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EAI/Springer Innovations in Communication and Computing Ping Zheng · Vic Callaghan David Crawford · Tiina Kymäläinen Angelica Reyes-Munoz Editors EAI International Conference on Technology, Innovation, Entrepreneurship and Education TIE’2018 EAI/Springer Innovations in Communication and Computing Series editor Imrich Chlamtac, European Alliance for Innovation, Gent, Belgium Editor’s Note The impact of information technologies is creating a new world yet not fully understood The extent and speed of economic, life style, and social changes already perceived in everyday life is hard to estimate without understanding the technological driving forces behind it This series presents contributed volumes featuring the latest research and development in the various information engineering technologies that play a key role in this process The range of topics, focusing primarily on communications and computing engineering include, but is not limited to, wireless networks, mobile communication, design and learning, gaming, interaction, e-health and pervasive healthcare, energy management, smart grids, internet of things, cognitive radio networks, computation, cloud computing, ubiquitous connectivity, and more generally smart living, smart cities, and more The series publishes a combination of expanded papers selected from hosted and sponsored European Alliance for Innovation (EAI) conferences that present cutting-edge, global research as well as provide new perspectives on traditional related engineering fields This content, complemented with open calls for contribution of book titles and individual chapters, together maintain Springer’s and EAI’s high standards of academic excellence The audience for the books consists of researchers, industry professionals, advanced level students as well as practitioners in related fields of activity include information and communication specialists, security experts, economists, urban planners, doctors, and, in general representatives from all walks of life affected ad contributing to the information revolution About EAI EAI is a grassroots member organization initiated through cooperation between businesses, public, private, and government organizations to address the global challenges of Europe’s future competitiveness and link the European Research community with its counterparts around the globe EAI reaches out to hundreds of thousands of individual subscribers on all continents and collaborates with an institutional member base including Fortune 500 companies, government organizations, and educational institutions by providing a free research and innovation platform Through its open free membership model, EAI promotes a new research and innovation culture based on collaboration, connectivity, and recognition of excellence by community More information about this series at http://www.springer.com/series/15427 Ping Zheng  •  Vic Callaghan David Crawford  •  Tiina Kymäläinen Angelica Reyes-Munoz Editors EAI International Conference on Technology, Innovation, Entrepreneurship and Education TIE'2018 Editors Ping Zheng Business School Canterbury Christ Church University Canterbury, UK David Crawford Ravensbourne University London, UK Angelica Reyes-Munoz Polytechnic University of Catalonia Castelldefels, Barcelona, Spain Vic Callaghan Department of Computer Science University of Essex Colchester, UK Tiina Kymäläinen VTT Technical Research Centre of Finland Ltd Human Factors in Complex Systems Tekniikankatu, Tampere, Finland ISSN 2522-8595     ISSN 2522-8609 (electronic) EAI/Springer Innovations in Communication and Computing ISBN 978-3-030-16129-3    ISBN 978-3-030-16130-9 (eBook) https://doi.org/10.1007/978-3-030-16130-9 © Springer Nature Switzerland AG 2020 This work is subject to copyright All rights are reserved by the Publisher, whether the whole or part of the material is concerned, specifically the rights of translation, reprinting, reuse of illustrations, recitation, broadcasting, reproduction on microfilms or in any other physical way, and transmission or information storage and retrieval, electronic adaptation, computer software, or by similar or dissimilar methodology now known or hereafter developed The use of general descriptive names, registered names, trademarks, service marks, etc in this publication does not imply, even in the absence of a specific statement, that such names are exempt from the relevant protective laws and regulations and therefore free for general use The publisher, the authors, and the editors are safe to assume that the advice and information in this book are believed to be true and accurate at the date of publication Neither the publisher nor the authors or the editors give a warranty, express or implied, with respect to the material contained herein or for any errors or omissions that may have been made The publisher remains neutral with regard to jurisdictional claims in published maps and institutional affiliations This Springer imprint is published by the registered company Springer Nature Switzerland AG The registered company address is: Gewerbestrasse 11, 6330 Cham, Switzerland Preface We are delighted to introduce the proceedings of the second edition of the European Alliance for Innovation (EAI) International Conference on Technology, Innovation, Entrepreneurship and Education (TIE), which was held at Ravensbourne University London, UK, on September 4, 2018 The conference aimed to provide a platform to support cross-fertilization of ideas between the worlds of business, science, technology and the arts The special theme for this edition was ‘Virtual Reality and Augmented Reality’ and how these tools could facilitate creativity and innovation The conference was organized as a 1-day event featuring a keynote speech by Professor Richard Scase (Professor of Organizational Change at the University of Kent, UK) on innovation, a main programme of some ten full papers, a workshop (holonovels) featuring four presentations that examined potential for Star Trek-like technologies to be realized and, finally, two mini-workshops organized by Ravensbourne University: ‘Computer Art in the Age of Augmented/Mixed Reality’ and ‘Immersive Audio/Creation of 3D Audio Content’ that combined to make an informative and vibrant day As with all conferences, success is dependent on team effort, and we are pleased to acknowledge the important contribution made by the TIE’18 organizing team and the reviewers Finally, we wish to thank all the contributors to this event which are, of course, the main source of value for the day and these proceedings; thank you one and all Canterbury, UK Colchester, UK  London, UK  Tampere, Finland  Barcelona, Spain  Ping Zheng Vic Callaghan David Crawford Tiina Kymäläinen Angelica Reyes-Munoz v Conference Organization Steering Committee Imrich Chlamtac Bruno Kessler Professor, University of Trento, Italy Organizing Committee General Chairs Prof David Crawford Dr Nicholas Lambert Prof Victor Callaghan Ravensbourne University, UK Ravensbourne University, UK University of Essex, UK TPC Chair and Co-Chairs Carl Smith Dr Ping Zheng Prof Minjuan Wang Ravensbourne University, UK (Technology) Canterbury Christ Church University, UK (Business) San Diego State University, USA (Education) Special Theme Chair Jazz Rasool Ravensbourne University, UK Publications Chair Dr Angélica Reyes Polytechnic University of Catalonia, Spain Workshops Chair Dr Tiina Kymäläinen VTT Technical Research Centre of Finland Demo Chairs James Marks Mohammed-Asif Akhmad DoubleMe Inc., USA BAE Systems Applied Intelligence Laboratories, UK Publicity and Social Media Chairs Dr Anasol Peña-Rios British Telecom Plc, UK Jen O’Connor NUI Galway, Ireland Conference Manager Dominika Belisova EAI vii viii Conference Organization Technical Program Committee Malek Alrashidi, University of Tabuk Gazi Erkan Bostancı, Ankara University Gonỗalo Brỏs, IN+ Center for Innovation, Technology and Policy Research – Instituto Superior Técnico Vic Callaghan, Essex University Graham Clarke, University of Essex David Crawford, University of Essex Marc Davies, University of Essex Kieran Delaney, Cork Institute of Technology Muhibuddin Fadhli, Universitas Muhammadiyah Ponorogo Emmanuel Ferreyra, University of Essex Samuel Fosso Wamba, Toulouse Business School Michael Gardner, University of Essex Hazel Grian, Pervasive Media Studio Anne Holohan, Department of Sociology, Trinity College Dublin Xini Hu, Canterbury Christ Church University Chantel Chen, University of Essex Meghna Chhabra, K. R Mangalam University Kevin I-Kai Wang, The University of Auckland Andrew Jackson, Canterbury Christ Church University Dr S Suresh Kumar, CMR University Caleb C Y Kwong, University of Essex Tiina Kymäläinen, VTT Technical Research Centre of Finland Melissa Laird, National Institute of Dramatic Art Carrie Lane, San Diego State University Laura Macias Velasco, Universidad del Valle de Atemajac Jennifer O’Connor, NUI Galway Anasol Pena-Rios, University of Essex Dan Petrovici, University of Kent Angelica Reyes, Polytechnic University of Catalonia Jonathon Richter, Salish Kootenai College Oluwatimilehin Salako, University of Essex, Colchester Richard Scase, University of Kent Carl Smith, Rave University Claire Street, Canterbury Christ Church University Yoke Eng Tan, Canterbury Christ Church University Minjuan Wang, San Diego State University Fang Wang, Brunel University Hsuan-Yi Wu, Graduate Institute of Business Administration, National Taiwan University Sunny Yang, National Taiwan University Victor Manuel Zamudio Rodríguez, Instituto Tecnológico de Ln Shumei Zhang, Leeds Beckett University Ping Zheng, The Business School, Canterbury Christ Church University Conference Organization Advisors Dr Simon Egerton Hsuan-Yi Wu Dr Shumei Zhang Dr Victor Zamudio Brian David Johnson Dr Michael Gardner Dr Jonathon Richter Prof Richard Scase Yankong Zhu ix La Trobe University, Australia Institute of Business Administration, National Taiwan University, Taiwan Shijiazhuang University, China Instituto Tecnológico de León, México School for the Future of Innovation in Society, Arizona State University University of Essex, UK Salish Kootenai College, Pablo Montana, USA Professor of Organizational Change, University of Kent, UK Founder for Zingy Institute for Entrepreneurship Education, China (tbc) Contents Part I TIE Main Track Delphi Panel Discussion of F-TAM: Industry Experts and Academic Perspectives ����������������������������������������������������������������������������    3 Joshua Kofi Doe, Rogier Van de Wetering, Ben Honyenuga, Johan Versendaal, and Richard Boateng Embedding Creativity in the University Computing Curriculum��������������   25 Ed Currie and Carl James-Reynolds Generating Virtual Worlds for Collaborative Innovation Activities: A Responsive Templating Approach ������������������������   37 Oluwatimilehin Salako, Michael Gardner, and Vic Callaghan Holodeck as a Medium for Future Enacted, Immersive, Narrative Experiences ������������������������������������������������������������������������������������   55 Tiina Kymäläinen The Impact of Universities’ Entrepreneurial Activity on Perception of Regional Competitiveness�������������������������������������������������� 67 Gonỗalo Rodrigues Brỏs, Miguel Torres Preto, Ana Dias Daniel, Andreia Vitória, Carlos Rodrigues, Aurora Teixeira, and Ana Oliveira Use of Wearable Technology to Measure Emotional Responses Amongst Tennis Players����������������������������������������������������������������������������������   91 M A Hannan Bin Azhar, Tommy Nelson, and Anthony Casey Importance of the Use of Technology by Young People with Intellectual Disabilities to Improve Their Quality of Life and the Relationship with University Students��������������������������������  107 Laura Macias and Victor Zamudio xi 184 L A Bennedsen some personal information in order to get what she wants This resembles very much the manner in which we are able to let a Facebook app access our mailing address, etc., in exchange for being able to take the quiz “What cake are you?” [7] The concept of knowledge as a currency is inspired by the idea that knowledge is a value in itself [8] Society is developing in a way where technology and robots will take care of a big part of manual human labor, leaving knowledge and creative thinking as the valuable assets of humans The value of each experience and piece of knowledge is though, in this case, being assessed by technology: the holodeck system, which translates the images of an experience into single words Each has a different weight in the value system of an algorithm, which then calculates how much each experience is worth in total The themes of the holonovel, cake baking, and the somewhat ridiculous baking competitions are themes that I found silly enough for lightening up the otherwise dystopian story The simplicity and everyday act of baking a cake provide a way to make it easier to grasp the meaning of the story presented in the holonovel The name of the main character, Madeleine, is inspired by the cake with the same name, which is also a reference to Marcel Proust’s famous novel “In Search of Lost Time” [9], where the protagonist remembers parts of his past by eating a madeleine cake 2  Bake Believe A Piece of Cake Lights on A bit of flicker A bare, small, white room with no windows becomes visible Madeleine stands in the doorway She just came home from school—another long and boring day It is now time for the best part of her day She goes to the side of the right wall and clicks a barely visible button A whole keyboard and screen appear as a hologram She routinely runs the first program in the personal exercise folder Bake Believe (a Holonovel) 185 “The Big Bake Show,” oh, how many times she’s loaded this one! She might even have broken some kind of record Sometimes she imagines the great people behind this program interviewing her “As the most engaged player of our program in the whole wide world, what does baking mean to you?” And she would have the speech ready and prepared—the one that she’s refined throughout the years As she clicks “open,” the voice of the program, Miss Fondant, starts talking “Hello my dear, welcome back What would you like to bake today?” Madeleine loves her voice—so soft and sweet The virtual avatar is a perfect embodiment of a cake, she thinks to herself “Hi Miss F. Today I’d like to bake a classic apple pie.” She doesn’t have to think about it for long She has her plan “Very well,” Ms Fondant says, “That’ll be 20 points of experience knowledge What will you pay with?” Madeleine scrolls through her personal data library with all her skills, knowledge, and memories “Uhm, just take the knowledge about the world food issues from the class today It’s stupid anyway.” “As you please I will have Ms Crumble ready for you in 2 min.” Ms Fondant answers While waiting for the program to load, she goes to the kitchen, pours herself a glass of water, and puts down her bag She looks at the big board over the kitchen table Her plan carefully made with daily, weekly, and monthly goals And then the final goal: “The World Championship of Cake Design 2217.” She’d been following the competition ever since she was a little girl Her mom didn’t like cake, but she liked the way they looked They started to watch it together, and even though her mom didn’t really have the time anymore to follow the art of cake baking, Madeleine still did A light smell of cinnamon from the holodeck pulled Madeleine out of her thoughts Ms Crumble and the baking program are ready Getting Butter The room is now completely transformed Soft pastels dominate the space, which somehow seems much bigger than it really is The virtual windows are covered with cute embroidered curtains A big cooking island in the middle of the room truly sets the stage The walls are covered with shelves and racks, filled with spatulas in different hardness, whisks in multiple materials, measuring cups in all sizes, brushes, knives, sieves, and things you couldn’t even imagine being used for baking Next to the oven stands Ms Crumble, the hologram for baking an apple pie Ms Crumble is designed in the image of a crumble cake, so her hair has the same kind of messy, curly structure as a crumble Underneath the hair, the face is folded in round, lightly wrinkled curves, reminiscent of a soft cake bottom She looks warm and motherly and has a faint scent of almond around her One of Madeleine’s favorite virtual avatars “Welcome to today’s class, my dear Madeleine If you put on your apron, we can begin at once,” she says Madeleine takes her apron from a hook on the wall and puts it on The apron is custom-made after the apron worn by the greatest cake-baker of them all—the previous winner of the championship of cake design, Amandine Oates Of course, it was a bit expensive, as Madeleine had to pay 186 L A Bennedsen with a childhood memory of her and her mom going to the amusement park But oh, it was worth it In front of her on the table stand all the ingredients necessary for her today Next to her is a hologram of a recipe She skims it quickly and then clicks it away She needs to learn it with her bodily memory—reading the words never made her truly understand and remember “Let’s begin,” Ms Crumble says She is making the pie simultaneously with Madeleine so that Madeleine constantly has the possibility to compare her work to the perfect version For now, it is okay The dough is basic work Milk, flour, butter, and sugar She works fast, and Ms Crumble adjusts her speed as well After that, the apples are cut Madeleine turns to Ms Crumble to watch the sizes and shapes that she makes Nothing can be left to chance With millimeter precision, the hologram cuts the apples in the same, perfect shape every time Madeleine, of course, has some margin of error, and it bothers her a bit Ms Crumble reassures her that the pieces are lovely, but it somehow doesn’t ease Madeleine’s frustration Even though she knows the holograms are programmed to be honest in their judgment Next is the caramel filling This is the part that Madeleine has been a bit nervous about The temperature and the movement of the spatula need to be just right She watches Ms Crumble out of the corner of her eye, and then focuses down on her own pot The temperature is fine She is stirring slowly, watching the sugar water getting creamier by the minute The mass starts smoking, first lightly, then suddenly drowning the whole pot in thick smoke Ms Crumble is instantly at her side, grabbing the spatula “Here honey, let me show you You need to rotate the spatula more in the shape of the number eight And then at this speed.” Madeleine watches Ms Crumble’s hand move in smooth shapes of eight “Try and feel,” Ms Crumble says, and Madeleine puts her hand on top of Ms Crumble’s She feels the movement in her lower arm, her wrist, and her fingers She closes her eyes to remember this feeling Ms Crumble removes her hand, and Madeleine continues the same, smooth movement She’s got it now Just Dough It The pie is in the oven Madeleine checks her goal board in the kitchen She has nearly learned all the regular cakes But to get to the championship she needs a bit more Something original There are only 2 days until the test cakes for entry to the championship will be submitted This is the last sprint, she thinks The cakes that she has planned on making are quite good and supplement each other well in all the categories—taste, shape, look, texture, size, and type But she still lacks the winning cake, the one that will set her apart from all the other contestants There are only ten seats available in the competition, and the applicants are usually extremely skilled Thinking about it makes her shake a bit But of course, she still has a bit of time to think about it No need to decide right away All the other cakes are already done; she did the Tarte Tatin as the last one a couple of days ago It was scanned and beamed into the holodeck, and then sent to the entrance committee Bake Believe (a Holonovel) 187 Ms Crumble’s voice reaches the kitchen “Your cake is done, my dear.” Madeleine gets up and refocuses She enters the holodeck Everything is back in order All the tools are clean and back in their place and the kitchen is free from any loose flour or dough A small table with a chair has appeared in front of the kitchen Madeleine’s apple pie is on the table, ready to be served Madeleine sits down, takes a small piece, and tastes it It is just right She smiles at Ms Crumble, who asks: “Do you want to save your result to the program?” Madeleine shakes her head “I have enough cakes for the competition This was just for practice Thank you so much for today, I’ll have a look at some new cakes now.” Madeleine walks to the keypad by the wall She presses a couple of keys Ms Crumble and the rest of the kitchen fade away Madeleine browses through some different cake tutorials Chocolate cakes, macaroons, lemon curd Nothing special She gets almost to the bottom of the tutorial list Then her hand suddenly stops This one she’s never seen before A pure masterpiece, called “Great Expectations.” The shape is like an architectural construction, with beautiful angles and interesting negative space Some of the ingredients are familiar, but most are obscure things that she never knew even existed Included among the necessary tools for the cake are a spirit level, cake crimper, and a clay gun Flambéing and steaming are also a part of the process This is the one, Madeleine thinks She checks the price 20,000 points She swallows She doesn’t have that much in knowledge—it would be impossible Still, she can’t get it out of her head That cake would definitely get her to the championship Sweet Dreams Are Made of This Madeleine sits at the kitchen table She’s wiping a tear from her cheek So close to the dream The dream—maybe she should have a look at it again, she thinks Just to get her mind away from the perfect, but unaffordable cake She goes back to the holodeck Exits the exercise folder and goes to the experience folder The one with all the experiences bought from others Memories, which are now transformed into a form of full-body immersive film experience She only has one in this folder— there is only one experience that she cares about “The World Championship of Cake Design 2215.” She presses play, and the room goes dark She closes her eyes Starts to hear the familiar sound of people cheering The smell of butter and flour Lights start to get brighter She is standing behind a big curtain together with the other contestants Behind the curtain, the audience is cheering, as the host, Mr Graham comes on the stage and starts introducing the event “We have come to the part that you’ve all been waiting for,” he says, “The final!” The audience cheers even louder He announces the current points each of the contestants has It is a tight race Amandine Oates, the original owner of this experience and the person through whose eyes Madeleine is experiencing this, is looking around at the other bakers Most of them are looking down or closing their eyes Trying to focus and calm their nerves before 188 L A Bennedsen the final baking Madeleine looks straight at the curtain She doesn’t seem nervous at all The cue is given from the host, and a bright light shimmers through the side of the curtain as the contestants are walking on the stage Madeleine squints her eyes and follows them into the light It is amazing to look down and see the hands of Ms Oates in action Juggling bowls of flour, milk, and warm butter; chopping chocolate, nuts, and berries with the speed of light; keeping an exact time on four different ovens with four different temperatures Every time Madeleine plays, she remembers a bit more of Ms Oates’ procedure By now she practically knows the routine by heart This is however only half of the fun of the experience While working on the cakes, Madeleine also registers the audience Their excited faces Their shouts and gasps This could actually be her, standing here in real life next time! She sighs If only she could afford the special cake tutorial She presses pause on the playing experience Fast forward to the award ceremony Presses play again “And the winner is… Amandine Oates!” Mr Graham shouts out Madeleine steps on the podium Camera light flashes Confetti is raining down on her The audience is going crazy Mr Graham shakes her hand, looks her in the eyes “Congratulations You’ve deserved this.” Madeleine always starts tearing up at this point Donut Think Twice Madeleine is sitting on the floor of the empty holodeck She is looking through her knowledge and experience bank, desperately trying to gather enough points for the cake tutorial Experiences are the ones that are worth the most, but most of her memories aren’t worth much, according to the algorithm of the computer in the holodeck system She’s had quite a normal, boring life as an adult, and her childhood wasn’t filled with happy, fantastic moments Those are the most valuable—the ones filled with love, happiness, and a little bit of sadness Madeleine’s memories are mostly filled with sadness She tries to dig deep into her experience bank There must be something! Madeleine doesn’t even recognize how late it is getting Only after a couple of hours does she look up at the time 01.30 p.m Shit She gives up on looking any further Gets up and walks out of the holodeck “My life is worthless,” she thinks If only she could be someone else She freezes An idea She had an old, private memory from the last time she had sex with her ex They both knew it was going to be the last time since he was moving to France to focus on French desserts, so it was a moment filled with passion and sadness Maybe the perfect combination for the system’s algorithm, which calculates the price of each experience depending on emotional strength Of course, it would technically be amateur porn, but who would know? The holodeck system is filled with so many experiences that no one ever sees This happens all the time on the dark side of the holodeck, which is filled with porn and more or less criminal tutorials People are busy with their own lives, she convinces herself Who would care what I am doing? Bake Believe (a Holonovel) 189 The tiredness that she was starting to feel suddenly vanishes She digs into her files of experiences and finds it quickly People will have a hard time identifying her, she thought Then there is her ex He will get a notification when she uploads a memory of him This might be a problem But she doesn’t have much time They haven’t spoken in years He might be isolated in a small French village Who knows when he’ll see it? By the time he would report it she would already have gotten into the competition Then she might be banned from the holodeck community for a while, but she could live with that And who knows, maybe it wouldn’t even go that far All Is Fair in Loaf and War After Madeleine uploads the experience to the holodeck for sharing, she only has a couple of hours of sleep She feels a bit nauseous This is not a good starting point for making the best cake in the world Anyway, she needs to get it done so she can stop feeling guilty and forget this whole thing As soon as she’s in the competition, everything will be fine She goes to the kitchen and splashes some cold water on her face Then she grabs an energy drink from the refrigerator and goes to the holodeck She loads the cake tutorial as she finishes the drink A sharp looking elderly lady appears as her guiding hologram “I’m Mrs Buttersworth,” she says “The best baking hologram in the world Any questions? Then let’s begin.” Madeleine doesn’t even have time to reply to any of the things Mrs Buttersworth works fast and with determination Madeleine grabs her apron and rushes after her Several hours later, Madeleine is sitting up against the wall of the holodeck Sweaty; covered in flour, butter, and other unknown substances She has done it It was nearly perfect, and although Mrs Buttersworth didn’t have many nice words about it, Madeleine is satisfied Now all that is left is to beam in the cake, and then she’s made it She reaches for the keypad Her hand is shaking as she presses the “send” button It is done Her body collapses down on the floor out of relief Leaving the Crumbs How long has she been asleep? Madeleine is slowly getting up from the floor, leaving a puddle of drool near where her head had rested The rest is on her cheek She tries to orient herself within the white space No windows to give her a clue about the time of the day She moves towards the kitchen Although her body is stiff and aching, she feels light and calm The clock in the kitchen says 7:14 pm She has slept the whole day Her stomach is growling She finds a stale piece of bread in her cupboard and some pâté that expired a couple of days earlier It’ll just fine, she thinks to herself, as she mindlessly chews the bread 190 L A Bennedsen A sound Her phone is ringing Madeleine is startled because it rarely does Where did she leave it? The sound is coming from the holodeck She goes in and picks up the phone “This is Madeleine,” she says, with a mouth half full of bread and pâté “Hello, this is Mr Basil, head judge of The World Championship of Cake Design.” Madeleine stops chewing “I just wanted to let you know that we got all of your creations by now, and we are really impressed Especially with the last one.” Madeleine swallows the big lump of moist bread Oh my god, she thinks Is this really happening? “Thank you,” she mutters Mr Basil coughs “Well, the reason that I’m calling you personally is that we are in a special situation It has come to our attention that you have been distributing porn in order to get the final cake made Of course, we can’t have anything like that associated with our competition Especially since the person involved is my co-judge, Marshal Neyman I believe he is your ex-boyfriend? He is not very happy about this, to put it mildly Well, frankly none of us are This means that we are going to disqualify you immediately.” Madeleine suddenly has problems standing up This can’t be real She can’t get any sound out All air is squished out of her Her stomach is cramped together She falls down on her knees Tears are running down her face “Oh, and one more thing,” Mr Basil adds, “because of legal reasons we’ve had to report you to the holodeck security system I believe they will shut down your holodeck until this sexual offense case has been resolved I’m really sorry about all of this, Madeleine You really are a great baker.” He hangs up Madeleine stares into the white wall The holodeck starts countdown to shut down Lights off 3  Reflection What are our information, our experiences, and knowledge worth? This is the biggest question raised in this holonovel, based on curiosity concerning how we all manage to share so much information on the Internet, and even after being confronted with the problematics of this practice, continue to it [7, 10] The idea of sharing knowledge and experiences through the holodeck has raised several questions, like “how you put a price on something as subjective as an experience,” and “the complications of sharing personal experiences in a very realistic way with the rest of the world.” With this still non-existing technology, it would be possible to store other people’s personal memories and watch them again and again, possibly making the original experience somewhat worthless Another point to consider is the way our memories work Since they are not exact replicas of reality, but more fragments altered by our emotions, the whole process of storing memories for others to watch would be problematic Furthermore, with the way our brains sometimes create fake memories of information we’ve gathered, it could be imagined that many people watching other peoples’ experiences would soon start to remember them as their own, leaving the authenticity of the original memory in question When you are uploading a memory, other people present in that specific Bake Believe (a Holonovel) 191 experience will involuntarily be a part of the file for everyone to see This is a big part of the dangers in not only the imagined society in this holonovel, but also in the days of the Internet that we currently live in—the sharing of something personal, not only for you but also for the other parties involved These days we see “revenge porn” and “celebrity sex tapes” as the current problem of the possibility of recording and sharing It gives the potential to share something with the world that was meant for a private audience This can be fascinating, but comes with catastrophic implications for those involved if there is no consent The exercise mode is a more realistic concept, and not too far in the future [11] Knowledge is more tangible and easy to pass on to others Performing a task could be recorded with motion tracking and transferred to a 3D character The virtual avatars in the exercise mode were thought to be more like characters than real life people, in order to enhance the feeling of a game and diminish the awkwardness and possible “uncanny valley” feeling of someone you might know standing in your house Especially concerning more delicate matters, such as teaching how to kiss, etc This holonovel provides a view of the way inventions within entertainment and education might be developed in the future The story is dystopian, and shows an example of how things can go bad if we don’t pay attention to how we use new technology That being said, the invention imagined here opens up many positive possibilities The most important one, as I see it, is the possibility of having different experiences than what you have in your own life In the way that films and books already help us understand other people, this holodeck idea would be an even greater tool for that To walk a mile in someone else’s shoes Literally References T.  Kymäläinen, Science fiction prototypes as design outcome of research, Doctoral Dissertations, Aalto University publication series, Unigrafia, Aalto ARTS Books, 2015 B.D.  Johnson, Science fiction prototyping: Designing the future with science fiction, in Synthesis Lectures on Computer Science, (Morgan & Claypool, San Rafael, 2011) Memory alpha: holodeck Available at http://memory-alpha.wikia.com/wiki/Holodeck Retrieved 27 Mar 2018 “Nothing human”, Star Trek: Voyager, Series 5, Episode CBS, December 1998 How are virtual reality and augmented reality shaping the future of entertainment Available at https://www.v-net.tv/2016/11/16/how-are-virtual-reality-and-augmented-reality-shaping-thefuture-of-entertainment/ Retrieved 21 Mar 2018 The information age is over; welcome to the experience age Available at https://techcrunch com/2016/05/09/the-information-age-is-over-welcome-to-the-experience-age/ Retrieved 11 Mar 2018 Sharing too much? It’ll cost you Available at https://www.forbes.com/sites/cherylsnappconner/2012/10/19/sharing-too- much-itll-cost-you/#33d457434125 Retrieved 11 Mar 2018 Knowledge is not a commodity – It’s a currency Available at https://scicasts.com/insights/2123open-science/10995-knowledge-is-not-a-commodity-it-s-a-currency/ Retrieved 10 March 2018 M. Proust, C.K. Scott-Moncrieff, D.J. Enright, In Search of Lost Time: The Captive, The Fugitive, vol (Random House, New York, 1996) 192 L A Bennedsen 10 Media literacy council: Sharing personal information online Available at https://www.medialiteracycouncil.sg/Online-Safety/Sharing-Personal-Information-Online Retrieved 11 Mar 2018 11 W. Swartout et al., Towards the Holodeck: Integrating Graphics, Sound, Character and Story (University of California, Institute for Creative Technologies, Los Angeles, 2006) Index A Agency, 57 Apple watch, 91, 95, 97 Art education, 56, 59 Artificial intelligence (AI), 173, 174, 179, 180 Artificial superintelligence (ASI), 173 B Beliefs–desires–intentions (BDI) model, 57 Brain computer interface, 92, 160 Brainstorming and group creativity task, 39–42, 44, 46, 48 C Cardboard robots, 110, 112 Coding systems, 92 Collaboration and creative practice, 119 entrepreneurial relationships, 125–126 in shared vision, 122 Collaborative innovation CSCW systems, 38–42 experimental framework, 49–51 meta-design, 38 research hypotheses, 47–49 templating, 42 2D and 3D worlds, 37 virtual environments, 38 Collaborative learning, 27 Competitiveness, 70 See also Regional competitiveness Competitive sports, 91, 99 Computation creativity, 30 Computer science, 26 abstraction, concept, 31 careers, 32 computational thinking, 30 in creative industries, 31 creativity, to students, 30 ‘geek with a monitor tan’ stereotype, 27 and multi-dimensional systems design, 27 programmes, 30 Computer-Supported Cooperative Work (CSCW), 38, 39 Conceptual thinking, 123 Confirmatory factor analysis (CFA), 72–76 Creative practice arts-based knowledge translation, 122–123 collaborative entrepreneurial relationships, 125–126 liminal spaces and student learning, 119–120 re-imagining historical memory, 123–125 Sensate studio, 123 unique learning space and ocean-made lace, 120, 121 Creativity, 119 and collaboration, 27–28 collaborative creative activity, 34–35 in engineering, 27 and imagination, 25 PBL, 25 (see also Technical creativity) in physics, 26 as playing, 26 ‘pure’– computer programming, 27 thinkers, 26 © Springer Nature Switzerland AG 2020 P Zheng et al (eds.), EAI International Conference on Technology, Innovation, Entrepreneurship and Education, EAI/Springer Innovations in Communication and Computing, https://doi.org/10.1007/978-3-030-16130-9 193 Index 194 Critical thinking, 27, 32 Curiosity, 123 Customization, 37, 38, 42, 50 Cyberdrama, 59 D 4D/AR/VR/MR experiences, 55 Delphi panel discussion, F-TAM consensus, 13 data analysis concept-centric approach, 13 content analysis, pattern matching, 13 firm-level factors competitive pressure, 15 customer needs, 15 digital media infrastructure, 16 ease of support, 14 firm and industry trust, 14 firm ownership structure, 14 opinion leadership, 16 organizational culture, 14 partner requirements, 15 successive government commitment, 16 generalizability, 13 interview rounds, personal level factors employee self interest, 14 PEOU and PU, 14 perceived indispensability, 14 perceived social influences, 14 trial feedback, 14 process, qualification, for participants membership, sampling, societal level factors government policy, 16 societal risk culture, 15 trust, 16 technology related factors, 15 validity, 13 variable sacore tabulation, 8–12 Developing countries contexts adoption, digital technologies, definition, digital innovations, micro to medium-sized enterprises, Diffusion competitive pressure, 15 digital innovations, opinion leadership, 16 triability, 14 Digital media infrastructure, 16 Dystopia, 173, 174, 180 E Education Holodeck technologies (see Holodeck) and students’ productivity, 140 and working experiences, 141 Educational innovation, 107, 114 Electroencephalograph (EEG) analyzer, 95 description, 92 emotion recognition, playing games, 93 emotional, 99 and heart rate, 95 NeuroSky Mindwave Mobile, 92 participant’s EEG meditation score, 99 recording period, 97 regression analysis, 101 test procedure, 97 Emotional analysis, 92 Emotional intelligence, 173, 176, 179 Emotional recognition, 93 See also Emotional responses, tennis players Emotional responses, tennis players BPM, measurement, 95 EEG, measurement, 95 heart rate, 101 meditation and attention, 92, 96 paired-samples t-test, 100 participant’s categorisation, 102 regression analysis, 101 role, emotions, 91 SAM scoring, 96–97 student t-tests, 102, 103 test procedure, 97–99 warm-up sessions, 104 Emotion Bank, 175, 176 Emotions, 91, 92 in competitive sports, 91 qualitative analysis, 91 reliable recognition, 91 Emotion-seeking, 177 Empathy, 123 End-user programming, 38, 47 Entrepreneurial orientation, PPUs, 67, 69, 76 Entrepreneurial university (EU) diversity, 69 entrepreneurial activities, 69 environmental changes, 69 formal and informal environment factors, 69 Index multidimensional approach, 69 and regional competitiveness, 70–71 research hypotheses, 69 social and economic development, 67 Entrepreneurs with ICT tools, 129, 134 resources, 129 in SMBs, 133 EQ-Radio, 92 Ergonomics definition, 139 factors, 140 incorrect/improper implementation, 140 lighting and temperature measurements, 141 subjective analysis, 143 Ethics, 167 F Facial action coding system (FACS), 92 Firm Technology Adoption Model (F-TAM) Delphi panel discussion (see Delphi panel discussion, F-TAM) development, factors, firm adoption, 18 firm level adoption, 18 firm level factors, 17, 18 initial, personal level factors, 17 propositions, revised F-TAM model, 19, 20 societal level factors, 18 Futurecasting, 174, 179, 180 G Government policy, 16 H Heart rate, 92, 94, 95, 100, 101, 103 Holodeck, 55, 159, 160, 167, 170 agency, 57 apartment building, 150 computerized applications, 58 definition, 149 educational applications, 149 fictional, 56 and force beams, 56 H experience, 59–60 the Holodeck is My Oyster, 149, 150 holographic novels, 56 195 for individual needs Daniel, 154–155 Hector, 151–152 Mya, 152–154 ingredients, 56 interactive forms, 57 for military use, 156 program, 156 protagonist, enactor, 60 research efforts, 58 scene, state and triggering event, 62 in SFP, 156 side characters, VAs, 61 simulation types, 56 starfleet personnel, 55 technology, 156 tension properties, 57 transformation, 58 Holographic novels, 56 Holonovel, 56, 57, 59, 62, 63, 159, 160, 170, 171 Bake Believe (cake baking), 184–190 curiosity, 190 dystopian, 191 imagined society, 191 information sharing, 183 in mental health treatment, 161–170 Hypers, 173, 175–180 I ICT integration, 136 Imagination, 25, 28, 33 Immersion, 57 Immersive environments, 159, 167 Immersive training, 183, 187 Inclusion definition, 107 and individuals participation, 117 people with disabilities, 108–110 project of educational innovation, 114 respect, equity and belonging, 108 Information and communication technologies (ICTs), 130 consultants role, integration, 136 features, 134 role of technology, 134 SMBs growth, 132–133 Information sharing, 183 Innovation, 176 Innovation-lab (i-Lab) brainstorming and group creativity task, 39 definition, 39 virtual worlds, 42 Index 196 Intellectual disability development of robots, 108 inclusion, 108 quality of life, 108 (see also Young people with intellectual disabilities) Interdisciplinary research, 170 iPhone, 25 L Learning computer coding, 157 environments (see Holodeck) virtual learning environment, 156 Light on health and comfort, 140 measurements, lighting, 141 preferences of students, 141 on productivity, effects, 140, 143 Liminality, 120 Liminal learning spaces, 120 Liminal spaces creative arts, 119 creative practice and material culture research, 119 experimentation, 119 ocean-made lace, 121, 122 student learning, 119 M Material culture research, 123 Mental health, 159, 160, 170 Mobile digital innovations adoption, 3, See also Firm Technology Adoption Model (F-TAM) Mobile phone payment systems, N Narrative, 119 artefacts, 123 recovery, 122, 124 re-imagine, 119 sensory, 123 unique learning space, 120 National Endowment for Science, Technology and the Arts (NESTA), 28 NeuroSky Mindwave Mobile, 92, 95, 104 O On-line courses, 28 Opinion leadership, 16 Organizational life cycle models, 130 P Parallel ray-caching rendering system, 58 Perceived Ease of Use (PEOU), 14 Perceived Usefulness (PU), 14 Persons with disabilities, 108, 117 Portuguese Public Universities (PPUs) cross-sectional approach, 77 data collection, 71 entrepreneurial orientation, 77 five first-order factors, 69 organic reconfiguration, 67 respondent, 72 self-employed questionnaire, 68 Productivity, student’s effect of light, 143 effect of temperature, 142–143 ergonomic factors, 140 ergonomics, 139 limitation, experimental study, 145 and quality of education, 140 subjective analysis, 143–144 tasks, 141 Project based learning (PBL), 25 Psychology, 167, 168, 170 Q Quality of life, 108, 110–112, 117 Quantity of ideas, 41, 50 R Reconfigurable spaces, 51 Regional competitiveness economies success rate, 70 and EU, 70 data collection, 71 factor analysis, 72–73 first and second-order CFA, 73–75 regression, 73, 75–76 respondents PPUs, 71, 72 survey instrument, 71 goods of value, 70 hypotheses, 71 perception-based measure (PBMRC), 73–75 universities entrepreneurial activity, 70 universities role, 67 Research through design (RTD), 32 Revised F-TAM model, 19, 20 Robots cardboard, 110, 112 developments, 107, 108, 115 workshop, 114, 116 Index S Safe learning environment, 123 Science fiction prototype (SFP), 57, 59, 112 Bake Believe (cake baking), 184–190 the Holodeck is My Oyster, 149, 150, 155 holonovels (see Holonovel) “Outliers”, artificial intelligence (AI), 173–179 Self-assessment manikin (SAM), 93, 95, 96 Small and medium-sized enterprises (SMEs) adoption, digital technologies, definition, digital innovations, e-commerce adoption, 14 lifecycle, 129, 130 (see also SMBs lifecycle) Smart watch, 91, 95, 97 SMBs lifecycle age, 130 approach, 130 definitions, 131 expansion stage, 132 growth stage, 132 and ICTs, 132–133 companies, 136 consultants role, 136 methodology, 133–134 use of technologies, 134 inception phase, 131 organizational life cycle models, 130 stages, 130, 131 survival stage, 132 technologies, 133 Social inclusion, 114, 117 Social responsibility, 116, 117 Societal risk culture, 15 STEAM, 28, 35 Storage, information/experiences, 190 Survival collection, 180 T Technical creativity computer science abstraction, 31 blog-style portfolio, 31 communication skills, 31 computational thinking, 30 direct teaching, 31 exercises, 32 final solution, 32 learning programming, 30 physical computing, 34 project works, 31 purpose of a degree, 32 197 RTD, 32 social media, 33, 34 STEM activities, 33 technical disciplines, 30 in HE, 29–30 motivations, 26–27 in schools, 28–29 Temperature on health and comfort, 140 measurements, 141 preferences of students, 141 on productivity, effects, 140, 142–143 Templating, 38, 42, 43, 47, 49, 50 Tennis, 91, 92, 95 Transformation, 57, 58 Transhumanism, 159 Trust, 16 U Unique learning space, 120, 121 Utopia, 173, 174, 180 V Virtual Actors/Avatars (VAs), 61, 156 Virtual environments, 37, 38, 42 Virtual learning environment, 156 Virtual reality (VR), 156, 159, 160, 170 Virtual worlds characteristics and affordances, 44–46 shared workspace, 46 synchronous/asynchronous activities, support, 46 user interactions, 44–46 user representation, 44 template-driven, 46–48 2D and 3D, 37 W Wearable devices, 91, 92 Work tasks, 40 Y Young people with intellectual disabilities education level, 109 government, 109 inclusion, 108 inclusive practices, 108 life expectancy, 108 and parents, 109 robot development, 108 use of technology, 116 198 Young people with intellectual disabilities (cont.) cardboard robot, 110 innovative practices, 110 mental limitations, 111 National Youth Program, 111 participants, workshop, 115, 116 Index project of educational innovation, 114 public policy, 111 quality of life, 110 responsibilities, 114 robot workshop, 114–115 SFP, 112–113 social inclusion, 114 ... Innovation (EAI) International Conference on Technology, Innovation, Entrepreneurship and Education (TIE), which was held at Ravensbourne University London, UK, on September 4, 2018 The conference. .. Nature Switzerland AG 2020 P Zheng et al (eds.), EAI International Conference on Technology, Innovation, Entrepreneurship and Education, EAI/ Springer Innovations in Communication and Computing,... Crawford  •  Tiina Kymäläinen Angelica Reyes-Munoz Editors EAI International Conference on Technology, Innovation, Entrepreneurship and Education TIE'2018 Editors Ping Zheng Business School Canterbury

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    Part I: TIE Main Track

    Delphi Panel Discussion of F-TAM: Industry Experts and Academic Perspectives

    2 Context of the Study

    Impediments to the Adoption of Digital Technologies

    Qualification for Participants Membership

    Recommendation for Future Studies

    Embedding Creativity in the University Computing Curriculum

    2 Some Motivations for Technical Creativity

    4 Technical Creativity in Schools

    5 Technical Creativity in HE

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