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Stress is a serious problem that affects a large number of people. Regardless financial or social status, age and profession, a person exposed to stress may develop health problems that can interfere with work and his quality of life. Thus, due to absenteeism and reduced productivity, companies and governments lose money when people are stressed. In this scenario, it is important to use strategies...
In this study, we examined gamification in relation to achievement goal orientation. Achievement goal orientation is a psychological conceptualization that characterizes students' preferences to different goals, outcomes and rewards. We added achievement badges to an online learning environment used in a Data Structures and Algorithms course (N=278), and examined the responses of students with different...
Decision makers are often required to make decisions with incomplete information. In order to design decision support systems (DSSs) to assist decision makers in these situations, it is essential to understand why and how decision makers select their strategies. This paper presents a simulation which examines the impact of incomplete information on the effort and accuracy of decision strategies. The...
It is usually considered that mankind creates mental shortcuts, called heuristics, in order to rapidly process information. Since they are bound to human cognition, these cognitive biases are involved in any human mental activity including the intelligence field. Intelligence aims to search for, interpret, select and display information. The RECOBIA project aims to Reduce Cognitive Biases in Intelligence...
Individuals' bidding behavior in online auctions has been the subject of research in multiple disciplines. Emotion has been shown to be an important factor affecting individual behavior and decision making but we know little about its effects on online bidding. A lab experiment was conducted to investigate the impact of positive emotion on individuals' willingness to pay in online auctions. We found...
Despite a rising concern over this emerging global issue, theoretical understanding of the excessive use of massively multiplayer online games (MMOGs) is lacking in the mainstream IS literature. In this study, we proposed a research model to theoretically explain the development of the excessive use of MMOGs with the positive-negative reinforcement perspective. We tested our research model with 513...
This paper reviews peer-reviewed empirical studies on gamification. We create a framework for examining the effects of gamification by drawing from the definitions of gamification and the discussion on motivational affordances. The literature review covers results, independent variables (examined motivational affordances), dependent variables (examined psychological/behavioral outcomes from gamification),...
This study investigates factors influencing knowledge teams to produce creative outcomes. Our model includes three inputs -shared team passion, existence of team expertise, and shared norms of Information Communication Technology (ICT) use- and two processes (external knowledge sourcing, and internal knowledge sharing) that facilitate the creativity of knowledge team outcomes in a context where team...
If an individual on the edge of a problem's context can generate creative solutions to that problem, does this capacity emerge in spite of their marginality... or because of it? How can this marginality be leveraged in a collaborative context? The purpose of this paper is to explore the link between marginality and creativity through untangling of technical and social marginality. We advance the sociocognitive...
The sustainability of social networking sites is critically dependent on information sharing by site users. However practice suggests that privacy is a major concern which affects users' willingness to share personal information on social networking sites. To understand how privacy expectancies affect sustainability we draw on the psychological contract theory. We develop a framework which posits...
With the keen competition in C2C e-marketplaces, C2C online shopping platform providers are finding ways to keep and maintain customer relationship. In this study, a research model that examines the role of customer engagement in customer loyalty to C2C online shopping platforms is proposed and empirically tested with 385 customers who have used Taobao to perform online shopping. The results provide...
Real-time adjustments in online selling are becoming increasingly common. In this paper we describe a novel method of real-time adaptation, and introduce influence strategies as a useful level of analysis for personalization of online selling. The proposed method incorporates three perspectives on real-time adaptation: the content of the appeal (influence strategies), the context in which the optimization...
Rising health care costs are compelling many medical organizations to invest in new health information technologies (HIT). Physician adoption of such technologies is a common concern, and this concern has motivated many project teams to experiment with approaches that engage users early in the deployment process. In this study, we examine the roles of psychological ownership, perceived threat, perceived...
This paper gives a introduction about several theoretical models of information behavior and information seeking behavior. These representative models in Western countries include Dervin's theory and model of sense-making which is accepted in information studies as the metatheory to investigate information behavior, Ellis' model of information seeking behavior, Kuhlthau's model of information seeking...
Today competition has increased between organizations and they are urged to improve constantly their performance throughout innovation if they want to survive and be profitable. However, an organization can't be innovative if it doesn't counts with creative people and build teams to strength its creative and innovative capabilities. Besides, the impact of technology in innovation has been widely studied...
The design of User Experience (UX) demands the consideration of expectations and remembrance on the product use. We think of mental models (widely used in usability) as being a good approach to influence expectations, although emotional aspects are not considered so far. In this paper we introduce the concept of Emotional Mental Models and corresponding product descriptions to help researchers, designers,...
The paper deals with the identification and interpretation of “unconscious” cognitive images, patterns and ideas according to some remarkable synchronistic phenomena in the acausal mostly unconscious “relationship” of Carl Gustav Jung and Wolfgang Ernst Pauli at the period of 1947–1956 on the basis of Pauli's “observation” related to Jung's past “experiences.”
Associative Learning Skills are those skills that learners possess in order to associate previously learned concepts with new knowledge. Understanding learners' Associative Learning Skills can create opportunities to enhance learning experience by adapting the content and other aspects of instruction to individual learners. This paper analyzes three tools from the literature to determine their suitability...
The paper discusses the modelling and identification possibilities of acausal synchronistic cognitive networks concerned as a hypothetical ‘artifacts’ of collective unconscious processes. This part of the paper deals with the analysis and interpretation via ‘joint observations’ of Jung and Pauli.
This paper describes a preliminary framework of an adaptive user-centric field trip planning using a hybrid recommendation technique. It presents the initial See What You Want, Feel What You See (SeeWYW, FeelWYS) framework that takes into account hybrid recommendation strategies with hybrid reasoning techniques. This framework has been developed to adapt to different user profiles and changeable contextual...
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