Search results for "ECONOMICS"

showing 10 items of 14389 documents

What is it about humanity that we can't give away to intelligent machines? A European perspective

2021

Abstract One of the most significant recent technological developments concerns the development and implementation of ‘intelligent machines’ that draw on recent advances in artificial intelligence (AI) and robotics. However, there are growing tensions between human freedoms and machine controls. This article reports the findings of a workshop that investigated the application of the principles of human freedom throughout intelligent machine development and use. Forty IS researchers from ten different countries discussed four contemporary AI and humanity issues and the most relevant IS domain challenges. This article summarizes their experiences and opinions regarding four AI and humanity th…

Computer Networks and Communications05 social sciencesPerspective (graphical)02 engineering and technologyLibrary and Information SciencesROBÔSDomain (software engineering)020204 information systems0502 economics and businessHumanity0202 electrical engineering electronic engineering information engineering050211 marketingEngineering ethicsSociologyIntelligent machineInformation SystemsVDP::Samfunnsvitenskap: 200::Biblioteks- og informasjonsvitenskap: 320
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Consumers’ acceptance of information and communications technology in tourism: A review

2017

The review provides a conceptual framework on e-tourism research.Research on e-tourism is grouped into three classifications.Research on these three groups are uneven.Synthesis of theories, theories and frameworks provided. The impact of information and communications technology (ICT) in tourism (e-tourism) has altered the ways tourism services are accessed and consumed. Ubiquitous and highly innovative ICTs provide different channels for consumers to use tourism services; thus, studies on e-tourism are numerous and fragmented. Different factors account for how consumers embrace these channels. The purpose of this study is to review studies on consumers acceptance or adoption of e-tourism i…

Computer Networks and Communications05 social sciencessosiaalinen mediae-tourismmobile technologyConceptual frameworkmatkailuOrder (exchange)Information and Communications TechnologyICTmobiilipalvelut0502 economics and businessSimilarity (psychology)verkkosivustot050211 marketingRelevance (information retrieval)Mobile technologySocial mediaBusinessElectrical and Electronic EngineeringMarketing050212 sport leisure & tourismTourismTelematics and Informatics
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Slacking with the Bot: Programmable Social Bot in Virtual Team Interaction

2021

Nonhuman communicators are challenging the prevailing conceptualizations of technology-mediated team communication. Slackbot is a social bot that can be configured to respond to trigger words and, thus, take part in discussions on the platform. A set of 84 bot-related communication episodes were identified from a journalistic team's Slack messages (N=45,940) and analyzed utilizing both qualitative content analysis and interaction process analysis (IPA). This integrated mixed-methods analysis revealed novel insights into the micro-level dynamics of human-machine communication in organizational teams. In response to Slackbot's greetings, acclamations, work-related messages, and relational mes…

Computer Networks and Communications518 Media and communicationsSocial Bots050801 communication & media studiesCOMMUNICATIONchattibotityhteisöviestintäfasilitointi0508 media and communicationsMICROBIOLOGY PROCEDURES0502 economics and businessTECHNOLOGYVirtual TeamsSlackbotConceptualization05 social sciencesVirtual teamtiimityöTeam CommunicationComputer Science ApplicationsEngineering managementOrganizational CommunicationWork teamsInteraction Process AnalysisQualitative AnalysisTRUSTverkkoviestintäPsychology050203 business & managementJournal of Computer-Mediated Communication
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From user-generated data to data-driven innovation: A research agenda to understand user privacy in digital markets

2021

Abstract In recent years, strategies focused on data-driven innovation (DDI) have led to the emergence and development of new products and business models in the digital market. However, these advances have given rise to the development of sophisticated strategies for data management, predicting user behavior, or analyzing their actions. Accordingly, the large-scale analysis of user-generated data (UGD) has led to the emergence of user privacy concerns about how companies manage user data. Although there are some studies on data security, privacy protection, and data-driven strategies, a systematic review on the subject that would focus on both UGD and DDI as main concepts is lacking. There…

Computer Networks and CommunicationsComputer scienceData managementData security02 engineering and technologyLibrary and Information SciencesBusiness modelUser-generated dataLatent Dirichlet allocationData-drivensymbols.namesake020204 information systemsPrivacy concerns0502 economics and business0202 electrical engineering electronic engineering information engineeringUsers' privacyFocus (computing)Data-driven innovationbusiness.industry05 social sciencesObject (computer science)Data scienceSystematic reviewORGANIZACION DE EMPRESASsymbols050211 marketingbusinessInformation SystemsInternational Journal of Information Management
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Multimodal data as a means to understand the learning experience

2019

Most work in the design of learning technology uses click-streams as their primary data source for modelling & predicting learning behaviour. In this paper we set out to quantify what, if any, advantages do physiological sensing techniques provide for the design of learning technologies. We conducted a lab study with 251 game sessions and 17 users focusing on skill development (i.e., user's ability to master complex tasks). We collected click-stream data, as well as eye-tracking, electroencephalography (EEG), video, and wristband data during the experiment. Our analysis shows that traditional click-stream models achieve 39% error rate in predicting learning performance (and 18% when we perf…

Computer Networks and CommunicationsComputer scienceMultimodal data05 social sciencesWord error rateFeature selection02 engineering and technologyLibrary and Information SciencesSkill developmentVariety (cybernetics)Dreyfus model of skill acquisitionLearning experienceHuman–computer interaction020204 information systems0502 economics and business0202 electrical engineering electronic engineering information engineering050211 marketingSet (psychology)Information Systems
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A wiki task for first-year university students : the effect of scripting students' collaboration

2015

Abstract This study investigates the effect of a collaboration script - i.e. a set of instructions to improve collaboration between learning partners - for a wiki task. Participants were first-year university students in Educational Sciences ( N  = 186) collaborating in groups of five during a three-week period to create a wiki on peer assessment in education. Two conditions were contrasted: a scripted and a non-scripted condition. The effect of scripting was measured in four ways (questionnaires, log-file analyses, group product scores, and individual pre–post-test scores). Results show significant positive effects of scripting with respect to the collaborative group processes and students…

Computer Networks and CommunicationsComputer sciencePEER ASSESSMENTmedia_common.quotation_subjecteducationSocial SciencesContext (language use)computer.software_genrebehavioral disciplines and activitiesEducationTask (project management)World Wide WebWEB 2.0 TOOLS0502 economics and businessScriptMathematics educationta516Set (psychology)media_commonWORKWiki4. Education05 social sciences050301 educationMACRO-SCRIPTSCollaborative learningCollaborationComputer Science ApplicationsCollaborative learningPeer assessmentCONTEXTFeelingPERSPECTIVESScripting languageIndividual learning0503 educationcomputer050203 business & managementThe Internet and Higher Education
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Fuzzy-set Qualitative Comparative Analysis (fsQCA): Guidelines for research practice in Information Systems and marketing

2021

Abstract The increasing interest in fuzzy-set Qualitative Comparative Analysis (fsQCA) in Information Systems and marketing raises the need for a tutorial paper that discusses the basic concepts and principles of the method, provide answers to typical questions that editors, reviewers, and authors would have when dealing with a new tool of analysis, and practically guide researchers on how to employ fsQCA. This article helps the reader to gain richer information from their data and understand the importance of avoiding shallow information‐from‐data reporting. To this end, it proposes a different research paradigm that includes asymmetric, configurational‐focused case‐outcome theory construc…

Computer Networks and CommunicationsComputer scienceQualitative comparative analysis05 social sciencesFuzzy set02 engineering and technologyVariance (accounting)Library and Information SciencesOutcome (game theory)020204 information systems0502 economics and business0202 electrical engineering electronic engineering information engineeringInformation system050211 marketingMarketingVDP::Teknologi: 500::Informasjons- og kommunikasjonsteknologi: 550Information Systems
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Routing electric vehicles with a single recharge per route

2020

Networks : an international journal (2020). doi:10.1002/net.21964

Computer Networks and CommunicationsComputer sciencebusiness.industry330 WirtschaftGroundwater recharge620330 EconomicsHardware and ArchitectureTime windowsVehicle routing problemLarge neighborhood searchRouting (electronic design automation)ddc:620businessSoftwareInformation SystemsComputer network
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Identifying relevant segments of AI applications adopters : Expanding the UTAUT2’s variables

2021

Artificial intelligence (AI) is a future-defining technology, and AI applications are becoming mainstream in the developed world. Many consumers are adopting and using AI-based apps, devices, and services in their everyday lives. However, research examining consumer behavior in using AI apps is scant. We examine critical factors in AI app adoption by extending and validating a well-established unified theory of adoption and use of technology, UTAUT2. We also explore the possibility of unobserved heterogeneity in consumers’ behavior, including potentially relevant segments of AI app adopters. To augment the knowledge of end users’ engagement and relevant segments, we have added two new antec…

Computer Networks and CommunicationsComputer scienceunified theory of adoption and use of technology050801 communication & media studiesconsumer trusttekoälysovellusohjelmatGeneralLiterature_MISCELLANEOUS0508 media and communications0502 economics and businessMainstreamSegmentationElectrical and Electronic EngineeringUTAUT2käyttöönottoConsumer behaviourEnd user05 social sciencesCritical factorssegmentationkuluttajakäyttäytyminenartificial intelligenceData scienceheterogeenisuusAntecedent (grammar)segmentointiluottamuskuluttajat050211 marketingSurvey instrumentApplications of artificial intelligencetechnology fearheterogeneity
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Identifying the combinations of motivations and emotions for creating satisfied users in SNSs: An fsQCA approach

2020

Social Networking Sites (SNSs) play an important role in our daily lives and the number of their users increases regularly. To understand how users can be satisfied in the complex digital environment of SNSs, this study examines how motivations and emotions combine with each other to explain high satisfaction. Users’ motivations comprise four attributes, entertainment, information, social-psychological, and convenience. Emotions are divided into their two main categories, that is positive and negative emotions. We draw on complexity and configuration theories, present a conceptual model along with propositions and perform a fuzzy-set qualitative comparative analysis (fsQCA). Through an empi…

Computer Networks and CommunicationsQualitative comparative analysismedia_common.quotation_subject05 social sciences02 engineering and technologyLibrary and Information SciencesPeer reviewEntertainment020204 information systems0502 economics and business0202 electrical engineering electronic engineering information engineeringConceptual model050211 marketingPsychologyVDP::Teknologi: 500::Informasjons- og kommunikasjonsteknologi: 550Social psychologyInformation Systemsmedia_commonInternational Journal of Information Management
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