67 research outputs found

    Trustworthy artificial intelligence

    Get PDF
    Artificial intelligence (AI) brings forth many opportunities to contribute to the wellbeing of individuals and the advancement of economies and societies, but also a variety of novel ethical, legal, social, and technological challenges. Trustworthy AI (TAI) bases on the idea that trust builds the foundation of societies, economies, and sustainable development, and that individuals, organizations, and societies will therefore only ever be able to realize the full potential of AI, if trust can be established in its development, deployment, and use. With this article we aim to introduce the concept of TAI and its five foundational principles (1) beneficence, (2) non-maleficence, (3) autonomy, (4) justice, and (5) explicability. We further draw on these five principles to develop a data-driven research framework for TAI and demonstrate its utility by delineating fruitful avenues for future research, particularly with regard to the distributed ledger technology-based realization of TAI

    ONE SIZE DOES NOT FIT ALL: INFORMATION SECURITY AND INFORMATION PRIVACY FOR GENOMIC CLOUD SERVICES

    Get PDF
    Most extant genomic cloud services strive to maximize information security and information privacy protection thereby neglecting the diversity of information practices in genomic research. Such a one-size-fits-all approach is not expedient and decreases the overall system usability and performance. While there is growing awareness that employed information security and information privacy measures must adapt to information security and information privacy requirements inherent to infor-mation practices, limited design knowledge exists on how to actually design genomic cloud services capable to account for differences in information practices in genomic research. In this research-in-progress, we propose a model for genomic cloud services that dynamically adapt to the diverse infor-mation security and information privacy requirements in genomic research. Our research contributes to the scientific knowledge base by capturing design knowledge for secure, privacy-preserving, and usable genomic cloud services, accounting for conflicts between information security and information privacy, and fostering understanding of information privacy as a context-sensitive construct

    Investigating the Relationship Between User Ratings and Gamification – A Review of mHealth Apps in the Apple App Store and Google Play Store

    Get PDF
    Gamification of mHealth apps is regarded as a promising approach to counteract decreasing long-term motivation of mHealth app users. Although gamification has received tremendous attention from researchers interested in mHealth apps, little is known about the extent to which gamification is used in real world mHealth apps today and whether the implementation of gamification actually pays off for app developers by, for example, positively influencing user ratings. Within this research, we investigate the implementation of game mechanics for 1,000 apps from the Apple App Store and Google Play Store as well as the potential relationship between the degree of gamification of mHealth apps and their user ratings. While our results highlight a high degree of adoption of gamification for both app stores, they also indicate a positive relationship between the degree of gamification of an mHealth app and user ratings for the Apple App Store only

    Using ChatOps to Achieve Continuous Certification of Cloud Services

    Get PDF
    Continuous service certification (CSC) recently emerged as a promising means to provide ongoing assurances and disrupt pertinent certification approaches. CSC involves the consistent gathering and assessing of certification-relevant data by certification authorities about service operation to validate ongoing adherence to certification criteria. While research on CSC is increasing, practitioners still struggle in transferring researchers' suggestions and guidelines into practice. This study provides a tentative design and a prototype of a monitoring-based service certification (MSC) system based on the novel ChatOps approach. Iterative evaluations support our propositions that ChatOps' three key elements, a chat platform, chatbots, and third-party integrations, support the achievement of CSC. We contribute to research and practice by proving the technical feasibility of an MSC system, guiding future research and practitioners on achieving monitoring-based CSC, and validate the applicability and usefulness of extant guidelines on monitoring-based CSC proposed by prior research

    State of Play: A Citation Network Analysis of Healthcare Gamification Studies

    Get PDF
    Researchers and practitioners alike increasingly recognize gamification as a potential tool to evoke desired behaviours in patients, healthcare professionals, and healthy end-users aiming to live a healthier lifestyle. Thus, the number of scientific publications in healthcare gamification is rapidly increasing and due to the interdisciplinary nature of the research field, knowledge about this topic is being scattered over many research communities. Building on a large number of articles on healthcare gamification and utilizing citation network analysis, this study sheds fur-ther light on the extant knowledge on healthcare gamification. Based on our approach, we were able to (1) evaluate essential articles and authors covering the topic, (2) analyse the recent de-velopment of research on healthcare gamification, and (3) identify past research foci and knowledge gaps in our knowledge on healthcare gamification. By doing so, we call for further research on healthcare gamification and provide researchers with potential avenues for future research projects

    Beyond Data Markets: Opportunities and Challenges for Distributed Ledger Technology in Genomics

    Get PDF
    During the past decade, distributed ledger technology (DLT) has found its way into application areas outside finance, such as supply chain management, the Internet of Things, or health care. To this end, this novel technology phenomenon has recently also caught the attention of researchers and practitioners in genomics. Although various DLT-based data markets for genome data already exist or are in development, the potential of DLT in this context is far from exhausted, whereas the possible risks related to the application of DLT in genomics are not yet sufficiently known. In this work, we investigate the potential opportunities and challenges for the application of DLT in the field of genomics. Thus, we make an important contribution to the safe and socially acceptable use of DLT in this unique and highly relevant use context

    Conceptualizing Narratives in Gamified Information Systems

    Get PDF
    Converging hedonic and utilitarian elements under the label of gamification has become an important phenomenon in information systems over the last decade. Yet, academic discourse on narratives in gamified IS remains scarce. To advance scholarly engagement, this study recontextualizes the concept of narratives for gamified IS. Based on the theoretical lens of hedonic and utilitarian consumption, we conducted a hermeneutic literature review in which we engaged with existing conceptualizations of narratives in a total of 84 studies across various disciplines. Results include a basic conceptualization of narratives complemented by six claims that may shape our way of thinking about narratives in gamified IS. Our findings contribute to a more comprehensive understanding of narratives in gamified IS that goes beyond that of traditional game elements. It may serve as a cornerstone for further discourse on narratives and how to meaningfully design them in gamified IS

    Users’ Game Design Element Preferences in Health Behavior Change Support Systems for Physical Activity: A Best-Worst-Scaling Approach

    Get PDF
    Over the last decades, physical inactivity has become one of the leading health risk factors in modern societies. To incentivize people to be more physically active, gamified health behavior change support systems (HBCSSs) are a promising approach. These systems often make use of gamification to keep their users engaged over a sustained period of time. However, despite its popularity, gamification often fails due to insufficient designs, which neglect users’ needs. Building on extant research that investigated users’ preferences in other gamification contexts, we conduct a survey among 447 potential users of HBCSSs for physical activity, using a best-worst-scaling approach. Our results indicate that users generally prefer the game design elements progress, goals, points, and levels, which is partially different from past research on preferred game design elements in other contexts. Thus, our research contributes to the understanding of contextual differences in users’ gamification preferences

    The Adoption of Wearables for a Healthy Lifestyle: Can Gamification Help?

    Get PDF
    Wearables are a novel device category that promotes healthy lifestyles, providing consumers with unforeseen health monitoring capabilities. Gamification, on the other hand, is an intriguing phenomenon that seeks to motivate people by applying game design elements to non-gaming contexts like healthcare. While increasing literature is available on wearables in healthcare and gamification in healthcare, thus far, little attention has been paid to the combination of both concepts. In this paper we take a first step towards closing this gap by looking at how gamification of health apps can provide consumers with a motivating and enticing interaction concept to drive the adoption of wearables for a healthy lifestyle. Thereby, we apply a technological and consumer market lens and analyze rich data from 40 interviews and an online survey. Our results highlight that although people show high interest in wearables and gamification, their combined added value is still unknown among potential consumers. A practical contribution of this paper is that industry should make the functionality and relevance much more clear. Activity tracking and fitness & health functionality are perceived as most important by (potential) consumers. \

    The Role of Gamification in Health Behavior Change: A Review of Theory-driven Studies

    Get PDF
    Gamification is increasingly being recognized as a tool to support a change in individuals’ health behaviors. However, how and under which circumstances gamification is able to support health behavior change is still largely unexplored. This study follows the call for more theory-driven research on gamification by investigating the role of gamification in health behavior change theories (HBCTs). In order to do so, we conducted a systematic review of extant literature and identified 25 studies that explore the role of gamification in the process of health behavior change to some extent. We found large discrepancies in how the authors of these studies conceptualized the role of gamification in their theory-driven health interventions. To further strengthen theory-driven research on gamification in health and well-being, we additionally propose concrete research questions. These may guide future researchers to identify valuable avenues for further explaining and predicting the influences of gamification on health behavior change
    corecore