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A Comparative Analysis of the Performance of Leading Countries in Conducting Artificial Intelligence Research 主要国家在开展人工智能研究方面的绩效比较分析
IF 4.3 Q1 PSYCHOLOGY, MULTIDISCIPLINARY Pub Date : 2024-09-12 DOI: 10.1155/2024/1689353
Ahmed H. Al-Marzouqi, Alya A. Arabi

Artificial intelligence (AI) is a rapidly expanding field. Given the dynamic nature of AI research, staying up-to-date with this evolving landscape is imperative to guide the global race in this field. Using the world’s largest bibliometric database (SciVal/Scopus), we analyzed the research output of the top 15 countries in AI research productivity between the years 1998 and 2022. Over the past 25 years, the global research output in AI has increased by 26 folds, with China leading the way in the overall number of AI publications (~281,650 articles). During this period, China and India had the highest fold growth (~240–250) and compound annual growth rate (CAGR) (~25). However, when normalized to population size and gross domestic product (GDP), Singapore (250 AI publications per million capita) and India (7.7 AI publications per billion GDP) were the best performers in 2022, respectively. When normalized to the number of researchers and gross expenditures on research and development (GERD), again, India was the best with 36.8 AI publications per thousand researchers and 0.77 AI publications per million GERD in 2020. When the overall quality of AI publications over the past decade was considered, Hong Kong and Singapore performed the best with respect to publications in higher percentile journals (the top 1%, 5%, and 10% journals), and Switzerland performed the best with respect to citations/publication and field-weighted citation impact (FWCI). Finally, when the quality measures of publications were normalized to country or research metrics, the three best performers were Hong Kong, Singapore, and Switzerland (although India stood out for citations/GERD). These three countries (along with the United States) also had the highest economic impact as measured by the patent citations per scholarly output, which was aligned with the high FWCI values for these countries. Long-term strategies to help leading countries gain an advantage in the AI frontier have been discussed at the end of the manuscript. These strategies include government initiatives and financial support, talent creation and networking, public awareness, and mindful considerations of rules, guidelines, and ethics.

人工智能(AI)是一个快速发展的领域。鉴于人工智能研究的动态性质,要引导这一领域的全球竞赛,就必须跟上这一不断发展的形势。利用世界上最大的文献计量数据库(SciVal/Scopus),我们分析了 1998 年至 2022 年间人工智能研究产量排名前 15 位的国家的研究成果。在过去的 25 年中,全球人工智能研究成果增长了 26 倍,其中中国的人工智能论文总数(约 281650 篇)遥遥领先。在此期间,中国和印度的增长倍数(约 240-250 倍)和复合年增长率(约 25 倍)最高。然而,如果按照人口规模和国内生产总值(GDP)进行归一化处理,新加坡(每百万人均 250 篇人工智能论文)和印度(每十亿 GDP 7.7 篇人工智能论文)分别是 2022 年表现最好的国家。如果与研究人员数量和研发总支出(GERD)挂钩,印度的表现同样最好,2020 年每千名研究人员有 36.8 篇人工智能出版物,每百万 GERD 有 0.77 篇人工智能出版物。如果考虑到过去十年人工智能出版物的整体质量,香港和新加坡在高百分位数期刊(排名前 1%、5% 和 10%的期刊)上的出版物质量最好,瑞士在引文/出版物和领域加权引文影响(FWCI)方面的质量最好。最后,如果将出版物的质量衡量标准标准化为国家或研究指标,则表现最好的三个国家分别是香港、新加坡和瑞士(尽管印度在引文/GERD 方面表现突出)。这三个国家(连同美国)的经济影响力也是最高的,其衡量标准是每项学术成果的专利引用率,这与这些国家的 FWCI 高值是一致的。手稿末尾讨论了帮助领先国家在人工智能前沿领域获得优势的长期战略。这些战略包括政府举措和财政支持、人才培养和网络建设、公众意识以及对规则、准则和道德的审慎考虑。
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引用次数: 0
Heavy Users, Mobile Gamers, and Social Networkers: Patterns of Objective Smartphone Use in Parents of Infants and Associations With Parent Depression, Sleep, Parenting, and Problematic Phone Use 重度用户、手机游戏玩家和社交网络用户:婴儿父母客观使用智能手机的模式以及与父母抑郁、睡眠、养育子女和有问题的手机使用之间的关系
IF 4.3 Q1 PSYCHOLOGY, MULTIDISCIPLINARY Pub Date : 2024-09-10 DOI: 10.1155/2024/3601969
Brandon T. McDaniel, Jenny Radesky, Jessica Pater, Adam M. Galovan, Annalise Harrison, Victor Cornet, Lauren Reining, Alexandria Schaller, Michelle Drouin

Smartphone use during parenting is common, which may lead to distraction (also known as technoference). However, it is likely that some phone activities are less disruptive to parents and children. In this study, we explored smartphone use (via passive sensing across 8 days) within 264 parents of infants, measuring parents’ application use on their phone (e.g., messaging, social media, mobile gaming, video chat) and phone use across contexts (e.g., during feeding and at bedtime). We utilized latent profile analysis to identify profiles of users, revealing five user types: Moderate User Social Networkers (37%), followed by Moderate User Gamers (20%), Moderate User Video Chatters (17%), Low Users (15%), and Heavy Users (11%). Parents varied in their use, from Low Users, who used their phone approximately 2.4 h each day, spent only 13% of their child time on their phone, and used their phone for about 18 min at bedtime, to Heavy Users, who spent approximately 8 h a day, about 50% of their child time on their phone, and about 1 h at bedtime. Heavy Users showed higher depressive symptoms and poorer sleep (although not poorer sleep than Moderate User Gamers). Surprisingly, we found no differences between groups in perceptions of parenting stress, responsiveness to their infant, or problematic phone use and distraction. We also explored demographic differences across groups. We call for future work to examine parent phone use more comprehensively and holistically and to view specific phone use activities as simultaneously interconnected with other types of use activities.

在育儿过程中使用智能手机很常见,这可能会导致分心(也称为技术性分心)。不过,有些手机活动对父母和孩子的干扰可能较小。在这项研究中,我们探讨了 264 位婴儿父母使用智能手机的情况(通过 8 天的被动感应),测量了父母在手机上使用应用程序的情况(例如,消息、社交媒体、手机游戏、视频聊天)以及不同情境下(例如,喂养期间和睡前)使用手机的情况。我们利用潜在特征分析来识别用户特征,发现了五种用户类型:中度用户社交网络用户(37%)、中度用户游戏用户(20%)、中度用户视频聊天用户(17%)、低度用户(15%)和重度用户(11%)。家长们使用手机的时间长短不一,低度使用者每天使用手机约 2.4 小时,孩子使用手机的时间仅占 13%,睡前使用手机约 18 分钟;而重度使用者每天使用手机约 8 小时,孩子使用手机的时间约占 50%,睡前使用手机约 1 小时。重度用户表现出较高的抑郁症状和较差的睡眠质量(尽管并不比中度用户游戏者的睡眠质量差)。令人惊讶的是,我们发现各组之间在对养育压力的感知、对婴儿的回应、手机使用问题和分心方面没有差异。我们还探讨了各组之间的人口统计学差异。我们呼吁今后的工作能更全面、整体地研究父母使用手机的情况,并将特定的手机使用活动与其他类型的使用活动同时视为相互关联的。
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引用次数: 0
Exploring the World of Smart Prisons: Barriers, Trends, and Sustainable Solutions 探索智能监狱的世界:障碍、趋势和可持续解决方案
IF 4.3 Q1 PSYCHOLOGY, MULTIDISCIPLINARY Pub Date : 2024-09-09 DOI: 10.1155/2024/6158154
Ejo Imandeka, Panca Oktavia Hadi Putra, Achmad Nizar Hidayanto, Mufti Mahmud

The world of smart prisons is gaining momentum despite receiving limited attention due to the ability to maintain social order and reduce crime rates. Therefore, this research aims to synthesize the current knowledge of smart prisons, identify barriers to trend technologies, and provide valuable insights for practitioners, and policymakers. The systematic literature review (SLR) method by Kitchenham was used to collect data from Scopus from 2007 to 2023, which comprised 59 articles in the final phase. The high cost of smart technology, ineffective technology design, poor management, aging facilities, increased violence, ethical concerns, and lots more, were some of the barriers associated with the topic. The study highlights the need for targeted strategies, such as cost-benefit analyses, phased implementation, and comprehensive staff training, to overcome these barriers. The study also reveals varied approaches to smart prison adoption across countries, influenced by differences in economic resources and policy frameworks. The study emphasizes the importance of continuous evaluation, international collaboration, and adherence to ethical standards to sustain smart prison development. The result showed that smart prisons are important in the field of corrections.

智能监狱能够维护社会秩序、降低犯罪率,尽管关注度有限,但其发展势头迅猛。因此,本研究旨在综合当前有关智能监狱的知识,识别趋势技术的障碍,并为从业人员和政策制定者提供有价值的见解。研究采用了 Kitchenham 的系统文献综述(SLR)方法,从 Scopus 收集了 2007 年至 2023 年的数据,最后阶段共收集了 59 篇文章。智能技术的高成本、低效的技术设计、管理不善、设施老化、暴力事件增加、道德问题等等,都是与该主题相关的一些障碍。研究强调,要克服这些障碍,需要采取有针对性的策略,如成本效益分析、分阶段实施和全面的员工培训。研究还显示,受经济资源和政策框架差异的影响,各国采用智能监狱的方法各不相同。研究强调了持续评估、国际合作和遵守道德标准对维持智能监狱发展的重要性。研究结果表明,智能监狱在惩教领域非常重要。
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引用次数: 0
Enhancing Cobot Design Through User Experience Goals: An Investigation of Human–Robot Collaboration in Picking Tasks 通过用户体验目标改进机器人设计:采摘任务中的人机协作研究
IF 4.3 Q1 PSYCHOLOGY, MULTIDISCIPLINARY Pub Date : 2024-09-05 DOI: 10.1155/2024/7058933
Ana Pinto, Inês Duarte, Carla Carvalho, Luís Rocha, Joana Santos

The use of collaborative robots in industries is growing rapidly. To ensure the successful implementation of these devices, it is essential to consider the user experience (UX) during their design process. This study is aimed at testing the UX goals that emerge when users interact with a collaborative robot during the programming and collaborating phases. A framework on UX goals will be tested, in the geographical context of Portugal. For that, an experimental setup was introduced in the form of a laboratory case study in which the human–robot collaboration (HRC) was evaluated by the combination of both quantitative (applying the User Experience Questionnaire [UEQ]) and qualitative (semistructured interviews) metrics. The sample was constituted by 19 university students. The quantitative approach showed positive overall ratings for the programming phase UX, with attractiveness having the highest average value (M = 2.21; SD = 0.59) and dependability the lowest (M = 1.64; SD = 0.65). For the collaboration phase, all UX ratings were positive, with attractiveness having the highest average value (M = 2.46; SD = 0.78) and efficiency the lowest (M = 1.93; SD = 0.77). Only perspicuity showed significant differences between the two phases (t(18) = −4.335, p = 0.002). The qualitative approach, at the light of the framework used, showed that efficiency, inspiration, and usability are the most mentioned UX goals emerging from the content analysis. These findings enhance manufacturing workers’ well-being by improving cobot design in organizations.

协作机器人在各行各业的应用正在迅速增长。为确保这些设备的成功实施,在设计过程中考虑用户体验(UX)至关重要。本研究旨在测试用户在编程和协作阶段与协作机器人交互时产生的用户体验目标。将在葡萄牙的地理环境中测试用户体验目标框架。为此,我们引入了实验室案例研究形式的实验装置,结合定量(应用用户体验问卷[UEQ])和定性(半结构式访谈)指标对人机协作(HRC)进行评估。样本由 19 名大学生组成。定量方法显示,编程阶段的用户体验总体评价良好,吸引力平均值最高(M = 2.21;SD = 0.59),可靠性最低(M = 1.64;SD = 0.65)。在协作阶段,所有用户体验评分都是正面的,吸引力的平均值最高(M = 2.46;SD = 0.78),效率最低(M = 1.93;SD = 0.77)。只有透视性在两个阶段之间存在明显差异(t(18) = -4.335,p = 0.002)。根据所使用的框架,定性方法表明,效率、灵感和可用性是内容分析中提及最多的用户体验目标。这些发现通过改进组织中的 cobot 设计,提高了制造业工人的幸福感。
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引用次数: 0
Transformative Cyber Marketing: Fostering Regional Growth and Engagement 变革性网络营销:促进地区增长和参与
IF 4.3 Q1 PSYCHOLOGY, MULTIDISCIPLINARY Pub Date : 2024-09-04 DOI: 10.1155/2024/3125172
Nana Storada Dwi Martadi, Mohamad Sidiq, Inaya Sari Melati

This study is aimed at formulating a contemporary regional cyber marketing model with a focus on endorsing local products and events in Semarang City, Indonesia. Utilizing the Star Model by Galbraith, the research involved 44 stakeholders in extensive interviews. Employing social network analysis (SNA) through the Net-Map tool, the study introduced an innovative cyber marketing approach, labeled as Semarang Cyber Marketing (SCyMark), designed to meet the unique requirements of the region. SCyMark demonstrated adaptability and sustainability, promoting seamless integration between local offerings and digital marketing. The findings showcased significant shifts in stakeholders’ perceptions, with 23 out of 44 experiencing noteworthy changes in their perceived influence within the SCyMark framework. SNA offered intricate insights into stakeholder relationships, enhancing the study’s credibility. This research contributes valuable perspectives to regional development, highlighting SCyMark’s potential in promoting local products and events. By fostering community engagement and supporting economic growth, cyber marketing emerges as a promising tool for advancing marketing initiatives in diverse regions.

本研究旨在制定当代地区网络营销模式,重点是为印尼三宝垄市的本地产品和活动代言。研究利用加尔布雷思的 "明星模型",对 44 名利益相关者进行了广泛访谈。研究通过 Net-Map 工具进行社会网络分析(SNA),推出了一种创新的网络营销方法,称为三宝垄网络营销(SCyMark),旨在满足该地区的独特需求。SCyMark 展示了适应性和可持续性,促进了当地产品与数字营销的无缝整合。研究结果表明,利益相关者的看法发生了重大转变,在 44 个利益相关者中,有 23 个在 SCyMark 框架内对其影响力的看法发生了显著变化。国民账户体系提供了对利益相关者关系的深刻见解,提高了研究的可信度。这项研究为地区发展提供了宝贵的视角,突出了 SCyMark 在推广本地产品和活动方面的潜力。通过促进社区参与和支持经济增长,网络营销已成为在不同地区推进营销活动的一种有前途的工具。
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引用次数: 0
Can AI Digital Personas for Well-Being Provide Social Support? A Mixed-Method Analysis of User Reviews 人工智能数字幸福角色能否提供社会支持?对用户评论的混合方法分析
IF 4.3 Q1 PSYCHOLOGY, MULTIDISCIPLINARY Pub Date : 2024-08-31 DOI: 10.1155/2024/6738001
Radek Heissler, Juraj Jonáš, Nicole Carre, Karin Mostovoy, Eduardo L. Bunge

Introduction: Digital personas (DPs) are animated human-like characters that incorporate the capabilities of conversational agents (CAs) and communicate with users via audio and voice.

Aim: This study is aimed at understanding how users perceive the DPs designed for mental well-being and perceived social support.

Methods: A total of 1485 available ratings and user reviews of the DPs from the Elysai app were analyzed using a deductive and inductive thematic analysis. Ordinal regressions were conducted to identify domains predicting users’ ratings.

Results: The average rating of the app was 4.23 out of 5. The thematic analysis identified 27.59% of comments on social support from the DP. Emotional and companionship support were the most frequently reported themes. The inductive thematic analysis identified positive themes, such as the helpfulness of DPs, anthropomorphic traits, negative experiences with DPs, and technical issues. Regression analysis showed that themes of emotional and companionship, social support, positive feedback, anthropomorphic traits, helpfulness, and recommendations significantly predicted positive ratings (odds ratio 1.51–2.86). Conversely, the themes of negative experience with DP and technical issues predicted lower ratings (odds ratio 0.05 and 0.32).

Discussion: Overall, DPs were perceived positively by most reviews analyzed. Users reported that DPs provided emotional and companionship support, were helpful, and had anthropomorphic traits, but also had negative experiences with DPs and technical issues. The types of themes reported in the reviews predicted the user ratings.

引言:数字角色(DPs)是一种动画类人角色,它结合了对话代理(CAs)的功能,并通过声音和语音与用户进行交流:目标:本研究旨在了解用户如何看待为心理健康和社会支持而设计的数字角色:方法:采用演绎和归纳主题分析法,对伊利赛应用程序中的DPs的1485条可用评分和用户评论进行了分析。结果:该应用程序的平均评分为 4.5 分:该应用程序的平均评分为 4.23 分(满分为 5 分)。主题分析确定了 27.59% 的民主党人对社会支持的评论。情感支持和陪伴支持是最常见的主题。归纳式主题分析确定了积极的主题,如民主党人的乐于助人、拟人化特征、与民主党人的负面经历以及技术问题。回归分析表明,情感和陪伴、社会支持、积极反馈、拟人化特征、乐于助人和推荐等主题可显著预测正面评价(几率比 1.51-2.86)。相反,与民主党相处的负面经历和技术问题则预示着较低的评分(几率比 0.05 和 0.32):讨论:总体而言,大多数分析评论都对民主党持积极态度。用户认为虚拟伙伴提供了情感和陪伴支持、乐于助人并具有拟人化特征,但也有用户对虚拟伙伴和技术问题有负面体验。评论中报告的主题类型预测了用户的评分。
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引用次数: 0
Integrating Digital Technology Into Marathon Race With a Technology-Driven Service Design Approach to Enhance Marathoner Experiences 将数字技术融入马拉松比赛,用技术驱动的服务设计方法提升马拉松运动员的体验
IF 4.3 Q1 PSYCHOLOGY, MULTIDISCIPLINARY Pub Date : 2024-08-30 DOI: 10.1155/2024/7488352
Sawitree Phua, Atthaves Borriraklert, Theeraya Mayakul

Following the COVID-19 pandemic, digital technology rapidly integrates into daily life, offering advantages in sports, including personal performance tracking, athlete-fan communication via social media, and virtual event organization. However, its comprehensive use in marathons to enhance marathoner experience remains underexplored. This study presented a technology-driven marathon service process, guiding digital technology applications across prerace communication, marathon registration, race entertainment, medical service, and postrace engagement. A mixed-method approach, utilizing the analytic hierarchy process (AHP), informed technology selection for each service dimension under expert judgment. Three groups of experts, including World Athletics marathon organizers, elite runners, and marathon medical team members, were invited for triangulated discussion, validated, and confirmed the technology selection. The results revealed the decision-making for incorporating digital technology into each marathon service process. In the realm of prerace communication, interactive content and content management were appropriated for addressing awareness, motivation, trust, and engagement. In terms of marathon registration, experts agreed that application programming interfaces (APIs) can streamline procedures for runner convenience. For race entertainment, extended reality (XR) excels can stimulate runner motivation through realistic competition simulations. Regarding medical service, digital health records emerged as a vital tool for medical operations during the marathons. Lastly, elite runners had shown a compassionate inclination towards affiliation e-rewards, enabling them to convert their achievements into tangible benefits. A service blueprint was constructed to visualize the integration of digital technologies into marathon events covering marathoner actions, front-of-house employee actions, back-of-house employee actions, and internal information technology systems. These findings offer valuable insights to marathon organizers, enhancing marathoner experiences, and service quality through digital technology that becomes more prevalent.

COVID-19 大流行之后,数字技术迅速融入日常生活,并在体育运动中发挥优势,包括个人成绩跟踪、通过社交媒体进行运动员与粉丝交流以及虚拟赛事组织。然而,在马拉松赛事中全面使用数字技术来提升马拉松运动员体验的研究仍然不足。本研究提出了一个技术驱动的马拉松服务流程,指导数字技术在赛前交流、马拉松注册、比赛娱乐、医疗服务和赛后参与等方面的应用。利用层次分析法(AHP)的混合方法,在专家判断下为每个服务维度的技术选择提供依据。邀请了三组专家,包括世界田径马拉松组织者、精英选手和马拉松医疗团队成员,进行了三角讨论、验证并确认了技术选择。结果揭示了将数字技术融入各马拉松服务流程的决策。在赛前沟通方面,互动内容和内容管理被用于解决认知、激励、信任和参与等问题。在马拉松报名方面,专家们一致认为应用程序接口(API)可以简化程序,方便选手。在比赛娱乐方面,扩展现实(XR)可以通过逼真的比赛模拟来激发选手的积极性。在医疗服务方面,数字健康记录成为马拉松赛事期间医疗操作的重要工具。最后,精英跑者对附属电子奖励表现出同情的倾向,这使他们能够将自己的成就转化为实实在在的利益。我们构建了一个服务蓝图,以可视化的方式将数字技术整合到马拉松赛事中,其中包括马拉松运动员的行动、前台员工的行动、后台员工的行动以及内部信息技术系统。这些发现为马拉松赛事的组织者提供了宝贵的见解,通过日益普及的数字技术提升了马拉松运动员的体验和服务质量。
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引用次数: 0
Activating the Mobile User Interface With a Rule-Based Chatbot and EEG-Based Emotion Recognition to Aid in Coping With Negative Emotions 利用基于规则的聊天机器人和基于脑电图的情绪识别激活移动用户界面,帮助应对负面情绪
IF 4.3 Q1 PSYCHOLOGY, MULTIDISCIPLINARY Pub Date : 2024-08-27 DOI: 10.1155/2024/7499554
Haneen Reda Banjar, Lujain Alsefri, Aseel Alshomrani, Morouj Hamdhy, Sara Alahmari, Sanaa Sharaf

Mental health depends on emotional intelligence (EI), the ability to recognize, understand, and manage emotions. As emotions—positive and negative—influence our actions, decisions, and health, EI has become more important in today’s fast-paced society. Negative emotions, in particular, pose a challenge due to their complexity and the difficulty in managing them effectively. The “Motus Up” mobile app represents a significant leap in personal mental health management by merging EEG-based emotion recognition with a rule-based chatbot to aid users in managing negative emotions. Utilizing principles of EI, the app customizes the mobile interface color settings, suggesting activities and providing advice suited to the user’s emotional state confirmed by the chatbot. The emotion recognition model is trained and tested using the SEED-IV dataset, ensuring compatibility with consumer EEG headbands and accurate detection of complex emotions like sadness and fear. Thorough static and dynamic testing has validated the app’s design and operational efficacy, confirming its preparedness for practical use. By combining real-time EEG data analysis with intelligent chatbot interactions, “Motus Up” stands out as an innovative mental health tool that enhances EI and offers a responsive experience for emotional self-regulation. This integration of technology and psychology in a mobile platform is poised to improve mental well-being and EI on a personal scale.

心理健康取决于情商(EI),即识别、理解和管理情绪的能力。由于情绪(积极和消极情绪)会影响我们的行动、决策和健康,因此在当今快节奏的社会中,情商变得更加重要。特别是负面情绪,由于其复杂性和有效管理的难度,给我们带来了挑战。Motus Up "移动应用程序将基于脑电图的情绪识别与基于规则的聊天机器人相结合,帮助用户管理负面情绪,是个人心理健康管理领域的一次重大飞跃。该应用程序利用情绪识别原理,根据聊天机器人确认的用户情绪状态,定制手机界面颜色设置、建议活动和提供建议。情绪识别模型通过 SEED-IV 数据集进行训练和测试,确保与消费者脑电图头带兼容,并能准确检测出悲伤和恐惧等复杂情绪。全面的静态和动态测试验证了该应用程序的设计和运行效果,确认其已准备好投入实际使用。通过将实时脑电图数据分析与智能聊天机器人互动相结合,"Motus Up "作为一款创新的心理健康工具脱颖而出,增强了 EI,为情绪自我调节提供了响应式体验。这种在移动平台上将技术与心理学相结合的做法有望改善个人的心理健康和情感指数。
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引用次数: 0
Analyzing and Forecasting E-Commerce Adoption Drivers Among SMEs: A Machine Learning Approach 分析和预测中小企业采用电子商务的驱动因素:一种机器学习方法
IF 4.3 Q1 PSYCHOLOGY, MULTIDISCIPLINARY Pub Date : 2024-08-19 DOI: 10.1155/2024/7747136
Yomna Daoud, Aida Kammoun

This paper investigated the factors in the technology–organization–environment (TOE) framework that affect the decision of whether to adopt electronic commerce (EC) or not within small- and medium-sized enterprises (SMEs). To this end, a questionnaire-based survey was conducted to collect data from 60 managers or owners of manufacturing SMEs in Tunisia. Unlike the traditional regression approaches, we referred to novel machine learning (ML) techniques and reveal that ML techniques reach a higher level of performance in forecasting driving factors to EC adoption compared to the traditional logistic regression approach. The achieved results also indicate that EC adoption within SMEs is significantly affected by eight factors, namely, IT vendors’ support, the adopted technology complexity degree, chief executive officer (CEO) innovativeness, technology readiness, customers’ pressure, firm size, infrastructure compatibility, and the innovative technology-perceived relative advantage.

本文研究了技术-组织-环境(TOE)框架中影响中小企业决定是否采用电子商务(EC)的因素。为此,我们开展了一项问卷调查,向突尼斯 60 家制造业中小企业的经理或业主收集数据。与传统的回归方法不同,我们采用了新颖的机器学习(ML)技术,结果表明,与传统的逻辑回归方法相比,ML 技术在预测采用 EC 的驱动因素方面具有更高的性能。研究结果还表明,中小企业采用电子通信技术受到八个因素的显著影响,即信息技术供应商的支持、所采用技术的复杂程度、首席执行官(CEO)的创新能力、技术准备程度、客户压力、企业规模、基础设施兼容性和创新技术感知的相对优势。
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引用次数: 0
Playing With Spatial Frames: Altering the Body Matrix Through Multisensory Egocentric and Allocentric Body Illusions 玩转空间框架:通过多感官 "以自我为中心 "和 "以所有者为中心 "的身体幻觉改变身体矩阵
IF 4.3 Q1 PSYCHOLOGY, MULTIDISCIPLINARY Pub Date : 2024-08-18 DOI: 10.1155/2024/7316063
Giulia Brizzi, Giuseppe Riva

The multifaceted nature of body experience, encompassing affective, cognitive, and perceptual components, plays a critical role in the development and persistence of conditions such as anorexia nervosa (AN). Recent research attempted to address such disturbance to improve therapeutical effectiveness, using mirror exposure (ME) and body-swapping (BS) techniques in immersive virtual reality (VR). Procedures from a third-person perspective—as mirror-like experiences—were primarily used to address bodily cognitive and affective components, whereas first-person ones—as BS—were used to correct distorted body perception. This study investigated the effect of spatial reference frame on body self-consciousness and body perception during BS. Data revealed two main findings: Even though embodiment was significantly enhanced when participants engaged with a virtual body from a first-person viewpoint, both egocentric and allocentric perspectives influenced body size estimation (BSE), suggesting that both spatial perspectives critically form and sustain body self-perception. We discussed predictive coding theory to explain spatial perspective influence on body experience, highlighting the potential therapeutic benefits of incorporating first and third-person perspectives on body illusions (BIs) for more effective interventions targeting body-related disturbances.

身体体验具有多面性,包括情感、认知和知觉成分,在神经性厌食症(AN)等疾病的发展和持续中起着至关重要的作用。最近的研究试图通过在沉浸式虚拟现实(VR)中使用镜像暴露(ME)和身体交换(BS)技术来解决这种干扰,以提高治疗效果。第三人称视角的程序--镜像体验--主要用于解决身体认知和情感方面的问题,而第一人称视角的程序--BS--则用于纠正扭曲的身体感知。本研究调查了空间参照系对 BS 过程中身体自我意识和身体感知的影响。数据显示了两个主要发现:尽管当参与者以第一人称视角与虚拟身体接触时,身体的体现会明显增强,但自我中心视角和分配中心视角都会影响身体尺寸估计(BSE),这表明这两种空间视角对身体自我感知的形成和维持至关重要。我们讨论了预测编码理论来解释空间视角对身体体验的影响,强调了将第一人称和第三人称视角纳入身体幻觉(BIs)的潜在治疗益处,以便针对身体相关障碍采取更有效的干预措施。
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Human Behavior and Emerging Technologies
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