Search results for "common"

showing 10 items of 20610 documents

A Novel Model for Cybersecurity Economics and Analysis

2017

In recent times, major cybersecurity breaches and cyber fraud had huge negative impact on victim organisations. The biggest impact made on major areas of business activities. Majority of organisations facing cybersecurity adversity and advanced threats suffers from huge financial and reputation loss. The current security technologies, policies and processes are providing necessary capabilities and cybersecurity mechanism to solve cyber threats and risks. However, current solutions are not providing required mechanism for decision making on impact of cybersecurity breaches and fraud. In this paper, we are reporting initial findings and proposing conceptual solution. The paper is aiming to pr…

ta113Value (ethics)Computer sciencemedia_common.quotation_subjectComputingMilieux_LEGALASPECTSOFCOMPUTING020207 software engineering02 engineering and technologyBusiness activitiesComputer securitycomputer.software_genrecybersecurity economicscyber fraudadvanced cyber threatstaloudelliset vaikutuksetcost-benefit model020204 information systemsCyber-security regulation0202 electrical engineering electronic engineering information engineeringResearch developmentkyberturvallisuuscomputercybersecurity impactReputationmedia_common2017 IEEE International Conference on Computer and Information Technology (CIT)
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Internet Adoption at the User Level: Empirical Evidence from The Gambia

2014

The unified theory of acceptance and use of technology (UTAUT) are used to investigate technology adoption. However, its application in Sub-Saharan Africa is rare and barely extended to the validation phase. In this paper, we introduce six new moderating factors for UTAUT core determinants and two other direct determinants of Internet adoption. The objective of this approach is to identify relevant elements of Internet adoption at the user level in The Gambia. Moderating factors are interacting terms used when the relationship between independent and dependent variable is weak, inconsistent or non-existent. A case study research design was employed and the data were gathered in Autumn of 20…

ta113VariablesPublic Administrationbusiness.industrymedia_common.quotation_subjectDevelopmentUnified theory of acceptance and use of technologyComputer Science ApplicationsPyramidCase study researchThe InternetMarketingPsychologyEmpirical evidencebusinessmedia_commonInformation Technology for Development
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SaaS architecture and pricing models

2014

In the new era of computing, SaaS software with different architectural characteristics might be priced in different ways. Even though both pricing and architectural characteristics are responsible for the success of the offering; the relationship between architectural and pricing characteristics has not been studied before. The present study fills this gap by employing a multi-case research. The findings accentuate that flexible and well-designed architecture enables different pricing models; however, poorly designed architecture limits also the pricing. Scalability and high level of modularity are the major enablers of a great variety of pricing models. Using public cloud services may lea…

ta113business.industryComputer scienceSoftware as a servicemedia_common.quotation_subjectArchitectural designCloud computingSaaS architecturehinnoitteluModularityVariety (cybernetics)SaaSNegotiationRisk analysis (engineering)ScalabilitycloudArchitecturebusinessSimulationmedia_common
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Emotional user experience and feeling of control

2015

Current research on emotional user experience lacks a clear exposition on the relationship between feeling of control and the emotion response. The appraisal theory of emotion posits that perceived control over an event is an important factor in determining the emotional response to the event. It is therefore hypothesised, that the relationship between emotional experiences and interaction events is mediated by feeling of control. In an experiment (N = 38), participants used a joystick to control game objects, and gave self-reports of their emotional states and feeling of control. Pathway analyses predicting the factors of emotional experience with event logs reveal that feeling of control …

ta113business.industrymedia_common.quotation_subjectemotionEmotion workAppraisal theoryfeeling of controlPAD emotional state modelFeelingUser experience designuser experienceEmotional expressionPsychologybusinessEmotional exhaustionSocial psychologyCompetence (human resources)ta515media_common
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Design science research genres : introduction to the special issue on exemplars and criteria for applicable design science research

2018

We propose the definition of genres in IS design science research (DSR). In recent years DSR has become a well-accepted research paradigm within IS; however, now the diversity of purpose, methodology, and mental models has increased to a point where reviewers and editors are unsure about which standards to apply to particular research submissions. For some researchers an artefact of value is a system or system component, while for others artefacts ought to be theories or theory components. Such differences are hard to reconcile and researchers often face criticism from diverse corners of the paradigm, where beliefs and standards are very different. We observed this diversity of views among …

ta113genresComputer scienceManagement sciencemedia_common.quotation_subject05 social sciencesgenret02 engineering and technologyLibrary and Information Sciencesinformation systemsdesign science research020204 information systems0502 economics and business0202 electrical engineering electronic engineering information engineeringInformation systemDesign science research050203 business & managementInformation SystemsDiversity (politics)media_common
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Simplicity and the art of something more: A cognitive-semiotic approach to simplicity and complexity in human-technology interaction and design exper…

2018

In human–technology interaction, the balance between simplicity and complexity has been much discussed. Emphasis is placed on the value of simplicity when designing for usability. Often simplicity is interpreted as reductionism, which compromises both the affective nature of the design and usability itself. This paper takes a cognitive–semiotic approach toward understanding the dynamics between the utilitarian benefits of simplicity in design and the art of something more: considerate complexity. The cognitive–semiotic approach to human–technology design experience is a vehicle for explaining the relationship between simplicity and complexity, and this relationship’s multisensory character …

ta113kognitioCognitive sciencekognitiivinen semiotiikkamoniaistisuusSocial PsychologyComputer scienceyksinkertaisuusCommunicationmedia_common.quotation_subjectdesignCognitionsimplicitysemiotiikkakompleksisuuskognitiotiedeHuman-Computer Interactionihminen-konejärjestelmätmultisensory experienceSemioticsSimplicitycomplexitycognitive semioticmedia_commonHuman Technology
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Exploring aesthetics, design, and experience in the age of semiotic technology

2018

Semiotics undergirds understanding of how people experience life (in both general and specific contexts) and thus impacts choices in regard to technology and its design. The papers in this issue draw on historical and contemporary scholarship of philosophy, practices, and theories in aesthetics, embodiment, and art experience in exploring the intersection of humans and technology.

ta113lcsh:T58.5-58.64Social Psychologylcsh:Information technologyCommunicationmedia_common.quotation_subjectdesignsemiotic technologyArtsemiotiikkakokemusestetiikkaHuman-Computer InteractionexperiencemuotoiluAestheticsaestheticsteknologiaSemioticsmedia_common
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First Year Computing Students' Perceptions of Authenticity in Assessment

2017

The problem of how best to assess student learning is a fundamental one in education. Changes to computer science curricula seek to emphasise teaching practices that promote deep learning through direct, contextual examination of student performance on tasks that resemble those of practitioners, rather than more traditional methods. This kind of "authentic assessment" is becoming more popular as it appears to incorporate employability skills associated with professional practice into the curriculum in a natural way. In this paper, we report on an investigation into how computing students themselves understand the terminology of authentic assessment. We give a brief summary of some of the sa…

ta113learningstudents030504 nursingComputer scienceSituated learningmedia_common.quotation_subject05 social sciences050301 educationEmployabilityTerminology03 medical and health sciencescomputingAuthentic assessmentPerceptionPedagogyComputingMilieux_COMPUTERSANDEDUCATIONNatural (music)0305 other medical science0503 educationCurriculummedia_commonQualitative researchProceedings of the 2017 ACM Conference on Innovation and Technology in Computer Science Education
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Short-Time Non-work-related Computing and Creative Performance

2014

It has been argued that non-work-related computing (NWRC) takes time away from work and, hence, decreases work productivity. On the other hand, it has also been claimed that short-time non-work-related computing (STNWRC) (a maximum of 15 minutes), has a positive impact on work productivity, including relief from boredom, higher creativity, and the underlying recovery mechanisms. To examine the impact of STNWRC on creative performance, we draw on Fredrickson's broaden-and-build theory, the concept of recovery with mental well-being and low cognitive effort. A 2 × 2 factorial experiment with 40 subjects was conducted. The results indicate that STNWRC has a positive effect on creative performa…

ta113media_common.quotation_subjectMental fatigueApplied psychologyCognitive effortBoredomCreativityWork relatedWork (electrical)Post-hoc analysismedicineOperations managementmedicine.symptomPsychologyProductivitymedia_common2014 47th Hawaii International Conference on System Sciences
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Affective contents of cross-cultural audiovisual experience

2015

Audiovisual presentation of a product has a direct impact on the mental representation of an individual when interacting with a product. Companies produce audiovisual contents that can be used in different cultural environments as a way of having broader impact at a cheaper cost. But do video contents have the same impact in different countries? We addressed this question by using images and videos of Iittala products (Finnish design) with the goal of finding whether participants from two countries, Finland and Spain, appraised the designs similarly. We performed an experiment in which participants interacted with three audiovisual products depicting images/videos of the brand design. Throu…

ta113media_common.quotation_subjectmedia studiesRelative weightAdvertisingRepresentation (arts)product experiencePresentationGeographyContent analysisMental representationCross-culturalaudiovisual content experienceProduct (category theory)ta518cross-cultural studiesmedia_commonProceedings of the 19th International Academic Mindtrek Conference
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