6 research outputs found

    Online Peer Groups as a Persuasive Tool to Combat Digital Addiction

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    Digital Addiction (DA) denotes a problematic usage of digital devices characterised by properties such as being compulsive, impulsive, excessive and hasty. DA is associated with negative behaviours such as anxiety and depression. “Digital Detox” programs have started to appear and are mainly based on a relatively expensive and heavyweight in-patient care utilising traditional solutions such as motivational interviews and cognitive behavioural therapies. For moderate addiction, persuasive technology could have potential, as a brief intervention, to assist users to regulate their usage. This paper explores the design of online peer groups as a persuasive technique that puts together people who share a common interest in combating their DA or in helping others to do so. We conducted empirical research to explore design aspects of this mechanism. The results raise a range of questions and challenges to address when developing such a technique for the behaviour change needed against DA

    Exploring The Risk Factors of Interactive E-health Interventions for Digital Addiction

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    Digital Addiction refers to a problematic usage of digital devices characterised by being excessive, compulsive, impulsive and hasty. It is often associated with negative life experience such as anxiety and depression. To combat Digital Addiction, interactive e-health intervention applications started to appear to aid users adjust their usage style. The present study aims to understand the risks related to such e-health interventions. The authors conducted an empirical research to investigate such risks from users’ perspectives through a diary study. Fourteen participants were recruited and asked to install popular “digital diet” applications and use them for two weeks and record their significant moments. The authors then interviewed the participants to discuss their experience. Self-governed interactive e-health intervention for digital addiction could lead to adverse side effects such as lower self-esteem, misconception of the healthy usage and creating an alternative addictive experience. Thus, there is a need for theory-based development and rigorous testing for such e-health solution

    Blockchain Technology and Knowledge Sharing “State of the art”

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    This study aims to provide a literature review on blockchain and knowledge sharing, as it seeks to investigate the beginning and emergence of the technology and how it was employed in the field of knowledge sharing, starting from the emergence of this technology through its automated applications in various fields, to the future directions. The historical method was used, which aims to review the published literature in English and Arabic in the research field. The study concluded several results, the most important of which is the need to conduct further studies on the subject of blockchain technology and how to employ it as an emerging technology that has its own merits, in knowledge management processe

    Social Computing for Software Engineering: a Mapping Study.

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    There is a continual growth in the use of social computing within a breadth of business domains; such as marketing, public engagement and innovation management. Software engineering research, like other similar disciplines, has re- cently started to harness the power of social computing throughout the various development phases; from requirements elicitation to validation and maintenance and for the various methods of development and structures of development teams. However, despite this increasing effort, we still lack a clear picture of the current status of this research. To address that lack of knowledge, we conduct a systematic mapping study on the utilisation of social computing for software engineering. This will inform researchers and practitioners about the current status and progress of the field including the areas of current focus and the geographical and chronological distribution of the research. We do the mapping across a diversity of dimensions including the activities of software engineering, the types of research, the characteristics of social computing and the demographic attributes of the published work. Our study results show a growing interest in the field, mainly in academia, and a general trend toward developing designated social com- puting platforms and utilising them in mainly four software engineering areas; management, coding, requirements engineering, and maintenance and enhancement

    Digital Addiction: Negative Life Experiences and Potential for Technology-Assisted Solutions

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    There is a growing acceptance of the association between obsessive, compulsive and excessive usage of digital media, e.g., games and social networks, and users’ wellbeing, whether personal, economic or social. While specific causal relations between such Digital Addiction (DA) and the negative life experience can be debated, we argue in this paper that, nevertheless, technology can play a role in preventing or raising awareness of its pathological or problematic usage styles, e.g. through monitoring usage and enabling interactive awareness messages. We perform a literature review, with the primary aim of gathering the range negative life experiences associated with DA. We then conduct two focus groups to help gather users’ perception of the key findings from the literature. Finally, we perform a qualitative analysis of experts and practitioners’ interviews and comments from a user survey on DA warning labels. As a result, we develop eight families of the negative life experiences associated with DA, examine the role of software in facilitating the reduction of such negative experiences, and consider the challenges that may be encountered in the process

    Optimering av medium för en E.coli fed-batch-odling för produktion av ett rekombinantprotein

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    [Context and motivation] Digital Addiction, (hereafter referred to as DA), has become a serious issue that has a diversity of socio-economic side effects. [Question/problem] In spite of its high importance, DA got little recognition or guidance as to how software en- gineering should take it into account. This is in stark contrast to other domains known for traditional addiction (e.g., drugs, gambling, and al- cohol) in which there are clear rules and policies on how to manufacture, market and sell the products. [Principal ideas/results] In this position paper, we suggest that software engineering in general and requirements engineering in particular need to consider DA as a first class concept in developing software systems. [Contribution] As an early step in this area, we conduct an empirical investigation of DA by reviewing the liter- ature and analysing web discussion forums on the topic and use that to design a mind-map of its main causes. We also provide a basic model to articulate the DA problem from requirements perspective and elaborate research challenges for a future work
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