Search results
1 – 10 of 530Arturas Kaklauskas, Irene Lill, Dilanthi Amaratunga and Ieva Ubarte
This article’s purpose is to develop The Model for Smart, Self-learning and Adaptive Resilience Building (SARB).
Abstract
Purpose
This article’s purpose is to develop The Model for Smart, Self-learning and Adaptive Resilience Building (SARB).
Design/Methodology/Approach
Products and patents of methods and systems analysis was carried out in the fields of BIM application, Smart, Self-learning and Adaptive Resilience Building. Based on other researchers’ findings, The SARB Model was proposed.
Findings
Analysis of the literature showed that traditional decisions on the informational modelling do not satisfy all the needs of smart building technologies owing to their static nature. The SARB Model was developed to take care of its efficiency from the brief stage to the end of its service life.
Research Limitations/Implications
The SARB Model was developed to take care of its efficiency from the brief stage to the end of its service life. The SARB Model does have some limitations: (1) the processes followed require the collection of much unstructured and semi-structured data from many sources, along with their analyses to support stakeholders in decision-making; (2) stakeholders need to be aware of the broader context of decision-making and (3) the proposal is process-oriented, which can be a disadvantage during the model’s implementation.
Practical Implications
Two directions can be identified for the practical implications of the SARB Model. The initial expectation is the widespread installation of SARB Model within real estate and construction organisations. Furthermore, development of the SARB Model will be used to implement the ERASMUS+ project, “Advancing Skill Creation to ENhance Transformation—ASCENT” Project No. 561712-EPP-1-2015-UK-EPPKA2-CBHE-JP.
Originality/Value
The practical implications of this paper are valuable.
Details
Keywords
Kristian Kannelønning and Sokratis K. Katsikas
Cybersecurity attacks on critical infrastructures, businesses and nations are rising and have reached the interest of mainstream media and the public’s consciousness. Despite this…
Abstract
Purpose
Cybersecurity attacks on critical infrastructures, businesses and nations are rising and have reached the interest of mainstream media and the public’s consciousness. Despite this increased awareness, humans are still considered the weakest link in the defense against an unknown attacker. Whatever the reason, naïve-, unintentional- or intentional behavior of a member of an organization, the result of an incident can have a considerable impact. A security policy with guidelines for best practices and rules should guide the behavior of the organization’s members. However, this is often not the case. This paper aims to provide answers to how cybersecurity-related behavior is assessed.
Design/methodology/approach
Research questions were formulated, and a systematic literature review (SLR) was performed by following the recommendations of the Preferred Reporting Items for Systematic Reviews and Meta-Analyses statement. The SLR initially identified 2,153 articles, and the paper reviews and reports on 26 articles.
Findings
The assessment of cybersecurity-related behavior can be classified into three components, namely, data collection, measurement scale and analysis. The findings show that subjective measurements from self-assessment questionnaires are the most frequently used method. Measurement scales are often composed based on existing literature and adapted by the researchers. Partial least square analysis is the most frequently used analysis technique. Even though useful insight and noteworthy findings regarding possible differences between manager and employee behavior have appeared in some publications, conclusive answers to whether such differences exist cannot be drawn.
Research limitations/implications
Research gaps have been identified, that indicate areas of interest for future work. These include the development and employment of methods for reducing subjectivity in the assessment of cybersecurity-related behavior.
Originality/value
To the best of the authors’ knowledge, this is the first SLR on how cybersecurity-related behavior can be assessed. The SLR analyzes relevant publications and identifies current practices as well as their shortcomings, and outlines gaps that future research may bridge.
Details
Keywords
Victor Chang, Stéphane Gagnon, Raul Valverde and Muthu Ramachandran
Joni Salminen, João M. Santos, Soon-gyo Jung and Bernard J. Jansen
The “what is beautiful is good” (WIBIG) effect implies that observers tend to perceive physically attractive people in a positive light. The authors investigate how the WIBIG…
Abstract
Purpose
The “what is beautiful is good” (WIBIG) effect implies that observers tend to perceive physically attractive people in a positive light. The authors investigate how the WIBIG effect applies to user personas, measuring designers' perceptions and task performance when employing user personas for the design of information technology (IT) solutions.
Design/methodology/approach
In a user experiment, the authors tested six different personas with 235 participants that were asked to develop remote work solutions based on their interaction with a fictitious user persona.
Findings
The findings showed that a user persona's perceived attractiveness was positively correlated with other perceptions of the persona. The personas' completeness, credibility, empathy, likability and usefulness increased with attractiveness. More attractive personas were also perceived as more agreeable, emotionally stable, extraverted and open, and the participants spent more time engaging with personas they perceived attractive. A linguistic analysis indicated that the IT solutions created for more attractive user personas demonstrated a higher degree of affect, but for the most part, task outputs did not vary by the personas' perceived attractiveness.
Research limitations/implications
The WIBIG effect applies when designing IT solutions with user personas, but its effect on task outputs appears limited. The perceived attractiveness of a user persona can impact how designers interact with and engage with the persona, which can influence the quality or the type of the IT solutions created based on the persona. Also, the findings point to the need to incorporate hedonic qualities into the persona creation process. For example, there may be contexts where it is helpful that the personas be attractive; there may be contexts where the attractiveness of the personas is unimportant or even a distraction.
Practical implications
The findings point to the need to incorporate hedonic qualities into the persona creation process. For example, there may be contexts where it is helpful that the personas be attractive; there may be contexts where the attractiveness of the personas is unimportant or even a distraction.
Originality/value
Because personas are created to closely resemble real people, the authors might expect the WIBIG effect to apply. The WIBIG effect might lead decision makers to favor more attractive personas when designing IT solutions. However, despite its potential relevance for decision making with personas, as far as the authors know, no prior study has investigated whether the WIBIG effect extends to the context of personas. Overall, it is important to understand how human factors apply to IT system design with personas, so that the personas can be created to minimize potentially detrimental effects as much as possible.
Details
Keywords
Eleni Georganta and Anna-Sophie Ulfert
The purpose of this study was to investigate trust within human-AI teams. Trust is an essential mechanism for team success and effective human-AI collaboration.
Abstract
Purpose
The purpose of this study was to investigate trust within human-AI teams. Trust is an essential mechanism for team success and effective human-AI collaboration.
Design/methodology/approach
In an online experiment, the authors investigated whether trust perceptions and behaviours are different when introducing a new AI teammate than when introducing a new human teammate. A between-subjects design was used. A total of 127 subjects were presented with a hypothetical team scenario and randomly assigned to one of two conditions: new AI or new human teammate.
Findings
As expected, perceived trustworthiness of the new team member and affective interpersonal trust were lower for an AI teammate than for a human teammate. No differences were found in cognitive interpersonal trust and trust behaviours. The findings suggest that humans can rationally trust an AI teammate when its competence and reliability are presumed, but the emotional aspect seems to be more difficult to develop.
Originality/value
This study contributes to human–AI teamwork research by connecting trust research in human-only teams with trust insights in human–AI collaborations through an integration of the existing literature on teamwork and on trust in intelligent technologies with the first empirical findings on trust towards AI teammates.
Details
Keywords
Service robotics, a branch of robotics that entails the development of robots able to assist humans in their environment, is of growing interest in the hospitality industry…
Abstract
Purpose
Service robotics, a branch of robotics that entails the development of robots able to assist humans in their environment, is of growing interest in the hospitality industry. Designing effective autonomous service robots, however, requires an understanding of Human–Robot Interaction (HRI), a relatively young discipline dedicated to understanding, designing, and evaluating robotic systems for use by or with humans. HRI has not yet received sufficient attention in hospitality robotic design, much like Human–Computer Interaction (HCI) in property management system design in the 1980s. This article proposes a set of introductory HRI guidelines with implementation standards for autonomous hospitality service robots.
Design/methodology/approach
A set of key user-centered HRI guidelines for hospitality service robots were extracted from 52 research articles. These are organized into service performance categories to provide more context for their application in hospitality settings.
Findings
Based on an extensive literature review, this article presents some HRI guidelines that may drive higher levels of acceptance of service robots in customer-facing situations. Deriving meaningful HRI guidelines requires an understanding of how customers evaluate service interactions with humans in hospitality settings and to what degree those will differ with service robots.
Originality/value
Robots are challenging assumptions on how hospitality businesses operate. They are being increasingly deployed by hotels and restaurants to boost productivity and maintain service levels. Effective HRI guidelines incorporate user requirements and expectations in the design specifications. Compilation of such information for designers of hospitality service robots will offer a clearer roadmap for them to follow.
Details
Keywords
Julita Haber, Heng Xu and Kanu Priya
Virtual reality (VR) technologies have been gaining popularity in training and development in many fields to promote embodied training. However, its adoption in management has…
Abstract
Purpose
Virtual reality (VR) technologies have been gaining popularity in training and development in many fields to promote embodied training. However, its adoption in management has been slow and rigorous empirical research to understand its impact on learning and retention is scarce. Thus, this paper aims to examine the benefits of VR technologies for management training.
Design/methodology/approach
Through a longitudinal experiment comparing VR platforms and a traditional video platform, this study examines two as yet unexplored benefits of VR technologies vis-à-vis management training – the cognitive outcome and affective reaction of the training experience over time.
Findings
This study finds that, for cognitive outcomes, immediate gains are similar across video and VR platforms, but subsequent knowledge retention is significantly higher for VR platforms. In terms of affective reaction, VR platforms generate significantly more enjoyment, which carries over to two weeks later, and is partially associated with higher knowledge retention.
Practical implications
This study has implications for management and human resource trainers and system designers interested in integrating VR for training and development purposes.
Originality/value
This study makes a unique contribution by unpacking the long-term benefits of an embodied training system, as well as identify a possible link between cognitive outcomes and affective reaction.
Details