34,486 research outputs found

    Preserving Communication Context. Virtual workspace and interpersonal space in Japanese CSCW.

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    The past decade has seen the development of a perspective\ud holding that technology is socially constructed (Mackenzie and Wacjman, 1985; Bijker, Hughes and Pinch, 1987; Bijker and Law, 1992). This paper examines the social construction of one group of technologies, systems for computer supported cooperative work (CSCW). It describes the design of CSCW in Japan, with particular attention to the influence of culture on the design process. Two case studies are presented to illustrate the argument that culture is an important factor in technology design, despite commonly held assumptions about the neutrality and objectivity of science and technology. The paper further argues that, by looking at\ud CSCW systems as texts which reflect the context of their production and the society from which they come, we may be better able to understand the transformations that operate when these texts are “read” in the contexts of their implementation

    Transdisciplinarity seen through Information, Communication, Computation, (Inter-)Action and Cognition

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    Similar to oil that acted as a basic raw material and key driving force of industrial society, information acts as a raw material and principal mover of knowledge society in the knowledge production, propagation and application. New developments in information processing and information communication technologies allow increasingly complex and accurate descriptions, representations and models, which are often multi-parameter, multi-perspective, multi-level and multidimensional. This leads to the necessity of collaborative work between different domains with corresponding specialist competences, sciences and research traditions. We present several major transdisciplinary unification projects for information and knowledge, which proceed on the descriptive, logical and the level of generative mechanisms. Parallel process of boundary crossing and transdisciplinary activity is going on in the applied domains. Technological artifacts are becoming increasingly complex and their design is strongly user-centered, which brings in not only the function and various technological qualities but also other aspects including esthetic, user experience, ethics and sustainability with social and environmental dimensions. When integrating knowledge from a variety of fields, with contributions from different groups of stakeholders, numerous challenges are met in establishing common view and common course of action. In this context, information is our environment, and informational ecology determines both epistemology and spaces for action. We present some insights into the current state of the art of transdisciplinary theory and practice of information studies and informatics. We depict different facets of transdisciplinarity as we see it from our different research fields that include information studies, computability, human-computer interaction, multi-operating-systems environments and philosophy.Comment: Chapter in a forthcoming book: Information Studies and the Quest for Transdisciplinarity - Forthcoming book in World Scientific. Mark Burgin and Wolfgang Hofkirchner, Editor

    Using Media Equation Theory to Assess the Effectiveness of Virtual Reality Technology in Organizational Diversity, Equity, Inclusion, and Belonging (DEIB) Training

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    The emergence of immersive virtual reality media technology is providing human beings with a new communication platform to engage beyond the traditional frameworks of video media, audio media, and static webpages on the Internet. These communication media technologies offer users an immersive environment in which they are able to communicate and interact with fellow human beings and non-human entities in life-like mannerisms. Most importantly, this technology also has the potential to bridge gaps and solve problems within the context of certain cultural and societal issues. The issue of communication deficiencies surrounding the area of diversity, equity, inclusion, and belonging (DEIB) is one that holds significant value for many individuals, organizations, and institutions. This research study explores how the use of virtual reality media in the form of a DEIB training module can aid in more efficient and meaningful organizational training related to diversity, equity, inclusion, and belonging communication strategies

    e-Business challenges and directions: important themes from the first ICE-B workshop

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    A three-day asynchronous, interactive workshop was held at ICE-B’10 in Piraeus, Greece in July of 2010. This event captured conference themes for e-Business challenges and directions across four subject areas: a) e-Business applications and models, b) enterprise engineering, c) mobility, d) business collaboration and e-Services, and e) technology platforms. Quality Function Deployment (QFD) methods were used to gather, organize and evaluate themes and their ratings. This paper summarizes the most important themes rated by participants: a) Since technology is becoming more economic and social in nature, more agile and context-based application develop methods are needed. b) Enterprise engineering approaches are needed to support the design of systems that can evolve with changing stakeholder needs. c) The digital native groundswell requires changes to business models, operations, and systems to support Prosumers. d) Intelligence and interoperability are needed to address Prosumer activity and their highly customized product purchases. e) Technology platforms must rapidly and correctly adapt, provide widespread offerings and scale appropriately, in the context of changing situational contexts

    Semantic discovery and reuse of business process patterns

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    Patterns currently play an important role in modern information systems (IS) development and their use has mainly been restricted to the design and implementation phases of the development lifecycle. Given the increasing significance of business modelling in IS development, patterns have the potential of providing a viable solution for promoting reusability of recurrent generalized models in the very early stages of development. As a statement of research-in-progress this paper focuses on business process patterns and proposes an initial methodological framework for the discovery and reuse of business process patterns within the IS development lifecycle. The framework borrows ideas from the domain engineering literature and proposes the use of semantics to drive both the discovery of patterns as well as their reuse

    On being part of the solution, not the problem: taking a proportionate approach to managing records

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    Purpose – This article seeks to provide a perspective on a future pathway for records management that is based on taking a proportionate approach rather than striving for perfection. This approach requires a re-interpretation of traditional principles and their application in practice and recognition of the predominance of people in successful information and records management in the digital domain. Design/methodology/approach – The views are the author's based on the headline findings of a major research project (AC+erm) which investigated issues and practical strategies for accelerating positive change in electronic records management. They incorporate views on contextual developments since the project, in particular the characteristics of today's hybrid and increasingly mobile office environment such as the use of recognition technologies. Findings – The ten headline findings of the AC+erm project are shared. Two strategic findings are highlighted, namely, articulating a vision of successful electronic records management and the approach to applying records management principles in order to realise that vision of success. The article then focuses on two of the other findings, about the need for information and records professionals to adopt proportionate and risk based approaches and to ensure they (the records professionals) are an essential part of the solution not the problem. Post the project, views on these and tactics for addressing them are discussed with reference to real examples and potential future research and development. Research limitations/implications – The research that provides the context for the article was qualitative and therefore its findings transferrable rather than generalisable. The views expressed about tactics for moving forward are intended to contribute to the debate about approaches to managing records in the democratic, digital domain. Practical implications – A proportionate approach to managing records by definition implies a risk-based approach. This may prove challenging in organizational, societal and cultural contexts that are risk averse. Originality/value – The research which underpins this article was the first on the subject to be conducted in the UK and adopted a unique evidence-based approach. Undertaken in the context of the “promise” of electronic document and records management systems, its findings are relevant in the broader systems solutions. They provide a context for this perspective on current and potential tactics for addressing strategic issues for managing records in the digital domain. This provides a significant contribution to knowledge and debate in this field

    Unveiling Stakeholder Perspectives on Privacy in the Metaverse: Case Study of a German Car Company

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    Companies have turned their attention to becoming part of the metaverse, a persistent, multi-user, three-dimensional environment characterized by the fusion of virtual and physical elements. While the metaverse offers new ways to create value, related software and hardware components require massive amounts of user data, which can raise privacy concerns. In addition, privacy regulation is in its infancy, creating uncertainty about how to operate in a compliant manner. Building on the multi-stakeholder privacy framework, we explored the privacy stakeholders’ (user, management, policymakers) perspectives on the metaverse, analyzed their relationships, and identified measures to align their interests within a single case study of a German car company. The contribution is twofold. First, we demonstrate the importance of involving privacy stakeholders in the design of products and services in new online environments. Second, we propose privacy measures to reconcile the stakeholders’ interests in the metaverse, providing implications for managers and policymakers

    The Affordances of the Digital Medium : Users’ perceptions of digitalization

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    The aim of this administrative research is to identify the opportunities and obstacles associated with the exploitation of digitalization and digital services. The objective of the study is viewed from a user perspective, undertaken using a co-creation approach. The research material was collected in group discussions between participants in rural areas in Finland, as well as from the organizational environment of Finnish health care. Affordance theory, together with the concepts of the digital medium, and the co-creation of digitalization provide a theoretical framework for the research. The affordance approach provides a perspective to interpret the relationship between the user and the environment, where the aspects of the digital medium and the forming of the collective perception are also considered. By the theoretical framework, this doctoral dissertation responds to the following research question: what is the meaning of affordance theory for the utilization of the digital medium? The results of my study reflect citizens' views on digitalization and e-services. The participants’ attitude towards digitalization is described from the perspective of users, the environment, and digital applications. The model of participatory-deliberative design presented in the study enabled the multidimensional views of the topic. In conclusion, the perspective derived from affordance theory helps us to understand the factors that enable or prevent the utilization of the digital medium. However, the description also opens the cognitive process to the observer itself and to the development community. The increased self-awareness about one’s insights enables the user to be more flexible in controlling how to utilize the opportunities in the environment. Overall, increased awareness of the potential of the environment offers an opportunity to understand the views of others on the subject under consideration and to explain the underlying perception. The additional aspects of design and co-creation of the digital affordances support the successful discovery and implementation of the possibilities. The contribution of this research becomes apparent in unexpected events, as the increased digital transformation during the COVID-19 pandemic demonstrates. The results also contribute to much more common surroundings and situations, as in the case of digitalization of welfare services.TĂ€mĂ€n hallintotieteellisen tutkimuksen tavoitteena on digitalisaation ja digitaalisten palvelujen hyödyntĂ€miseen liittyvien mahdollisuuksien ja estĂ€vien tekijöiden tunnistaminen. KĂ€siteltĂ€vĂ€n aiheen tarkastelu noudattaa kĂ€yttĂ€jĂ€lĂ€htöistĂ€ lĂ€hestymistapaa, joka toteutettiin yhteiskehittĂ€misen menetelmÀÀ hyödyntĂ€mĂ€llĂ€. Tutkimuksen aineisto kerĂ€ttiin Suomen maaseutupaikkakunnilta sekĂ€ terveydenhuollon organisaatioympĂ€ristöstĂ€ osallistujien vĂ€lisistĂ€ ryhmĂ€keskusteluista. Affordanssiteoria yhdessĂ€ digitalisaatiotematiikan sekĂ€ yhteiskehittĂ€misen lĂ€hestymistavan kanssa muodostavat tutkimuksen teoreettisen viitekehyksen, joka tarjoaa tarkastelunĂ€kökulman kĂ€yttĂ€jĂ€n ja ympĂ€ristön vĂ€lisen vuorovaikutussuhteen tulkitsemiseksi. Tutkimuksen teoreettisen viitekehyksen kautta vĂ€itöskirja vastaa tutkimuskysymykseen, mikĂ€ merkitys affordanssiteorialla on digitalisaation hyödyntĂ€miselle. Tutkimuksen tulokset ilmentĂ€vĂ€t kansalaisten nĂ€kemyksiĂ€ digitalisaatiosta ja sĂ€hköisistĂ€ palveluista. Osallistujien suhtautuminen digitalisaatiota kohtaan kuvataan kĂ€yttĂ€jien, ympĂ€ristön ja digitaalisten sovellusten nĂ€kökulmista. Tutkimuksessa esiteltĂ€vĂ€ osallistavan deliberatiivisen suunnittelun (participatory-deliberative design) malli mahdollistaa aiheeseen sisĂ€ltyvien moniulotteisten nĂ€kemysten esiin nostamisen. JohtopÀÀtöksenĂ€ voidaan todeta, ettĂ€ affordanssiteorian nĂ€kökulma auttaa ymmĂ€rtĂ€mÀÀn niitĂ€ tekijöitĂ€, jotka mahdollistavat tai estĂ€vĂ€t digitalisaatioon liittyvĂ€t oivallukset. Affordanssien, eli ns. tarjoumien muodostumista kuvaava kognitiivinen prosessi tarjoaa lisÀÀntyneen oivaltamisen mahdollisuuden sekĂ€ havainnoijalle itselleen, mutta myös kehittĂ€misyhteisön hyödynnettĂ€vĂ€ksi. Kaiken kaikkiaan lisÀÀntynyt tietoisuus ympĂ€ristön mahdollisuuksista tarjoaa mahdollisuuden ymmĂ€rtÀÀ muiden nĂ€kökulmia tarkasteltavaan aiheeseen ja selittÀÀ ajattelun taustalla vaikuttavia syitĂ€. Tutkimuksen vaikutukset ovat hyödynnettĂ€vissĂ€ niin odottamattomissa tapahtumissa, kuten COVID-19 pandemian myötĂ€ tapahtunut ”digiloikka” osoittaa. Tutkimuksen nĂ€kökulma on myös sovellettavissa paljon yleisempiin tilanteisiin, kuten esimerkiksi hyvinvointipalvelujen digitalisoinnin tarkasteluun.fi=vertaisarvioitu|en=peerReviewed

    Social Media Roadmaps. Exploring the futures triggered by social media.

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    Social media refers to a combination of three elements: content, user communities and Web 2.0 technologies. This foresight report presents six roadmaps of the anticipated developments of social media in three themes: society, companies, and local environment. One of the roadmaps, the meta-roadmap, is the synthesis of them all. The society sub-roadmap explores societal participation through communities. There are three sub-roadmaps relating to companies: interacting with companies through communities, social media in work environment, and social media enhanced shopping. The local environment sub-roadmap looks at social media in local environment. The roadmapping process was carried out through two workshops at VTT. The results of the report are crystallized into five main development lines triggered by social media. First development line is transparency referring to its increasing role in society, both with positive and negative consequences. The second development line is the rise of ubiquitous participatory communication model. This refers to an increase of two-directional and community-based interactivity in every field, where it has some added value. The third development is reflexive empowerment. This refers to the role of social media as an enabler of grass-root community collaboration. The fourth development line is the duality personalization/fragmentation vs. mass effects/integration. Personalization /fragmentation emphasises the tailoring of the web services and content. This development is counterweighted by mass effects/integration, like the formation of super-nodes in the web. The fifth development line is the new relations of physical and virtual worlds. This development line highlights the idea that practices induced by social media, e.g. communication, participation, co-creation, feedback and rating, will get more common in daily environment, and that virtual and physical worlds will be more and more interlinked.</p
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