6 research outputs found

    Group Performance in Military Scenarios Under Deceptive Conditions

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    The goal of this research was to investigate how changes in modality (communication type) and external conditioning (warnings of player deception) relate to perceptions of deception and task difficulty and in turn how these perceptions relate to the final group game scores in a cooperative effort with conflicting goals. One hundred and eight participants were grouped into teams of three, given similar instructions but different goals, and asked to play a cooperative game called StrikeCOM that mimics the intelligence gathering needed to develop an air tasking order and subsequent air strike on three military targets. The analysis of the post-game surveys showed support for participants in games using a face-to-face communication method to have lower perceptions of deception and task difficulty when compared to games using real-time plain text chat

    Information systems in the 21st century: culture, agility and big data

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    In the past decade, culture has been a focus of several studies in the information systems (IS) field. While the literature on the role of culture in information systems is growing, due to the breadth of the concept of culture, the research involving culture remains challenging. The main challenge pertains to the definition of culture which is evidenced by the presence of more than 150 definitions of culture in literature, yet there is no consensus on one. Another challenge is the existence of various cultural frameworks, and consequently the presence of multiple measures of culture. However, despite the challenges associated with the lack of agreement on the definition of culture and the existence of various measures of culture, the notion of culture is considered a critical factor to understand the national, organizational, and individual-level behaviors in IS and other business disciplines. This dissertation consists of three studies where each study investigates the role of culture in three different information systems-related contexts. The first study focusses on two national cultures, Indian and the United States, and investigates if deception can be detected across cultures, especially when the communication between individuals is mediated by computers. The second study investigates the relationship between different forms of organizational culture (group, developmental, rational, and hierarchical) and the implementation of agile practices, which in turn may lead to organizational creativity. The third study explores the role of data-driven decision making culture, which is defined as a culture in which decisions are made based on data rather than on the beliefs or opinions of organizational members, in creating a firm-specific big data capability

    The effects of technology on interpersonal fraud

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    Fraud has expanded in frequency as e-commerce has become a dominant part of business strategy and found widespread use. Previous research in the Information Systems domain has focused on how the adoption of technology influences behavioral decisions, and previous research in the accounting domain has typically explored why people choose to commit fraud. However, a holistic model of how technology influences a person\u27s decision to commit a criminal act, such as fraud, is underrepresented. This manuscript explores how the characteristics of the technologies being used to facilitate e-commerce transactions affect the complex cognitive and social processes that result in fraud. The fraud triangle is a useful and widely supported representation of the elements necessary for a perpetrator to engage in fraud: a perceived pressure that motivates action, a perceived opportunity to successfully deceive another individual, and the ability to rationalize an act of fraud. By combining extant research in the fields of accounting and information systems, this manuscript incorporates the fraud triangle into a behavioral model that can be used to measure how the capabilities of the technologies being used to facilitate online transactions influence a person\u27s decision-making processes and, ultimately, their choices related to fraudulent behaviors

    Paralinguistic vocal control of interactive media: how untapped elements of voice might enhance the role of non-speech voice input in the user's experience of multimedia.

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    Much interactive media development, especially commercial development, implies the dominance of the visual modality, with sound as a limited supporting channel. The development of multimedia technologies such as augmented reality and virtual reality has further revealed a distinct partiality to visual media. Sound, however, and particularly voice, have many aspects which have yet to be adequately investigated. Exploration of these aspects may show that sound can, in some respects, be superior to graphics in creating immersive and expressive interactive experiences. With this in mind, this thesis investigates the use of non-speech voice characteristics as a complementary input mechanism in controlling multimedia applications. It presents a number of projects that employ the paralinguistic elements of voice as input to interactive media including both screen-based and physical systems. These projects are used as a means of exploring the factors that seem likely to affect users’ preferences and interaction patterns during non-speech voice control. This exploration forms the basis for an examination of potential roles for paralinguistic voice input. The research includes the conceptual and practical development of the projects and a set of evaluative studies. The work submitted for Ph.D. comprises practical projects (50 percent) and a written dissertation (50 percent). The thesis aims to advance understanding of how voice can be used both on its own and in combination with other input mechanisms in controlling multimedia applications. It offers a step forward in the attempts to integrate the paralinguistic components of voice as a complementary input mode to speech input applications in order to create a synergistic combination that might let the strengths of each mode overcome the weaknesses of the other

    Paralinguistic vocal control of interactive media : how untapped elements of voice might enhance the role of non-speech voice input in the user's experience of multimedia

    Get PDF
    Much interactive media development, especially commercial development, implies the dominance of the visual modality, with sound as a limited supporting channel. The development of multimedia technologies such as augmented reality and virtual reality has further revealed a distinct partiality to visual media. Sound, however, and particularly voice, have many aspects which have yet to be adequately investigated. Exploration of these aspects may show that sound can, in some respects, be superior to graphics in creating immersive and expressive interactive experiences. With this in mind, this thesis investigates the use of non-speech voice characteristics as a complementary input mechanism in controlling multimedia applications. It presents a number of projects that employ the paralinguistic elements of voice as input to interactive media including both screen-based and physical systems. These projects are used as a means of exploring the factors that seem likely to affect users' preferences and interaction patterns during non-speech voice control. This exploration forms the basis for an examination of potential roles for paralinguistic voice input. The research includes the conceptual and practical development of the projects and a set of evaluative studies. The work submitted for Ph.D. comprises practical projects (50 percent) and a written dissertation (50 percent). The thesis aims to advance understanding of how voice can be used both on its own and in combination with other input mechanisms in controlling multimedia applications. It offers a step forward in the attempts to integrate the paralinguistic components of voice as a complementary input mode to speech input applications in order to create a synergistic combination that might let the strengths of each mode overcome the weaknesses of the other.EThOS - Electronic Theses Online ServiceGBUnited Kingdo

    The impacts of involuntary cues on media effects

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