1,487 research outputs found

    ‘Just a Normal Day in the Metaverse’ – Distraction Conflicts of Knowledge Work in Virtual Environments

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    The changing nature of knowledge work creates demands for emerging technologies as enablers for workplace innovation. One emerging technology to potentially remedy some drawbacks of remote work arrangements are meta-verses that merge physical reality with digital virtuality. In the literature, such innovations in the knowledge work sector have been primarily examined against the backdrop of collaboration as a dependent variable. In this paper, however, we investigate knowledge work in meta-verses from a distraction-conflict perspective because independent, uninterrupted activities are as much characteristic of knowledge work as collaboration. Preliminary findings show that knowledge workers in meta-verses experience arousal from the 1) presence, appearance, and behaviour of other avatars, 2) realism, novelty, and affordances of the virtual environment, and 3) technological friction and navigation. This work has the theoretical implication that distraction-conflict theory must be extended to incorporate additional sources of arousal when applied to the context of knowledge work in meta-verses

    "Just a Normal Day in the Metaverse" -- Distraction Conflicts of Knowledge Work in Virtual Environments

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    The changing nature of knowledge work creates demands for emerging technologies as enablers for workplace innovation. One emerging technology to potentially remedy drawbacks of remote work arrangements are meta-verses that merge physical reality with digital virtuality. In the literature, such innovations in the knowledge work sector have been primarily examined against the backdrop of collaboration as a dependent variable. In this paper, however, we investigate knowledge work in metaverses from a distraction-conflict perspective because independent, uninterrupted activities are as much characteristic of knowledge work as collaboration. Preliminary findings show that knowledge workers in meta-verses experience arousal from the 1) presence, appearance, and behaviour of other avatars, 2) realism, novelty, and affordances of the virtual environment, and 3) technological friction and navigation. This work has the theoretical implication that distraction-conflict theory must be extended to incorporate additional sources of arousal when applied to the context of knowledge work in metaverses.Comment: Australasian Conference on Information System

    Digital and Non-Digital Distractions for IT Professionals’ Remote Work

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    The pandemic has forced many firms to adopt remote work practices. However, recent surveys show that remote work productivity is mixed. Primary negative factors against productivity are digital and non-digital distractions at home. Considering that IT professionals heavily rely on digital devices, how is their remote work productivity affected by digital and non-digital distractions? The survey data from 60 IT professionals shows that IT professionals’ productivity is not significantly affected by digital distractions compared to those in their office work. On the other hand, non-digital distractions at home lower their productivity. However, their work/life goal commitment counters distractions at home. Implications and future research agendas are discussed

    SUBJECT MATTER EXPERTS’ FEEDBACK ON EXPERIMENTAL PROCEDURES TO MEASURE USER’S JUDGMENT ERRORS IN SOCIAL ENGINEERING ATTACKS

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    Distracted users can fail to correctly distinguish the differences between legitimate and malicious emails or search engine results. Mobile phone users can have a more challenging time identifying malicious content due to the smaller screen size and the limited security features in mobile phone applications. Thus, the main goal of this research study was to design, develop, and validate a set of field experiments to assess user’s judgment when exposed to two types of simulated social engineering attacks: phishing and Potentially Malicious Search Engine Results (PMSER), based on the interaction of the environment (distracting vs. non-distracting) and type of device used (mobile vs. computer). In this paper, we provide the results from the Delphi methodology research we conducted using an expert panel consisting of 28 cybersecurity Subject Matter Experts (SMEs) who participated, out of 60 cybersecurity experts invited. Half of the SMEs were with over 10 years of experience in cybersecurity, the rest around five years. SMEs were asked to validate two sets of experimental tasks (phishing & PMSER) as specified in RQ1. The SMEs were then asked to identify physical and Audio/Visual (A/V) environmental factors for distracting and non-distracting environments. About 50% of the SMEs found that an airport was the most distracting environment for mobile phone and computer users. About 35.7% of the SMEs also found that a home environment was the least distracting environment for users, with an office setting coming into a close second place. About 67.9% of the SMEs chose “all” for the most distracting A/V distraction level, which included continuous background noise, visual distractions, and distracting/loud music. About 46.4% of the SMEs chose “all” for the least distracting A/V level, including a quiet environment, relaxing background music, and no visual distractions. The SMEs were then asked to evaluate a randomization table. This was important for RQ2 to set up the eight experimental protocols to maintain the validity of the proposed experiment. About 89.3% indicated a strong consensus that we should keep the randomization as it is. The SMEs were also asked whether we should keep, revise, or replace the number of questions for each mini-IQ test to three questions each. About 75% of the SMEs responded that we should keep the number of mini-IQ questions to three. Finally, the SMEs were asked to evaluate the proposed procedures for the pilot testing and experimental research phases conducted in the future. About 96.4% of the SMEs selected to keep the first pilot testing procedure. For second and third pilot testing procedures, the SMEs responded with an 89.3% strong consensus to keep the procedures. For the first experimental procedure, a strong consensus of 92.9% of the SMEs recommended keeping the procedure. Finally, for the third experimental procedure, there was an 85.7% majority to keep the procedure. The expert panel was used to validate the proposed experimental procedures and recommended adjustments. The conclusions, study limitations, and recommendations for future research are discussed

    Towards an Assessment of Judgment Errors in Social Engineering Attacks Due to Environment and Device Type

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    Phishing continues to be a significant invasive threat to computer and mobile device users. Cybercriminals continuously develop new phishing schemes using email, and malicious search engine links to gather personal information of unsuspecting users. This information is used for financial gains through identity theft schemes or draining financial accounts of victims. Users are often distracted and fail to fully process the phishing attacks then unknowingly fall victim to the scam until much later. Users operating mobile phones and computers are likely to make judgment errors when making decisions in distracting environments due to cognitive overload. Distracted users can fail to correctly distinguish the differences between legitimate and malicious emails or search engine results. Mobile phone users can have even a harder time identifying malicious content due to the smaller screen size and the limited security features in mobile phone applications. Thus, the main goal of this work-in-progress research study is to design, develop, and validate a set of field experiments to assess users judgment when exposed to two types of simulated social engineering attacks (phishing & possibly malicious search engine results (PMSER)), based on the interaction of the kind of environment (distracting vs. non-distracting) and type of device used (mobile vs. computer). In this paper, we outlines the Delphi methodology phase that this study will take using an expert panel to validate the proposed experimental procedures and recommend further steps for the empirical testing. The conclusions, study limitations and recommendations for future research are discussed. Keywords: Cybersecurity, social engineering, judgment error in cybersecurity, phishing email mitigation, distracting environment

    Social Media Induced Technostress and its Impact on Internet Addiction: A Distraction-conflict Theory Perspective

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    Using social media is the most common activity on the Internet, and much research has examined the phenomenon. While the current literature focuses on the positives of using social media, there is a comparative lack of research on its negative effects, especially in the context of the workplace. Research has identified one critical negative impact of contemporary technology as technostress, which refers to stress induced by information and communication technologies. In this paper, we apply distraction-conflict theory (DCT) to the literature on social media, technostress, and addiction to theorize that one can view social media in the workplace as a distraction conflict, which, in turn, can induce technostress and, subsequently, Internet addiction. To test this theoretical model, we conducted a survey on 1731 participants recruited from Mechanical Turk. The survey examined the similarities and differences between two popular social media platforms: Facebook and YouTube. Overall, the results provide support for positive associations between the distraction felt from social media and social media-induced technostress and between social media- induced technostress and Internet addiction. While Facebook and YouTube have similarities, we found notable differences as well. This study contributes to the IS field by using DCT as a novel and valuable lens through which researchers and practitioners can think about the negative effects of using social media at work. The paper also offers insight into implications for research, practice, and future research areas

    Impact of Information and Communication Technology (ICT) on construction projects

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    The changing face of construction projects has resulted in a movement towards the use of technology as a primary means of communication. The consequences of this rise in the use of information and communication technology (ICT) is a loss of interpersonal communication skills. A number of resulting issues within the human – electronic and human – human interfaces are identified in an attempt to define the efficiency of communication in projects. The research shows how ICT effects the social environment of construction project teams and the project outcome. The study seeks to confirm the need for further work in order to develop new forms of communication protocols and behaviour. An initial literature review was undertaken to develop a theoretical review of the impacts of ICT on construction project teams. This review identified a number of issues that were then tested in the field through an observation and two verification interviews. The research confirms the existence of tensions and conflicts in the human – electronic and human - human communication interfaces within the studies environment. It is proposed that the increasing use of ICT occur at the expense of soft system communication. The principal impact of this is a form of ‘human distraction’ which adversely affects the performance of project teams. There is limited theory exploring these issues that suggests the problems identified are not well understood and consequently indicates a gap in knowledge

    Smartphones and Learning: An Extension of M-Learning or a Distinct Area of Inquiry

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    The smartphone has become an integral part of the education landscape. While there has been significant smartphone research in education under the guise of m-learning, the unique role of the device suggests that m-learning may not be an appropriate characterization. The purpose of this paper is to review the use of m-learning as a primary descriptor for smartphone-and learning-related research. In support of this goal, the paper reviews the definitions associated with m-learning, smartphones, and related technologies from the perspective of educational research. In addition, a review of author keywords of research on smartphones in education is used to provide context to the classification of the research. Finally, three theoretically guided smartphone programs are presented as evidence of the unique nature of smartphone and learning research. This review concludes with recommendations for the characterization of future research
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