1,745 research outputs found

    Rigorous engineering of collective adaptive systems: special section

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    The Nexus between Artificial Intelligence and Economics

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    This book is organized as follows. Section 2 introduces the notion of the Singularity, a stage in development in which technological progress and economic growth increase at a near-infinite rate. Section 3 describes what artificial intelligence is and how it has been applied. Section 4 considers artificial happiness and the likelihood that artificial intelligence might increase human happiness. Section 5 discusses some prominent related concepts and issues. Section 6 describes the use of artificial agents in economic modeling, and section 7 considers some ways in which economic analysis can offer some hints about what the advent of artificial intelligence might bring. Chapter 8 presents some thoughts about the current state of AI and its future prospects.

    Information Technology and the Search for Organizational Agility: A Systematic Review with Future Research Possibilities

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    Organizations are increasingly turning to information technology (IT) to help them respond to unanticipated environmental threats and opportunities. In this paper, we introduce a systematic review of the literature on IT-enabled agility, helping to establish the boundary between what we know and what we don’t know. We base our review on a wide body of literature drawn from the AIS Basket of Eight IT journals, a cross-section of non-Basket journals, IT practitioner outlets, and premier international IS conferences. We review the use of different theoretical lenses used to investigate the relationship between IT and organizational agility and how the literature has conceptualized agility, its antecedents, and consequences. We also map the evolution of the literature through a series of stages that highlight how researchers have built on previous work. Lastly, we discuss opportunities for future research in an effort to close important gaps in our understanding

    Human-Intelligence and Machine-Intelligence Decision Governance Formal Ontology

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    Since the beginning of the human race, decision making and rational thinking played a pivotal role for mankind to either exist and succeed or fail and become extinct. Self-awareness, cognitive thinking, creativity, and emotional magnitude allowed us to advance civilization and to take further steps toward achieving previously unreachable goals. From the invention of wheels to rockets and telegraph to satellite, all technological ventures went through many upgrades and updates. Recently, increasing computer CPU power and memory capacity contributed to smarter and faster computing appliances that, in turn, have accelerated the integration into and use of artificial intelligence (AI) in organizational processes and everyday life. Artificial intelligence can now be found in a wide range of organizational systems including healthcare and medical diagnosis, automated stock trading, robotic production, telecommunications, space explorations, and homeland security. Self-driving cars and drones are just the latest extensions of AI. This thrust of AI into organizations and daily life rests on the AI community’s unstated assumption of its ability to completely replicate human learning and intelligence in AI. Unfortunately, even today the AI community is not close to completely coding and emulating human intelligence into machines. Despite the revolution of digital and technology in the applications level, there has been little to no research in addressing the question of decision making governance in human-intelligent and machine-intelligent (HI-MI) systems. There also exists no foundational, core reference, or domain ontologies for HI-MI decision governance systems. Further, in absence of an expert reference base or body of knowledge (BoK) integrated with an ontological framework, decision makers must rely on best practices or standards that differ from organization to organization and government to government, contributing to systems failure in complex mission critical situations. It is still debatable whether and when human or machine decision capacity should govern or when a joint human-intelligence and machine-intelligence (HI-MI) decision capacity is required in any given decision situation. To address this deficiency, this research establishes a formal, top level foundational ontology of HI-MI decision governance in parallel with a grounded theory based body of knowledge which forms the theoretical foundation of a systemic HI-MI decision governance framework

    Genres of Inquiry in Design Science Research: Applying Search Conference to Contemporary Information Systems Security Theory

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    This dissertation investigates the core subject of knowledge in design-science research (DSR). In contrast to natural and social sciences that are more explanatory in nature, design-science research is concerned with solving complex practical problems that are ill-defined or of a “wicked” nature. At the same time, as in any research activity, design-science research is also concerned with the production of knowledge. In the process of design-science research, the researcher must act as both designer and scientist. Design knowledge is distinct from scientific knowledge, however, and must be evaluated against a different set of criteria. Since the DSR process is iterative the scope of DSR knowledge can evolve, abstracting general (nomothetic) knowledge from situated (idiographic) artifacts or, alternately, applying abstract knowledge to situated settings. General knowledge is different from situated knowledge and must be evaluated accordingly. In the current design-science literature, situated (idiographic) knowledge is associated with design, and abstract (nomothetic) knowledge is associated with science. This dissertation proposes that design can be abstract and that science can be situated in scope. The purpose of the dissertation is to identify the problems with the current conceptualization of contributions in DSR, offer an alternative view of the design-science paradigm as one having multiple genres of inquiry, provide the criteria for framing and evaluating design-science contributions, and describe how this will help address some of the current debate and clarify the current discourse. The dissertation is structured in three parts. Part I employs a theoretical argument to develop a framework for these genres of inquiry in design-science research and demonstrates how the evaluation criteria for design-science research studies change as the research moves from one genre to another. Part II is an empirical study that uses a search conference method to apply the bindpoint model (Baskerville and Lee 2013), an explanatory design theory to the problem of information security risk resulting from consumerization and BYOD (bring your own device). Part III reflects on the learning from the theoretical and the practical discourse and provides the contributions and opportunities for future research. This dissertation contributes to the design-science field by providing a more nuanced understanding of the contributions and evaluation criteria of design-science research. It contributes to the Information Systems (IS) security field by providing a design theory for managing BYOD security. Lastly, it contributes to Information Systems research methods by introducing the search conference method as a viable approach for theorizing and for evaluating design-science contributions

    Understanding VR/AR in marketing & sales for B2B: an explorative study

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    Abstract. The research explored the impact of immersive reality technologies, particularly VR and AR, in marketing and sales for the B2B sector. Study interests were fuelled by both an industrial hype and vehement investments on these technologies, especially in the last five years. However, the potential of these technologies is still unexplored and widely misunderstood by businesses as the innovations are slowly taking off. Additionally, existing literature showed a need to clearly define various simulated realities in the continuum, including VR and AR, as well as a general misunderstanding of the potential of immersive reality technologies, and a shortage of studies covering holistically different VR/AR applications in marketing, especially for the B2B sector. Therefore, this research aims to bridge the gap between managerial and academic’ understanding by providing a holistic framework explaining the impact of immersive reality technologies in B2B marketing and sales and provide a clear distinction between VR and AR in the Virtuality-reality continuum. This research also aims to assist marketers and managers in embracing these technologies to better meet the needs of future generations. The study adopted a qualitative exploratory approach allowing researchers to gain an in-depth understanding of the topic from an industrial perspective. The study used an abductive thematic analysis approach to analyse empirical results and ten semi-structured interviews with eleven VR/AR providers for primary data collection. Results were structured based on four main themes, namely: VR and AR definitions, customer technology adoption factors, VR/AR impact and applications on B2B marketing, and last, VR/AR impact on sales performance outcomes. This study contributes to the existing literature by proposing a tentative definition for each terminology “VR” and “AR” separately that merges academic perspectives and industry insights. Overall, empirical study suggests that immersive reality technologies can affect both marketing activities and sales performance outcomes for the B2B sector. However, successfully embracing these technologies calls for collaboration to overcome financial, technical and social barriers while also enhancing aspects like the user experience to step out of the still immature VR/AR market. VR and AR together have an impact on marketing for B2B by enhancing customization, non-verbal communication, learning and experiential marketing while also creating memorable experiences that stick in the minds of the consumer. Concerning the customer’s purchasing journey, this study extends existing literature to cover all customer purchasing stages, including the pre-purchase, purchase and post-purchase. Results emphasize the pre-purchase phase as the most impacted by immersive reality technologies, followed by post-purchase and purchase stages, respectively. Finally, this study suggests that the use of VR/AR as sales support tools can yield positive efficiency returns through higher task performance and a reduction in sales-related costs, and positive effectiveness returns through greater customer and social engagement, stronger collaborative business relationships and the enhancement of proactive (sales planning) and reactive (adaptive selling) behaviours in the sales process

    Managing complexity in marketing:from a design Weltanschauung

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