Search results

1 – 10 of over 5000
Open Access
Article
Publication date: 1 April 2024

Kalervo Järvelin and Pertti Vakkari

The purpose of this paper is to find out which research topics and methods in information science (IS) articles are used in other disciplines as indicated by citations.

Abstract

Purpose

The purpose of this paper is to find out which research topics and methods in information science (IS) articles are used in other disciplines as indicated by citations.

Design/methodology/approach

The study analyzes citations to articles in IS published in 31 scholarly IS journals in 2015. The study employs content analysis of articles published in 2015 receiving citations from publication venues representing IS and other disciplines in the citation window 2015–2021. The unit of analysis is the article-citing discipline pair. The data set consists of 1178 IS articles cited altogether 25 K times through 5 K publication venues. Each citation is seen as a contribution to the citing document’s discipline by the cited article, which represents some IS subareas and methodologies, and the author team's disciplinary composition, which is inferred from the authors’ affiliations.

Findings

The results show that the citation profiles of disciplines vary depending on research topics, methods and author disciplines. Disciplines external to IS are typically cited in IS articles authored by scholars with the same background. Thus, the export of ideas from IS to other disciplines is evidently smaller than the earlier findings claim. IS should not be credited for contributions by other disciplines published in IS literature.

Originality/value

This study is the first to analyze which research topics and methods in the articles of IS are of use in other disciplines as indicated by citations.

Details

Journal of Documentation, vol. 80 no. 7
Type: Research Article
ISSN: 0022-0418

Keywords

Article
Publication date: 16 February 2024

Khameel B. Mustapha, Eng Hwa Yap and Yousif Abdalla Abakr

Following the recent rise in generative artificial intelligence (GenAI) tools, fundamental questions about their wider impacts have started to reverberate around various…

Abstract

Purpose

Following the recent rise in generative artificial intelligence (GenAI) tools, fundamental questions about their wider impacts have started to reverberate around various disciplines. This study aims to track the unfolding landscape of general issues surrounding GenAI tools and to elucidate the specific opportunities and limitations of these tools as part of the technology-assisted enhancement of mechanical engineering education and professional practices.

Design/methodology/approach

As part of the investigation, the authors conduct and present a brief scientometric analysis of recently published studies to unravel the emerging trend on the subject matter. Furthermore, experimentation was done with selected GenAI tools (Bard, ChatGPT, DALL.E and 3DGPT) for mechanical engineering-related tasks.

Findings

The study identified several pedagogical and professional opportunities and guidelines for deploying GenAI tools in mechanical engineering. Besides, the study highlights some pitfalls of GenAI tools for analytical reasoning tasks (e.g., subtle errors in computation involving unit conversions) and sketching/image generation tasks (e.g., poor demonstration of symmetry).

Originality/value

To the best of the authors’ knowledge, this study presents the first thorough assessment of the potential of GenAI from the lens of the mechanical engineering field. Combining scientometric analysis, experimentation and pedagogical insights, the study provides a unique focus on the implications of GenAI tools for material selection/discovery in product design, manufacturing troubleshooting, technical documentation and product positioning, among others.

Details

Interactive Technology and Smart Education, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 1741-5659

Keywords

Open Access
Article
Publication date: 29 June 2023

Malathi Sivasankara Pillai and Kannan Balakrishnan

This paper aims to prove the following hypothesis Problem Statement: HYPOTHESIS (1) User Experience collection of mobile applications can be done using the Crowdsourcing…

Abstract

Purpose

This paper aims to prove the following hypothesis Problem Statement: HYPOTHESIS (1) User Experience collection of mobile applications can be done using the Crowdsourcing mechanism; (2) User Experience collection of mobile applications are influenced by the mindset of Crowdmembers, culture/ethnicity/social background, ease of interface use and rewards, among other factors.

Design/methodology/approach

The authors of this paper, did a literature review first to find if Crowdsourcing was applicable and a used method to solve problems in Software Engineering. This helped us to narrow down the application of Crowdsourcing to the Requirements Engineering-Usability (User Experience) collection. User experience collection of two Malayalam language-based mobile applications, AarogyaSetu and BevQ was done as the next step. Incorporating findings from Study I, another study using AarogyaSetu and Manglish was launched as Study II. The results from both cases were consolidated and analyzed. Significant concerns relating to expectations of Crowd members with User Experience collection were unraveled and the purpose of Study was accomplished.

Findings

(1) Crowdsourcing is and can be used in Software Engineering activities. (2) Crowd members have expectations (motivating factors) of User Interface and other elements that enable them to be an effective contributor. (3) An individual’s environment and mindset (character) are influential in him becoming a contributor in Crowdsourcing. (4) Culture and social practices of a region strongly affects the crowd-participating decision of an individual.

Originality/value

This is purely self-done work. The value of this research work is two-fold. Crowdsourcing is endorsed significant in Software Engineering tasks, especially in User Experience collection of mobile applications. Two, the Crowd service requesters can be careful about designing the questionnaire for Crowdsourcing. They have to be aware and prepared to meet the expectations of the Crowd. This can ensure the active participation of potential contributors. Future researchers can use the results of this work to base their research on similar purposes.

Details

Rajagiri Management Journal, vol. 18 no. 1
Type: Research Article
ISSN: 0972-9968

Keywords

Article
Publication date: 9 April 2024

Ahmed Shehata and Metwaly Eldakar

Social engineering is crucial in today’s digital landscape. As technology advances, malicious individuals exploit human judgment and trust. This study explores how age, education…

Abstract

Purpose

Social engineering is crucial in today’s digital landscape. As technology advances, malicious individuals exploit human judgment and trust. This study explores how age, education and occupation affect individuals’ awareness, skills and perceptions of social engineering.

Design/methodology/approach

A quantitative research approach was used to survey a diverse demographic of Egyptian society. The survey was conducted in February 2023, and the participants were sourced from various Egyptian social media pages covering different topics. The collected data was analyzed using descriptive and inferential statistics, including independent samples t-test and ANOVA, to compare awareness and skills across different groups.

Findings

The study revealed that younger individuals and those with higher education tend to research social engineering more frequently. Males display a higher level of awareness but score lower in terms of social and psychological consequences as well as types of attacks when compared to females. The type of attack cannot be predicted based on age. Higher education is linked to greater awareness and ability to defend against attacks. Different occupations have varying levels of awareness, skills, and psychosocial consequences. The study emphasizes the importance of increasing awareness, education and implementing cybersecurity measures.

Originality/value

This study’s originality lies in its focus on diverse Egyptian demographics, innovative recruitment via social media, comprehensive exploration of variables, statistical rigor, practical insights for cybersecurity education and diversity in educational and occupational backgrounds.

Details

Library Hi Tech, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 0737-8831

Keywords

Book part
Publication date: 12 February 2024

Lerato Aghimien, Clinton Ohis Aigbavboa and Douglas Aghimien

The current era of the fourth industrial revolution has attracted significant research on the use of digital technologies in improving construction project delivery. However, less…

Abstract

The current era of the fourth industrial revolution has attracted significant research on the use of digital technologies in improving construction project delivery. However, less emphasis has been placed on how these digital tools will influence the management of the construction workforce. To this end, using a review of existing works, this chapter explores the fourth industrial revolution and its associated technologies that can positively impact the management of the construction workforce when implemented. Also, the possible challenges that might truncate the successful deployment of digital technologies for effective workforce management were explored. The chapter submitted that implementing workforce management-specific digital platforms and other digital technologies designed for project delivery can aid effective workforce management within construction organisations. Technologies such as cloud computing, the Internet of Things, big data analytics, robotics and automation, and artificial intelligence, among others, offer significant benefits to the effective workforce management of construction organisations. However, several challenges, such as resistance to change due to fear of job loss, cost of investment in digital tools, organisational structure and culture, must be carefully considered as they might affect the successful use of digital tools and by extension, impact the success of workforce management in the organisations.

Details

Construction Workforce Management in the Fourth Industrial Revolution Era
Type: Book
ISBN: 978-1-83797-019-3

Keywords

Open Access
Article
Publication date: 10 February 2023

Zala Metelko and Jasna Maver

This study investigates how important the preprint arXiv is for Slovenian scientists, whether there are differences between scientific disciplines and the reputation of arXiv…

Abstract

Purpose

This study investigates how important the preprint arXiv is for Slovenian scientists, whether there are differences between scientific disciplines and the reputation of arXiv among Slovenian scientists. We are also interested in what advantages and disadvantages scientists see in using arXiv.

Design/methodology/approach

A voluntary sample of active researchers from the scientific fields covered by arXiv was used. Data were collected over 21 days in September 2021 using a 40-question online survey. In addition to descriptive statistics, nonparametric statistical methods such as Pearson's chi-squared test for independence, Kruskal-Wallis' H-test and Mann-Whitney's U-test were applied to the collected data.

Findings

Among Slovenian scientists there is a wide range of different users of arXiv. The authors note differences among scientific disciplines. Physicists and astronomers are the most engaged, followed by mathematicians. Researchers in computer science, electrical engineering and systems science seem to have recognized the benefits of the archive, but are still hesitant to use it. Researchers from the other scientific fields participated in the survey to a lesser extent, suggesting that arXiv is less popular in these scientific fields. For Slovenian scientists, the main advantages of arXiv are faster access to knowledge, open access, greater impact of scientists' work and the fact that publishing in the archive is free of charge. A negative aspect of using the archive is the frustration caused by the difficulties in assessing the credibility of articles.

Research limitations/implications

A voluntary sample was used, which attracted a larger number of researchers but has a higher risk of sampling bias.

Practical implications

The results are useful for international comparisons, but also provide bases and recommendations for institutional and national policies to evaluate researchers and their performance.

Originality/value

The results provide valuable insights into arXiv usage habits and the reasons for using or not using arXiv by Slovenian scientists. There is no comparable study conducted in Slovenia.

Details

Journal of Documentation, vol. 79 no. 7
Type: Research Article
ISSN: 0022-0418

Keywords

Article
Publication date: 8 August 2022

Williams E. Nwagwu and Omwoyo Bosire Onyancha

This paper aims to examine the global pattern of growth and development of eHealth research based on publication headcount, and analysis of the characteristics, of the keywords…

Abstract

Purpose

This paper aims to examine the global pattern of growth and development of eHealth research based on publication headcount, and analysis of the characteristics, of the keywords used by authors and indexers to represent their research content during 1945–2019.

Design/methodology/approach

This study adopted a bibliometric research design and a quantitative approach. The source of the data was Elsevier’s Scopus database. The search query involved multiple search terms because researchers’ choice of keywords varies very significantly. The search for eHealth research publications was limited to conference papers and research articles published before 2020.

Findings

eHealth originated in the late 1990s, but it has become an envelope term for describing much older terms such as telemedicine, and its variants that originated much earlier. The keywords were spread through the 27 Scopus Subject Areas, with medicine (44.04%), engineering (12.84%) and computer science (11.47%) leading, while by Scopus All Science Journal Classification Health Sciences accounted for 55.83% of the keywords. Physical sciences followed with 30.62%. The classifications social sciences and life sciences made only single-digit contributions. eHealth is about meeting health needs, but the work of engineers and computer scientists is very outstanding in achieving this goal.

Originality/value

This study demonstrates that eHealth is an unexplored aspect of health literature and highlights the nature of the accumulated literature in the area. It further demonstrates that eHealth is a multidisciplinary area that is attractive to researchers from all disciplines because of its sensitive focus on health, and therefore requires pooling and integration of human resources and expertise, methods and approaches.

Details

Global Knowledge, Memory and Communication, vol. 73 no. 3
Type: Research Article
ISSN: 2514-9342

Keywords

Article
Publication date: 17 May 2022

Renata Pereira Oliveira, Igor Leão Santos, Cristina Gomes de Souza, Augusto da Cunha Reis and Wallice Medeiros de Souza

COVID-19 played a crucial role in the development and enlargement of learning via electronic media. Still, the recent fourth industrial revolution [Industry 4.0 (I4.0)] paved the…

391

Abstract

Purpose

COVID-19 played a crucial role in the development and enlargement of learning via electronic media. Still, the recent fourth industrial revolution [Industry 4.0 (I4.0)] paved the road toward Education 4.0. In this regard, several research challenges arise, involving the preparation of gamification strategies in online learning environments. In this sense, this paper aims to investigate the relationship between technologies of I4.0 and gamification practices in online learning around the world. Specifically, to categorize the studies of the scientific literature in the area into knowledge domains and the mention of I4.0 technologies and to verify the relationship of these technologies with the different educational levels.

Design/methodology/approach

The preferred reporting items for systematic reviews and meta-analysis protocol was used as a research method with 130 papers included for full content analysis and obtained from the Web of Science.

Findings

The leading I4.0 technologies mentioned in the analyzed papers were simulation, Internet of Things and augmented/virtual reality, in this order. Although there are more mentioned technologies, the domain of knowledge to be applied and the educational level interfere in choosing these pillars. With this, the main findings of this relationship were exposed in a singular, modern, active, realist, technological framework to demonstrate how I4.0 relates to the practice of gamification in online educational environments.

Originality/value

To the best of the authors’ knowledge, this is the first study that brings together the relationship of gamification applied in e-learning with I4.0 technologies.

Details

Interactive Technology and Smart Education, vol. 20 no. 4
Type: Research Article
ISSN: 1741-5659

Keywords

Article
Publication date: 25 October 2022

Yi Tan, Wenyu Xu, Keyu Chen, Chunyan Deng and Peng Wang

At present, teaching methods based on 2D drawings are still commonly used for educating students on the location of steel reinforcement bars in concrete. However, traditional…

Abstract

Purpose

At present, teaching methods based on 2D drawings are still commonly used for educating students on the location of steel reinforcement bars in concrete. However, traditional teaching methods have limitations as students can find it difficult to understand 2D drawings. This study aims to develop an interactive and collaborative augmented reality environment (ICARE) using augmented reality (AR) technology to improve students' engagement in learning.

Design/methodology/approach

This study develops an ICARE prototype, which is organized into two stages: (1) The augmented teaching environment comprising of models and interactive components; (2) The AR collaborative application which uses Photon Unity Networking (PUN) plugin and Azure spatial anchors cloud service. The AR-based teaching environment runs with Universal Windows Platform (UWP) to enable development in the HoloLens 2 through Microsoft Visual Studio.

Findings

An experimental study was conducted, where 60 students were divided into three groups employing Drawings-based, building information modeling (BIM)-based and AR-based methods for teaching. After the test, the three groups of students were requested to complete a questionnaire. According to the analysis of the experimental results, the ICARE can improve students' comprehension, memory of learned materials and their ability to read and understand steel reinforcement drawings improving the quality of teaching, especially interactivity and engagement.

Originality/value

As illustrated in the experiments, the developed ICARE has outstanding performance over conventional approaches in civil engineering courses that can improve students' comprehension and memory of knowledge and their ability to read and understand steel bar drawings. This study provides empirical evidence that AR is a promising technology that can be integrated with traditional classroom instruction and can improve students' comprehension and memory of knowledge and their ability to read and understand steel bar drawings.

Details

Engineering, Construction and Architectural Management, vol. 31 no. 3
Type: Research Article
ISSN: 0969-9988

Keywords

Article
Publication date: 30 April 2021

Faruk Bulut, Melike Bektaş and Abdullah Yavuz

In this study, supervision and control of the possible problems among people over a large area with a limited number of drone cameras and security staff is established.

Abstract

Purpose

In this study, supervision and control of the possible problems among people over a large area with a limited number of drone cameras and security staff is established.

Design/methodology/approach

These drones, namely unmanned aerial vehicles (UAVs) will be adaptively and automatically distributed over the crowds to control and track the communities by the proposed system. Since crowds are mobile, the design of the drone clusters will be simultaneously re-organized according to densities and distributions of people. An adaptive and dynamic distribution and routing mechanism of UAV fleets for crowds is implemented to control a specific given region. The nine popular clustering algorithms have been used and tested in the presented mechanism to gain better performance.

Findings

The nine popular clustering algorithms have been used and tested in the presented mechanism to gain better performance. An outperformed clustering performance from the aggregated model has been received when compared with a singular clustering method over five different test cases about crowds of human distributions. This study has three basic components. The first one is to divide the human crowds into clusters. The second one is to determine an optimum route of UAVs over clusters. The last one is to direct the most appropriate security personnel to the events that occurred.

Originality/value

This study has three basic components. The first one is to divide the human crowds into clusters. The second one is to determine an optimum route of UAVs over clusters. The last one is to direct the most appropriate security personnel to the events that occurred.

Details

International Journal of Intelligent Unmanned Systems, vol. 12 no. 1
Type: Research Article
ISSN: 2049-6427

Keywords

1 – 10 of over 5000