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Talent Retention of Information Technology Professionals in Light of Employee Experience: Artifact Proposition 基于员工体验的信息技术人才保留:伪命题
IF 3 Q1 PSYCHOLOGY, MULTIDISCIPLINARY Pub Date : 2025-08-30 DOI: 10.1155/hbe2/5462842
Sabrina K. Santos, José Carlos da Silva Freitas Junior, Patrícia M. F. Cabral

The information technology (IT) sector in Brazil remains highly competitive in attracting and retaining skilled professionals, despite global layoffs by major tech companies. This study is aimed at developing and validating a comprehensive instrument for measuring employee experience, providing actionable insights to enhance talent retention. Employing a mixed-methods approach guided by the design science research (DSR) framework, data were collected from IT professionals, including employees, interns, and outsourced contractors based in Brazil. A validated employee experience questionnaire underwent exploratory factor analysis (EFA) to ensure its construct validity. Findings revealed gaps in the employee experience, particularly among outsourced contractors, which informed the development of a dashboard artifact designed to address three critical stages of the employee journey: onboarding, monitoring, and offboarding. This study offers both theoretical and practical contributions, including a validated tool for measuring employee experience and a replicable framework for improving retention strategies in IT and other industries. Implications highlight the potential for enhanced talent management practices and sustained organizational performance.

尽管全球各大科技公司纷纷裁员,但巴西的信息技术(IT)行业在吸引和留住专业技术人员方面仍具有很强的竞争力。本研究旨在开发和验证一种全面的测量员工体验的工具,为提高人才保留率提供可操作的见解。采用由设计科学研究(DSR)框架指导的混合方法,从巴西的IT专业人员(包括员工、实习生和外包承包商)收集数据。对验证过的员工体验问卷进行探索性因子分析,以确保问卷的结构效度。调查结果揭示了员工体验的差距,特别是外包承包商之间的差距,这为仪表板工件的开发提供了信息,该仪表板工件旨在解决员工旅程的三个关键阶段:入职、监控和离职。这项研究提供了理论和实践的贡献,包括一个有效的衡量员工经验的工具和一个可复制的框架,以改善IT和其他行业的保留策略。结论强调了加强人才管理实践和持续组织绩效的潜力。
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引用次数: 0
Applying the Theory of Planned Behavior to Explore the Role of Blockchain Technology in Consumers’ Sustainable Consumption: A Multigroup Analysis of Gender 应用计划行为理论探讨区块链技术在消费者可持续消费中的作用:性别的多群体分析
IF 3 Q1 PSYCHOLOGY, MULTIDISCIPLINARY Pub Date : 2025-08-26 DOI: 10.1155/hbe2/1787273
Thanh Tung Dao, Thi Thanh Hoa Phan, Thi Viet Nga Ngo, Cong Doanh Duong, Trong Nghia Vu

Although blockchain technology has been extensively studied in supply chain research, relatively little is known about the consumer-level processes that translate blockchain-enabled traceability into purchase behavior in the organic food sector. Drawing on the theory of planned behavior, this study examined how blockchain-enabled traceability and perceived blockchain-related information transparency shape consumers’ organic food purchase intentions, with attention to gender differences. Utilizing structural equation modeling on data from 5,326 Vietnamese consumers, the findings revealed that both blockchain-enabled traceability and perceived blockchain-related information transparency directly and positively impacted attitudes and perceived behavioral control. While perceived blockchain-related information transparency directly affected purchase intentions, blockchain-enabled traceability did not; rather, it had an indirect effect through attitudes and perceived behavioral control. Subjective norms related to perceived behavioral controldid not significantly affect attitudes or purchase intentions. Furthermore, several of these relationships varied by gender. These findings underscored the importance of transparency and traceability in shaping favorable consumer perceptions and intentions to purchase organic foods. They also provided practical insights for leveraging blockchain technology and tailoring communication strategies to gender-specific preferences to foster consumer trust and promote sustainable purchasing behaviors.

尽管区块链技术在供应链研究中得到了广泛的研究,但人们对将区块链可追溯性转化为有机食品行业购买行为的消费者层面流程知之甚少。根据计划行为理论,本研究考察了区块链的可追溯性和感知到的区块链相关信息透明度如何影响消费者的有机食品购买意愿,并注意性别差异。利用来自5326名越南消费者的数据的结构方程建模,研究结果显示,支持区块链的可追溯性和感知到的区块链相关信息透明度直接并积极地影响了态度和感知到的行为控制。虽然感知到的与区块链相关的信息透明度直接影响购买意愿,但支持区块链的可追溯性却没有影响;相反,它通过态度和感知行为控制产生间接影响。与感知行为控制相关的主观规范对态度或购买意图没有显著影响。此外,其中一些关系因性别而异。这些发现强调了透明度和可追溯性在塑造消费者对购买有机食品的好感和意愿方面的重要性。他们还为利用区块链技术和根据性别偏好定制沟通策略提供了实际见解,以培养消费者信任并促进可持续的购买行为。
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引用次数: 0
Immersive Technologies for Inclusive Digital Education: A Systematic Survey 面向全纳数字教育的沉浸式技术:系统调查
IF 3 Q1 PSYCHOLOGY, MULTIDISCIPLINARY Pub Date : 2025-08-22 DOI: 10.1155/hbe2/8888303
Camilla Poggianti, Stefano Chessa, Susanna Pelagatti, Alexander Kocian

This systematic survey examines the use of immersive technologies in formal and informal educational contexts, focusing on inclusion and accessibility for people with disabilities. Immersive technologies are defined here as those that fall under the umbrella of extended reality (XR), including augmented reality (AR), virtual reality (VR), and mixed reality (MR)—technologies that combine physical and digital environments to create interactive experiences. Grounded in the universal design for learning (UDL) framework (a framework that promotes inclusive education through the principles of multiple means of representation, action and expression, and engagement), this study investigates how immersive technologies can support diverse learners. In contrast to previous reviews, which often focus on specific disciplines or age groups, this work takes a thematic approach that considers multiple dimensions: the type of XR technology, the educational context, the target demographic, adherence to UDL, and disability considerations. Using the PRISMA methodology, the survey systematically analyzes 32 research papers identified in five major databases and published between 2013 and 2023. The results show that 46.9% of the studies use AR, 37.5% use VR, and 15.6% integrate both. Twenty-two studies take place in academic settings (e.g., schools and universities), while others focus on informal contexts such as cultural heritage and life skills. However, only 40.6% explicitly apply the UDL framework, and less than half directly address specific disabilities, although XR has the potential to promote inclusion. Furthermore, 18 studies focus on STEM disciplines and higher education, indicating an imbalance in literature coverage. Although immersive technologies show promise to promote inclusion, our work emphasizes the need to combine XR technologies with established pedagogical models to better support diverse learners. Accordingly, the survey identifies a set of recommendations for researchers, developers, and educators to guide the implementation of more inclusive and pedagogically sound XR-based educational environments.

这项系统调查研究了沉浸式技术在正式和非正式教育环境中的使用,重点是残疾人的包容和无障碍。沉浸式技术在这里被定义为那些属于扩展现实(XR)的技术,包括增强现实(AR)、虚拟现实(VR)和混合现实(MR),这些技术结合了物理和数字环境来创建交互式体验。本研究以学习通用设计(UDL)框架为基础(UDL是一种通过多种表现方式、行动和表达方式以及参与原则促进全纳教育的框架),探讨沉浸式技术如何支持不同的学习者。与以前的审查不同,这些审查通常侧重于特定学科或年龄组,而这项工作采用了一种主题方法,考虑了多个维度:XR技术的类型、教育背景、目标人口、对UDL的遵守以及对残疾的考虑。使用PRISMA方法,该调查系统地分析了2013年至2023年间发表的5个主要数据库中的32篇研究论文。结果显示,46.9%的研究使用AR, 37.5%的研究使用VR, 15.6%的研究将两者结合起来。22项研究在学术环境(如学校和大学)进行,而其他研究则侧重于文化遗产和生活技能等非正式环境。然而,只有40.6%的人明确应用了UDL框架,不到一半的人直接解决了特定的残疾问题,尽管XR有促进包容性的潜力。此外,18项研究关注STEM学科和高等教育,表明文献覆盖的不平衡。虽然沉浸式技术有望促进包容性,但我们的工作强调需要将XR技术与现有的教学模式结合起来,以更好地支持不同的学习者。因此,该调查为研究人员、开发人员和教育工作者提出了一系列建议,以指导实施更具包容性和更具教学合理性的基于xr的教育环境。
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引用次数: 0
Metaverse in Tourism and Hospitality: A Framework-Based Systematic Review 旅游和酒店业的元世界:基于框架的系统回顾
IF 3 Q1 PSYCHOLOGY, MULTIDISCIPLINARY Pub Date : 2025-08-22 DOI: 10.1155/hbe2/6662141
Chiranjeeb Debnath, Arpita Srivastava

The metaverse is projected to contribute over $3 trillion to the global economy by 2031. Major technology firms, including Unity Technologies, Meta, Epic Games, Valve Corporation, Alphabet, and Roblox, invest billions of dollars in its development. Adopting digital technologies such as mixed reality (MR), virtual reality (VR), extended reality (ER), augmented reality (AR), IoT (Internet of Things), and the metaverse is gaining momentum among tourists and tourism enterprises. For example, Japan’s First Airlines offers virtual flights departing from Tokyo, while platforms like Wander allow users to explore destinations through Google Street View. This paper systematically reviews existing literature on the application of metaverse technologies in the tourism and hospitality (T&H) sector. It outlines potential directions for future research in this emerging subfield. The study uses a structured review framework to examine the antecedents, decisions, and outcomes (ADO) associated with metaverse integration in T&H research. Furthermore, it analyzes the theoretical foundations, contextual settings, and methodological approaches (TCM) employed in relevant studies. The systematic review follows four key stages: (1) literature search through database queries, (2) screening of identified studies, (3) application of eligibility criteria, and (4) retrieval of full-text publications. This review is conducted in alignment with the PRISMA (Preferred Reporting Items for Systematic Reviews and Meta Analyses) guidelines, initially screening 169 studies, of which 100 fulfilled the inclusion criteria and were subjected to in-depth synthesis. Additionally, the study explores critical tourism constructs, including tourist experience and satisfaction, visit intention and purchasing behavior, tourist empowerment and digital proficiency, and responsible & inclusive tourism as central outcomes of metaverse adoption. The paper concludes by proposing novel research questions and delineating implications to advance the academic discourse on metaverse applications within the T&H domain.

预计到2031年,虚拟世界将为全球经济贡献超过3万亿美元。包括Unity Technologies、Meta、Epic Games、Valve Corporation、Alphabet和Roblox在内的主要科技公司都为其开发投入了数十亿美元。采用混合现实(MR)、虚拟现实(VR)、扩展现实(ER)、增强现实(AR)、物联网(IoT)和虚拟世界等数字技术,在游客和旅游企业中越来越受欢迎。例如,日本第一航空公司提供从东京出发的虚拟航班,而像Wander这样的平台允许用户通过谷歌街景探索目的地。本文系统地回顾了关于在旅游和酒店(T&;H)部门应用元宇宙技术的现有文献。它概述了这一新兴子领域未来研究的潜在方向。本研究使用一个结构化的审查框架来检查与T&;H研究中的元整合相关的前事、决策和结果(ADO)。此外,本文还分析了相关研究的理论基础、背景和方法论。系统评价分为四个关键阶段:(1)通过数据库查询进行文献检索,(2)筛选已确定的研究,(3)应用资格标准,(4)检索全文出版物。本综述是按照PRISMA(系统评价和Meta分析首选报告项目)指南进行的,最初筛选了169项研究,其中100项符合纳入标准,并进行了深入综合。此外,研究还探讨了关键的旅游结构,包括游客体验和满意度、旅游意愿和购买行为、游客赋权和数字熟练程度,以及负责任的包容性旅游作为元生态采用的核心成果。最后,本文提出了新的研究问题,并描述了在T&;H领域推进元宇宙应用的学术论述的意义。
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引用次数: 0
Affective Responses to 3D Body Scan Technology: An Exploratory Study 对3D身体扫描技术的情感反应:一项探索性研究
IF 3 Q1 PSYCHOLOGY, MULTIDISCIPLINARY Pub Date : 2025-08-22 DOI: 10.1155/hbe2/9126536
Jessica Strübel, Natalie Sabik, Nicole Baker, Rosemary Leger, Priscilla Peña

3D body scanning technology is becoming increasingly popular in the apparel and health industries due to its accessibility, affordability, and precision. 3D images offer biometrically accurate images for estimating body shape and size, which may align mental constructs of the body with an objective body assessment, which would be helpful in illustrating the effects of treatments or interventions for lifestyle-related diseases and body image disorders by demonstrating physical changes to the body. This five-phase one-group exploratory study examined affective responses to obtaining a full-body 3D scan. In a sample of 45, we used summative content analysis and inductive content analysis to examine two open-ended questions about the body scan experience, body visualization, and affect. The study found that participants generally reacted positively to the scanning experience, but some reported negative affective responses, such as self-consciousness. Some participants experienced stress and decreased body satisfaction due to the detailed and realistic nature of the scans highlighting perceived imperfections. The study found few gender differences in responses, with men showing slightly more positive reactions. This aligns with patterns of body surveillance and psychological distress being more pervasive in women. Both men and women are affected by cultural pressures related to body image, leading to self-objectification and psychological distress, which highlights the need for ethical use of the technology to minimize potential harm.

3D人体扫描技术由于其可及性、可负担性和精度,在服装和健康行业越来越受欢迎。3D图像为估计身体形状和大小提供了生物计量学上的精确图像,这可能使身体的心理构造与客观的身体评估相一致,这将有助于通过展示身体的物理变化来说明治疗或干预与生活方式有关的疾病和身体形象障碍的效果。这项为期五个阶段的一组探索性研究考察了获得全身3D扫描的情感反应。在45个样本中,我们使用总结性内容分析和归纳性内容分析来检验关于身体扫描体验、身体可视化和影响的两个开放式问题。研究发现,参与者对扫描体验的反应通常是积极的,但也有一些人表现出消极的情感反应,比如自我意识。由于扫描的细节性和现实性突出了感知到的缺陷,一些参与者感到压力和身体满意度下降。研究发现,性别差异不大,男性的反应更积极一些。这与身体监视和心理困扰在女性中更为普遍的模式相一致。男性和女性都受到与身体形象有关的文化压力的影响,导致自我物化和心理困扰,这突出了道德使用技术以尽量减少潜在危害的必要性。
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引用次数: 0
Culturally Tailored Serious Game Design: A Revolutionary Model for Smart Agriculture 基于文化的严肃游戏设计:智能农业的革命性模式
IF 3 Q1 PSYCHOLOGY, MULTIDISCIPLINARY Pub Date : 2025-08-20 DOI: 10.1155/hbe2/6564116
Sehrish Riaz, Kashif Ishaq, Atif Alvi, Syahanim Mohd Salleh, Naeem A. Nawaz

Smart agriculture, which is culturally specific, combines education with the celebratory potlatch of our agrarian heritage. Smart agriculture, also known as precision farming, refers to the application of advanced technologies to enhance the effectiveness and efficiency of agricultural practices. The concept of serious games has gained popularity across various fields, including smart agriculture. Serious gaming is currently being considered as a new approach to address challenging farming issues and enhance farmer training, thereby stimulating technological innovation in the agricultural sector. Despite the growing interest in serious games, there is a lack of research exploring how such games can effectively communicate practical farming knowledge, particularly across different cultural practices. Research is needed to assess whether these games can effectively teach key topics, such as soil management and crop selection while respecting cultural norms. It is also crucial to evaluate whether gameplay influences players’ attitudes toward sustainable farming and the extent to which they retain the knowledge in real-world contexts. This study examines a culturally specific game design model for smart agriculture, integrating educational and cultural elements to enhance learning and engagement. The game allows players to experience the farming cycle, encompassing planting, tending, and harvesting. It is intended to educate children and anyone interested in learning about the origins of their food, as well as to explain why sustainable farming is essential for future generations. The players experience farming through seasonal cycles, from decisions on seed types to soil preparation, including dealing with weather calamities. A quasiexperimental design compared two groups: a traditional learning group and an experimental serious game group. A serious game developed based on the proposed model was implemented and evaluated through pre- and posttests, statistical analyses, and heuristic evaluations to measure improvements in agricultural knowledge. The results demonstrate significant knowledge retention in the game group, particularly in precision farming, sustainability, and IoT-based solutions (p < 0.05). These findings highlight the potential of serious games as an innovative tool for blending traditional agricultural knowledge with modern farming practices, promoting sustainable farming education in diverse cultural settings.

智慧农业具有文化特殊性,它将教育与农业遗产的庆祝活动结合起来。智慧农业,也被称为精准农业,是指应用先进技术来提高农业实践的有效性和效率。严肃游戏的概念在包括智能农业在内的各个领域都很受欢迎。目前正在考虑将严肃游戏作为解决具有挑战性的农业问题和加强农民培训的新方法,从而刺激农业部门的技术创新。尽管人们对严肃游戏的兴趣越来越浓厚,但却缺乏关于这类游戏如何有效地交流实用农业知识的研究,特别是在不同的文化实践中。需要进行研究来评估这些游戏是否能够有效地教授关键主题,如土壤管理和作物选择,同时尊重文化规范。评估玩法是否会影响玩家对可持续农场的态度以及他们在现实环境中保留知识的程度也很重要。本研究考察了智能农业的文化特定游戏设计模型,将教育和文化元素整合在一起,以增强学习和参与。这款游戏允许玩家体验农业周期,包括种植、照料和收获。它旨在教育儿童和任何有兴趣了解食物来源的人,并解释为什么可持续农业对子孙后代至关重要。在游戏中,玩家需要经历季节循环,从决定种子类型到准备土壤,包括应对天气灾害。一个准实验设计比较了两组:传统学习组和实验性严肃游戏组。基于提出的模型开发了一个严肃的游戏,并通过前后测试、统计分析和启发式评估来实施和评估,以衡量农业知识的改进。结果显示,游戏组的知识留存率很高,特别是在精准农业、可持续性和基于物联网的解决方案方面(p < 0.05)。这些发现突出了严肃游戏作为一种创新工具的潜力,它可以将传统农业知识与现代农业实践相结合,促进不同文化背景下的可持续农业教育。
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引用次数: 0
Measuring Technostress in Everyday Life: Development and Validation of an Assessment Scale 日常生活中技术应力的测量:评估量表的开发与验证
IF 3 Q1 PSYCHOLOGY, MULTIDISCIPLINARY Pub Date : 2025-08-18 DOI: 10.1155/hbe2/5793644
Daiana Colledani, Claudio Barbaranelli, Egidio Robusto, Pasquale Anselmi

As technology becomes ever-present in daily routines, the impact of technostress (TS) extends beyond the workplace, calling for a broader investigation of the construct. This study was aimed at developing a scale to measure TS in everyday life. A 68-item pool capturing key TS dimensions (TS creators) identified through literature review was administered to a large sample of respondents from the general population (N = 602). A cross-validation approach employing exploratory and confirmatory factor analyses yielded a final 20-item scale assessing four main factors: techno-overload/invasion (T-OI), techno-complexity/uncertainty (T-CU), techno-insecurity/privacy (T-IP), and techno-relationships/isolation (T-RI). The scale, called Everyday Life TS Scale (ELTS), exhibited strong psychometric properties, including high reliability, convergent and discriminant validity, and invariance across gender and two age groups. Interestingly, latent mean differences emerged, with younger individuals and females reporting higher levels of T-OI, while older individuals and females reported higher levels of T-CU. Older respondents also showed higher levels of T-IP. Consistent with previous research, TS dimensions correlated positively with neuroticism and negatively with life satisfaction and well-being (psychological, social, and emotional). The ELTS uniquely contributes to the field by addressing TS in everyday contexts, beyond traditional workplace-focused measures. The ELTS offers a valuable tool for assessing TS in the general population beyond the workplace. Moreover, it can be a useful resource for facilitating a smoother integration of technology into daily life and promoting well-being.

随着技术在日常生活中变得无处不在,技术压力(TS)的影响已经超出了工作场所,需要对这种结构进行更广泛的调查。本研究旨在开发一种测量日常生活中TS的量表。从一般人群(N = 602)中抽取了大量的调查对象,通过文献综述确定了68个项目,这些项目捕获了关键的TS维度(TS创造者)。采用探索性和验证性因素分析的交叉验证方法产生了最终的20项量表,评估了四个主要因素:技术过载/入侵(T-OI),技术复杂性/不确定性(T-CU),技术不安全/隐私(T-IP)和技术关系/隔离(T-RI)。该量表被称为日常生活TS量表(ELTS),具有很强的心理测量特性,包括高信度、收敛效度和判别效度,以及跨性别和两个年龄组的不变性。有趣的是,潜在的平均差异出现了,年轻人和女性报告更高水平的T-OI,而老年人和女性报告更高水平的T-CU。年龄较大的受访者也显示出较高的T-IP水平。与以往的研究一致,TS维度与神经质呈正相关,与生活满意度和幸福感(心理、社会和情感)负相关。雅思考试通过在日常环境中解决TS问题,超越了传统的以工作场所为中心的衡量标准,为该领域做出了独特的贡献。雅思考试为评估工作场所以外的普通人群的TS提供了一个有价值的工具。此外,它可以成为促进技术更顺利地融入日常生活和促进福祉的有用资源。
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引用次数: 0
E-Skill Self-Efficacy and Perceived Performance in Remote Work: A Cross-Lagged Study on the Mediating Role of Technostressors 远程工作中电子技能自我效能感与感知绩效:技术压力源中介作用的交叉滞后研究
IF 3 Q1 PSYCHOLOGY, MULTIDISCIPLINARY Pub Date : 2025-08-15 DOI: 10.1155/hbe2/8886180
Nicoletta Massa, Valentina Sommovigo, Andrea Rubera, Chiara Consiglio

The shift to hybrid work necessitates a deeper understanding of the personal resources that enhance employee adaptation and performance, particularly in remote settings. Grounded in social cognitive theory, this study investigates the impact of e-skill self-efficacy—employees’ confidence in managing remote work tasks, time, and balancing job demands with personal life—on perceptions of technoinvasion and techno-overload, as well as on overall and remote work performance. The study involved 899 hybrid workers from the same organization, all following a 50/50 remote and in-office schedule. Data was collected at two time points, 3 months apart. Cross-lagged model analyses revealed that higher e-skill self-efficacy was negatively related to perceptions of technoinvasion (work interfering with personal life) and techno-overload (pressure to work faster and longer due to technology). Technoinvasion was negatively associated with self-reported remote work performance, while techno-overload had a positive association. Neither technostressor significantly impacted overall performance. Moreover, technoinvasion mediated the relationship between e-skill self-efficacy and remote work performance: Hybrid workers with higher self-efficacy were less likely to experience technoinvasion, allowing them to maintain better performance in remote settings. The findings provide actionable insights for organizations seeking to optimize employee performance in increasingly digital and flexible work environments.

向混合工作的转变需要更深入地了解个人资源,以提高员工的适应能力和绩效,特别是在远程环境中。本研究以社会认知理论为基础,探讨电子技能自我效能感(员工在管理远程工作任务、时间、平衡工作需求与个人生活方面的信心)对技术入侵和技术超载感知、整体和远程工作绩效的影响。这项研究涉及了来自同一家公司的899名混合型员工,他们都遵循50/50的远程和办公室时间表。数据收集于两个时间点,间隔3个月。交叉滞后模型分析显示,较高的电子技能自我效能感与技术入侵(工作干扰个人生活)和技术过载(由于技术而更快、更长时间地工作的压力)的感知呈负相关。技术入侵与自我报告的远程工作绩效呈负相关,而技术超载与自我报告的远程工作绩效呈正相关。这两种技术压力对整体表现都没有显著影响。此外,技术入侵介导了电子技能自我效能感与远程工作绩效之间的关系:自我效能感较高的混合型员工不太可能经历技术入侵,从而使他们在远程环境中保持更好的工作绩效。研究结果为寻求在日益数字化和灵活的工作环境中优化员工绩效的组织提供了可操作的见解。
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引用次数: 0
Enhancing Export Competitiveness of SMEs in Sfax: A Machine Learning Approach Using Principal Component Analysis 提高中小企业出口竞争力:基于主成分分析的机器学习方法
IF 3 Q1 PSYCHOLOGY, MULTIDISCIPLINARY Pub Date : 2025-08-13 DOI: 10.1155/hbe2/7280932
Amal Ben Abdallah, Maryam Elamine, Younes Boujelbene

The competitiveness of firms is a subject that is frequently discussed these days by managers, lawmakers, and academics. Even though the idea of competition may seem straightforward, it is frequently used in a variety of dubious contexts. Although the definition of competition might appear basic, there are many skeptical applications of this idea. In order to increase the position of small and medium-sized exporting enterprises (SMEs) in Sfax, the economic capital of Tunisia, on the international market, our goal is to identify the key elements driving improvement in their competitiveness. On the basis of theoretical and empirical research in this field, we identified, based on state-of-the-art recommendations, a set of 19 key criteria (factors) that are crucial for preserving an enterprise’s competitiveness in export. The data used in this study was collected using a questionnaire addressed to business leaders and then evaluated on a Likert scale by experts. Principal component analysis (PCA) modeling was used alongside machine learning algorithms to identify the relationships between these factors as well as to determine the factors capable of influencing the competitiveness of 40 firms. The initial number of variables in our data was 70; using PCA, we reduced this number to 27 for our first experiment and to 14 for our second experiment. Using data augmentation techniques provided by the Python programming language, we increased the number of firms to 60. We managed to achieve an F-score of 74.76% by using the random forest algorithm through the application of PCA modeling for 14 features selected. On the other hand, the energy, chemistry, and rubber industry sector has the highest F-score of 85.71% followed by the textile, clothing, and shoes industry with an F-score of 80%. These findings provide valuable insights into the factors that can propel SMEs in Sfax toward global market competitiveness.

企业的竞争力是最近管理者、立法者和学者们经常讨论的话题。尽管竞争的概念可能看起来很简单,但它经常被用于各种可疑的上下文中。尽管竞争的定义似乎是基本的,但对这一概念有许多怀疑的应用。为了提高Sfax(突尼斯的经济之都)的中小型出口企业(SMEs)在国际市场上的地位,我们的目标是确定推动其竞争力提高的关键因素。在这一领域的理论和实证研究的基础上,我们根据最新的建议确定了一套19个关键标准(因素),这些标准(因素)对保持企业的出口竞争力至关重要。本研究中使用的数据是通过对商业领袖的问卷调查收集的,然后由专家在李克特量表上进行评估。主成分分析(PCA)模型与机器学习算法一起使用,以确定这些因素之间的关系,并确定能够影响40家公司竞争力的因素。我们数据中的初始变量数是70;使用PCA,我们在第一次实验中将这个数字减少到27,在第二次实验中将这个数字减少到14。使用Python编程语言提供的数据增强技术,我们将公司数量增加到60家。我们通过对选取的14个特征进行PCA建模,利用随机森林算法获得了74.76%的f值。相反,能源、化学、橡胶行业的f值最高,为85.71%,其次是纺织、服装、鞋业,f值为80%。这些发现为推动Sfax中小企业走向全球市场竞争力的因素提供了有价值的见解。
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引用次数: 0
VR Versus IRL Walking: Equivalencies and Discrepancies Between Walking Through a Downtown District in Virtual Reality and in Real Life 虚拟现实与现实生活中的步行:在虚拟现实和现实生活中步行穿过市中心的等价物和差异
IF 3 Q1 PSYCHOLOGY, MULTIDISCIPLINARY Pub Date : 2025-08-13 DOI: 10.1155/hbe2/4765842
Amanda N. Spitzer, Katrina Oselinsky, Brendan Kelley, David Rojas-Rueda, Sara B. LoTemplio, Dan J. Graham

Background: Virtual reality (VR) is a potential solution to the lack of causal evidence regarding how changing the physical environment can increase walking. For VR to be employed in walkability research, the degree to which walking in VR mimics the real world (RW) must be quantified.

Methods: In a preregistered study, 39 participants walked in a historic RW district and in a VR replica. In both environments, participants completed “errands” by either walking to specific locations (e.g., a bank) or choosing an alternate transportation option representing driving.

Results: Accounting for preregistered controls, walking duration differed along a session-number-by-condition (VR/RW) interaction; however, when stratified by condition order, participants walked for a comparable duration in VR and the RW. Generally, participants enjoyed physical activity (PA) less and were more likely to choose the driving option in VR than the RW, although their self-reported walking motivation was equivalent. Concerning intensity, average heart rate (HR) and moderate-to-vigorous physical activity (MVPA) duration based on HR were equivalent across conditions, while light PA duration (based on HR) and MVPA duration based on accelerometry were lower in VR. Lastly, certain psychosocial judgments of the VR and RW environments (e.g., mood) were similar, while others differed (e.g., spaciousness).

Discussion: Although participants walked similar durations in VR and the RW, transportation decisions differed, perhaps due to less intense walking in VR, leading to a shortage of time to complete the “errands.” Individuals tend to walk more slowly and cautiously in VR, meaning participants may have chosen the quicker alternative (“driving”) out of necessity rather than out of a desire to stop walking. The current study concerned a highly walkable, homogeneous environment; further research should investigate the comparability of VR and RW walking in diverse locations. This research has important implications for using VR in urban planning and city decision-making.

背景:虚拟现实(VR)是一个潜在的解决方案,缺乏因果证据,关于如何改变物理环境可以增加步行。为了将虚拟现实技术应用于步行性研究,必须量化虚拟现实中行走对现实世界的模拟程度。方法:在一项预先登记的研究中,39名参与者在历史悠久的RW区和VR复制品中行走。在这两种环境中,参与者通过步行到特定地点(如银行)或选择代表驾驶的替代交通方式来完成“差事”。结果:考虑到预注册的对照组,行走时间在会话数量-条件(VR/RW)交互作用中存在差异;然而,当按条件顺序分层时,参与者在VR和RW中行走的持续时间相当。一般来说,与RW相比,参与者更少享受体育活动(PA),更有可能选择VR中的驾驶选项,尽管他们自我报告的步行动机是相同的。在强度方面,基于HR的平均心率(HR)和中高强度体力活动(MVPA)持续时间在不同条件下是相等的,而基于HR的轻体力活动持续时间和基于加速度计的MVPA持续时间在VR中较低。最后,VR和RW环境的某些社会心理判断(如情绪)是相似的,而另一些则不同(如空间)。讨论:虽然参与者在VR和RW中行走的时间相似,但交通决策不同,可能是由于在VR中行走的强度较小,导致完成“差事”的时间短缺。在虚拟现实中,人们往往走得更慢、更小心,这意味着参与者可能是出于必要而不是出于停止行走的愿望而选择了更快的选择(“开车”)。目前的研究涉及一个高度适宜步行的同质环境;进一步的研究应该调查VR和RW在不同地点行走的可比性。该研究对虚拟现实技术在城市规划和城市决策中的应用具有重要意义。
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引用次数: 0
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Human Behavior and Emerging Technologies
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