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Article
Publication date: 23 October 2007

V. Gruhn, A. Köhler and R. Klawes

The purpose of this paper is to present results from an analysis of service processes regarding their optimization potential through mobile technologies. The analysis was…

2192

Abstract

Purpose

The purpose of this paper is to present results from an analysis of service processes regarding their optimization potential through mobile technologies. The analysis was performed with a company of the housing industry.

Design/methodology/approach

The analysis was conducted with the aim of organizing business processes more efficiently in order to realize cost savings. Therefore, a method introduced in this paper was used.

Findings

It is shown how the initial situation of the company was analyzed, which alternative process models on the basis of mobile technologies were developed and how these alternatives were economically evaluated. Furthermore, first restrictions for the software and system design were identified on the basis of one process model. Finally, it is shown how the method can be used to verify whether the adoption of mobile technologies is suitable to obtain a defined goal, and which requirements such a solution needs to fulfill.

Originality/value

This paper shows practitioners how to conduct a systematic analysis of business processes regarding their optimization potential through mobile technologies.

Details

Journal of Enterprise Information Management, vol. 20 no. 6
Type: Research Article
ISSN: 1741-0398

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Article
Publication date: 23 October 2007

Zahir Irani

267

Abstract

Details

Journal of Enterprise Information Management, vol. 20 no. 6
Type: Research Article
ISSN: 1741-0398

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Article
Publication date: 1 November 2006

Lori L. Scarlatos

Educators recognize that group work and physical involvement with learning materials can greatly enhance the understanding and retention of difficult concepts. As a result, math…

2122

Abstract

Educators recognize that group work and physical involvement with learning materials can greatly enhance the understanding and retention of difficult concepts. As a result, math manipulatives ‐ such as pattern blocks and number lines ‐ have increasingly been making their way into classrooms and children’s museums. Yet without the constant guidance of a teacher, students can easily become distracted, confused, or frustrated. Math games with tangible user interfaces can address the needs of the modern learning environment by providing the guidance that a teacher would while allowing students to work together in a physical environment. This paper describes how math games with tangible user interfaces can be rapidly developed using a library of functions that were designed specifically for tracking visual tags in math games. The paper also discusses pedagogical principles and an approach to designing and developing games that utilize tangible technologies. Examples of math games that have been prototyped this way are presented. The paper concludes with a study that suggests that this approach helps children to stay focused, think about math problems in new ways, and complete the problem at hand. It also suggests that tangible math games may help children to develop problem‐solving skills that transfer to similar problems.

Details

Interactive Technology and Smart Education, vol. 3 no. 4
Type: Research Article
ISSN: 1741-5659

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Article
Publication date: 3 April 2023

Hsin-Pin Fu, Tien-Hsiang Chang, Sheng-Wei Lin, Ying-Hua Teng and Ying-Zi Huang

The introduction of artificial intelligence (AI) technology has had a substantial influence on the retail industry. However, AI adoption entails considerable responsibilities and…

4050

Abstract

Purpose

The introduction of artificial intelligence (AI) technology has had a substantial influence on the retail industry. However, AI adoption entails considerable responsibilities and risks for senior managers. In this study, the authors developed an evaluation and selection mechanism for successful AI technology adoption in the retail industry. The multifaceted measurement and identification of critical factors (CFs) can enable retailers to adopt AI technology effectively and maintain a sustainable competitive advantage.

Design/methodology/approach

The evaluation and adoption of organisational AI technology involve multifaceted decision-making for management. Therefore, the authors used the analytic network process to develop an AI evaluation framework for calculating the weight and importance of each consideration. An expert questionnaire survey was distributed to senior retail managers and 17 valid responses were obtained. Finally, the Vlse Kriterijumska Optimizacija Kompromisno Resenje (VIKOR) method was used to identify CFs for AI adoption.

Findings

The results revealed five CFs for AI adoption in the retail industry. The findings indicated that after AI adoption, top retail management is most concerned with factors pertaining to business performance and minor concerned about the internal system's functional efficiency. Retailers pay more attention to technology and organisation context, which are matters under the retailers' control, than to external uncontrollable environmental factors.

Originality/value

The authors developed an evaluation framework and identified CFs for AI technology adoption in the retail industry. In terms of practical application, the results of this study can help AI service providers understand the CFs of retailers when adopting AI. Moreover, retailers can use the proposed multifaceted evaluation framework to guide their adoption of AI technology.

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Article
Publication date: 26 July 2019

João Barata, Paulo Rupino Cunha and Sharon Coyle

The purpose of this paper is to present an approach to incorporating mobility into continuous manufacturing following the advent of Industry 4.0 (I4.0).

1270

Abstract

Purpose

The purpose of this paper is to present an approach to incorporating mobility into continuous manufacturing following the advent of Industry 4.0 (I4.0).

Design/methodology/approach

The investigation is based on a year-long canonical action research into a paper-manufacturing company implementing core I4.0 technologies.

Findings

The findings show how to: classify manufacturing mobility strategy based on the dimensions of team, task and control; design business processes enabled by mobile cyber–physical resources; involve different stakeholders in modeling mobility; and create a comprehensive guide to assist in implementing the mobile digitalization required by I4.0.

Research limitations/implications

Despite the complexity, richness and depth of the insights obtained in this research for mobility management in process industries, this inquiry was conducted in a single organization.

Practical implications

As the fourth industrial revolution encourages decentralization and increased interaction between humans and machines, this paper presents a model to capture the mobility potential in manufacturing. The tools proposed in this research can be used to steer investments in industry transformations that fuse the physical and digital worlds, overcoming mobility constraints.

Originality/value

Theoretically, this paper expands the concept of manufacturing mobility in I4.0. In practice, it proposes a participative roadmap to assist technology management in increasingly decentralized environments, identifying the intertwined network of cyber–physical actors, processes and services.

Details

Journal of Manufacturing Technology Management, vol. 31 no. 1
Type: Research Article
ISSN: 1741-038X

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Article
Publication date: 1 September 2008

Jane Seale, Mike Wald and E Draffan

There is a need for more in‐depth exploration of the e‐learning experiences of disabled learners in higher education, taking into account the complex relationship between learners…

263

Abstract

There is a need for more in‐depth exploration of the e‐learning experiences of disabled learners in higher education, taking into account the complex relationship between learners (skills, knowledge and beliefs), their assistive technologies and the e‐learning contexts in which learners are required to operate. Participatory methods appear to have great potential in enabling the voice of disabled learners to be a more central focus of e‐learning studies. This paper will describe and evaluate a two‐year research project called LExDis, which aims to use participatory methods to explore the e‐learning experiences of disabled learners in one higher education institution. The experience of conducting phase one of the LExDis project will be discussed with regards to three main challenges to using participatory methods: informed participation; valued participation; and empowered participation.

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Journal of Assistive Technologies, vol. 2 no. 3
Type: Research Article
ISSN: 1754-9450

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Article
Publication date: 1 June 2002

Melanie Wilson

The objective of this paper is to persuade the reader of the potential benefits to be gained in applying to the study of information systems in Organisations concepts and…

2480

Abstract

The objective of this paper is to persuade the reader of the potential benefits to be gained in applying to the study of information systems in Organisations concepts and theoretical tools developed elsewhere in the social sciences. A framework for analysis derived from a combination of feminist theory and social studies of technology (SST) is presented. The key analytical tools of the script and inscription, interpretative flexibility and actant, stabilisation and visibility are discussed. The paper attempts to demonstrate how these tools can be employed to go beyond the stereotypical images of gender and technology, by focusing on contradiction and resistance. An empirical study concerns an automated care planning system used and resisted by nurse users in a UK National Health Service hospital. The discussion is informed by a resultant table describing the outcome of the application of SST tools as well as points made concerning the issue of gender and technology.

Details

Information Technology & People, vol. 15 no. 2
Type: Research Article
ISSN: 0959-3845

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Article
Publication date: 26 January 2022

Amila Withanaarachchi and Nisansala Vithana

This study aims to identify factors impacting female underrepresentation among cybersecurity professionals in Sri Lanka.

580

Abstract

Purpose

This study aims to identify factors impacting female underrepresentation among cybersecurity professionals in Sri Lanka.

Design/methodology/approach

The study is based on survey data from 75 female professionals working in the cybersecurity sector of Sri Lanka. Partial least squares structural equation modelling was used to analyse the data.

Findings

Results showed that female self-efficacy on their capabilities, family, organisational culture, mentors and role model act as antecedents for women’s perceived motivation to select cybersecurity as a career option.

Originality/value

The study advances the literature on workforce gaps in the cybersecurity sector and claims that there is no single factor causing significant female underrepresentation in the cybersecurity industry. While clarifying the complexity of such factors, the study presents how such factors can systematise to attract females into the cybersecurity field.

Details

Information & Computer Security, vol. 30 no. 3
Type: Research Article
ISSN: 2056-4961

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Article
Publication date: 28 December 2020

Nirma Sadamali Jayawardena

The purpose of this theoretical paper is to introduce a conceptual model to investigate e-learning persuasion through gamification elements using the social psychology theory of…

1564

Abstract

Purpose

The purpose of this theoretical paper is to introduce a conceptual model to investigate e-learning persuasion through gamification elements using the social psychology theory of elaboration likelihood model (ELM).

Design/methodology/approach

The author systematically reviewed several theoretical and empirical papers which applied the ELM in various settings. Based on the literature, the author identified six research prepositions which facilitate to investigate e-learning persuasion through gamification.

Findings

This study contributes to the existing literature by identifying an ELM-based conceptual model which can be used to empirically investigate the e-learning persuasion using gamification elements. Accordingly, the central route persuasion could be conducted through argument quality, demographic differences and technology context facilitated through gamification elements. The peripheral route persuasion could be conducted through variables such as source credibility, social presence and message content.

Practical implications

This study contributes important findings to the e-learning research by introducing a conceptual model–based on the social psychology theory of ELM. Thereby, this study introduces a method for the future researchers, to investigate the e-learning persuasion using gamification elements. Further, future researchers can use this model to investigate the e-learning persuasion through gamification in different contexts including primary, secondary and tertiary educational levels.

Originality/value

To the best of the author’s knowledge, this study can be considered as the first theoretical paper which developed an ELM-based conceptual model to investigate the e-learning persuasion through gamification in education context.

Details

Young Consumers, vol. 22 no. 3
Type: Research Article
ISSN: 1747-3616

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Article
Publication date: 5 June 2007

Luenda E. Charles, Cecil M. Burchfiel, Desta Fekedulegn, Bryan Vila, Tara A. Hartley, James Slaven, Anna Mnatsakanova and John M. Violanti

Working on the night shift is a potential source of occupational stress and has been associated with sleep disorders. The purpose of this paper is to investigate the association…

3273

Abstract

Purpose

Working on the night shift is a potential source of occupational stress and has been associated with sleep disorders. The purpose of this paper is to investigate the association between shift work and sleep problems among police officers from Buffalo, New York.

Design/methodology/approach

Randomly selected officers (n=111) responded to questions on sleep quality and quantity. Shift work data were obtained from daily payroll records from 1994 to the exam date (1999‐2000). Prevalence ratios (PR) were obtained using Poisson regression models that examined associations of shift work with sleep quality and quantity.

Findings

Among police officers, night shift work was significantly and independently associated with snoring and decreased sleep duration.

Originality/value

Although the sleep questions were similar to those used in validated sleep questionnaires, a major strength of this study was the availability of daily work history data on all officers for up to five years prior to the current examination.

Details

Policing: An International Journal of Police Strategies & Management, vol. 30 no. 2
Type: Research Article
ISSN: 1363-951X

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