644 research outputs found

    Tainted love:a systematic literature review of online romance scam research

    Get PDF
    Romance scams involve cybercriminals engineering a romantic relationship on online dating platforms for monetary gain. It is a cruel form of cybercrime whereby victims are left heartbroken, often facing financial ruin. We characterize the literary landscape on romance scams, advancing the understanding of researchers and practitioners by systematically reviewing and synthesizing contemporary qualitative and quantitative evidence. The systematic review establishes influencing factors of victimhood and explores countermeasures for mitigating romance scams. We searched 10 scholarly databases and websites using terms related to romance scams. The methodology followed the Preferred Reporting Items for Systematic Reviews and Meta-analyses (PRISMA) guidelines: a total of 279 papers were screened. One hundred seven papers were assessed for eligibility, and 53 were included in the final analysis. Three main contributions were identified: common profile features and techniques used by romance scammers, countermeasures for mitigating romance scams and factors predisposing an individual to become a scammer or a victim. Despite a growing corpus of literature, the total number of empirical or experimental examinations remained limited. The paper concludes with avenues for future research and victimhood intervention strategies for practitioners, law enforcement and the industry

    Remote Work, Work Measurement and the State of Work Research in Human-Centred Computing

    Get PDF
    Over the past few decades, a small but growing group of people have worked remotely from their homes. With the arrival of the coronavirus pandemic, millions of people found themselves joining this group overnight. In this position paper, we examine the kinds of work that ‘went remote’ in response to the pandemic, and consider the ways in which this transition was influenced by (and in turn came to influence) contemporary trends in digital workplace measurement and evaluation. We see that employers appeared reluctant to let certain classes of employee work remotely. When the pandemic forced staff home, employers compensated by turning to digital surveillance tools, even though, as we argue, these tools seem unable to overcome the significant conceptual barriers to understanding how people are working. We also observed that, in the United Kingdom context, the pandemic didn’t mean remote work for a significant proportion of the population. We assert that, to maximize its impact, ‘future of work’ research in human-centred computing must be more inclusive and representative of work, rather than focusing on the experiences of knowledge workers and those involved in new forms of work

    Playing With Embodied Social Interaction : A Thematic Review of Experiments on Social Aspects in Gameful Virtual Reality

    Get PDF
    Revision Published: 11 May 2022Recently, there has been a burgeoning of immersive virtual reality (VR) applications in a variety of shapes, including gameful social VR. Despite a longstanding tradition of studying social factors in gameful computing, this perspective in the specific experiences of VR is only gaining traction. This highly multidisciplinary area of interest is immensely complex with potential consequences on individuals and social groups alike. To aid in constituting and systematizing this area of research from the early days, this paper explores 14 state-of-art publications on experimental research of social aspects in gameful VR. These were analysed predominantly based on the included manipulations and the studied outcomes resulting in the extraction of five and seven thematic wholes, respectively. Finally, based on the findings, four broad avenues to consider were emphasized as suggested paths for a comprehensive future of embodied gameful social VR application and research across a variety of disciplines.Peer reviewe

    A Longitudinal Study of Self-Disclosure in Human-Chatbot Relationships

    Get PDF
    Self-disclosure in human–chatbot relationship (HCR) formation has attracted substantial interest. According to social penetration theory, self-disclosure varies in breadth and depth and is influenced by perceived rewards and costs. While previous research has addressed self-disclosure in the context of chatbots, little is known about users' qualitative understanding of such self-disclosure and how self-disclosure develops in HCR. To close this gap, we conducted a 12-week qualitative longitudinal study (n = 28) with biweekly questionnaire-based check-ins. Our results show that while HCRs display substantial conversational breadth, with topics spanning from emotional issues to everyday activities, this may be reduced as the HCR matures. Our results also motivate a nuanced understanding of conversational depth, where even conversations about daily activities or play and fantasy can be experienced as personal or intimate. Finally, our analysis demonstrates that conversational depth can develop in at least four ways, influenced by perceived rewards and costs. Theoretical and practical implications are discussed.publishedVersio

    Embodiment and designing learning environments

    Get PDF
    There is increasing recognition amongst learning sciences researchers of the critical role that the body plays in thinking and reasoning across contexts and across disciplines. This workshop brings ideas of embodied learning and embodied cognition to the design of instructional environments that engage learners in new ways of moving within, and acting upon, the physical world. Using data and artifacts from participants' research and designs as a starting point, this workshop focuses on strategies for how to effectively leverage embodiment in learning activities in both technology and non-technology environments. Methodologies for studying/assessing the body's role in learning are also addressed

    Our Year With the Glass: Expectations, Letdowns and Ethical Dilemmas of Technology Trials With Vulnerable People

    Get PDF
    In this paper, we reflect upon the ethical dilemmas faced during our research exploring the potential of Google Glass as a self-care technology for people with Parkinson's. Our project involved two stages of research: an initial study that explored the overall acceptability and responses of people with Parkinson's to the technology; and a follow-up study that examined participants' experiences of the technology in more depth through further trials and a series of co-design activities. While our first trials were successful, leading to publication and subsequent local and national publicity, our follow-up trials were hampered by technical problems that were often out of our control. We highlight how participants' heightened expectations prior to the second trial, as a result of public discourse around the project, were difficult to meet. This led to our participants articulating their frustrations, feelings of lowered self-confidence, and in some cases a reduced sense of self-worth. We reflect on how the decisions and actions taken during the project led to these dilemmas, and how these relate to contemporary challenges in human-computer interaction research where there is increased focus on in the wild studies of technology use and a pressure to publicly disseminate the findings of research. In doing so, we offer an open and honest account of how a set of ethical dilemmas emerged while conducting technology field trials with a potentially vulnerable group, and offer guidance to future researchers finding themselves in similar circumstances

    Cloud services, interoperability and analytics within a ROLE-enabled personal learning environment

    Get PDF
    The ROLE project (Responsive Open Learning Environments, EU 7th Framework Programme, grant agreement no.: 231396, 2009-2013) was focused on the next generation of Personal Learning Environments (PLEs). A ROLE PLE is a bundle of interoperating widgets - often realised as cloud services - used for teaching and learning. In this paper, we first describe the creation of new ROLE widgets and widget bundles at Galileo University, Guatemala, within a cloud-based infrastructure. We introduce an initial architecture for cloud interoperability services including the means for collecting interaction data as needed for learning analytics. Furthermore, we describe the newly implemented widgets, namely a social networking tool, a mind-mapping tool and an online document editor, as well as the modification of existing widgets. The newly created and modified widgets have been combined in two different bundles that have been evaluated in two web-based courses at Galileo University, with participants from three different Latin-American countries. We measured emotional aspects, motivation, usability and attitudes towards the environment. The results demonstrated the readiness of cloud-based education solutions, and how ROLE can bring together such an environment from a PLE perspective
    • …
    corecore