Conference Agenda

Overview and details of the sessions of this conference. Please select a date or location to show only sessions at that day or location. Please select a single session for detailed view (with abstracts and downloads if available).

 
 
Session Overview
Session
Day 1: Track 4 Session 1
Time:
Tuesday, 06/Aug/2024:
11:00am - 12:00pm

Session Chair: Dr. Heejung Kwon, Yonsei University
Location: Joost van der Grinten Hall


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Presentations

AI: Friend or Foe for Female Identifying Founders?

Rhea Alexander, Laura Martinez-Martinez

Parsons School of Design, United States of America

Although there has been a global effort to promote diversity, equity, and inclusion in the innovation sector, recent research has revealed a decline in funding for female-identified founders (FIF). This funding has decreased from 2.1% in 2022 to 1.8% in 2023 despite women-led businesses generating higher revenue. This data sheds light on an increasing gender gap in funding startups worldwide. The question is, why is this gap growing?

Our research explores the multifaceted dynamics surrounding access to funding for FIF. It delves into both internal and external barriers and enablers impacting FIF, including the dream gap, caregiving responsibilities, and biases in the investment sector. Additionally, it examines the role of Artificial Intelligence (AI) in support systems and the biases present within AI, which further exacerbate funding disparities. The abstract highlights trends and strategies for mitigating biases in AI, emphasizing the benefits of generative and deterministic AI, the importance of diversity in the AI workforce, and the necessity for conscious and inclusive AI training. Ultimately, it underscores the potential of design empowered by AI to bridge the gap, offering insights into how holistic strategic design practices can contribute to fostering a more equitable landscape for FIF in accessing funding opportunities



Designing and analyzing adolescent discourses on friendship with AI using Science Fiction Prototyping

Birgitta Borghoff1, Elke Brucker-Kley2, Thomas Keller2

1Zurich University of Applied Sciences, School of Applied Linguistics, Institute of Applied Media Studies; 2Zurich University of Applied Sciences, School of Management & Law, Institute of Business Information Technology

This study explores the impact of “Affective Computing” using Science Fiction (SciFi) Prototyping in Virtual Reality (VR) to examine discourses on friendships with AI among young adults and adolescents. Conducted by a Swiss team of business information scientists, designers, and communication researchers the project uses VR to vividly showcase emerging technologies and the dynamics of human-AI interactions. Participants, wearing VR headsets, navigate a multilinear story in a futuristic setting, making decisions with emotionally intelligent AIs that explore how these technologies might alter friendship concepts. The research incorporates participant-oriented discourse analysis to understand young people's views on AI friendships, drawing on data from 30 street interviews and 19 group discussions involving 125 Swiss students from secondary schools and technical colleges across Switzerland, supplemented by qualitative evaluations. Findings of the street interviews indicate that while traditional friendship values like loyalty, empathy, and trust are upheld, skepticism towards AI relationships persists due to security fears and doubts about AI's emotional capabilities. Group discussions emphasize the immersive VR experience's role in shaping participants' openness to AI relationships, albeit marred by ethical reservations. The study highlights three main controversies: Firstly, in terms of AI's human-like versus unhuman-like qualities. Secondly, about the importance of emotional or physical closeness or distance in AI interactions, and thirdly, in view of own’s own trust or distrust in friendship with AI. These issues mirror the traditional virtues of friendship and the complexities expected in AI relationships. Recommendations from the communications researchers based on a discourse perspective include sustained discourse research through repeated SciFi prototyping sessions integrating LLM with youth participation to craft relevant AI stories, eventually focusing on mental health or identity themes. This approach seeks to develop socially relevant public stories and to explore the ethical, emotional, communicative, and societal aspects of human-AI relationships through multidisciplinary research.

Keywords: Friendship with Artificial Intelligence, Science Fiction Prototyping, Multilinear Stories, Participant-Oriented Discourse Analysis, Story Design



Museum Experience Design in a Rapidly Transforming Digital World

Yuanyuan Yin, Daniel Ashton, Dhillon Yasmin Sekhon, Michael Kurniawan, Yimeng Li, Yingying Yan

University of Southampton, United Kingdom

Museums are integral to the creative industries, contributing significantly to the UK economy. The COVID-19 pandemic disrupted museum operations, prompting a shift to virtual interactions for audiences. This study investigates the role of technology in ensuring museum sustainability and examines hybrid audience engagement for diversity and inclusion. Secondary research and interviews with nine museum managers revealed key insights: 1) COVID led to increased online engagement, prompting holistic consideration of digital museum issues. 2) Main digital challenges include limited resources and environmental concerns. 3) Technology adoption has increased, with positive reception of augmented reality and hybrid models. 4) Participants foresee continued value in physical experiences, with AI and VR offering promising immersive opportunities. Recommendations to museum managers are: tailor digital strategies to resources, prioritize budget-conscious investments, enhance digital accessibility and personalization, balance physical and digital elements, embrace AR, VR, and AI technologies, preserve cultural heritage digitally, and invest in further research. Future research will explore museum audiences' perceptions of digital technologies in museums.