120 research outputs found

    CONSTANTLY DISTRACTED - UNDERSTANDING HOW USERS COPE WITH SMARTPHONE DISTRACTIONS

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    Digital distraction by smartphones may not only have negative effects in in the workplace but is also linked to problematic everyday behaviours such as physical movements, cognition and social interaction. While current research has made important steps towards understanding influencing factors of problematic smartphone use and their respective consequences, we still lack a holistic understanding of how different types of users react differently to smartphone-induced distractions and how they cope with them. To address this gap, we conducted a Q study among a representative sample of professionals and developed a typology. Our results suggest four types: bystanders, addicts, moderates and struggling integrators. Interestingly, our findings point to remarkable similarities. Users are in a state of constant distraction. Constantly checking and blurring boundaries between work and private sphere seem to be the norm these days, and users are even fully aware of their excessive smartphone use

    Engineering an Advanced Location-Based Augmented Reality Engine for Smart Mobile Devices

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    Daily business routines more and more require to access information systems in a mobile manner, while preserving a desktop-like feeling at the same time. The goal of this work is to outline the engineering process of a sophisticated mobile service running on a smartphone. More precisely, we show how to develop the core of a location-based augmented reality engine for the iPhone 4S based on the operating system iOS 5.1 (or higher). We denote this engine as AREA. In particular, we develop concepts for coping with limited resources on a mobile device, while providing a smooth user augmented reality experience at the same time. We further present and develop a suitable application architecture in this context, which easily allows integrating augmented reality with a wide range of applications

    “WE NEED TO TALK!” - PROJECT TEAMS DEALING WITH LOW CONNECTIVITY

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    The continuous technological development and the consistent reliance on ICT, has raised the expectations towards ubiquitous connectivity to an extent that technical failures or social disconnects are a serious threat for project teams and their performance, especially when team members are scattered around the world. We analyse hypo-connectivity, the state in which users face too few connectivity to work efficiently, and focus on its impact in project teams. By applying a mixed method approach in the context of an international consulting company, we investigate the two-sided phenomenon of hypo-connectivity and aim to identify the consequences of hypo-connectivity on communication effectiveness and efficiency, as well as the role of connectivity norms in this relationship. Our results show that hypo-connectivity has a negative influence on communication effectiveness and efficiency, which consequently leads to decreased performance, increased frustration, and conflicts. However, the establishment of connectivity norms in project teams can ease the effects of hypo-connectivity, sustain the communication flow and balance the negative impact. We conclude that people actually “need to talk” about the dos and don’ts that sustain their communication flow and develop connectivity norms that could help the team circumvent the negative effects of hypo-connectivity

    Do You Plead Connected? - Understanding How Lawyers Deal With Constant Connectivity

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    Being available and responsive has become an imperative to accomplish the complex work of knowledge workers and to adequately satisfy today’s business needs. As a consequence, individuals are required to adopt strategies to cope with increasing connectivity levels. We conducted a Q methodological study among 34 lawyers from Switzerland and Austria to examine the adoption of different strategies for dealing with constant connectivity. Our findings reveal four ICT user types, whereof three types successfully deploy a coping strategy while one type fails. We observe that specific determinants such as the work environment, the hierarchical position, the perceived autonomy as well as personality traits have substantial influence on the adoption of a coping strategy

    Revealing the Voices of Resistance: A Q-Methodology Study on Platform Workers in the Gig Economy

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    While algorithmic management generates several benefits for platform companies, it emanates several issues for workers, which they perceive as threats triggering different forms of resistance behaviors. Although recent studies identify these issues and resistance behaviors, the perspective of the actual subject of resistance, i.e., the gig worker or group of gig workers with resistant behaviors, is yet not well understood. By adopting a Q-methodology mixed-method approach this study tries to identify resistance types of gig workers, explore their characteristics and similarities, and therefore give a voice to the subject of resistance. Based on 21 threats and 14 resistance behaviors, identified in a literature review, we develop a Q-set containing 35 statements, which will be used for data collection with the goal of revealing the richness of the resistance phenomenon in the context of work in the gig economy

    Encapsulated Zosteric Acid Embedded in Poly[3-hydroxyalkanoate] Coatings—Protection against Biofouling

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    Summary : The natural, non-toxic antifouling compound zosteric acid (ZA, p-coumaric acid sulfate) was encapsulated in polystyrene (PS) microcapsules (30 mg ZA /1 g PS) with an efficiency of 30 % via an in-liquid drying process. Electron micrographs showed microcapsules with smooth surfaces and a mean diameter of 200 μm. The FIB method was used to cross-section a microcapsule in order to visualize the inner capsule structure and to localize ZA via element analysis. Coatings of a biocompatible polyester, poly[3-hydroxyalkanoate-co-3-hydroxyalkenoate] (PHAE), were prepared on microscopic slides. These coatings contained dispersed ZA (PHAE/ZA) or ZA-loaded PS microcapsules (PHAE/PS(ZA)). The release of ZA was monitored via conductivy measurements in water and was 4 μgcm-2d-1 for PHAE/ZA and 0.9 μgcm-2d-1 for PHAE/PS(ZA) coatings. To follow the initial steps of biofilm formation, coated slides were exposed to activated sludge and analyzed for cell adhesion with ESEM. ZA was effective during the burst release time of the PHAE/ZA coating, but no significant differences in biofouling were observed after 48 h. This was attributed to the minimal effective release rate of ZA, which is approximately 10 μgcm-2d-

    The AREA Framework for Location-Based Smart Mobile Augmented Reality Applications

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    During the last years, the computational capabilities of smart mobile devices have been continuously improved by hardware vendors, raising new opportunities for mobile application engineers. Mobile augmented reality can be considered as one demanding scenario demonstrating that smart mobile applications are becoming more and more mature. In the AREA (Augmented Reality Engine Application) project, we developed a powerful kernel that enables location-based, mobile augmented reality applications. On top of this kernel, mobile application developers can realize sophisticated individual applications. The AREA kernel, in turn, allows for both robustness and high performance. In addition, it provides a flexible architecture that fosters the development of individual location-based mobile augmented reality applications. As a particular feature, the kernel allows for the handling of points of interests (POI) clusters. Altogether, advanced concepts are required to realize a location-based mobile augmented reality kernel that are presented in this paper. Furthermore, results of an experiment are presented in which the AREA kernel was compared to other location-based mobile augmented reality applications. To demonstrate the applicability of the kernel, we apply it in the context of various mobile applications. As a lesson learned, sophisticated mobile augmented reality applications can be efficiently run on present mobile operating systems and be effectively realized by engineers using the AREA framework. We consider mobile augmented reality as a killer application for mobile computational capabilities as well as the proper support of mobile users in everyday life

    The AREA Algorithm Framework Enabling Location-based Mobile Augmented Reality Applications

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    The dramatically increased computational capabilities of mobile devices have leveraged the opportunities for mobile application engineers. Respective scenarios, in which these opportunities can be exploited, emerge almost per day. In this context, mobile augmented reality applications play an important role in many business scenarios. In the automotive domain, they are mainly used to provide car customers with new experiences. For example, customers can use their own mobile device to experience the interior of a car by moving the mobile device around. The device’s camera then detects interior parts and shows additional information to the customer within the camera view. Although the computational capabilities have been increased, the realization of such mobile augmented reality applications is still a complex endeavor. In particular, the different mobile operating systems and their peculiarities must be carefully considered. In the AREA (Augmented Reality Engine Application) project, a powerful kernel was realized that enables location-based mobile augmented reality applications. This kernel, in turn, mainly focuses on robustness and performance. In addition, it provides a flexible architecture that fosters the development of individual location-based mobile augmented reality applications. As many aspects have to be considered to implement individual applications based on top of AREA, this paper provides the first comprehensive overview of the entire algorithm framework. Moreover, a recently realized algorithm and new features will be presented. To demonstrate the applicability of the kernel, its features are applied in the context of various mobile applications. As the major lesson learned, powerful mobile augmented reality applications can be efficiently run on present mobile operating systems and be effectively realized by engineers using AREA. We consider such mobile frameworks as being crucial to provide more generic concepts that are able to abstract from the peculiarities of the underlying mobile operating system and to support mobile application developers more properly

    Advanced Algorithms for Location-Based Smart Mobile Augmented Reality Applications

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    During the last years, the computational capabilities of smart mobile devices have been continuously improved by hardware vendors, raising new opportunities for mobile application engineers. Mobile augmented reality is one scenario demonstrating that smart mobile applications are becoming increasingly mature. In the AREA (Augmented Reality Engine Application) project, we developed a kernel that enables such location-based mobile augmented reality applications. On top of the kernel, mobile application developers can easily realize their individual applications. The kernel, in turn, focuses on robustness and high performance. In addition, it provides a flexible architecture that fosters the development of individual location-based mobile augmented reality applications. In the first stage of the project, the LocationView concept was developed as the core for realizing the kernel algorithms. This LocationView concept has proven its usefulness in the context of various applications, running on iOS, Android, or Windows Phone. Due to the further evolution of computational capabilities on one hand and emerging demands of location-based mobile applications on the other, we developed a new kernel concept. In particular, the new kernel allows for handling points of interests (POI) clusters or enables the use of tracks. These changes required new concepts presented in this paper. To demonstrate the applicability of our kernel, we apply it in the context of various mobile applications. As a result, mobile augmented reality applications could be run on present mobile operating systems and be effectively realized by engineers utilizing our approach. We regard such applications as a good example for using mobile computational capabilities efficiently in order to support mobile users in everyday life more properly
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