6 research outputs found

    Brute - Force Sentence Pattern Extortion from Harmful Messages for Cyberbullying Detection

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    Cyberbullying, or humiliating people using the Internet, has existed almost since the beginning ofInternet communication.The relatively recent introduction of smartphones and tablet computers has caused cyberbullying to evolve into a serious social problem. In Japan, members of a parent-teacher association (PTA)attempted to address the problem by scanning the Internet for cyber bullying entries. To help these PTA members and other interested parties confront this difficult task we propose a novel method for automatic detection of malicious Internet content. This method is based on a combinatorial approach resembling brute-force search algorithms, but applied in language classification. The method extracts sophisticated patterns from sentences and uses them in classification. The experiments performed on actual cyberbullying data reveal an advantage of our method vis-à-visprevious methods. Next, we implemented the method into an application forAndroid smartphones to automatically detect possible harmful content in messages. The method performed well in the Android environment, but still needs to be optimized for time efficiency in order to be used in practic

    Responsible Artificial Intelligence and Journal Publishing

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    The aim of this opinion piece is to examine the responsible use of artificial intelligence (AI) in relation to academic journal publishing. The work discusses approaches to AI with particular attention to recent developments with generative AI. Consensus is noted around eight normative themes for principles for responsible AI and their associated risks. A framework from Shneiderman (2022) for human-centered AI is employed to consider journal publishing practices that can address the principles of responsible AI at different levels. The resultant AI principled governance matrix (AI-PGM) for journal publishing shows how countermeasures for risks can be employed at the levels of the author-researcher team, the organization, the industry, and by government regulation. The AI-PGM allows a structured approach to responsible AI and may be modified as developments with AI unfold. It shows how the whole publishing ecosystem should be considered when looking at the responsible use of AI—not just journal policy itself

    "Brute-Force Sentence Pattern Extortion from Harmful Messages for Cyberbullying Detection"

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    Getting Around to It: How Design Science Researchers Set Future Work Agendas

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    Background: There is a long tradition of writing about future work in research papers, and information systems design science research (IS DSR) is no exception. However, there is a lack of studies on (1) how IS DSR authors currently envision the next steps for their work and (2) guidelines to improve the communication of opportunities to accumulate knowledge. Method: This paper contributes to this topic, building on a systematic literature review of 123 IS DSR papers published between 2018 and 2022. Results: Design-oriented research requires the research team to decide which tasks to carry out immediately in building the future and which to postpone as research debt. The paper\u27s contribution is threefold. First, we propose a research debt lifecycle to support (1) project stakeholders, (2) IS DSR community, and (3) societies looking for better futures. Second, we discuss the anatomy of future work in recent IS DSR. Finally, we suggest guidelines to manage and report the next research steps. Conclusion: This paper presents a pioneering assessment of future work suggestions in the IS field, focusing on the design science research paradigm. Future work directions emerge from researchers\u27 choices during the IS DSR process that must be continuously managed

    Mapping Design Contributions in Information Systems Research: The Design Research Activity Framework

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    Despite growing interest in design science research in information systems, our understanding about what constitutes a design contribution and the range of research activities that can produce design contributions remains limited. We propose the design research activity (DRA) framework for classifying design contributions based on the type of statements researchers use to express knowledge contributions and the researcher role with respect to the artifact. These dimensions combine to produce a DRA framework that contains four quadrants: construction, manipulation, deployment, and elucidation. We use the framework in two ways. First, we classify design contributions that the Journal of the Association for Information Systems (JAIS) published from 2007 to 2019 and show that the journal published a broad range of design research across all four quadrants. Second, we show how one can use our framework to analyze the maturity of design-oriented knowledge in a specific field as reflected in the degree of activity across the different quadrants. The DRA framework contributes by showing that design research encompasses both design science research and design-oriented behavioral research. The framework can help authors and reviewers assess research with design implications and help researchers position and understand design research as a journey through the four quadrants

    A Dual-Identity Perspective of Obsessive Online Social Gaming

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    Obsessive online social gaming has become a worldwide societal challenge that deserves more scholarly investigation. However, this issue has not received much attention in the information systems (IS) research community. Guided by dual-system theory, we theoretically derive a typology of obsessive technology use and contextually adapt it to conceptualize obsessive online social gaming. We also build upon identity theory to develop a dual-identity perspective (i.e., IT identity and social identity) of obsessive online social gaming. We test our research model using a longitudinal survey of 627 online social game users. Our results demonstrate that the typology of obsessive technology use comprises four interrelated types: impulsive use, compulsive use, excessive use, and addictive use. IT identity positively affects the four obsessive online social gaming archetypes and fully mediates the effect of social identity on obsessive online social gaming. The results also show that IT identity is predicted by embeddedness, self-efficacy, and instant gratification, whereas social identity is determined by group similarity, group familiarity, and intragroup communication. Our study contributes to the IS literature by proposing a typology of obsessive technology use, incorporating identity theory to provide a contextualized explanation of obsessive online social gaming and offering implications for addressing the societal challenge
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