1,294 research outputs found

    Blockchain-Based Digitalization of Logistics Processes—Innovation, Applications, Best Practices

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    Blockchain technology is becoming one of the most powerful future technologies in supporting logistics processes and applications. It has the potential to destroy and reorganize traditional logistics structures. Both researchers and practitioners all over the world continuously report on novel blockchain-based projects, possibilities, and innovative solutions with better logistic service levels and lower costs. The idea of this Special Issue is to provide an overview of the status quo in research and possibilities to effectively implement blockchain-based solutions in business practice. This Special Issue reprint contained well-prepared research reports regarding recent advances in blockchain technology around logistics processes to provide insights into realized maturity

    Automating interpretations of trustworthiness

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    Acceptance model of SaaS cloud computing at northern Malaysian main campus public universities

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    Technology advancement has side effects, although it has moved in a fast pace that facilitated life and increased business revenue. To cope with negative aspects while looking for friendly technology, Software as a Service (SaaS) Cloud Computing emerged to preserve natural resources, effectively utilize computing and power consumption, while achieving performance, decreasing cost, and increasing revenue. Yet, there are paucity in empirical studies investigating salient factors affecting the usage, acceptance, or adoption of SaaS services from the individual perspectives specifically in higher education sector. The main objective of this study is to investigate the salient factors with proper model that includes technical, social and control characteristics, as well as user security predisposition. Besides, educational level has also proven to be influential in adopting innovations. Hence, probing its role is another objective. The last objective is to investigate differences between student and lecturer groups in the relationships postulated in the model. A survey with questionnaires was conducted on students and lecturers in four public universities in Northern Malaysia. The scope of the acceptance is to investigate the personal-level use of SaaS services. Decomposed Theory of Planned Behaviour (DTPB) and Diffusion of Innovation Theory (DOI) were applied. Results revealed appropriateness of the model although the role of Trialability and Subjective Norms were not significance. The findings contribute to the body of knowledge and literature in highlighting the role of these factors that SaaS providers could benefit in planning for new services and in promoting SaaS usage to universities

    Linking Data Sovereignty and Data Economy: Arising Areas of Tension

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    In the emerging information economy, data evolves as an essential asset and personal data in particular is used for data-driven business models. However, companies frequently leverage personal data without considering individuals’ data sovereignty. Therefore, we strive to strengthen individuals’ position in data ecosystems by combining concepts of data sovereignty and data economy. Our research design comprises an approach to design thinking iteratively generating, validating, and refining such concepts. As a result, we identified ten areas of tension that arise when linking data sovereignty and data economy. Subsequently, we propose initial solutions to resolve these tensions and thus contribute to knowledge about the development of fair data ecosystems benefiting both individuals’ sovereignty and companies’ access to data

    Enhancing trustability in MMOGs environments

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    Massively Multiplayer Online Games (MMOGs; e.g., World of Warcraft), virtual worlds (VW; e.g., Second Life), social networks (e.g., Facebook) strongly demand for more autonomic, security, and trust mechanisms in a way similar to humans do in the real life world. As known, this is a difficult matter because trusting in humans and organizations depends on the perception and experience of each individual, which is difficult to quantify or measure. In fact, these societal environments lack trust mechanisms similar to those involved in humans-to-human interactions. Besides, interactions mediated by compute devices are constantly evolving, requiring trust mechanisms that keep the pace with the developments and assess risk situations. In VW/MMOGs, it is widely recognized that users develop trust relationships from their in-world interactions with others. However, these trust relationships end up not being represented in the data structures (or databases) of such virtual worlds, though they sometimes appear associated to reputation and recommendation systems. In addition, as far as we know, the user is not provided with a personal trust tool to sustain his/her decision making while he/she interacts with other users in the virtual or game world. In order to solve this problem, as well as those mentioned above, we propose herein a formal representation of these personal trust relationships, which are based on avataravatar interactions. The leading idea is to provide each avatar-impersonated player with a personal trust tool that follows a distributed trust model, i.e., the trust data is distributed over the societal network of a given VW/MMOG. Representing, manipulating, and inferring trust from the user/player point of view certainly is a grand challenge. When someone meets an unknown individual, the question is “Can I trust him/her or not?”. It is clear that this requires the user to have access to a representation of trust about others, but, unless we are using an open source VW/MMOG, it is difficult —not to say unfeasible— to get access to such data. Even, in an open source system, a number of users may refuse to pass information about its friends, acquaintances, or others. Putting together its own data and gathered data obtained from others, the avatar-impersonated player should be able to come across a trust result about its current trustee. For the trust assessment method used in this thesis, we use subjective logic operators and graph search algorithms to undertake such trust inference about the trustee. The proposed trust inference system has been validated using a number of OpenSimulator (opensimulator.org) scenarios, which showed an accuracy increase in evaluating trustability of avatars. Summing up, our proposal aims thus to introduce a trust theory for virtual worlds, its trust assessment metrics (e.g., subjective logic) and trust discovery methods (e.g., graph search methods), on an individual basis, rather than based on usual centralized reputation systems. In particular, and unlike other trust discovery methods, our methods run at interactive rates.MMOGs (Massively Multiplayer Online Games, como por exemplo, World of Warcraft), mundos virtuais (VW, como por exemplo, o Second Life) e redes sociais (como por exemplo, Facebook) necessitam de mecanismos de confiança mais autĂłnomos, capazes de assegurar a segurança e a confiança de uma forma semelhante Ă  que os seres humanos utilizam na vida real. Como se sabe, esta nĂŁo Ă© uma questĂŁo fĂĄcil. Porque confiar em seres humanos e ou organizaçÔes depende da percepção e da experiĂȘncia de cada indivĂ­duo, o que Ă© difĂ­cil de quantificar ou medir Ă  partida. Na verdade, esses ambientes sociais carecem dos mecanismos de confiança presentes em interacçÔes humanas presenciais. AlĂ©m disso, as interacçÔes mediadas por dispositivos computacionais estĂŁo em constante evolução, necessitando de mecanismos de confiança adequados ao ritmo da evolução para avaliar situaçÔes de risco. Em VW/MMOGs, Ă© amplamente reconhecido que os utilizadores desenvolvem relaçÔes de confiança a partir das suas interacçÔes no mundo com outros. No entanto, essas relaçÔes de confiança acabam por nĂŁo ser representadas nas estruturas de dados (ou bases de dados) do VW/MMOG especĂ­fico, embora Ă s vezes apareçam associados Ă  reputação e a sistemas de reputação. AlĂ©m disso, tanto quanto sabemos, ao utilizador nĂŁo lhe Ă© facultado nenhum mecanismo que suporte uma ferramenta de confiança individual para sustentar o seu processo de tomada de decisĂŁo, enquanto ele interage com outros utilizadores no mundo virtual ou jogo. A fim de resolver este problema, bem como os mencionados acima, propomos nesta tese uma representação formal para essas relaçÔes de confiança pessoal, baseada em interacçÔes avatar-avatar. A ideia principal Ă© fornecer a cada jogador representado por um avatar uma ferramenta de confiança pessoal que segue um modelo de confiança distribuĂ­da, ou seja, os dados de confiança sĂŁo distribuĂ­dos atravĂ©s da rede social de um determinado VW/MMOG. Representar, manipular e inferir a confiança do ponto de utilizador/jogador, Ă© certamente um grande desafio. Quando alguĂ©m encontra um indivĂ­duo desconhecido, a pergunta Ă© “Posso confiar ou nĂŁo nele?”. É claro que isto requer que o utilizador tenha acesso a uma representação de confiança sobre os outros, mas, a menos que possamos usar uma plataforma VW/MMOG de cĂłdigo aberto, Ă© difĂ­cil — para nĂŁo dizer impossĂ­vel — obter acesso aos dados gerados pelos utilizadores. Mesmo em sistemas de cĂłdigo aberto, um nĂșmero de utilizadores pode recusar partilhar informaçÔes sobre seus amigos, conhecidos, ou sobre outros. Ao juntar seus prĂłprios dados com os dados obtidos de outros, o utilizador/jogador representado por um avatar deve ser capaz de produzir uma avaliação de confiança sobre o utilizador/jogador com o qual se encontra a interagir. Relativamente ao mĂ©todo de avaliação de confiança empregue nesta tese, utilizamos lĂłgica subjectiva para a representação da confiança, e tambĂ©m operadores lĂłgicos da lĂłgica subjectiva juntamente com algoritmos de procura em grafos para empreender o processo de inferĂȘncia da confiança relativamente a outro utilizador. O sistema de inferĂȘncia de confiança proposto foi validado atravĂ©s de um nĂșmero de cenĂĄrios Open-Simulator (opensimulator.org), que mostrou um aumento na precisĂŁo na avaliação da confiança de avatares. Resumindo, a nossa proposta visa, assim, introduzir uma teoria de confiança para mundos virtuais, conjuntamente com mĂ©tricas de avaliação de confiança (por exemplo, a lĂłgica subjectiva) e em mĂ©todos de procura de caminhos de confiança (com por exemplo, atravĂ©s de mĂ©todos de pesquisa em grafos), partindo de uma base individual, em vez de se basear em sistemas habituais de reputação centralizados. Em particular, e ao contrĂĄrio de outros mĂ©todos de determinação do grau de confiança, os nossos mĂ©todos sĂŁo executados em tempo real

    Digital Afterlife : A General Overview

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    In this age of information, the means and mediums of exchanging information are adapting digital technologies that are developing at very rapid pace. Digital Afterlife can be understood as maintaining or transforming digital content of users present in the web-space according to users will in case of users deceased or incapability of operating their personal accounts which are considered to be a virtual representation of users in the web platforms. The user generated content can be termed as digital footprints in the cyberspace, the process also generates mass of internet users and wide range of issues of legalizing and transforming content right of users under social medias and web-based services. The thesis conceptualizes Digital Afterlife by stating Social Media and Web-based Services in the web space and their importance, legal issues concerning user, service providers and governing bodies and to seeking any alternative solution on the legal base to regulate Digital Afterlife. The scope of social media and web-based platform widens with increasing users population. The way of finding any alternative solution is done through a comparison of service providers applied terms and conditions for its usage and governing acts and policies related with Information and Communication Technology (ICT) in the region like United States and Europe. To produce more relevant output the thesis is conducted on recent publication regarding the thesis topic, studies and findings made on internet and professionals and intellectuals published materials. Since the Digital Afterlife is still in primitive stage a definite solution towards managing Digital Afterlife could not be obtained although a mutual initiative of all parties involved can implement the possibilities. Establishment of Digital Data Bank reforming the acts and regulations of ICT in co-operation of governing institutions was one of the alternatives that can be practiced in future to meet the objective of managing Digital Afterlife

    Seventh International Joint Conference on Electronic Voting

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    This volume contains papers presented at E-Vote-ID 2022, the Seventh International JointConference on Electronic Voting, held during October 4–7, 2022. This was the first in-personconference following the COVID-19 pandemic, and, as such, it was a very special event forthe community since we returned to the traditional venue in Bregenz, Austria. The E-Vote-IDconference resulted from merging EVOTE and Vote-ID, and 18 years have now elapsed sincethe first EVOTE conference in Austria.Since that conference in 2004, over 1500 experts have attended the venue, including scholars,practitioners, authorities, electoral managers, vendors, and PhD students. E-Vote-ID collectsthe most relevant debates on the development of electronic voting, from aspects relating tosecurity and usability through to practical experiences and applications of voting systems, alsoincluding legal, social, or political aspects, amongst others, turning out to be an importantglobal referent on these issues

    Property rights in personal data:A European perspective

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    Brave new world: service robots in the frontline

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    Purpose – The service sector is at an inflection point with regard to productivity gains and service industrialization similar to the industrial revolution in manufacturing that started in the eighteenth century. Robotics in combination with rapidly improving technologies like artificial intelligence (AI), mobile, cloud, big data and biometrics will bring opportunities for a wide range of innovations that have the potential to dramatically change service industries. The purpose of this paper is to explore the potential role service robots will play in the future and to advance a research agenda for service researchers. Design/methodology/approach – This paper uses a conceptual approach that is rooted in the service, robotics and AI literature. Findings – The contribution of this paper is threefold. First, it provides a definition of service robots, describes their key attributes, contrasts their features and capabilities with those of frontline employees, and provides an understanding for which types of service tasks robots will dominate and where humans will dominate. Second, this paper examines consumer perceptions, beliefs and behaviors as related to service robots, and advances the service robot acceptance model. Third, it provides an overview of the ethical questions surrounding robot-delivered services at the individual, market and societal level. Practical implications – This paper helps service organizations and their management, service robot innovators, programmers and developers, and policymakers better understand the implications of a ubiquitous deployment of service robots. Originality/value – This is the first conceptual paper that systematically examines key dimensions of robot-delivered frontline service and explores how these will differ in the future
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