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Social and Behavioral Sciences Commons

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Full-Text Articles in Social and Behavioral Sciences

The Past And Future Of Supply Chain Collaboration: A Literature Synthesis And Call For Research, Peter M. Ralston, R. Glenn Richey, Scott J. Grawe Sep 2019

The Past And Future Of Supply Chain Collaboration: A Literature Synthesis And Call For Research, Peter M. Ralston, R. Glenn Richey, Scott J. Grawe

Peter Ralston

Purpose The purpose of this paper is to provide scholarly and practical benefits by detailing the past and suggesting a future research agenda for supply chain (SC) collaboration. A literature review is utilized to examine what has been investigated prior, and what remains to be analyzed, in order to assist today’s managers and researchers. The research expands the understanding of SC collaboration from a focal firm perspective while providing boundaries for future investigation and at the same time detailing the current state of collaboration to practitioners.

Design/methodology/approach The current research utilizes a systematic review of the literature to shape a …


It’S Not The Model That Doesn’T Fit, It’S The Controller! The Role Of Cognitive Skills In Understanding The Links Between Natural Mapping, Performance, And Enjoyment Of Console Video Games, Ryan Rogers, Nicholas David Bowman, Mary Beth Oliver Nov 2017

It’S Not The Model That Doesn’T Fit, It’S The Controller! The Role Of Cognitive Skills In Understanding The Links Between Natural Mapping, Performance, And Enjoyment Of Console Video Games, Ryan Rogers, Nicholas David Bowman, Mary Beth Oliver

Ryan Rogers

This study examines differences in performance, frustration, and game ratings of individuals playing first person shooter video games using two different controllers (motion controller and a traditional, pushbutton controller) in a within-subjects, randomized order design. Structural equation modeling was used to demonstrate that cognitive skills such as mental rotation ability and eye/hand coordination predicted performance for both controllers, but the motion control was significantly more frustrating. Moreover, increased performance was only related to game ratings for the traditional controller input. We interpret these data as evidence that, contrary to the assumption that motion controlled interfaces are more naturally mapped than …


Because I Am Not Here, Selected Second Life-Based Art Case Studies. Subjectivity, Autoempathy And Virtual World Aesthetics, Francisco Gerardo Toledo Ramírez May 2013

Because I Am Not Here, Selected Second Life-Based Art Case Studies. Subjectivity, Autoempathy And Virtual World Aesthetics, Francisco Gerardo Toledo Ramírez

Francisco Gerardo Toledo Ramírez

Second Life is a virtual world accessible through the Internet in which users create objects and spaces, and interact socially through 3D avatars. Certain artists use the platform as a medium for art creation, using the aesthetic, spatial, temporal and technological features of SL as raw material. Code and scripts applied to animate and manipulate objects, avatars and spaces are important in this sense. These artists, their avatars and artwork in SL are at the centre of my research questions: what does virtual existence mean and what is its purpose when stemming from aesthetic exchange in SL?

Through a qualitative …