9 research outputs found
Método para la evaluación de usabilidad de sitios web transaccionales basado en el proceso de inspección heurística
La usabilidad es considerada uno de los factores más importantes en el desarrollo de productos
de software. Este atributo de calidad está referido al grado en que, usuarios específicos de un
determinado aplicativo, pueden fácilmente hacer uso del software para lograr su propósito. Dada
la importancia de este aspecto en el éxito de las aplicaciones informáticas, múltiples métodos de
evaluación han surgido como instrumentos de medición que permiten determinar si la propuesta
de diseño de la interfaz de un sistema de software es entendible, fácil de usar, atractiva y agradable
al usuario. El método de evaluación heurística es uno de los métodos más utilizados en el área de
Interacción Humano-Computador (HCI) para este propósito debido al bajo costo de su ejecución
en comparación otras técnicas existentes. Sin embargo, a pesar de su amplio uso extensivo durante
los últimos años, no existe un procedimiento formal para llevar a cabo este proceso de evaluación.
Jakob Nielsen, el autor de esta técnica de inspección, ofrece únicamente lineamientos generales
que, según la investigación realizada, tienden a ser interpretados de diferentes maneras por los
especialistas. Por tal motivo, se ha desarrollado el presente proyecto de investigación que tiene
como objetivo establecer un proceso sistemático, estructurado, organizado y formal para llevar a
cabo evaluaciones heurísticas a productos de software. En base a un análisis exhaustivo realizado
a aquellos estudios que reportan en la literatura el uso del método de evaluación heurística como
parte del proceso de desarrollo de software, se ha formulado un nuevo método de evaluación
basado en cinco fases: (1) planificación, (2) entrenamiento, (3) evaluación, (4) discusión y (5)
reporte. Cada una de las fases propuestas que componen el protocolo de inspección contiene un
conjunto de actividades bien definidas a ser realizadas por el equipo de evaluación como parte
del proceso de inspección. Asimismo, se han establecido ciertos roles que deberán desempeñar
los integrantes del equipo de inspectores para asegurar la calidad de los resultados y un apropiado
desarrollo de la evaluación heurística. La nueva propuesta ha sido validada en dos escenarios
académicos distintos (en Colombia, en una universidad pública, y en Perú, en dos universidades
tanto en una pública como en una privada) demostrando en todos casos que es posible identificar
más problemas de usabilidad altamente severos y críticos cuando un proceso estructurado de
inspección es adoptado por los evaluadores. Otro aspecto favorable que muestran los resultados
es que los evaluadores tienden a cometer menos errores de asociación (entre heurística que es
incumplida y problemas de usabilidad identificados) y que la propuesta es percibida como fácil
de usar y útil. Al validarse la nueva propuesta desarrollada por el autor de este estudio se consolida
un nuevo conocimiento que aporta al bagaje cultural de la ciencia.Tesi
Immersive event experience and attendee motivation: a quantitative analysis using sensory, localisation, and participatory factors
‘Immersive events' is a growing category within the range of event typologies that includes participatory theatre, interactive launch parties, ‘escape rooms’ and dress-up cinema. A conceptual model reflects three core elements of the immersive events: Interaction, Sensory experience, and Localisation. A targeted online survey obtained a sample of n = 201 participants who had attended an immersive event within the past year. The results reveal that novelty and entertainment are highly important to attendee motivation. Gender, marital status, age, and education affected attendance patterns. Attendees were drawn to the uniqueness and participatory aspects of the immersive event. Deterrents to attendance were cost and perceived value. Rapid developments in digital technology suggest even greater degrees of immersivity on the horizon. These findings offer a timely contribution to the better understanding of the immersiveness concept, and its influence on attendee motivation and experience
Image Retrieval within Augmented Reality
Die vorliegende Arbeit untersucht das Potenzial von Augmented Reality zur Verbesserung von Image Retrieval Prozessen. Herausforderungen in Design und Gebrauchstauglichkeit wurden für beide Forschungsbereiche dargelegt und genutzt, um Designziele für Konzepte zu entwerfen. Eine Taxonomie für Image Retrieval in Augmented Reality wurde basierend auf der Forschungsarbeit entworfen und eingesetzt, um verwandte Arbeiten und generelle Ideen für Interaktionsmöglichkeiten zu strukturieren. Basierend auf der Taxonomie wurden Anwendungsszenarien als weitere Anforderungen für Konzepte formuliert. Mit Hilfe der generellen Ideen und Anforderungen wurden zwei umfassende Konzepte für Image Retrieval in Augmented Reality ausgearbeitet. Eins der Konzepte wurde auf einer Microsoft HoloLens umgesetzt und in einer Nutzerstudie evaluiert. Die Studie zeigt, dass das Konzept grundsätzlich positiv aufgenommen wurde und bietet Erkenntnisse über unterschiedliches Verhalten im Raum und verschiedene Suchstrategien bei der Durchführung von Image Retrieval in der erweiterten Realität.:1 Introduction
1.1 Motivation and Problem Statement
1.1.1 Augmented Reality and Head-Mounted Displays
1.1.2 Image Retrieval
1.1.3 Image Retrieval within Augmented Reality
1.2 Thesis Structure
2 Foundations of Image Retrieval and Augmented Reality
2.1 Foundations of Image Retrieval
2.1.1 Definition of Image Retrieval
2.1.2 Classification of Image Retrieval Systems
2.1.3 Design and Usability in Image Retrieval
2.2 Foundations of Augmented Reality
2.2.1 Definition of Augmented Reality
2.2.2 Augmented Reality Design and Usability
2.3 Taxonomy for Image Retrieval within Augmented Reality
2.3.1 Session Parameters
2.3.2 Interaction Process
2.3.3 Summary of the Taxonomy
3 Concepts for Image Retrieval within Augmented Reality
3.1 Related Work
3.1.1 Natural Query Specification
3.1.2 Situated Result Visualization
3.1.3 3D Result Interaction
3.1.4 Summary of Related Work
3.2 Basic Interaction Concepts for Image Retrieval in Augmented Reality
3.2.1 Natural Query Specification
3.2.2 Situated Result Visualization
3.2.3 3D Result Interaction
3.3 Requirements for Comprehensive Concepts
3.3.1 Design Goals
3.3.2 Application Scenarios
3.4 Comprehensive Concepts
3.4.1 Tangible Query Workbench
3.4.2 Situated Photograph Queries
3.4.3 Conformance of Concept Requirements
4 Prototypic Implementation of Situated Photograph Queries
4.1 Implementation Design
4.1.1 Implementation Process
4.1.2 Structure of the Implementation
4.2 Developer and User Manual
4.2.1 Setup of the Prototype
4.2.2 Usage of the Prototype
4.3 Discussion of the Prototype
5 Evaluation of Prototype and Concept by User Study
5.1 Design of the User Study
5.1.1 Usability Testing
5.1.2 Questionnaire
5.2 Results
5.2.1 Logging of User Behavior
5.2.2 Rating through Likert Scales
5.2.3 Free Text Answers and Remarks during the Study
5.2.4 Observations during the Study
5.2.5 Discussion of Results
6 Conclusion
6.1 Summary of the Present Work
6.2 Outlook on Further WorkThe present work investigates the potential of augmented reality for improving the image retrieval process. Design and usability challenges were identified for both fields of research in order to formulate design goals for the development of concepts. A taxonomy for image retrieval within augmented reality was elaborated based on research work and used to structure related work and basic ideas for interaction. Based on the taxonomy, application scenarios were formulated as further requirements for concepts. Using the basic interaction ideas and the requirements, two comprehensive concepts for image retrieval within augmented reality were elaborated. One of the concepts was implemented using a Microsoft HoloLens and evaluated in a user study. The study showed that the concept was rated generally positive by the users and provided insight in different spatial behavior and search strategies when practicing image retrieval in augmented reality.:1 Introduction
1.1 Motivation and Problem Statement
1.1.1 Augmented Reality and Head-Mounted Displays
1.1.2 Image Retrieval
1.1.3 Image Retrieval within Augmented Reality
1.2 Thesis Structure
2 Foundations of Image Retrieval and Augmented Reality
2.1 Foundations of Image Retrieval
2.1.1 Definition of Image Retrieval
2.1.2 Classification of Image Retrieval Systems
2.1.3 Design and Usability in Image Retrieval
2.2 Foundations of Augmented Reality
2.2.1 Definition of Augmented Reality
2.2.2 Augmented Reality Design and Usability
2.3 Taxonomy for Image Retrieval within Augmented Reality
2.3.1 Session Parameters
2.3.2 Interaction Process
2.3.3 Summary of the Taxonomy
3 Concepts for Image Retrieval within Augmented Reality
3.1 Related Work
3.1.1 Natural Query Specification
3.1.2 Situated Result Visualization
3.1.3 3D Result Interaction
3.1.4 Summary of Related Work
3.2 Basic Interaction Concepts for Image Retrieval in Augmented Reality
3.2.1 Natural Query Specification
3.2.2 Situated Result Visualization
3.2.3 3D Result Interaction
3.3 Requirements for Comprehensive Concepts
3.3.1 Design Goals
3.3.2 Application Scenarios
3.4 Comprehensive Concepts
3.4.1 Tangible Query Workbench
3.4.2 Situated Photograph Queries
3.4.3 Conformance of Concept Requirements
4 Prototypic Implementation of Situated Photograph Queries
4.1 Implementation Design
4.1.1 Implementation Process
4.1.2 Structure of the Implementation
4.2 Developer and User Manual
4.2.1 Setup of the Prototype
4.2.2 Usage of the Prototype
4.3 Discussion of the Prototype
5 Evaluation of Prototype and Concept by User Study
5.1 Design of the User Study
5.1.1 Usability Testing
5.1.2 Questionnaire
5.2 Results
5.2.1 Logging of User Behavior
5.2.2 Rating through Likert Scales
5.2.3 Free Text Answers and Remarks during the Study
5.2.4 Observations during the Study
5.2.5 Discussion of Results
6 Conclusion
6.1 Summary of the Present Work
6.2 Outlook on Further Wor
Applied Cognitive Sciences
Cognitive science is an interdisciplinary field in the study of the mind and intelligence. The term cognition refers to a variety of mental processes, including perception, problem solving, learning, decision making, language use, and emotional experience. The basis of the cognitive sciences is the contribution of philosophy and computing to the study of cognition. Computing is very important in the study of cognition because computer-aided research helps to develop mental processes, and computers are used to test scientific hypotheses about mental organization and functioning. This book provides a platform for reviewing these disciplines and presenting cognitive research as a separate discipline
Transitions-felt: William James, Locative Narrative and the Multi-stable Field of Expanded Narrative
Edited version embargoed until 16.03.2018
Full version: Access restricted permanently due to 3rd party copyright restrictions. Restriction set on 16.03.2017 by SC, Graduate schoolThis thesis is about expanded narrative, a new field of experimental narrative practices that
are not represented by single subjects or by categories such as ‘interactive’. It is defined by
works that present a challenge to the form, fiction or nonfiction, in terms of the content,
structure, style of writing or audience engagement. Extending the cognitive term ‘perceptual
multistability’, that refers to switching between interpretations experienced when we look at
an ambiguous figures, such as, the Necker cube, this thesis develops the position that
expanded narrative practices and specifically locative narrative, a genera of expanded
narrative, hold the potential to prompt the experiential effects of multi-stability. The metaphor
of multi-stability introduced here stands in for three aspects of experience: language,
perception and belief. While ambiguity and misperceptions have been recognised in the
literature of experiential narrative practices, further exposition is required. The thesis asks
what are the conditions in which the qualities of the metaphor of multi-stability may be
prompted and what framework usefully articulates the parameters of experience? Drawing
upon the writings of the philosopher William James, subsequent pragmatists, cognitive
neuroscience and narratology, it explores how a radical empiricist perspective can form the
basis of a non-foundational experiential framework that questions the status of knowledge
and the problems of translation between experience and narrative interpretation. It suggests
that the subjective classification of imagined and perceptual objects can be affected by the
relations between the narrative form, the environment and the participant’s beliefs. The major
contributions of the thesis are (1) the development of the Jamesian experiential framework
that sets up cross-disciplinary parameters for the thematics of experience to engage with the
ontological and epistemological challenges of evaluating and designing for multistability
presents; (2) a relational approach to interpretation and coding participants’
feedback of locative narratives; (3) that is employed in the development of a collection of
speculative strategies for evoking the effect of the metaphor of multi-stability, based on the
development of four published locative narrative apps and ten prototypes. While highly
contingent, participant introspective accounts of experience are central here to the
methodology, the process of serial hypothesis forming and the iterative development of
prototypes and locative narrative case studies. This research does not attempt to draw causal
connections from science to that of narrative experience or vice versa. The thesis first
considers the field of expanded narrative and the semantic and pragmatic framings of the
term narrative and narratological framings of language as multi-stable. It goes on to examine
the antecedent and coexistent practices of locative narrative. The epistemological implications
for misperception, the function of representation and intentionality in perception are
examined in relation to the environmentally situated perceptual, interpretative, aesthetic and
emotional dimensions of experience. This research contributes to research in narrative and
creative practices. It extends the form of locative narrative with the concept of multi-stability
that has a wider application with the field of expanded narrative, creative practice and
narratology
Modelling a conversational agent (Botocrates) for promoting critical thinking and argumentation skills
Students in higher education institutions are often advised to think critically, yet without being guided to do so. The study investigated the use of a conversational agent (Botocrates) for supporting critical thinking and academic argumentation skills. The overarching research questions were: can a conversational agent support critical thinking and academic argumentation skills? If so, how?
The study was carried out in two stages: modelling and evaluating Botocrates' prototype. The prototype was a Wizard-of-Oz system where a human plays Botocrates' role by following a set of instructions and knowledge-base to guide generation of responses. Both stages were conducted at the School of Education at the University of Leeds.
In the first stage, the study analysed 13 logs of online seminars in order to define the tasks and dialogue strategies needed to be performed by Botocrates. The study identified two main tasks of Botocrates: providing answers to students' enquiries and engaging students in the argumentation process. Botocrates’ dialogue strategies and contents were built to achieve these two tasks. The novel theoretical framework of the ‘challenge to explain’ process and the notion of the ‘constructive expansion of exchange structure’ were produced during this stage and incorporated into Botocrates’ prototype. The aim of the ‘challenge to explain’ process is to engage users in repeated and constant cycles of reflective thinking processes. The ‘constructive expansion of exchange structure’ is the practical application of the ‘challenge to explain’ process.
In the second stage, the study used the Wizard-of-Oz (WOZ) experiments and interviews to evaluate Botocrates’ prototype. 7 students participated in the evaluation stage and each participant was immediately interviewed after chatting with Botocrates. The analysis of the data gathered from the WOZ and interviews showed encouraging results in terms of students’ engagement in the process of argumentation. As a result of the role of ‘critic’ played by Botocrates during the interactions, users actively and positively adopted the roles of explainer, clarifier, and evaluator. However, the results also showed negative experiences that occurred to users during the interaction. Improving Botocrates’ performance and training users could decrease users’ unsuccessful and negative experiences. The study identified the critical success and failure factors related to achieving the tasks of Botocrates
Human Practice. Digital Ecologies. Our Future. : 14. Internationale Tagung Wirtschaftsinformatik (WI 2019) : Tagungsband
Erschienen bei: universi - Universitätsverlag Siegen. - ISBN: 978-3-96182-063-4Aus dem Inhalt:
Track 1: Produktion & Cyber-Physische Systeme
Requirements and a Meta Model for Exchanging Additive Manufacturing Capacities
Service Systems, Smart Service Systems and Cyber- Physical Systems—What’s the difference? Towards a Unified Terminology
Developing an Industrial IoT Platform – Trade-off between Horizontal and Vertical Approaches
Machine Learning und Complex Event Processing: Effiziente Echtzeitauswertung am Beispiel Smart Factory
Sensor retrofit for a coffee machine as condition monitoring and predictive maintenance use case
Stakeholder-Analyse zum Einsatz IIoT-basierter Frischeinformationen in der Lebensmittelindustrie
Towards a Framework for Predictive Maintenance Strategies in Mechanical Engineering - A Method-Oriented Literature Analysis
Development of a matching platform for the requirement-oriented selection of cyber physical systems for SMEs
Track 2: Logistic Analytics
An Empirical Study of Customers’ Behavioral Intention to Use Ridepooling Services – An Extension of the Technology Acceptance Model
Modeling Delay Propagation and Transmission in Railway Networks
What is the impact of company specific adjustments on the acceptance and diffusion of logistic standards?
Robust Route Planning in Intermodal Urban Traffic
Track 3: Unternehmensmodellierung & Informationssystemgestaltung (Enterprise Modelling & Information Systems Design)
Work System Modeling Method with Different Levels of Specificity and Rigor for Different Stakeholder Purposes
Resolving Inconsistencies in Declarative Process Models based on Culpability Measurement
Strategic Analysis in the Realm of Enterprise Modeling – On the Example of Blockchain-Based Initiatives for the Electricity Sector
Zwischenbetriebliche Integration in der Möbelbranche: Konfigurationen und Einflussfaktoren
Novices’ Quality Perceptions and the Acceptance of Process Modeling Grammars
Entwicklung einer Definition für Social Business Objects (SBO) zur Modellierung von Unternehmensinformationen
Designing a Reference Model for Digital Product Configurators
Terminology for Evolving Design Artifacts
Business Role-Object Specification: A Language for Behavior-aware Structural Modeling of Business Objects
Generating Smart Glasses-based Information Systems with BPMN4SGA: A BPMN Extension for Smart Glasses Applications
Using Blockchain in Peer-to-Peer Carsharing to Build Trust in the Sharing Economy
Testing in Big Data: An Architecture Pattern for a Development Environment for Innovative, Integrated and Robust Applications
Track 4: Lern- und Wissensmanagement (e-Learning and Knowledge Management)
eGovernment Competences revisited – A Literature Review on necessary Competences in a Digitalized Public Sector
Say Hello to Your New Automated Tutor – A Structured Literature Review on Pedagogical Conversational Agents
Teaching the Digital Transformation of Business Processes: Design of a Simulation Game for Information Systems Education
Conceptualizing Immersion for Individual Learning in Virtual Reality
Designing a Flipped Classroom Course – a Process Model
The Influence of Risk-Taking on Knowledge Exchange and Combination
Gamified Feedback durch Avatare im Mobile Learning
Alexa, Can You Help Me Solve That Problem? - Understanding the Value of Smart Personal Assistants as Tutors for Complex Problem Tasks
Track 5: Data Science & Business Analytics
Matching with Bundle Preferences: Tradeoff between Fairness and Truthfulness
Applied image recognition: guidelines for using deep learning models in practice
Yield Prognosis for the Agrarian Management of Vineyards using Deep Learning for Object Counting
Reading Between the Lines of Qualitative Data – How to Detect Hidden Structure Based on Codes
Online Auctions with Dual-Threshold Algorithms: An Experimental Study and Practical Evaluation
Design Features of Non-Financial Reward Programs for Online Reviews: Evaluation based on Google Maps Data
Topic Embeddings – A New Approach to Classify Very Short Documents Based on Predefined Topics
Leveraging Unstructured Image Data for Product Quality Improvement
Decision Support for Real Estate Investors: Improving Real Estate Valuation with 3D City Models and Points of Interest
Knowledge Discovery from CVs: A Topic Modeling Procedure
Online Product Descriptions – Boost for your Sales?
Entscheidungsunterstützung durch historienbasierte Dienstreihenfolgeplanung mit Pattern
A Semi-Automated Approach for Generating Online Review Templates
Machine Learning goes Measure Management: Leveraging Anomaly Detection and Parts Search to Improve Product-Cost Optimization
Bedeutung von Predictive Analytics für den theoretischen Erkenntnisgewinn in der IS-Forschung
Track 6: Digitale Transformation und Dienstleistungen
Heuristic Theorizing in Software Development: Deriving Design Principles for Smart Glasses-based Systems
Mirroring E-service for Brick and Mortar Retail: An Assessment and Survey
Taxonomy of Digital Platforms: A Platform Architecture Perspective
Value of Star Players in the Digital Age
Local Shopping Platforms – Harnessing Locational Advantages for the Digital Transformation of Local Retail Outlets: A Content Analysis
A Socio-Technical Approach to Manage Analytics-as-a-Service – Results of an Action Design Research Project
Characterizing Approaches to Digital Transformation: Development of a Taxonomy of Digital Units
Expectations vs. Reality – Benefits of Smart Services in the Field of Tension between Industry and Science
Innovation Networks and Digital Innovation: How Organizations Use Innovation Networks in a Digitized Environment
Characterising Social Reading Platforms— A Taxonomy-Based Approach to Structure the Field
Less Complex than Expected – What Really Drives IT Consulting Value
Modularity Canvas – A Framework for Visualizing Potentials of Service Modularity
Towards a Conceptualization of Capabilities for Innovating Business Models in the Industrial Internet of Things
A Taxonomy of Barriers to Digital Transformation
Ambidexterity in Service Innovation Research: A Systematic Literature Review
Design and success factors of an online solution for cross-pillar pension information
Track 7: IT-Management und -Strategie
A Frugal Support Structure for New Software Implementations in SMEs
How to Structure a Company-wide Adoption of Big Data Analytics
The Changing Roles of Innovation Actors and Organizational Antecedents in the Digital Age
Bewertung des Kundennutzens von Chatbots für den Einsatz im Servicedesk
Understanding the Benefits of Agile Software Development in Regulated Environments
Are Employees Following the Rules? On the Effectiveness of IT Consumerization Policies
Agile and Attached: The Impact of Agile Practices on Agile Team Members’ Affective Organisational Commitment
The Complexity Trap – Limits of IT Flexibility for Supporting Organizational Agility in Decentralized Organizations
Platform Openness: A Systematic Literature Review and Avenues for Future Research
Competence, Fashion and the Case of Blockchain
The Digital Platform Otto.de: A Case Study of Growth, Complexity, and Generativity
Track 8: eHealth & alternde Gesellschaft
Security and Privacy of Personal Health Records in Cloud Computing Environments – An Experimental Exploration of the Impact of Storage Solutions and Data Breaches
Patientenintegration durch Pfadsysteme
Digitalisierung in der Stressprävention – eine qualitative Interviewstudie zu Nutzenpotenzialen
User Dynamics in Mental Health Forums – A Sentiment Analysis Perspective
Intent and the Use of Wearables in the Workplace – A Model Development
Understanding Patient Pathways in the Context of Integrated Health Care Services - Implications from a Scoping Review
Understanding the Habitual Use of Wearable Activity Trackers
On the Fit in Fitness Apps: Studying the Interaction of Motivational Affordances and Users’ Goal Orientations in Affecting the Benefits Gained
Gamification in Health Behavior Change Support Systems - A Synthesis of Unintended Side Effects
Investigating the Influence of Information Incongruity on Trust-Relations within Trilateral Healthcare Settings
Track 9: Krisen- und Kontinuitätsmanagement
Potentiale von IKT beim Ausfall kritischer Infrastrukturen: Erwartungen, Informationsgewinnung und Mediennutzung der Zivilbevölkerung in Deutschland
Fake News Perception in Germany: A Representative Study of People’s Attitudes and Approaches to Counteract Disinformation
Analyzing the Potential of Graphical Building Information for Fire Emergency Responses: Findings from a Controlled Experiment
Track 10: Human-Computer Interaction
Towards a Taxonomy of Platforms for Conversational Agent Design
Measuring Service Encounter Satisfaction with Customer Service Chatbots using Sentiment Analysis
Self-Tracking and Gamification: Analyzing the Interplay of Motivations, Usage and Motivation Fulfillment
Erfolgsfaktoren von Augmented-Reality-Applikationen: Analyse von Nutzerrezensionen mit dem Review-Mining-Verfahren
Designing Dynamic Decision Support for Electronic Requirements Negotiations
Who is Stressed by Using ICTs? A Qualitative Comparison Analysis with the Big Five Personality Traits to Understand Technostress
Walking the Middle Path: How Medium Trade-Off Exposure Leads to Higher Consumer Satisfaction in Recommender Agents
Theory-Based Affordances of Utilitarian, Hedonic and Dual-Purposed Technologies: A Literature Review
Eliciting Customer Preferences for Shopping Companion Apps: A Service Quality Approach
The Role of Early User Participation in Discovering Software – A Case Study from the Context of Smart Glasses
The Fluidity of the Self-Concept as a Framework to Explain the Motivation to Play Video Games
Heart over Heels? An Empirical Analysis of the Relationship between Emotions and Review Helpfulness for Experience and Credence Goods
Track 11: Information Security and Information Privacy
Unfolding Concerns about Augmented Reality Technologies: A Qualitative Analysis of User Perceptions
To (Psychologically) Own Data is to Protect Data: How Psychological Ownership Determines Protective Behavior in a Work and Private Context
Understanding Data Protection Regulations from a Data Management Perspective: A Capability-Based Approach to EU-GDPR
On the Difficulties of Incentivizing Online Privacy through Transparency: A Qualitative Survey of the German Health Insurance Market
What is Your Selfie Worth? A Field Study on Individuals’ Valuation of Personal Data
Justification of Mass Surveillance: A Quantitative Study
An Exploratory Study of Risk Perception for Data Disclosure to a Network of Firms
Track 12: Umweltinformatik und nachhaltiges Wirtschaften
Kommunikationsfäden im Nadelöhr – Fachliche Prozessmodellierung der Nachhaltigkeitskommunikation am Kapitalmarkt
Potentiale und Herausforderungen der Materialflusskostenrechnung
Computing Incentives for User-Based Relocation in Carsharing
Sustainability’s Coming Home: Preliminary Design Principles for the Sustainable Smart District
Substitution of hazardous chemical substances using Deep Learning and t-SNE
A Hierarchy of DSMLs in Support of Product Life-Cycle Assessment
A Survey of Smart Energy Services for Private Households
Door-to-Door Mobility Integrators as Keystone Organizations of Smart Ecosystems: Resources and Value Co-Creation – A Literature Review
Ein Entscheidungsunterstützungssystem zur ökonomischen Bewertung von Mieterstrom auf Basis der Clusteranalyse
Discovering Blockchain for Sustainable Product-Service Systems to enhance the Circular Economy
Digitale Rückverfolgbarkeit von Lebensmitteln: Eine verbraucherinformatische Studie
Umweltbewusstsein durch audiovisuelles Content Marketing? Eine experimentelle Untersuchung zur Konsumentenbewertung nachhaltiger Smartphones
Towards Predictive Energy Management in Information Systems: A Research Proposal
A Web Browser-Based Application for Processing and Analyzing Material Flow Models using the MFCA Methodology
Track 13: Digital Work - Social, mobile, smart
On Conversational Agents in Information Systems Research: Analyzing the Past to Guide Future Work
The Potential of Augmented Reality for Improving Occupational First Aid
Prevent a Vicious Circle! The Role of Organizational IT-Capability in Attracting IT-affine Applicants
Good, Bad, or Both? Conceptualization and Measurement of Ambivalent User Attitudes Towards AI
A Case Study on Cross-Hierarchical Communication in Digital Work Environments
‘Show Me Your People Skills’ - Employing CEO Branding for Corporate Reputation Management in Social Media
A Multiorganisational Study of the Drivers and Barriers of Enterprise Collaboration Systems-Enabled Change
The More the Merrier? The Effect of Size of Core Team Subgroups on Success of Open Source Projects
The Impact of Anthropomorphic and Functional Chatbot Design Features in Enterprise Collaboration Systems on User Acceptance
Digital Feedback for Digital Work? Affordances and Constraints of a Feedback App at InsurCorp
The Effect of Marker-less Augmented Reality on Task and Learning Performance
Antecedents for Cyberloafing – A Literature Review
Internal Crowd Work as a Source of Empowerment - An Empirical Analysis of the Perception of Employees in a Crowdtesting Project
Track 14: Geschäftsmodelle und digitales Unternehmertum
Dividing the ICO Jungle: Extracting and Evaluating Design Archetypes
Capturing Value from Data: Exploring Factors Influencing Revenue Model Design for Data-Driven Services
Understanding the Role of Data for Innovating Business Models: A System Dynamics Perspective
Business Model Innovation and Stakeholder: Exploring Mechanisms and Outcomes of Value Creation and Destruction
Business Models for Internet of Things Platforms: Empirical Development of a Taxonomy and Archetypes
Revitalizing established Industrial Companies: State of the Art and Success Principles of Digital Corporate Incubators
When 1+1 is Greater than 2: Concurrence of Additional Digital and Established Business Models within Companies
Special Track 1: Student Track
Investigating Personalized Price Discrimination of Textile-, Electronics- and General Stores in German Online Retail
From Facets to a Universal Definition – An Analysis of IoT Usage in Retail
Is the Technostress Creators Inventory Still an Up-To-Date Measurement Instrument? Results of a Large-Scale Interview Study
Application of Media Synchronicity Theory to Creative Tasks in Virtual Teams Using the Example of Design Thinking
TrustyTweet: An Indicator-based Browser-Plugin to Assist Users in Dealing with Fake News on Twitter
Application of Process Mining Techniques to Support Maintenance-Related Objectives
How Voice Can Change Customer Satisfaction: A Comparative Analysis between E-Commerce and Voice Commerce
Business Process Compliance and Blockchain: How Does the Ethereum Blockchain Address Challenges of Business Process Compliance?
Improving Business Model Configuration through a Question-based Approach
The Influence of Situational Factors and Gamification on Intrinsic Motivation and Learning
Evaluation von ITSM-Tools für Integration und Management von Cloud-Diensten am Beispiel von ServiceNow
How Software Promotes the Integration of Sustainability in Business Process Management
Criteria Catalog for Industrial IoT Platforms from the Perspective of the Machine Tool Industry
Special Track 3: Demos & Prototyping
Privacy-friendly User Location Tracking with Smart Devices: The BeaT Prototype
Application-oriented robotics in nursing homes
Augmented Reality for Set-up Processe
Mixed Reality for supporting Remote-Meetings
Gamification zur Motivationssteigerung von Werkern bei der Betriebsdatenerfassung
Automatically Extracting and Analyzing Customer Needs from Twitter: A “Needmining” Prototype
GaNEsHA: Opportunities for Sustainable Transportation in Smart Cities
TUCANA: A platform for using local processing power of edge devices for building data-driven services
Demonstrator zur Beschreibung und Visualisierung einer kritischen Infrastruktur
Entwicklung einer alltagsnahen persuasiven App zur Bewegungsmotivation für ältere Nutzerinnen und Nutzer
A browser-based modeling tool for studying the learning of conceptual modeling based on a multi-modal data collection approach
Exergames & Dementia: An interactive System for People with Dementia and their Care-Network
Workshops
Workshop Ethics and Morality in Business Informatics (Workshop Ethik und Moral in der Wirtschaftsinformatik – EMoWI’19)
Model-Based Compliance in Information Systems - Foundations, Case Description and Data Set of the MobIS-Challenge for Students and Doctoral Candidates
Report of the Workshop on Concepts and Methods of Identifying Digital Potentials in Information Management
Control of Systemic Risks in Global Networks - A Grand Challenge to Information Systems Research
Die Mitarbeiter von morgen - Kompetenzen künftiger Mitarbeiter im Bereich Business Analytics
Digitaler Konsum: Herausforderungen und Chancen der Verbraucherinformati
Somatizing personality disorder according to PDM-2: a review of clinical and neuroscientific literature
openIl presente elaborato si propone di analizzare il disturbo di personalità somatizzante come descritto nella seconda versione del Manuale Diagnostico Psicodinamico (Lingiardi & McWilliams, 2017). L’obiettivo principale, attraverso un approccio embodied (Glenberg, 2010), è quello di esaminare il disturbo sia mediante una prospettiva psicoanalitica che neuroscientifica, mantenendo un trait d’union tra le due.
Il quadro di personalità somatizzante è caratterizzato principalmente da un’incapacità di elaborare ed esprimere a livello verbale le proprie emozioni, condizione definita ‘alessitimia’, e da una tendenza alla scarica dell’affetto attraverso sintomi somatici.
La prima sezione consiste in un’overview della letteratura scientifica relativamente agli elementi clinici primari di tale disturbo, anche attraverso una lente psicoanalitica. In ottica di continuità, al fine di integrare quanto precedentemente esposto con una visione neuroscientifica, è stata successivamente condotta una revisione sistematica secondo le linee guida PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses), nella loro versione aggiornata del 2020 (Page et al., 2021). Questa aveva inizialmente l’obiettivo di rilevare il correlato neurale del disturbo di personalità somatizzante, ma l’assenza di risultati ha reso necessaria una nuova ricerca avente come oggetto d’indagine l’alessitimia. Sono stati quindi utilizzati i database digitali di Scopus e PubMed, applicando la seguente chiave di lettura: “alexithymia” AND “neur* OR brain OR physiol*”. A seguito dell’impiego dei criteri di inclusione ed esclusione, dei 1349 articoli raccolti, sono stati inclusi nella ricerca solo 11 studi, a cui successivamente ne sono stati aggiunti 9 mediante una ricerca manuale. Verranno quindi esposti ed interpretati i risultati della ricerca, evidenziando i correlati neurali, in termini di struttura e funzionalità cerebrale, degli elementi cruciali del disturbo alessitimico.This paper aims to analyse somatizing personality disorder as described in the second version of the Psychodynamic Diagnostic Manual (Lingiardi & McWilliams, 2018). The main objective, through an embodied approach (Glenberg, 2010), is to examine the disorder through both a psychoanalytic and a neuroscientific perspective, maintaining a trait d'union between the two.
The somatizing personality framework is mainly characterised by an inability to process and verbally express one's emotions, a condition defined as alexithymia, and by a tendency to discharge affection through somatic symptoms.
The first section consists of an overview of the scientific literature regarding the primary clinical elements of this disorder, also through a psychoanalytic lens.
With a view to continuity, in order to integrate what was previously presented with a neuroscientific view, a systematic review was subsequently conducted according to the PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) guidelines, in their updated version of 2020 (Page et al., 2021). This was initially aimed at detecting the neural correlate of somatizing personality disorder, but the absence of results necessitated a new search with alexithymia as the object of investigation. The Scopus and PubMed digital databases were then used, applying the following keyword: 'alexithymia' AND 'neur* OR brain OR physiol*'. Following the use of inclusion and exclusion criteria, of the 1349 articles collected, only 11 studies were included in the search, to which 9 studies were subsequently added by means of a manual search. The results of the research will then be presented and interpreted, highlighting the neural correlates, in terms of brain structure and function, of the crucial elements of alexithymic disorder