Search results for "ta113"

showing 10 items of 530 documents

Crowdboard: Augmenting in-person idea generation with real-time crowds

2017

Online crowds can help infuse creativity into the design process, but traditional strategies for leveraging them, such as large-scale ideation platforms, require time and organizational effort in order to obtain results. We propose a new method for crowd-based ideation that simplifies the process by having smaller crowds join in-person ideators during synchronous creative sessions. Our system Crowdboard allows online crowds to provide real-time creative input during early-stage design activities, such as brainstorming or concept mapping. The system enables in-person ideators to develop ideas on a physical or digital whiteboard which is augmented with real-time creative input from online par…

InformationSystems_INFORMATIONINTERFACESANDPRESENTATION(e.g.HCI)Computer sciencemedia_common.quotation_subject02 engineering and technologyCrowdsourcingcomputer.software_genreCrowdsBrainstormingHuman–computer interaction0202 electrical engineering electronic engineering information engineering0501 psychology and cognitive sciences050107 human factorsmedia_commonta113Settore ING-INF/05 - Sistemi Di Elaborazione Delle InformazioniMultimediaSettore INF/01 - InformaticaConcept mapbusiness.industryWhiteboard05 social sciencesBrainstorming020207 software engineeringCreativityCreativity Support ToolDesign processCrowdsourcingCreativity Support ToolsbusinessEngineering design processcomputer
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Mental health service users' and professionals' relationship with games and gaming

2017

Background Games and elements of gamification can be utilized in mental healthcare to provide customized interventions for the service users. However, very little evidence exists as to what kind of experiences service users and professionals have towards games and gaming, and what their perceptions of the phenomenon are. This sort of information is needed to help professionals put game-based interventions actively into practice in mental health services. Research objectives The objective is to describe the experiences and perceptions of digital games and gaming from the perspectives of mental health service users and mental health professionals. Methods In this qualitative study, data consi…

Internet privacyPsychological interventionHealth Informaticslcsh:Computer applications to medicine. Medical informaticsservice userMental health serviceMental healthcarepelillistäminenmielenterveysHealth Information Managementhealth professionalsgame-based interventionService userta518gamingtietokonepelithealth professionalOriginal Researchta113Health professionalsbusiness.industryHealth PolicyComputingMilieux_PERSONALCOMPUTINGta3141mental health servicesGamificationta3124Computer Science Applicationslcsh:R858-859.7mielenterveyspalvelutbusinessPsychologyverkkopelitdigitaaliset pelitDIGITAL HEALTH
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Lua Code: Security Overview and Practical Approaches to Static Analysis

2017

Lua is an interpreted, cross-platform, embeddable, performant and low-footprint language. Lua's popularity is on the rise in the last couple of years. Simple design and efficient usage of resources combined with its performance make it attractive for production web applications even to big organizations such as Wikipedia, CloudFlare and GitHub. In addition to this, Lua is one of the preferred choices for programming embedded and IoT devices. This context allows to assume a large and growing Lua codebase yet to be assessed. This growing Lua codebase could be potentially driving production servers and extremely large number of devices, some perhaps with mission-critical function for example i…

JavaComputer sciencevulnerabilityStatic program analysis02 engineering and technologyLuaJavaScriptSecurity testingohjelmointikielet020204 information systemsprogramming languages0202 electrical engineering electronic engineering information engineeringWeb applicationtietoturvadata securityhaavoittuvuuscomputer.programming_languageCodebaseta113business.industryComputingMilieux_PERSONALCOMPUTING020207 software engineeringPython (programming language)Static analysisAbstract syntax treeSoftware engineeringbusinesscomputer
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Framework Towards a Virtual Tool for the Front-End of Employee-Driven Innovation in Healthcare

2017

This paper combines entrepreneurial behaviour and service innovation in order to investigate the use of the Idea Window; a virtual tool planned for employee-driven service development in a healthcare organisation. The empirical study investigates the tool used as a method for supporting employees' collaborative knowledge sharing in front-end of innovation in two study cases. Particularly, the research findings focus on how the virtual tool can be used for tackling the unknown - tacit knowledge, hidden possibilities, and initiatives in the context. The results are based on Idea Window entries and survey data collected in a Finnish hospital ward.

Knowledge managementComputer Networks and CommunicationsComputer scienceStrategy and ManagementContext (language use)Management Information SystemsEmpirical researchOrder (exchange)0502 economics and businessHealth carevirtual toolsService innovationta512Marketingta113Focus (computing)healthcare organizationsbusiness.industryentrepreneurial behaviour05 social sciencesWindow (computing)healthcareta3141Computer Science ApplicationsSurvey data collectionservice innovations050211 marketingbusiness050203 business & managementInternational Journal of E-Services and Mobile Applications
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Exploration of Location-Based Services Adoption

2011

The purpose of this chapter is to explore aspects of user perceptions of their use of location-based services. As mobile technologies become more ubiquitous in the general population, it is reasonable to assume that individuals will consume services and software to enhance their aspirations and entertainment desires. This study begins by constructing a location-based service prototype simulation. It then conducts an experiment and analysis based on the Unified Theory of Acceptance and Use of Technology (UTAUT) model. A survey was developed to extract usage information from participants, followed by an analysis of the results using PLS. The analysis shows significant indicators that suggest …

Knowledge managementComputer Networks and CommunicationsComputer scienceStrategy and Managementmedia_common.quotation_subjectPopulationMobile computingPLSUnified theory of acceptance and use of technologyManagement Information SystemsEntertainmentWorld Wide WebEarly adopterSoftwarePerceptionLocation-Based ServicesMobile technologyMarketingSurveyeducationmedia_commonMarketingService (business)ta113education.field_of_studybusiness.industryBusiness and Management/dk/atira/pure/core/subjects/businessPrototypeComputer Science ApplicationsLocation-based serviceMobile telephonyUTAUTbusinessInternational journal of e-services and mobile applications
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Population targeted requirements acquisition

2018

ABSTRACTWe use social science theories, design science research methodology, and our experience in five development projects to design principles for selecting or adapting requirements acquisition (RA) techniques for use with populations of customers and users. The information systems (IS) literature has not systematically focused on the adaption of RA techniques to particular populations. We developed a nascent design theory for RA to target specific populations to define functional requirements for new IS. Five reference theories – personal construct theory, theory of disability, diffusion of innovations, social actor theory, and media richness and information synchronicity theory – suppo…

Knowledge managementComputer sciencePopulationpopulationsysteemityö02 engineering and technologyLibrary and Information Sciencesnascent design theoryDiffusion of innovationsdesign science researchrequirements acquisition020204 information systemsSynchronicity0502 economics and business0202 electrical engineering electronic engineering information engineeringInformation systemeducationtietojärjestelmätkäyttäjätutkimusta113education.field_of_studybusiness.industry05 social sciencesFunctional requirementPersonal construct theoryvaatimustenhallintaDesigntheoryDesign science researchbusiness050203 business & managementInformation SystemsEuropean Journal of Information Systems
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Identifying opportunities for AI applications in healthcare — Renewing the national healthcare and social services

2018

A vast variety of artificial intelligence techniques have been deployed to specific healthcare problems during the last thirty years with varying levels of success while there is a shortage of systematic matching of AI capabilities with the breadth of application opportunities. In this paper, we describe the process of identifying opportunities for deploying artificial intelligence to healthcare and social services on regional and national levels in Finland. The project involved a large number of stakeholders from a variety of backgrounds ranging from governmental agencies to entrepreneurs. The process described includes idea generation of an application or solution and its elaboration in w…

Knowledge managementComputer scienceProcess (engineering)terveysteknologiaDesign thinkingSocial Welfarehealth and social care renewalartificial intelligence capabilitiesIBM Watsontekoäly0603 philosophy ethics and religion03 medical and health sciences0302 clinical medicinedesign thinkingterveysalasosiaalihuoltoUse case030212 general & internal medicinesovellukset (tietotekniikka)Design methodsta113business.industrycitizen wellbeing06 humanities and the artsBusiness valueVariety (cybernetics)use-casesuudistukset060301 applied ethicsApplications of artificial intelligencebusinessapplication prototype developmenthyvinvointiala2018 IEEE 6th International Conference on Serious Games and Applications for Health (SeGAH)
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Language in globalised interactive business: adaptation vs. standardisation

2017

We investigate language-related choices made in online firms characterised as 'interactive' and having multiple and varying audiences, in both consumer and business marketing environments. Online language choices and their relatedness with firm strategic and tactical behaviour have little received scrutiny. Using survey data, we investigate the role language plays in online firms. We scrutinise whether or not firms significantly adapt to their targeted markets through language and how such adaptive or standardising behaviour relates with firm internationalisation level, and furthermore, if this behaviour relates with how firms interact with their environment. When studying how firms interac…

Knowledge managementStandardizationComputer scienceinteractive businessadaptation02 engineering and technologyinternational marketinge-businessInteractivity020204 information systemsBusiness networking0202 electrical engineering electronic engineering information engineeringta518MarketingAdaptation (computer science)ta512ta113standardizationta112languageta213online marketingElectronic businessbusiness.industryelectronic marketingGeneral Business Management and AccountingOnline advertisingComputer Science ApplicationsinteractivityNew business developmentBusiness marketingSurvey data collectionBusinessstrategyglobalizationInternational Journal of Electronic Business
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The ‘magic square’: A roadmap towards emotional business intelligence

2014

Emotions are known to be an important driver in human behaviour and decision-making. In the business world, there is a growing belief that emotions are not an obstacle but rather an enabler for a successful business. Business intelligence (by providing analytical processing and convenient presentation of a business data) traditionally supports rational decision-making. However, opposite to former opinion that all decisions should be ‘cleansed’ of emotions, there are more and more indicators of the need for solutions supporting also emotional decision-making. The domain of emotional business intelligence, suggested in this paper, concerns emotional and emotion-aware decisions, intuition, inn…

Knowledge managementmedia_common.quotation_subjectemotionLibrary and Information Sciencesemotional intelligencebusiness intelligenceManagement Information SystemsEmotional competencetunneälyemotional businessGeneralLiterature_REFERENCE(e.g.dictionariesencyclopediasglossaries)media_commonta113business.industryHuman intelligenceEmotional intelligencedecision-makingCreativityObstacleEnablingBusiness analysisBusiness intelligencerational vs. emotionalsemantic technologybusinessPsychology
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The effect of culture on requirements: a value-based view of prioritization

2015

This paper examines how culture affects requirements and their prioritization. We analyze the requirements of a mobile service, which were collected from Helsinki, Hong Kong, and Las Vegas. We argue that the current prioritization techniques for requirements do not sufficiently account for the cultural effects, nor does the literature offer information on ways of prioritizing such requirements according to users’ values. We see this as problematic because the literature suggests that culture should be viewed as a set of values. Our findings support the argument that we should use a value-based approach in prioritizing requirements. Furthermore, by focusing on the links between needs and val…

Knowledge managementmobile serviceComputer scienceladdering interviews050109 social psychology02 engineering and technologyLibrary and Information SciencesBusiness modelLaddering020204 information systems0202 electrical engineering electronic engineering information engineeringInformation system0501 psychology and cognitive sciencesSoft systems methodologyta113Requirements managementbusiness.industry05 social sciencesvalue typologyrequirements prioritizationcultureManagement information systemsRequirement prioritizationStrategic information systembusinessInformation SystemsEuropean Journal of Information Systems
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