4,638 research outputs found

    ILR School Ph.D. Dissertations

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    Compiled by Susan LaCette.ILRSchoolPhD.pdf: 4022 downloads, before Oct. 1, 2020

    How Ethical Behavior of Firms is Influenced by the Legal and Political Environments: A Bayesian Causal Map Analysis Based on Stages of Development

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    Cataloged from PDF version of article.Even though potential impacts of political and legal environments of business on ethical behavior of firms (EBOF) have been conceptually recognized, not much evidence (i.e., empirical work) has been produced to clarify their role. In this paper, using Bayesian causal maps (BCMs) methodology, relationships between legal and political environments of business and EBOF are investigated. The unique design of our study allows us to analyze these relationships based on the stages of development in 92 countries around the world. The EBOF models structured through BCMs are used to explain how EBOF in a given country group are shaped by how managers perceive political, legislative, and protective environments of business in these countries. The results suggest that irregular payments and bribes are the most influential factors affecting managers’ perceptions of business ethics in relatively more advanced economies, whereas intellectual property protection is the most influential factor affecting managers’ perceptions of business ethics in less-advanced economies. The results also suggest that regardless of where the business is conducted in the world, judicial independence is the driving force behind managers’ perceptions of business ethics. In addition, the results of this study provide further support for scholars who argue that business ethics is likely to vary among countries based on their socio-economic factors. In addition to its managerial implications, the study provides directions for policy makers to improve the ethical conduct of businesses in their respective countries

    Improving resilience in Critical Infrastructures through learning from past events

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    Modern societies are increasingly dependent on the proper functioning of Critical Infrastructures (CIs). CIs produce and distribute essential goods or services, as for power transmission systems, water treatment and distribution infrastructures, transportation systems, communication networks, nuclear power plants, and information technologies. Being resilient, where resilience denotes the capacity of a system to recover from challenges or disruptive events, becomes a key property for CIs, which are constantly exposed to threats that can undermine safety, security, and business continuity. Nowadays, a variety of approaches exists in the context of CIs’ resilience research. This dissertation starts with a systematic review based on PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) on the approaches that have a complete qualitative dimension, or that can be used as entry points for semi-quantitative analyses. The review identifies four principal dimensions of resilience referred to CIs (i.e., techno-centric, organizational, community, and urban) and discusses the related qualitative or semi-quantitative methods. The scope of the thesis emphasizes the organizational dimension, as a socio-technical construct. Accordingly, the following research question has been posed: how can learning improve resilience in an organization? Firstly, the benefits of learning in a particular CI, i.e. the supply chain in reverse logistics related to the small arms utilized by Italian Armed Forces, have been studied. Following the theory of Learning From Incidents, the theoretical model helped to elaborate a centralized information management system for the Supply Chain Management of small arms within a Business Intelligence (BI) framework, which can be the basis for an effective decision-making process, capable of increasing the systemic resilience of the supply chain itself. Secondly, the research question has been extended to another extremely topical context, i.e. the Emergency Management (EM), exploring the crisis induced learning where single-loop and double-loop learning cycles can be established regarding the behavioral perspective. Specifically, the former refers to the correction of practices within organizational plans without changing core beliefs and fundamental rules of the organization, while the latter aims at resolving incompatible organizational behavior by restructuring the norms themselves together with the associated practices or assumptions. Consequently, with the aim of ensuring high EM systems resilience, and effective single-loop and double-loop crisis induced learning at organizational level, the study examined learning opportunities that emerge through the exploration of adaptive practices necessary to face the complexity of a socio-technical work domain as the EM of Covid-19 outbreaks on Oil & Gas platforms. Both qualitative and quantitative approaches have been adopted to analyze the resilience of this specific socio-technical system. On this consciousness, with the intention to explore systems theoretic possibilities to model the EM system, the Functional Resonance Analysis Method (FRAM) has been proposed as a qualitative method for developing a systematic understanding of adaptive practices, modelling planning and resilient behaviors and ultimately supporting crisis induced learning. After the FRAM analysis, the same EM system has also been studied adopting a Bayesian Network (BN) to quantify resilience potentials of an EM procedure resulting from the adaptive practices and lessons learned by an EM organization. While the study of CIs is still an open and challenging topic, this dissertation provides methodologies and running examples on how systemic approaches may support data-driven learning to ultimately improve organizational resilience. These results, possibly extended with future research drivers, are expected to support decision-makers in their tactical and operational endeavors

    Knowledge Acquisition Analytical Games: games for cognitive systems design

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    Knowledge discovery from data and knowledge acquisition from experts are steps of paramount importance when designing cognitive systems. The literature discusses extensively on the issues related to current knowledge acquisition techniques. In this doctoral work we explore the use of gaming approaches as a knowledge acquisition tools, capitalising on aspects such as engagement, ease of use and ability to access tacit knowledge. More specifically, we explore the use of analytical games for this purpose. Analytical game for decision making is not a new class of games, but rather a set of platform independent simulation games, designed not for entertainment, whose main purpose is research on decision-making, either in its complete dynamic cycle or a portion of it (i.e. Situational Awareness). Moreover, the work focuses on the use of analytical games as knowledge acquisition tools. To this end, the Knowledge Acquisition Analytical Game (K2AG) method is introduced. K2AG is an innovative game framework for supporting the knowledge acquisition task. The framework introduced in this doctoral work was born as a generalisation of the Reliability Game, which on turn was inspired by the Risk Game. More specifically, K2AGs aim at collecting information and knowledge to be used in the design of cognitive systems and their algorithms. The two main aspects that characterise those games are the use of knowledge cards to render information and meta-information to the players and the use of an innovative data gathering method that takes advantage of geometrical features of simple shapes (e.g. a triangle) to easily collect players\u2019 beliefs. These beliefs can be mapped to subjective probabilities or masses (in evidence theory framework) and used for algorithm design purposes. However, K2AGs might use also different means of conveying information to the players and to collect data. Part of the work has been devoted to a detailed articulation of the design cycle of K2AGs. More specifically, van der Zee\u2019s simulation gaming design framework has been extended in order to account for the fact that the design cycle steps should be modified to include the different kinds of models that characterise the design of simulation games and simulations in general, namely a conceptual model (platform independent), a design model (platform independent) and one or more implementation models (platform dependent). In addition, the processes that lead from one model to the other have been mapped to design phases of analytical wargaming. Aspects of game validation and player experience evaluation have been addressed in this work. Therefore, based on the literature a set of validation criteria for K2AG has been proposed and a player experience questionnaire for K2AGs has been developed. This questionnaire extends work proposed in the literature, but a validation has not been possible at the time of writing. Finally, two instantiations of the K2AG framework, namely the Reliability Game and the MARISA Game, have been designed and analysed in details to validate the approach and show its potentialities

    Psychology in the realm of sport injury : what it is all about

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    Sport injuries are a constant in physical activity and sport and represent, to a greater or lesser degree, an obstacle that most athletes have to face and which could have an impact on economical, occupational and educational aspects, as well as on physical and psychological health. Traditionally, sport injury was deemed the result of biomechanical forces exerted on the body and sustained during participation in sport activity, under which perspective the athlete is considered merely as the container of a set of parts that break down and must be repaired. In contrast, Sport Psychology has brought the individual into a central active role, both when sustaining and recovering from an injury. This paper promotes a psychological perspective on sport injury and reviews the main psychological models posed for both the pre-injury and the post-injury phases. Finally, the paper addresses some of the main problems encountered by research on sport injury and sets out several guidelines for future research in the field.Las lesiones deportivas son una constante en la actividad física y el deporte y representan, en mayor o menor grado, un obstáculo al que la mayor parte de los deportistas se tienen que enfrentar, pudiendo aquéllas tener consecuencias a nivel económico, laboral, educativo, además de a nivel físico y psicológico. Tradicionalmente, la lesión deportiva ha sido considerada como el resultado de la acción de fuerzas biomecánicas que ejercen sobre el cuerpo mientras se participa en una actividad deportiva. Esa perspectiva viene a considerar al deportista como un mero contendor de unas piezas que se han roto y deben ser reparadas. Al contrario, la Psicología del Deporte le concede al individuo un papel activo central tanto en el padecimiento de una lesión como en el proceso de recuperación de la misma. El presente artículo viene a promover una perspectiva psicológica de la lesión deportiva, revisando los principales modelos psicológicos que se han propuesto tanto para la fase de pre-lesión como para la fase de post-lesión. Finalmente, el artículo plantea los principales problemas de la investigación sobre lesiones deportivas y brinda una serie de líneas de actuación para llevar a cabo la investigación en este campo.As lesões desportivas são uma constante na actividade física e no desporto e representam, em maior ou menor grau, um obstáculo que a maioria dos atletas tem que enfrentar, podendo aquelas ter consequências a nível económico, laboral e educativo, bem como a nível físico e psicológico. Tradicionalmente, a lesão desportiva tem sido considerada como o resultado da acção de forças biomecânicas exercida sobre o corpo enquanto se participa numa actividade desportiva. Essa perspectiva tem vindo a considerar o atleta como um mero recipiente de peças que foram quebradas e devem ser reparadas. Pelo contrário, a Psicologia do Desporto reconhece ao sujeito um papel activo central tanto no padecimento da lesão como no processo de recuperação da mesma. O presente artigo procura promover uma perspectiva psicológica de lesão desportiva, revendo os principais modelos psicológicos que têm sido propostos tanto para a fase de pré-lesão como para a fase de pós-lesão. Por último, o artigo discute os principais problemas da investigação sobre lesões desportivas e oferece uma série de linhas de actuação para a realização de investigação neste âmbito

    An investigation into hazard-centric analysis of complex autonomous systems

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    This thesis proposes a hypothesis that a conventional, and essentially manual, HAZOP process can be improved with information obtained with model-based dynamic simulation, using a Monte Carlo approach, to update a Bayesian Belief model representing the expected relations between cause and effects – and thereby produce an enhanced HAZOP. The work considers how the expertise of a hazard and operability study team might be augmented with access to behavioural models, simulations and belief inference models. This incorporates models of dynamically complex system behaviour, considering where these might contribute to the expertise of a hazard and operability study team, and how these might bolster trust in the portrayal of system behaviour. With a questionnaire containing behavioural outputs from a representative systems model, responses were collected from a group with relevant domain expertise. From this it is argued that the quality of analysis is dependent upon the experience and expertise of the participants but this might be artificially augmented using probabilistic data derived from a system dynamics model. Consequently, Monte Carlo simulations of an improved exemplar system dynamics model are used to condition a behavioural inference model and also to generate measures of emergence associated with the deviation parameter used in the study. A Bayesian approach towards probability is adopted where particular events and combinations of circumstances are effectively unique or hypothetical, and perhaps irreproducible in practice. Therefore, it is shown that a Bayesian model, representing beliefs expressed in a hazard and operability study, conditioned by the likely occurrence of flaw events causing specific deviant behaviour from evidence observed in the system dynamical behaviour, may combine intuitive estimates based upon experience and expertise, with quantitative statistical information representing plausible evidence of safety constraint violation. A further behavioural measure identifies potential emergent behaviour by way of a Lyapunov Exponent. Together these improvements enhance the awareness of potential hazard cases

    Affective reactions towards socially interactive agents and their computational modeling

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    Over the past 30 years, researchers have studied human reactions towards machines applying the Computers Are Social Actors paradigm, which contrasts reactions towards computers with reactions towards humans. The last 30 years have also seen improvements in technology that have led to tremendous changes in computer interfaces and the development of Socially Interactive Agents. This raises the question of how humans react to Socially Interactive Agents. To answer these questions, knowledge from several disciplines is required, which is why this interdisciplinary dissertation is positioned within psychology and computer science. It aims to investigate affective reactions to Socially Interactive Agents and how these can be modeled computationally. Therefore, after a general introduction and background, this thesis first provides an overview of the Socially Interactive Agent system used in this work. Second, it presents a study comparing a human and a virtual job interviewer, which shows that both interviewers induce shame in participants to the same extent. Thirdly, it reports on a study investigating obedience towards Socially Interactive Agents. The results indicate that participants obey human and virtual instructors in similar ways. Furthermore, both types of instructors evoke feelings of stress and shame to the same extent. Fourth, a stress management training using biofeedback with a Socially Interactive Agent is presented. The study shows that a virtual trainer can teach coping techniques for emotionally challenging social situations. Fifth, it introduces MARSSI, a computational model of user affect. The evaluation of the model shows that it is possible to relate sequences of social signals to affective reactions, taking into account emotion regulation processes. Finally, the Deep method is proposed as a starting point for deeper computational modeling of internal emotions. The method combines social signals, verbalized introspection information, context information, and theory-driven knowledge. An exemplary application to the emotion shame and a schematic dynamic Bayesian network for its modeling are illustrated. Overall, this thesis provides evidence that human reactions towards Socially Interactive Agents are very similar to those towards humans, and that it is possible to model these reactions computationally.In den letzten 30 Jahren haben Forschende menschliche Reaktionen auf Maschinen untersucht und dabei das “Computer sind soziale Akteure”-Paradigma genutzt, in dem Reaktionen auf Computer mit denen auf Menschen verglichen werden. In den letzten 30 Jahren hat sich ebenfalls die Technologie weiterentwickelt, was zu einer enormen Veränderung der Computerschnittstellen und der Entwicklung von sozial interaktiven Agenten geführt hat. Dies wirft Fragen zu menschlichen Reaktionen auf sozial interaktive Agenten auf. Um diese Fragen zu beantworten, ist Wissen aus mehreren Disziplinen erforderlich, weshalb diese interdisziplinäre Dissertation innerhalb der Psychologie und Informatik angesiedelt ist. Sie zielt darauf ab, affektive Reaktionen auf sozial interaktive Agenten zu untersuchen und zu erforschen, wie diese computational modelliert werden können. Nach einer allgemeinen Einführung in das Thema gibt diese Arbeit daher, erstens, einen Überblick über das Agentensystem, das in der Arbeit verwendet wird. Zweitens wird eine Studie vorgestellt, in der eine menschliche und eine virtuelle Jobinterviewerin miteinander verglichen werden, wobei sich zeigt, dass beide Interviewerinnen bei den Versuchsteilnehmenden Schamgefühle in gleichem Maße auslösen. Drittens wird eine Studie berichtet, in der Gehorsam gegenüber sozial interaktiven Agenten untersucht wird. Die Ergebnisse deuten darauf hin, dass Versuchsteilnehmende sowohl menschlichen als auch virtuellen Anleiterinnen ähnlich gehorchen. Darüber hinaus werden durch beide Instruktorinnen gleiche Maße von Stress und Scham hervorgerufen. Viertens wird ein Biofeedback-Stressmanagementtraining mit einer sozial interaktiven Agentin vorgestellt. Die Studie zeigt, dass die virtuelle Trainerin Techniken zur Bewältigung von emotional herausfordernden sozialen Situationen vermitteln kann. Fünftens wird MARSSI, ein computergestütztes Modell des Nutzeraffekts, vorgestellt. Die Evaluation des Modells zeigt, dass es möglich ist, Sequenzen von sozialen Signalen mit affektiven Reaktionen unter Berücksichtigung von Emotionsregulationsprozessen in Beziehung zu setzen. Als letztes wird die Deep-Methode als Ausgangspunkt für eine tiefer gehende computergestützte Modellierung von internen Emotionen vorgestellt. Die Methode kombiniert soziale Signale, verbalisierte Introspektion, Kontextinformationen und theoriegeleitetes Wissen. Eine beispielhafte Anwendung auf die Emotion Scham und ein schematisches dynamisches Bayes’sches Netz zu deren Modellierung werden dargestellt. Insgesamt liefert diese Arbeit Hinweise darauf, dass menschliche Reaktionen auf sozial interaktive Agenten den Reaktionen auf Menschen sehr ähnlich sind und dass es möglich ist diese menschlichen Reaktion computational zu modellieren.Deutsche Forschungsgesellschaf

    La psicología en el reino de las lesiones deportivas: de qué se está hablando

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    Sport injuries are a constant in physical activity and sport and represent, to a greater or lesser degree, an obstacle that most athletes have to face and which could have an impact on economical, occupational and educational aspects, as well as on physical and psychological health. Traditionally, sport injury was deemed the result of biomechanical forces exerted on the body and sustained during participation in sport activity, under which perspective the athlete is considered merely as the container of a set of parts that break down and must be repaired. In contrast, Sport Psychology has brought the individual into a central active role, both when sustaining and recovering from an injury. This paper promotes a psychological perspective on sport injury and reviews the main psychological models posed for both the pre-injury and the post-injury phases. Finally, the paper addresses some of the main problems encountered by research on sport injury and sets out several guidelines for future research in the fieldLas lesiones deportivas son una constante en la actividad física y el deporte y representan, en mayor o menor grado, un obstáculo al que la mayor parte de los deportistas se tienen que enfrentar, pudiendo aquéllas tener consecuencias a nivel económico, laboral, educativo, además de a nivel físico y psicológico. Tradicionalmente, la lesión deportiva ha sido considerada como el resultado de la acción de fuerzas biomecánicas que ejercen sobre el cuerpo mientras se participa en una actividad deportiva. Esa perspectiva viene a considerar al deportista como un mero contendor de unas piezas que se han roto y deben ser reparadas. Al contrario, la Psicología del Deporte le concede al individuo un papel activo central tanto en el padecimiento de una lesión como en el proceso de recuperación de la misma. El presente artículo viene a promover una perspectiva psicológica de la lesión deportiva, revisando los principales modelos psicológicos que se han propuesto tanto para la fase de pre-lesión como para la fase de post-lesión. Finalmente, el artículo plantea los principales problemas de la investigación sobre lesiones deportivas y brinda una serie de líneas de actuación para llevar a cabo la investigación en este campoAs lesões desportivas são uma constante na actividade física e no desporto e representam, em maior ou menor grau, um obstáculo que a maioria dos atletas tem que enfrentar, podendo aquelas ter consequências a nível económico, laboral e educativo, bem como a nível físico e psicológico. Tradicionalmente, a lesão desportiva tem sido considerada como o resultado da acção de forças biomecânicas exercida sobre o corpo enquanto se participa numa actividade desportiva. Essa perspectiva tem vindo a considerar o atleta como um mero recipiente de peças que foram quebradas e devem ser reparadas. Pelo contrário, a Psicologia do Desporto reconhece ao sujeito um papel activo central tanto no padecimento da lesão como no processo de recuperação da mesma. O presente artigo procura promover uma perspectiva psicológica de lesão desportiva, revendo os principais modelos psicológicos que têm sido propostos tanto para a fase de pré-lesão como para a fase de pós-lesão. Por último, o artigo discute os principais problemas da investigação sobre lesões desportivas e oferece uma série de linhas de actuação para a realização de investigação neste âmbitoThe research leading to this paper has been funded by the Spanish Ministry of Science and Innovation (currently Ministry of Economics and Competitiveness) research grant PSI2011-27000
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