The paper applied SOCMINT (Social Media Intelligence) techniques to discover cybersecurity-related information from the contemporary Russia-Ukraine conflict. Using open-source tools and APIs, datasets created were assessed through topic modeling, thematic analysis (word cloud), Logit function, and neural network classification. The topic modeling and word cloud yielded trifling insights, but Logit and neural network classifier, MLP, suggested statistically significant features that were important to the outcome of the tweets with reasonable accuracy of 91%. Through the use of synthetic data (GaussianCopula) and feature selection(stepAIC), the model was extended to improve accuracy, which resulted in 96% accuracy, though, such competent performance requires further investigation. While deciphering the right intelligence is a challenge due to the unruly nature of social media, this nascent technique can be helpful with the proper framework and approach.
{"title":"APPLYING SOCMINT TO EXTRACT CYBER THREAT INTELLIGENCE FROM THE RUSSIA-UKRAINE CONFLICT","authors":"Bipun Thapa","doi":"10.33965/ijwi_202220204","DOIUrl":"https://doi.org/10.33965/ijwi_202220204","url":null,"abstract":"The paper applied SOCMINT (Social Media Intelligence) techniques to discover cybersecurity-related information from the contemporary Russia-Ukraine conflict. Using open-source tools and APIs, datasets created were assessed through topic modeling, thematic analysis (word cloud), Logit function, and neural network classification. The topic modeling and word cloud yielded trifling insights, but Logit and neural network classifier, MLP, suggested statistically significant features that were important to the outcome of the tweets with reasonable accuracy of 91%. Through the use of synthetic data (GaussianCopula) and feature selection(stepAIC), the model was extended to improve accuracy, which resulted in 96% accuracy, though, such competent performance requires further investigation. While deciphering the right intelligence is a challenge due to the unruly nature of social media, this nascent technique can be helpful with the proper framework and approach.","PeriodicalId":245560,"journal":{"name":"IADIS INTERNATIONAL JOURNAL ON WWW/INTERNET","volume":"3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115730351","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Research studies repeatedly show that, worldwide, violations of security guidelines and data protection regulations often result from unconscious behavior and/or active (flawed) decisions made by individuals. The training and education of users to promote awareness of information security (InfoSec) and appropriate behavior should be one critical and very important component of an organization’s security strategy. How can digital serious games make a lasting contribution to raising awareness of InfoSec? In this paper, we present the development and story concept of digital serious games that are guided by emotional design principles such as personalization and storytelling and by the immersive learning approach. The results of user tests reveal that the developed digital serious games are positively accepted by a wide range of employees, moderately support their daily work, and are able to enhance and intensify InfoSec-related knowledge. In particular, women and people under the age of 35 perceive the most benefit from these digital serious games.
{"title":"RAISING INFORMATION SECURITY AWARENESS USING DIGITAL SERIOUS GAMES WITH EMOTIONAL DESIGN","authors":"F. Prott, M. Scholl","doi":"10.33965/ijwi_202220202","DOIUrl":"https://doi.org/10.33965/ijwi_202220202","url":null,"abstract":"Research studies repeatedly show that, worldwide, violations of security guidelines and data protection regulations often result from unconscious behavior and/or active (flawed) decisions made by individuals. The training and education of users to promote awareness of information security (InfoSec) and appropriate behavior should be one critical and very important component of an organization’s security strategy. How can digital serious games make a lasting contribution to raising awareness of InfoSec? In this paper, we present the development and story concept of digital serious games that are guided by emotional design principles such as personalization and storytelling and by the immersive learning approach. The results of user tests reveal that the developed digital serious games are positively accepted by a wide range of employees, moderately support their daily work, and are able to enhance and intensify InfoSec-related knowledge. In particular, women and people under the age of 35 perceive the most benefit from these digital serious games.","PeriodicalId":245560,"journal":{"name":"IADIS INTERNATIONAL JOURNAL ON WWW/INTERNET","volume":"16 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114645912","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Students are exposed to "niche" parts of industrial design that demonstrate accuracy and amount of detail in order to meet real-world design standards. According to the research, keeping students' enthusiasm while enticing them to enroll in an online industrial design course is tough. Currently, technological advances in e-learning are used to make industrial design education and learning more engaging for students. In reaction to new advances, the learners' e-learning methods and motives are evolving fast. According to research, the technological advancements in e-learning are primarily appealing because they are novel and distinct. When learners get used to them, they may lose interest and become less motivated. Motivational aspects of an e-learning platform can aid in comprehending learners' motivation and knowledge acquisition strategies. However, there is a paucity of literature describing methods for evaluating the motivation of online industrial design learning. In the context of online industrial design education, the complexity of students' motivation, drives, and motivational theories has further complicated the evaluation process. This research investigates the relationship between the efficacy of an online industrial design learning platform and the motivation of students. The research used a mixed-methods approach and surveyed and conducted semi-structured interviews with 200 participants who received an online education in industrial design. The research analyses different aspects of industrial design education and their relationship with the attitudes and motivations of students, which may enhance their performance in industrial design applications.
{"title":"IDENTIFYING FACTORS INFLUENCING STUDENTS’ MOTIVATION IN UX OF AN ONLINE INDUSTRIAL DESIGN EDUCATION","authors":"Naveen Kumar, Abhijeet Kujur, Jyotish Kumar","doi":"10.33965/ijwi_202220203","DOIUrl":"https://doi.org/10.33965/ijwi_202220203","url":null,"abstract":"Students are exposed to \"niche\" parts of industrial design that demonstrate accuracy and amount of detail in order to meet real-world design standards. According to the research, keeping students' enthusiasm while enticing them to enroll in an online industrial design course is tough. Currently, technological advances in e-learning are used to make industrial design education and learning more engaging for students. In reaction to new advances, the learners' e-learning methods and motives are evolving fast. According to research, the technological advancements in e-learning are primarily appealing because they are novel and distinct. When learners get used to them, they may lose interest and become less motivated. Motivational aspects of an e-learning platform can aid in comprehending learners' motivation and knowledge acquisition strategies. However, there is a paucity of literature describing methods for evaluating the motivation of online industrial design learning. In the context of online industrial design education, the complexity of students' motivation, drives, and motivational theories has further complicated the evaluation process. This research investigates the relationship between the efficacy of an online industrial design learning platform and the motivation of students. The research used a mixed-methods approach and surveyed and conducted semi-structured interviews with 200 participants who received an online education in industrial design. The research analyses different aspects of industrial design education and their relationship with the attitudes and motivations of students, which may enhance their performance in industrial design applications.","PeriodicalId":245560,"journal":{"name":"IADIS INTERNATIONAL JOURNAL ON WWW/INTERNET","volume":"7 4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125655018","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
V. Dennen, Hui-fen Shi, S. Rutledge, L. Bagdy, Daeun Jung, Stephen Bunn, Casey Cargill, Catherine Cosgrove, A. Hedquist
Teens are frequent social media users, and although teens often strive for autonomy their social media use may nonetheless be supported or prohibited by their parents. This paper uses an online survey to explore how parents perceived and navigated their teen’s use of social media during the early months of the pandemic. Overall, parents reported high rates of use and effective use for themselves and their teens, with parents generally supportive of teen social media use despite recognizing the potential for negative consequences and fears that their teens might be either victim or instigator of negative social media activities. Parent social media oversight most often involved interacting with teens or observing them with their awareness rather than placing direct restrictions or using monitoring software. During the early months of the pandemic, when about half of all teens were less engaged in school and social activities, parents reported that teens were generally happy, and that social media was important to their happiness. Parents tended to monitor their teens the same as they had previously, but about one-fifth reported becoming less restrictive, particularly where online time was concerned. There were some differences based on age and gender.
{"title":"PARENTING TEENAGE SOCIAL MEDIA USERS: PERCEPTIONS AND PERMISSIONS AS THE PANDEMIC BEGAN","authors":"V. Dennen, Hui-fen Shi, S. Rutledge, L. Bagdy, Daeun Jung, Stephen Bunn, Casey Cargill, Catherine Cosgrove, A. Hedquist","doi":"10.33965/ijwi_202220206","DOIUrl":"https://doi.org/10.33965/ijwi_202220206","url":null,"abstract":"Teens are frequent social media users, and although teens often strive for autonomy their social media use may nonetheless be supported or prohibited by their parents. This paper uses an online survey to explore how parents perceived and navigated their teen’s use of social media during the early months of the pandemic. Overall, parents reported high rates of use and effective use for themselves and their teens, with parents generally supportive of teen social media use despite recognizing the potential for negative consequences and fears that their teens might be either victim or instigator of negative social media activities. Parent social media oversight most often involved interacting with teens or observing them with their awareness rather than placing direct restrictions or using monitoring software. During the early months of the pandemic, when about half of all teens were less engaged in school and social activities, parents reported that teens were generally happy, and that social media was important to their happiness. Parents tended to monitor their teens the same as they had previously, but about one-fifth reported becoming less restrictive, particularly where online time was concerned. There were some differences based on age and gender.","PeriodicalId":245560,"journal":{"name":"IADIS INTERNATIONAL JOURNAL ON WWW/INTERNET","volume":"17 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125117067","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Diabetes mellitus (DM) is a preventable, long-lasting, and rarely completely cured chronic disease of the pancreas. Many diabetes cases are preventable through lifestyle change. There are a lack of visualization tools for understanding and tracking causal factors and habits, however, which lead to diabetes and impede recovery from it. Without visualization tools that provide immediate feedback and an understanding of the relationship between insulin intake, blood sugar levels (BGLs), exercise, food intake, heart disease, and blood pressure (BP), individuals living with DM are less likely to make good health decisions. The aim of this paper is to discuss the development of a visualization tool called MedicMetric. Fitbit and Dexcom APIs were used to capture health data for the visualization tool. Three new visualization techniques were used in MedicMetric, namely the Annotated Line View, the Radial Progress View and the Change Rate View. It was discovered that IV techniques can be applied to support the self-management of DM by helping to refine new IV designs, which reduce the effort required to retrieve and interpret useful data. IV techniques were used to create and evaluate a new set of visualizations, which were used in the prototype. The results of a usability study showed that the participants would prefer using such an IV tool to better manage their T2DM and personal goals. These results support the theory that IV techniques can be used to support the self-management of T2DM. The MedicMetric prototype was compared to the MySygr and Diabetes:M applications. MedicMetric and MySugr obtained almost identical results for effectiveness and efficiency. However, participants indicated that MedicMetric provided the best support overall, with 100 percent of participants stating that they would prefer to use MedicMetric in future.
{"title":"MEDICMETRIC: A VISUALIZATION TOOL TO SUPPORT THE MANAGEMENT OF TYPE 2 DIABETES MELLITUS","authors":"Meggan Kate Naudè, J. Wesson","doi":"10.33965/ijwi_202220201","DOIUrl":"https://doi.org/10.33965/ijwi_202220201","url":null,"abstract":"Diabetes mellitus (DM) is a preventable, long-lasting, and rarely completely cured chronic disease of the pancreas. Many diabetes cases are preventable through lifestyle change. There are a lack of visualization tools for understanding and tracking causal factors and habits, however, which lead to diabetes and impede recovery from it. Without visualization tools that provide immediate feedback and an understanding of the relationship between insulin intake, blood sugar levels (BGLs), exercise, food intake, heart disease, and blood pressure (BP), individuals living with DM are less likely to make good health decisions. The aim of this paper is to discuss the development of a visualization tool called MedicMetric. Fitbit and Dexcom APIs were used to capture health data for the visualization tool. Three new visualization techniques were used in MedicMetric, namely the Annotated Line View, the Radial Progress View and the Change Rate View. It was discovered that IV techniques can be applied to support the self-management of DM by helping to refine new IV designs, which reduce the effort required to retrieve and interpret useful data. IV techniques were used to create and evaluate a new set of visualizations, which were used in the prototype. The results of a usability study showed that the participants would prefer using such an IV tool to better manage their T2DM and personal goals. These results support the theory that IV techniques can be used to support the self-management of T2DM. The MedicMetric prototype was compared to the MySygr and Diabetes:M applications. MedicMetric and MySugr obtained almost identical results for effectiveness and efficiency. However, participants indicated that MedicMetric provided the best support overall, with 100 percent of participants stating that they would prefer to use MedicMetric in future.","PeriodicalId":245560,"journal":{"name":"IADIS INTERNATIONAL JOURNAL ON WWW/INTERNET","volume":"44 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131061025","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Furkan Kaynar, M. Hofbauer, A. MacWilliams, Joseph Newman, A. Hutter, E. Steinbach
With the development of mixed reality technologies, remote maintenance and collaboration applications receive increasing interest in the industry. The combination of 360-degree telepresence and augmented reality (AR) cues have been shown to be an effective way of remote collaboration. However, most existing methods do not provide depth perception, which can improve the remote inspection. Also, many methods that use holograms for live collaboration are limited with only pointing functionality. In this paper, we present a 360-degree telepresence system interacting with an AR backend to create an immersive mixed reality interface for remote collaboration. The proposed camera system does not need to be carried by any on-site person, but can be controlled by the remote operator intuitively. We deploy network delay compensation methods and propose novel projection strategies for a correct and efficient rendering. A comparative analysis shows advantages of the proposed system over previous work, and that it is a promising approach for improving remote collaboration and maintenance. Our experiments indicate that our system has a glass-to-glass delay of roughly 106 ms, and a data rate to the client varying between 10-15 Mbps, which can be further optimized for specific applications. Exploratory tests with VR-experienced users showed that the motion-to-photon latency of the system is in acceptable ranges. The system can be deployed in various industrial applications for a live or asynchronous collaboration between an on-site user (with AR) and an off-site user (with AR in VR).
{"title":"AR IN VR: OMNISTEREOSCOPIC TELEPRESENCE WITH HOLOGRAMS FOR REMOTE MAINTENANCE AND COLLABORATION","authors":"Furkan Kaynar, M. Hofbauer, A. MacWilliams, Joseph Newman, A. Hutter, E. Steinbach","doi":"10.33965/ijwi_202220207","DOIUrl":"https://doi.org/10.33965/ijwi_202220207","url":null,"abstract":"With the development of mixed reality technologies, remote maintenance and collaboration applications receive increasing interest in the industry. The combination of 360-degree telepresence and augmented reality (AR) cues have been shown to be an effective way of remote collaboration. However, most existing methods do not provide depth perception, which can improve the remote inspection. Also, many methods that use holograms for live collaboration are limited with only pointing functionality. In this paper, we present a 360-degree telepresence system interacting with an AR backend to create an immersive mixed reality interface for remote collaboration. The proposed camera system does not need to be carried by any on-site person, but can be controlled by the remote operator intuitively. We deploy network delay compensation methods and propose novel projection strategies for a correct and efficient rendering. A comparative analysis shows advantages of the proposed system over previous work, and that it is a promising approach for improving remote collaboration and maintenance. Our experiments indicate that our system has a glass-to-glass delay of roughly 106 ms, and a data rate to the client varying between 10-15 Mbps, which can be further optimized for specific applications. Exploratory tests with VR-experienced users showed that the motion-to-photon latency of the system is in acceptable ranges. The system can be deployed in various industrial applications for a live or asynchronous collaboration between an on-site user (with AR) and an off-site user (with AR in VR).","PeriodicalId":245560,"journal":{"name":"IADIS INTERNATIONAL JOURNAL ON WWW/INTERNET","volume":"26 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114340065","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Role-play games have been developed to help individuals with autism spectrum disorders to learn social interactions with others. However, there is a lack of role-playing games that teach people without autism the necessary communication skills to engage and interact effectively with autistic people. This research aims to harness the latest technological advances in mobile computing, serious games and human-computer teaming technologies to create a virtual expert guided serious role-playing game to help people learn how to communicate with autistic people. It provides a virtual expert guided experiential and cognitive learning tool, consisting of instruction, play, review, and discussion, that helps achieve enhanced learning outcomes while enabling an independent-learning workflow. By making it available for both iOS and Android devices, it has the potential to help spread the awareness of autism and help create a more inclusive environment for autistic people at schools, universities, and communities.
{"title":"VIRTUAL EXPERT GUIDED SERIOUS ROLE-PLAYING GAME FOR LEARNING COMMUNICATION WITH AUTISTIC PEOPLE","authors":"D. B. Patel, Xavian Ogletree, Yong Pei","doi":"10.33965/ijwi_202220105","DOIUrl":"https://doi.org/10.33965/ijwi_202220105","url":null,"abstract":"Role-play games have been developed to help individuals with autism spectrum disorders to learn social interactions with others. However, there is a lack of role-playing games that teach people without autism the necessary communication skills to engage and interact effectively with autistic people. This research aims to harness the latest technological advances in mobile computing, serious games and human-computer teaming technologies to create a virtual expert guided serious role-playing game to help people learn how to communicate with autistic people. It provides a virtual expert guided experiential and cognitive learning tool, consisting of instruction, play, review, and discussion, that helps achieve enhanced learning outcomes while enabling an independent-learning workflow. By making it available for both iOS and Android devices, it has the potential to help spread the awareness of autism and help create a more inclusive environment for autistic people at schools, universities, and communities.","PeriodicalId":245560,"journal":{"name":"IADIS INTERNATIONAL JOURNAL ON WWW/INTERNET","volume":"27 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-09-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116116128","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Computational political communication, based on big data analytics of social media texts, provides a paradigm for understanding the public's view of and engagement with political events worldwide. This study reviews previous efforts by social and data scientists and offers a demo to show the potential of computational political communication. To characterize online political communication dynamics surrounding U.S.-China tensions and gain a better understanding of the U.S.-China power struggle, a vast amount of user-generated Twitter data is compiled from March 2020 to March 2021 globally. Chinese IT giants (Huawei, Tencent, and ByteDance) and major English-speaking countries (the United States, United Kingdom, Canada, Australia, New Zealand, India, and Pakistan) are chosen as keywords for filtering the tweets gathered. Sentiment analysis of the tweets is carried out automatically. It is found that the popularities of debates regarding certain nations and companies are uneven and might be triggered by events. Furthermore, rather than being segregated, the discourses of all of these companies are intertwined. It is expected that future studies can apply more fine-grained, categorized, and automated sentiment and topic analysis to show a panorama of online public opinion.
{"title":"CHINESE IT COMPANIES UNDER U.S.-CHINA TRADE WAR: A COMPUTATIONAL POLITICAL COMMUNICATION PERSPECTIVE","authors":"Yekai Xu, Mingqing Xie","doi":"10.33965/ijwi_202220103","DOIUrl":"https://doi.org/10.33965/ijwi_202220103","url":null,"abstract":"Computational political communication, based on big data analytics of social media texts, provides a paradigm for understanding the public's view of and engagement with political events worldwide. This study reviews previous efforts by social and data scientists and offers a demo to show the potential of computational political communication. To characterize online political communication dynamics surrounding U.S.-China tensions and gain a better understanding of the U.S.-China power struggle, a vast amount of user-generated Twitter data is compiled from March 2020 to March 2021 globally. Chinese IT giants (Huawei, Tencent, and ByteDance) and major English-speaking countries (the United States, United Kingdom, Canada, Australia, New Zealand, India, and Pakistan) are chosen as keywords for filtering the tweets gathered. Sentiment analysis of the tweets is carried out automatically. It is found that the popularities of debates regarding certain nations and companies are uneven and might be triggered by events. Furthermore, rather than being segregated, the discourses of all of these companies are intertwined. It is expected that future studies can apply more fine-grained, categorized, and automated sentiment and topic analysis to show a panorama of online public opinion.","PeriodicalId":245560,"journal":{"name":"IADIS INTERNATIONAL JOURNAL ON WWW/INTERNET","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-09-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130447431","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Mudjahidin, Nidia Avisyah Putri, Andre Parvian Aristio, Lukman Junaedi
There are tens to hundreds of cross-organizational e-Government applications at Surabaya City Government. It is necessary to conduct an in-depth study on what factors affect the system performance and consider user input as an evaluation to improve the service quality of the cross-organizational e-Government system at Surabaya City Government. This study was conducted to examine and determine the factors that influence the primary performance of the cross-organizational e-Government system, namely “Effectivity,” “Efficiency,” “Accountability” by considering “Technical,” “Managerial/Organizational,” and “Institutional/Inter-organizational” factors. Questionnaire questions use a Likert scale assessment with numbers 1 to 7. The Likert scale itself is an assessment to measure respondent perception, opinions, and characteristics towards a social phenomenon. The questionnaire has prepared then validated first to at least 30 respondents before being distributed. The respondents are employees of various levels at Surabaya City Government, East Java at Surabaya City Government. The Demographics of respondents are 18-58 years old. The educational background of the respondents is from Senior High School (SHS), Bachelor, to Postgraduate. The survey obtains 164 data from respondents offline. The data processing uses Partial Least Square (PLS) by testing the structural model (outer model) and the measurement model (inner model). The findings of this study provide suggestions for developing the performance of cross-organizational e-Government systems based on factors that have a significant influence and obtain strategic recommendations that can affect the performance of cross-organizational e-Government systems at Surabaya City Government in Indonesia. In addition, this study also provides a methodology for implementing and describing the conceptual models for further research related to an integrated cross-organizational e-Government system.
{"title":"CROSS-ORGANIZATIONAL PERFORMANCE OF E-GOVERNMENT AT SURABAYA CITY IN INDONESIA","authors":"Mudjahidin, Nidia Avisyah Putri, Andre Parvian Aristio, Lukman Junaedi","doi":"10.33965/ijwi_202220104","DOIUrl":"https://doi.org/10.33965/ijwi_202220104","url":null,"abstract":"There are tens to hundreds of cross-organizational e-Government applications at Surabaya City Government. It is necessary to conduct an in-depth study on what factors affect the system performance and consider user input as an evaluation to improve the service quality of the cross-organizational e-Government system at Surabaya City Government. This study was conducted to examine and determine the factors that influence the primary performance of the cross-organizational e-Government system, namely “Effectivity,” “Efficiency,” “Accountability” by considering “Technical,” “Managerial/Organizational,” and “Institutional/Inter-organizational” factors. Questionnaire questions use a Likert scale assessment with numbers 1 to 7. The Likert scale itself is an assessment to measure respondent perception, opinions, and characteristics towards a social phenomenon. The questionnaire has prepared then validated first to at least 30 respondents before being distributed. The respondents are employees of various levels at Surabaya City Government, East Java at Surabaya City Government. The Demographics of respondents are 18-58 years old. The educational background of the respondents is from Senior High School (SHS), Bachelor, to Postgraduate. The survey obtains 164 data from respondents offline. The data processing uses Partial Least Square (PLS) by testing the structural model (outer model) and the measurement model (inner model). The findings of this study provide suggestions for developing the performance of cross-organizational e-Government systems based on factors that have a significant influence and obtain strategic recommendations that can affect the performance of cross-organizational e-Government systems at Surabaya City Government in Indonesia. In addition, this study also provides a methodology for implementing and describing the conceptual models for further research related to an integrated cross-organizational e-Government system.","PeriodicalId":245560,"journal":{"name":"IADIS INTERNATIONAL JOURNAL ON WWW/INTERNET","volume":"45 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-09-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127143497","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
E. Tanaka, Tiago Paula, G. S. F. Gouveia, Rovilson A. F. Leal Junior, Lucimara de Almeida, Leonardo R. Domingues, A. Alves, R. Oliveira
Immersive virtual reality simulators have been adopted in formal education and corporate trainings as they can represent real world scenarios, conditions and events that have inherent risks and/or that are not easily reproducible on classrooms or laboratories. One of the areas that can use these simulators is the electric power distribution network. Especially in Brazil, electricians take formal trainings to work on the electric power distribution network but usually do not experience the real conditions of the network and the several risks involved with it during these trainings. Consequently, even after taking the whole trainings, the electricians may not be well prepared to work on the emergency services or even on some of the scheduled maintenance services of the network, taking longer than expected to conclude these services. Therefore, this paper presents the development of an immersive virtual reality simulator for training electricians to work on the distribution network, considering the safety procedures, the proper usage of equipment and the collaboration with other electricians. By practicing in the proposed simulator, it is expected to improve the trainings and to expand the knowledge and the skills of the electricians.
{"title":"A VIRTUAL REALITY SIMULATOR FOR TRAINING ELECTRICIANS TO WORK ON ELECTRIC POWER DISTRIBUTION NETWORK","authors":"E. Tanaka, Tiago Paula, G. S. F. Gouveia, Rovilson A. F. Leal Junior, Lucimara de Almeida, Leonardo R. Domingues, A. Alves, R. Oliveira","doi":"10.33965/ijwi_202119205","DOIUrl":"https://doi.org/10.33965/ijwi_202119205","url":null,"abstract":"Immersive virtual reality simulators have been adopted in formal education and corporate trainings as they can represent real world scenarios, conditions and events that have inherent risks and/or that are not easily reproducible on classrooms or laboratories. One of the areas that can use these simulators is the electric power distribution network. Especially in Brazil, electricians take formal trainings to work on the electric power distribution network but usually do not experience the real conditions of the network and the several risks involved with it during these trainings. Consequently, even after taking the whole trainings, the electricians may not be well prepared to work on the emergency services or even on some of the scheduled maintenance services of the network, taking longer than expected to conclude these services. Therefore, this paper presents the development of an immersive virtual reality simulator for training electricians to work on the distribution network, considering the safety procedures, the proper usage of equipment and the collaboration with other electricians. By practicing in the proposed simulator, it is expected to improve the trainings and to expand the knowledge and the skills of the electricians.","PeriodicalId":245560,"journal":{"name":"IADIS INTERNATIONAL JOURNAL ON WWW/INTERNET","volume":"11 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114643632","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}