Network


Latest external collaboration on country level. Dive into details by clicking on the dots.

Hotspot


Dive into the research topics where Lieven De Marez is active.

Publication


Featured researches published by Lieven De Marez.


Journal of Theoretical and Applied Electronic Commerce Research | 2012

Smart ideas for smart cities: investigating crowdsourcing for generating and selecting ideas for ICT innovation in a city context

Dimitri Schuurman; Bastiaan Baccarne; Lieven De Marez; Peter Mechant

Within this article, the strengths and weaknesses of crowdsourcing for idea generation and idea selection in the context of smart city innovation are investigated. First, smart cities are defined next to similar but different concepts such as digital cities, intelligent cities or ubiquitous cities. It is argued that the smart city-concept is in fact a more user-centered evolution of the other city-concepts which seem to be more technological deterministic in nature. The principles of crowdsourcing are explained and the different manifestations are demonstrated. By means of a case study, the generation of ideas for innovative uses of ICT for city innovation by citizens through an online platform is studied, as well as the selection process. For this selection, a crowdsourcing solution is compared to a selection made by external experts. The comparison of both indicates that using the crowd as gatekeeper and selector of innovative ideas yields a long list with high user benefits. However, the generation of ideas in itself appeared not to deliver extremely innovative ideas. Crowdsourcing thus appears to be a useful and effective tool in the context of smart city innovation, but should be thoughtfully used and combined with other user involvement approaches and within broader frameworks such as Living Labs.


Mobile Networks and Applications | 2010

Proposed framework for evaluating quality of experience in a mobile, testbed-oriented living lab setting

Katrien De Moor; István Ketykó; Wout Joseph; Tom Deryckere; Lieven De Marez; Luc Martens; Gino Verleye

The framework presented in this paper enables the evaluation of Quality of Experience (QoE) in a mobile, testbed-oriented Living Lab setting. As a result, it fits within the shift towards more user-centric approaches in innovation research and aims to bridge the gap between technical parameters and human experience factors. In view of this, Quality of Experience is seen as a multi-dimensional concept, which should be considered from an interdisciplinary perspective. Although several approaches for evaluating perceived QoE have been proposed in the past, they tend to focus on a limited number of objective dimensions and fail to grasp the subjective counterparts of users’ experiences. We therefore propose a distributed architecture for monitoring network Quality of Service (QoS), context information and subjective user experience based on the functional requirements related to real-time experience measurements in real-life settings. This approach allows us to evaluate all relevant QoE-dimensions in a mobile context.


Media Psychology | 2012

Player identification in online games: validation of a scale for measuring identification in MMOGs

Jan Van Looy; Cédric Courtois; Melanie De Vocht; Lieven De Marez

This article proposes a scale for measuring player identification in massively multiplayer online games (MMOGs). Three dimensions have been derived from the literature, avatar identification, group identification, and game identification, whereby avatar identification is a second-order factor consisting of similarity identification, wishful identification, and embodied presence. Based on the results of a cross-sectional survey of 544 World of Warcraft players, the measurement instruments proposed factorial structure was confirmed and the constructs were successfully tested for convergent validity. Subsequently, support for nomological validity was gathered by testing nine theoretically rooted hypotheses linking the identification constructs to motivations for playing MMOGs. The results show that avatar identification is positively associated with roleplay, customization, and escapism; group identification with socializing and relationship; and game identification with escapism, discovery, advancement, and mechanics. These findings indicate that the Player Identification Scale provides a reliable measure of identification in online games ready to be used and further validated in subsequent research.


quality of multimedia experience | 2010

Linking an integrated framework with appropriate methods for measuring QoE

David Geerts; Katrien De Moor; István Ketykó; An Jacobs; Jan Van den Bergh; Wout Joseph; Luc Martens; Lieven De Marez

Quality of Experience (QoE) has recently gained recognition for being an important determinant of the success of new technologies. Despite the growing interest in QoE, research into this area is still fragmented. Similar - but separate - efforts are being carried out in technical as well as user oriented research domains, which are rarely communicating with each other. In this paper, we take a multidisciplinary approach and review both user oriented and technical definitions on Quality of Experience (including the related concept of User Experience). We propose a detailed and comprehensive framework that integrates both perspectives. Finally, we take a first step at linking methods for measuring QoE with this framework.


2010 IEEE Conference on Innovative Technologies for an Efficient and Reliable Electricity Supply | 2010

Introducing Smart grids in residential contexts: Consumers' perception of smart household appliances

Jeroen Stragier; Laurence Hauttekeete; Lieven De Marez

A more energy efficient supply and demand in household settings is high on the agenda. Smart grids, smart meters, demand side management and smart appliances play a crucial role in this context. Many stakeholders are involved, but the exact role of the customer is often neglected. More specifically, his opinion, attitude, drivers or barriers towards new ways of energy consumption and energy management. This paper employs a user-centric perspective. It aims at mapping consumers perception of the possibilities of demand side management through smart household appliances. A quantitative survey was conducted among 500 households spread over Flanders, Belgium. In this paper, the results of this survey with regard to the respondents perception of smart appliances are presented. The Technology Acceptance Model was used as the theoretical framework to measure these perceptions.


Science & Public Policy | 2010

User-driven innovation? Challenges of user involvement in future technology analysis

Katrien De Moor; Katrien Berte; Lieven De Marez; Wout Joseph; Tom Deryckere; Luc Martens

The shift from the traditional push towards more user-driven innovation strategies in the information and communications technologies domain has urged companies to place the user at the core of their innovation process in a more systematic way. In this paper we reflect on the implications of this new innovation context for traditional product development processes. Given these implications, two challenges are discussed that are crucial to true user-driven innovation, i.e. the challenge of continuously involving the user and the need for tools to facilitate the integration of knowledge into the increasingly interdisciplinary development process. Drawing on our own experiences in the interdisciplinary Research On Mobile Applications and Services (ROMAS) project, which focused on future mobile applications in a living lab setting, we illustrate how the two challenges can be tackled. Copyright , Beech Tree Publishing.


Telematics and Informatics | 2010

Forecasting broadband Internet adoption on trains in Belgium

Tom Evens; Dimitri Schuurman; Lieven De Marez; Gino Verleye

Thanks to the massive success of mobile access devices such as netbooks or Apples iPhone 3G, Internet on the move has become one of the prominent features of todays information society. With the emergence of wireless and mobile communication networks, the railroad industry is now catching up on this new technology in their battle with low-cost operators to bring more productivity and entertainment possibilities to its passengers. With millions of daily commuters as potential service users, this transport branch offers high business opportunities. However, while most field trials and research effort have mainly focused on the enabling technology, little research effort has been conducted to forecast the demand-side. This article tries to fill this gap by presenting original results gathered from a large-scale survey amongst 1324 regular train travellers. By means of the Product Specific Adoption Potential method, we predict the potential market penetration of wireless Internet services onboard trains and estimate the size and nature of five adopter segments in terms of socio-demographics, drivers and thresholds, willingness to pay, applications and quality of service. We will discuss the practical implications of these insights in order to develop viable business models, set up introduction strategies and build out user-driven infrastructure networks.


Mobile media and communication | 2015

What’s APPening to news? A mixed-method audience-centred study on mobile news consumption

Kristin Van Damme; Cédric Courtois; Karel Verbrugge; Lieven De Marez

News is increasingly being consumed on a multitude of media devices, including mobile devices. In recent years, mobile news consumption has permeated individuals’ news consumption repertoires. The main purpose of this study is twofold: (a) gain insight in how mobile news outlets infiltrated the broader news media repertoires of mobile device owners and (b) understand in what circumstances mobile news is consumed within these news media repertoires. The key is to understand how and why this widening agency in appropriating various places and social spaces in everyday life relates to general news media consumption (Peters, 2012). This two-phased study aims to illuminate how mobile device owners position their mobile news consumption in relation to other types of news media outlets. First, a guiding cluster analysis of a large-scale questionnaire (N = 1279) was performed, indicating three types of news consumers. Second, in order to thicken the originally derived clusters, a mixed-method study was set up, combining objective data originating from mobile device logs with more subjective audience constructions through personal diaries and face-to-face interviews (N = 30). This study reveals the Janus-faced nature of mobile news. On the one hand, the majority of news consumers dominantly relies on traditional media outlets to stay informed, only to supplement with online mobile services in specific circumstances. Even then, there is at least a tendency to stick to trusted brand materials. On the other hand, these mobile news outlets/products do seem to increasingly infiltrate the daily lives of mobile audiences who were previously disengaged with news.


Telematics and Informatics | 2011

Access to premium content on mobile television platforms: The case of mobile sports

Tom Evens; Katrien Lefever; Peggy Valcke; Dimitri Schuurman; Lieven De Marez

As broadcasting sports content has proved to be a popular strategy for driving the growth of the digital premium content marketplace in the past, mobile service operators aim to enter the sports rights market. However, as the markets for live sports broadcasting are still dominated by established broadcasters, mobile network operators are facing significant barriers to access premium content creating bottlenecks in the construction of business models. Therefore, content regulation is seen as essential for the development of mobile television platforms. This article aims to stress the strategic importance of content in the development of sustainable business models for mobile broadcasting services and will discuss the implications of bundling strategies and regulations for the viability of these emerging platforms.


Computers in Human Behavior | 2014

Student acceptance of tablet devices in secondary education: A three-wave longitudinal cross-lagged case study

Cédric Courtois; Hannelore Montrieux; Frederik De Grove; Annelies Raes; Lieven De Marez; Tammy Schellens

Abstract As ICT is increasingly permeating all aspects of everyday life, it is apparent that education cannot leap behind. In this article we longitudinally investigate a much-debated obligatory full-scale implementation of tablet devices in a large secondary school. We adopt a Theory of Planned Behavior (TPB) approach to verify the dynamic nature of students’ acceptance of the tablet as a learning tool at three waves of data collection, both at pre- and short and long-term post-adoption stages. The results clearly indicate the evolutionary nature of the acceptance process, challenging the adequacy of cross-sectional approaches to technology adoption. In the pre-adoption stage, attitude appears as a key uptake factor, whereas three months later, due to practical and technical constraints, the attention shifts to subjective norm and perceived behavioral control. Finally, six months after introduction indicative traces of habituation appear, raising concerns on the suitability of the TPB in established post-adoption circumstances.

Collaboration


Dive into the Lieven De Marez's collaboration.

Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Researchain Logo
Decentralizing Knowledge