and general chaos. In this zone of tension—between opportunity and possible failure—an increasing number of organization...
Purpose: Researchers have called for the synthesis of divergent perspectives and the development of a theoretical model that examines individuals’ donation behavior in charitable crowdfunding. To fill this research gap, the purpose of this paper is to synthesize the literature pertaining to the determinants of donation behavior in charitable crowdfunding. Then, drawing on the stimulus-organism-response framework, the authors develop and test a model that explains individuals’ intention to donate to charitable crowdfunding.Design/methodology/approach: This paper follows a quantitative research approach. An online survey was distributed to collect data from individuals who had experienced charitable crowdfunding. In total, 205 valid responses were received and analyzed.Findings: First, this study finds that individuals’ empathy and the perceived credibility of a charitable crowdfunding project are key determinants for their intention to donate in charitable crowdfunding. Second, the study finds that website quality, transaction convenience, and project content quality influence both empathy and perceived credibility in different ways. Third, it is noteworthy that initiator reputation is positively related to perceived credibility, while project popularity is positively associated with empathy.Originality/value: This research advances the knowledge of individual donation behavior in charitable crowdfunding. The model can help researchers understand individuals’ philanthropic behavior by providing empirical explanations of the interplay between technological and project characteristics, emotional and cognitive states, and individuals’ donation behavior. For practitioners, the research suggests appropriate design, launch, and operation strategies to facilitate individuals’ donation behavior in charitable crowdfunding.
1 May 2014 in Journal of Cosmology and Astroparticle Physics