Trust is a key driver of consumers' acceptance and adoption of innovations. The purpose of the paper is to explore and understand the factors that facilitate the creation of trust in crypto-tokens ...decentralized applications (DApp) from the perspective of the consumer. A qualitative research design has been used and forty-five participants were interviewed for the study. Based on a theory-driven approach of qualitative data analysis, a multidimensional, holistic conceptual framework of trust has been proposed. The model captures the core categories that affect consumer's trust toward crypto-tokens applications. It highlights the need to understand the individual, technological, environmental and use-case features which shape the way blockchain-based applications can be trusted. The framework can be used by policymakers, educators, exchange platforms, DApp developers, and entrepreneurs to develop strategies that cultivate on the drivers of trust, and create value with crypto-tokens and Web3.0 economies. Higher trust ultimately promotes acceptance and adoption of blockchain applications.
Objective: The purpose of this study is to design a conceptual model for the application of semantic-social technology in digital libraries in Iran. Methodology: This applied research was conducted ...using Delphi and analytical survey methods. The tool used was a researcher-made questionnaire, which included three parts: the structure of semantic-social technology architecture, semantic-social technology tools, and the function of semantic-social technology. Descriptive statistics, structural equation modeling and partial least squares modeling (PLS-SEM) were used to analyze the statistical data. Findings: In the final research model, most items had a high factor loading and in the main components of the research, including the architecture structure of semantic-social technology, tools of semantic-social technology and the function of semantic-social technology, important items from the perspective of the research community were identified. Accordingly, in the architectural structure of semantic-social technology, the use of RDF schema to describe and describe RDF-based resources, the use of SIOC technology to link blogs, forums and mailing lists had the highest factor loading. Also, in the part of semantic-social technology tools, in the final conceptual model research, video mashups and map mashups had a higher factor loading than others. In the functional part of semantic-social technology, using the URL standard to identify and locate a resource in digital libraries and retrieval function, using RDF tools and using Sub and Super techniques between concepts to retrieve information faster has the highest factor loading. Moreover, in the parts of data and resources and content, the use of RDF tools to exploit multimedia and non-textual resources due to the diversity of available information and in the function of organization and storage, the use of ontology to manage digital resources had higher factor loading. In addition, in the interaction function, the items of communication between the chain of information producers, collectors and users through social semantic web tools had the highest amount of factor loading. Concusion: Considering the results obtained in the proposed model of this research and the items that have gained a high factor loading in the proposed conceptual model, shows that in semantic-social technology in digital library software, what makes this technology progress and success is the correct creation of digital library software. The basis of digital library standards, attention to the XML markup language, Dublin Core, etc. and its integration with semantic tools such as Web 2.0, hashtags and folksonomy, metadata, etc. in line with social technologies such as social networks, mashups, etc.
The paper focuses on analysing the potential benefits and challenges of the Metaverse, particularly in the field of research in the tourism and food and wine sectors. The Metaverse is part of the new ...generation of the internet known as web 3.0, which also includes AI, blockchain and other digital innovations. The food marketing and tourism sectors are the main fields where companies are experimenting with solutions to offer people a fully functioning immersive Metaverse experience. This paper aims to highlight the potential impact of the Metaverse on tourism sectors as well as on research activities. Open challenges concern the social acceptance, affordability, and environmental sustainability of these technologies. Research is needed on the Metaverse’s ability to reduce bias and accurately simulate real experiences, as well as on tourists’ perceptions, attitudes, and willingness to pay for mediated experiences. Another important issue is the management of sensitive data that will travel through the Metaverse. Looking forward, the Metaverse has the potential to become a valuable tool for advancing tourism research through virtual collaboration and interdisciplinary research projects.
Práticas informacionais e design thinking Leila Jane Brum Lage Sena Guimarães; Eliane Cristina de Freitas Rocha
Revista digital de biblioteconomia e ciência da informação,
11/2021, Letnik:
19
Journal Article
Recenzirano
Odprti dostop
Introdução: O ambiente da web 3.0 tem como característica marcante a apresentação de dados personalizados aos seus usuários, por meio de seus algoritmos que atuam como artefatos mediadores das ...relações dos usuários com a rede. Neste cenário de cooperação entre pessoas e computadores inerentes à web 3.0, a Ciência da Informação contribui ao refletir sobre o sujeito informacional e seu contexto, especialmente por meio da abordagem das práticas informacionais. Objetivo: Construir aporte teórico entre os propósitos do design thinking que se aliam aos objetivos de estudo de práticas situadas de apropriação de tecnologias pelos usuários. Metodologia: Através da revisão bibliográfica exploratória narrativa, desenvolve-se o aporte teórico para a construção dos artefatos mediadores na web 3.0 com base na perspectiva de estudo das práticas informacionais associada à abordagem metodológica do design thinking como alternativa para o desenvolvimento participativo e humano de novos contextos de organização e relação sociais na web. Resultados: São tecidas relações conceituais entre a web 3.0, desmediação e artefatos mediadores. A metodologia do design thinking é apresentada e relacionada à abordagem de estudos de usuários das práticas informacionais. Conclusão: A construção de artefatos mediadores para a web 3.0 requer a abordagem de estudos centrada no contexto de interação dos seus usuários, por meio de uma metodologia sensível à modelagem de contexto, como é a proposta do design thinking. A aposta teórica é que o design thinking é congruente com a abordagem de práticas informacionais dos usuários da informação, podendo ser uma abordagem inovadora para a área de CI.
Purpose The purpose of this essay is to explore the ramifications of Web 3.0 on sports media and the desire for the ultimate fan experience. Design/methodology/approach The essay explains how Web 3.0 ...will influence (1) the social TV experience, (2) the drive for zero latency in sports streaming, (3) the desire for exclusive sports memorabilia and experiences, (4) artificial intelligence-driven content and (5) the potential decentralization of certain elements within the sports media ecosphere. Findings The core fan experience will still be recognizable, but AI, VR, blockchain and other elements will be infused within it. Originality/value Ramifications on sports media scholarships are offered.
This article explores the intersection of digital architecture, collaborative creativity, and community engagement through our conceptual framework of Collaborative Objects. By enabling a shift from ...user-generated content to community-generated content in architecture, this new approach promotes democratic design processes. Practical illustrations are provided through a series of public case studies—H = N Co-Doodle, H = N BLOCK, and Meta Block Linz—highlighting the versatility of the Collaborative Objects framework embedded within expanded software applications. These studies address the formal and informal consequences, opportunities, and challenges of transforming static design elements into dynamic, community driven narratives. While recognizing the challenges inherent in this paradigm shift, the article concludes by emphasizing the compelling potential for more shared, inclusive, and community-oriented design processes in the architectural field.
The transition to Web 3.0 promises enhanced connectivity, security, decentralization, and user control. However, adoption has lagged due to scalability, interoperability, and usability challenges, as ...well as lack of trust in anonymous users. This paper presents the Account Service Network (ASN), a layer 2 blockchain solution offering a unified decentralized portal to access Web 3.0 services while ensuring credible anonymity and user control. Central to ASN is a one-person-one-account framework binding biometric data to user accounts to enable trusted anonymity. Further, ASN employs account abstraction and multi-party computation threshold signatures to provide a seamless experience across services. By tackling key obstacles facing Web 3.0, ASN can potentially accelerate mainstream adoption. We present ASN's design and prototype implementation to demonstrate its feasibility.
This volume is a reprint of the Special Issue “Theory and Application of Web 3.0 in the Media Sector”. Launched to highlight vital multidisciplinary perspectives, the SI’s contents are both theory- ...and application-oriented. The advancements of computational processing and storage capacities (at affordable or decreasing costs), the evolution of content compression techniques, and the constant update of networking infrastructures led to the domination of the so-called User-Generated Content (UGC). The proliferation of mobile devices, offering inherent networking with enhanced content capturing and sharing capabilities, also fueling the models of Participatory and Citizens’ Journalism. Thus, the interest has shifted to semantic services, purposing, among others, to automate content production, publishing, validation, documentation, and management. Such technological solutions have already entered the media sector, with their successful growth and elaboration requiring multidisciplinary effort supported by digital literacy initiatives. Nevertheless, further research is needed for the transition to the new media era in which algorithmic automations and semantic services will serve their original purposes, helping both media professionals and broader audiences. A total of 11 contributions were published within this volume, enlightening various aspects of contemporary Web 3.0 services from both technological/algorithmic and conceptual/social science approaches..
The metaverse, along with its various Web 3.0 sub-domains, represents a ground-breaking extension of the physical and digital worlds. In this emerging landscape, real and virtual worlds are being ...integrated in ways that facilitate interaction and create immersive experiences. This transformation has significant implications for diverse fields, particularly in reshaping both online and traditional education methods. By analyzing 417 comprehensive white papers released in 2022 and 2023 from leading consulting firms and think tanks, and incorporating insights from canonical academic articles, the authors extract key information about how metaverse technologies are influencing education. This investigation unveils some of the key impacts of metaverse technologies on the educational landscape, thereby contributing to a more profound understanding of its transformative effects. The present study provides a holistic perspective on the advantages and disadvantages associated with metaverse education, offering in-depth insights on the challenges involved in a potentially seamless integration with conventional practices. In sum, this research highlights the challenges and opportunities presented by the metaverse and its impact on new educational paradigms.
Metaverse is a vision enabling to constitute an environment in which someone could see real and virtualized worlds. The Metaverse is a product (or something similar as we do not yet know its final ...form) of such technologies. In this circumstance, when applications that utilize the Metaverse are used, there seem to be no transportation charges, and there is no cap on amounts of individuals, users, players, learners, or trainee who can take part. Hence, and due to such a feature, the Metaverse has attracted various researchers from different fields where it has been exploited by them to contribute to those fields and research areas. As for example, it is possible to teach various target audiences by offering different events and classes from any location in the globe. In order for a participant to utilize the Metaverse, there are necessary conditions to be considered as well as other settings to be initialized. In line of this, virtual reality, augmented reality, availability of required sensors, smart glasses, headsets, and few others are considered some examples of such conditions and settings that the Metaverse requires. Despite the advantages that Metaverse offers us, there are a number of considerations that must be taken into account while developing it by interested researchers. One of these concerns is the Metaverse privacy regarding the participants (represented as avatars inside the Metaverse environment). Another issue is that since the Metaverse is still in its early stages, many attempts have to be made from interested researchers who engage to develop it to enhancing it. This review aims to survey related articles that concern the Metaverse and its development providing a review of the chronological stages throughout the history of the development of Metaverse. It aims also to list a number of recent technological advances allowing the Metaverse. Besides, Metaverse's definitions, properties, architecture, and applications have been discussed and listed in this review. The novelty of this article is that it has suggested a framework to a number of issues that are still paid attention for potential solutions by researchers aiming to contribute to researchers and designers to consider such an issue and its corresponding solution for future research works and enhancement. Challenges faced by researchers and other relevant concerned issues related to Metaverse have been in detail discussed and highlighted. Besides, future trends have been clarified.