167 research outputs found

    Barriers to Use of Social Media by Emergency Managers

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    Social media (SM) are socio-technical systems that have the potential to provide real-time information during crises and thus to help protect lives and property. Yet, US emergency management (EM) agencies do not extensively use them. This mixed-methods study describes the ways SM is used by county-level US emergency managers, barriers to effective SM use, and recommendations to improve use. Exploratory interviews were conducted with US public sector emergency managers to elicit attitudes about SM. This was followed by a survey of over 200 US county level emergency managers. Results show that only about half of agencies use SM at all. About one quarter of agencies with formal policies actually forbid the use of SM. For both disseminating (sending out) and collecting information lack of sufficient staff is the most important barrier. However, lack of guidance/policy documents is the second highest rated barrier to dissemination via SM. Lack of skills and of the training that could improve these skills is also important. For collecting data, trustworthiness and information overload issues are the second and third most important barriers, which points to the need for appropriate software support to deal with these system-related issues. There are few differences associated with agency characteristics. By understanding important barriers, technologists can better meet the needs of emergency managers when designing SM technologies

    Whose (Partially Distributed) Team Are You On? Interviews About Us vs. Them in Corporate Settings

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    This study explores, through semi-structured interviews, team member perceptions of effectiveness in Partially Distributed Team work. A partially distributed team (PDT) is a virtual team, in which some members are collocated, yet others are geographically dispersed, and communication between them is primarily by electronic media. Researchers have identified an overarching problem in partially distributed teams, referred to as “Us-vs.-Them”, where members identify and collaborate better with collocated members than they do with distant members. We asked fourteen industry professionals to reflect on recent PDT experiences, in an attempt to find out what exacerbated and mitigated this problem. We confirmed prior findings such as importance of relationship building between members and salience of organizational influences, especially organizational culture and power distribution. We discuss additional findings based on team members’ insight, to help transform the “Us-vs.-Them” in-group/ out-group dynamics into an “Us” team cohesion

    Measuring Social Networks for SmartCampus

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    Recruitment in Social Networking Sites: A Theoretical Model of Jobseekers\u27 Intentions

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    We propose a risk-benefit model for studying jobseekers’ behavioral intentions to apply for a job in the context of social networking sites (SNSs). Our model integrates classic technology adoption/utilization theories with salient factors such as privacy concerns that have increased in significance with the growing use of SNSs as a recruitment source. We hypothesize that jobseekers’ outcome expectancy (degree of optimism with respect to finding a job) and perceived usefulness of SNSs are both impacted by the availability of information about social connections to potential employers and by perceptions of justice in the job candidate selection process. Further, perceived usefulness of SNSs is influenced by outcome expectancy. This model also suggests that perceived risks (in terms of uncertainty and possible adverse consequences) are affected by online information privacy concerns. Finally, outcome expectancy, perceived usefulness of SNSs and perceived risks directly predict intentions to use SNSs to apply for a job

    Effects of Asynchronous Learning Networks: Results of a Field Experiment Comparing Groups and Individuals

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    An Asynchronous Learning Network (ALN) is a Computer-Mediated Communication System designed to support "anytime/anywhere" interaction among students and between students and instructors. A field experiment compared groups and individuals solving an ethical case scenario, with and without an ALN, to determine the separate and joint effects of communication medium and teamwork. Undergraduate students in Computers and Society analyzed the case as an assignment in the course. Dependent variables include quality of the reports, learning as measured by similar cases on the final exam, and subjective perceptions of learning. The results indicate that working in a group, instead of alone, tends to increase motivation, perception of learning and solution satisfaction. Individuals working online produced higher quality reports on the ethics scenario than individuals working manually, and computer-supported groups produced the longest reports, while individuals working manually produced the shortest reports. Regarding group conditions, manual teams reported significantly higher levels of process satisfaction, perception of process structure and perception of discussion quality than teams supported by an asynchronous communication medium. However, computer-supported groups reported the highest levels of perceived learning. Finally, perception of collaborative learning does not seem to be affected by the use of the medium; both supported and unsupported groups perceived about the same levels of collaborative learning.Information Systems Working Papers Serie

    Time Experience within an Organization: How do Individuals Manage Temporal Demands and What Technology Can We Build to Support Them?

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    This study examines the time management strategies of individuals in an academic institution and gathers information on the complex temporal structures they experience and manage. Its focus is on how electronic tools can be designed to incorporate the temporal structures that govern time usage and thus, help individuals to better manage their time. This work consists of an exploratory field study to gather data on how people use temporal structures with electronic tools. This is followed by a survey that will be given to a larger group of respondents in the same subject population examined with the field study. The survey will test the hypotheses developed from a literature review on time management coupled with the information uncovered in the field study. Finally a prototype computer time management tool will be developed and distributed on a trial basis to the same community surveyed. A brief follow-up study will then be conducted on the prototype’s use

    Discovering Boundaries for Mobile Awareness: An Analysis of Relevant Design Factors

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    Mobile awareness applications connect you with the activities of friends, colleagues, and communication partners. The development of awareness applications for mobile devices is a top priority for HCI researchers. In discovering boundaries for mobile awareness systems, it is important to consider how these devices will be used. Factors relevant to design include boundaries drawn by technical, functional, privacy and complexity issues. This paper presents a literature review and introduces a Mobile Awareness Conceptual Framework that defines relevant boundaries for mobile awareness applications. The Framework includes information awareness, people-centered awareness, and context awareness. The paper concludes with an application of the Framework to inform the design of mobile awareness systems

    Learning in a virtual classroom : volume 1 of a virtual classroom on EIES : final evaluation report

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    The Virtual Classroom [TM] is a system for learning and communicating via connected computers. Students in the Virtual Classroom share their thoughts, questions and reactions with professors and classmates using computers equipped with specially designed software. The software enables students to send and receive messages, interact with professors and classmates, read and comment on lecture material, take tests and receive feedback, and more, without having to attend scheduled classes. Learning can take place at any location in the world and at any time of the day using a computer on campus, at home or in the workplace. The primary goal of the project is to demonstrate that it is possible to use computer-mediated communication systems to improve access to, and the effectiveness of, post-secondary educational delivery. The most important product of the project is knowledge about the advantages and disadvantages of this new technology. The two key research questions that arise are: Is the Virtual Classroom a viable option for educational delivery? That is, are outcomes, on the whole, at least as good as outcomes from face-to-face, traditional classroom courses? What variables are associated with especially good and especially poor outcomes in this new teaching and learning environment
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