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HCI in Business, Government and Organizations : 10th International Conference, HCIBGO 2023, Held As Part of the 25th HCI International Conference, HCII 2023, Copenhagen, Denmark, July 23–28, 2023, Proceedings, Part I

معرفی کتاب «HCI in Business, Government and Organizations : 10th International Conference, HCIBGO 2023, Held As Part of the 25th HCI International Conference, HCII 2023, Copenhagen, Denmark, July 23–28, 2023, Proceedings, Part I» نوشتهٔ Fiona Nah (editor), Keng Siau (editor)، منتشرشده توسط نشر Motchie Oukoku در سال 2023. این کتاب در فرمت pdf، زبان انگلیسی ارائه شده است.

This two-volume set of HCIBGO 2023, constitutes the refereed proceedings of the 10h International Conference on HCI in Business, Government and Organizations, held as Part of the 24th International Conference, HCI International 2023, which took place in July 2023 in Copenhagen, Denmark.The total of 1578 papers and 396 posters included in the HCII 2023 proceedings volumes was carefully reviewed and selected from 7472 submissions. The HCIBGO 2023 proceedings focuses in topics such as artificial intelligence and machine learning, blockchain, service design, live streaming in electronic commerce, visualization, and workplace design. Foreword HCI International 2023 Thematic Areas and Affiliated Conferences List of Conference Proceedings Volumes Appearing Before the Conference Preface 10th International Conference on HCI in Business, Government and Organizations (HCIBGO) HCI International 2024 Conference Contents – Part I Contents – Part II Advancing Technology and Management in Public Sector Organizations and Governance Virtual Reality for Smart Government – Requirements, Opportunities, and Challenges 1 From E-Government to Open and Smart Government 2 Related Work 3 Method 4 Results 4.1 Requirements 4.2 Chances and Opportunities 4.3 Risks and Challenges 4.4 Potential Applications 5 Discussion 6 Conclusion and Outlook References Measuring the Effectiveness of U.S. Government Security Awareness Programs: A Mixed-Methods Study 1 Introduction 2 Background and Related Work 2.1 Security Awareness Mandates 2.2 Evaluating Security Awareness Programs 3 Methodology 3.1 Focus Groups 3.2 Survey 3.3 Limitations 4 Results 4.1 Measures of Effectiveness 4.2 Compliance as Indicator of Success 4.3 Using Effectiveness Data 4.4 Manager Preferences 4.5 Program Support 4.6 Challenges 4.7 Perceptions of Overall Success 5 Discussion 5.1 Development of Guidance and Standards 5.2 Collect Holistic Measures of Effectiveness 5.3 Areas for Future Research 6 Conclusion References Stakeholder-in-the-Loop Fair Decisions: A Framework to Design Decision Support Systems in Public and Private Organizations 1 Introduction 1.1 Lack of Explainability 1.2 Lack of Consensus on Fair Decisions 2 Our Focus 3 Explanation and Fairness for Each Stakeholder 3.1 Experts in Organizations 3.2 Recipients of Decisions Outside Organizations 3.3 Regulators Outside the Organizations 4 Integration of Diverse Concept of Fairness 5 Framework of the Stakeholder-in-the-Loop Fairness 6 Conclusion References Theoretical Model of Electronic Management for the Development of Human Potential in a Local Government. Peru Case 1 Introduction 1.1 Problematic Reality 1.2 Literature Review 2 Method 3 Results 4 Conclusions References Enhancing Transparency for Benefit Payments in the Digital Age: Perspectives from Government Officials and Citizens in Thailand 1 Introduction 2 eGovernment, User Interaction, and Transparency 3 Transparency Framework 3.1 Transparency in System Mechanisms 3.2 Transparency Through Open Government Data 4 Research Methodology 4.1 Data Collection 4.2 Data Analysis: Hybrid Approach to Thematic Analysis 5 Results 5.1 Perspectives from Public Officers 5.2 Perspectives from Insured Persons 6 Discussion 6.1 Collaborative Work in Information Transparency 6.2 Promoting Citizen Engagement in the Use of OGD 7 Conclusion References An Assessment of the Green Innovation, Environmental Regulation, Energy Consumption, and CO2 Emissions Dynamic Nexus in China 1 Introduction 2 Literature Review 2.1 Green Innovation and CO2 Emissions 2.2 Environmental Regulation and CO2 Emissions 2.3 Energy Consumption and CO2 Emissions 3 Research Methods and Data Source 3.1 Baseline Model 3.2 Methodology 3.3 Variable Description 4 Empirical Results and Discussions 4.1 Panel Unit Root Test 4.2 Total Sample Estimation Results 5 Conclusions and Economic Implications References Introduction to Ontologies for Defense Business Analytics 1 Introduction 1.1 Contributions 2 Background 2.1 Related Works 2.2 The Business Problem 2.3 The Ontology Structure 3 Benefits to Implementing Ontologies 3.1 Enabling Reasoning Applications 3.2 Foundation for Enterprise Knowledge Graphs (EKGs) 3.3 Creating a Domain Terminology 3.4 Acquiring Tacit Knowledge 3.5 Human-Friendly Knowledge Representation 4 Challenges to Ontology Adoption 4.1 Documentation Accessibility 4.2 Limitations with Ontology Learning 4.3 Limited Ontology Editor Software 4.4 Unfamiliarity with Graph Data Structures 5 OM&S Ontology Development 5.1 Selecting and Onboarding Participants 5.2 Determining Ontology Scope 5.3 Constructing the Ontology 5.4 Results and Future Work 6 Conclusion References Learning by Reasoning: An Explainable Hierarchical Association Regularized Deep Learning Method for Disease Prediction 1 Introduction 2 Related Work 2.1 Deep Learning Based Disease Prediction 2.2 Interpretability of Deep Learning Methods 3 Proposed Method 3.1 Embedding Feature Extraction 3.2 Multimodal Consistency Learning 3.3 Hierarchical Association Learning 4 Experiments 4.1 Data 4.2 Experiment Setup 5 Results 5.1 Prediction Performance of XHAL 5.2 Ablation Study 5.3 Sensitivity Analysis 5.4 Case Study 6 Conclusion References Government Initiative to Reduce the Failed or Unsuccessful Delivery Orders Attempts in the Last Mile Logistics Operation 1 Introduction 2 Literature Review 2.1 E-Commerce 2.2 Merchant/Shipper 2.3 Customer/Consignee 2.4 Rider/Courier 2.5 Logistics 2.6 Last Mile Delivery 2.7 Cash on Delivery/Pre-paid 2.8 Application Programming Interface (API) 2.9 Machine Learning 3 Research Method 4 Results and Discussion 4.1 ‘Probability of Delivery Attempt Success’ Indicators Details 4.2 Working of ‘Probability of Delivery Attempt Success’ 4.3 Limitation of ‘Probability of Delivery Attempt Success’ 4.4 Making Accessible ‘Probability of Delivery Attempt Success’ 5 Conclusion References Mobile Commerce and e-Commerce: User Experience and Business Perspectives The Impact of Country-of-Origin Images on Online Customer Reviews: A Case Study of a Cross-Border E-Commerce Platform 1 Introduction 2 Literature Review 2.1 The Country-Of-Origin Effect 2.2 Online Customer Reviews 3 Research Method 3.1 Research Model and Hypotheses 3.2 Measurement 3.3 Empirical Data 4 Data Analysis 5 Conclusions 5.1 Implications 5.2 Limitations and Suggestions References Key Successful Factors of E-commerce Platform Operations 1 Introduction 2 E-commerce and Factors Influencing the Operation of e-commerce Platforms 3 Methodology 3.1 Establishment of Research Framework 3.2 DANP 4 Results and Analysis 4.1 Importance Analysis of Criterion 4.2 DANP Weight Value and Ranking 4.3 The Key Factors 5 Conclusions References On the Role of User Interface Elements in the Hotel Booking Intention: Analyzing a Gap in State-of-The-Art Research 1 Introduction 2 Review Methodology 2.1 Systematic Literature Review 2.2 Semi-automated Content Analysis 3 Outcomes in Online Hotel Booking Intention Research 3.1 Online Review Category 3.2 Price Category 3.3 Popularity Category 3.4 Scarcity Category 3.5 Description Category 3.6 Hotel-Star-Rating Category 3.7 Picture Category 3.8 Reward Points Category 4 Conclusion and Research Agenda 4.1 Research Gaps 4.2 Research Questions 5 Concluding Remarks References The Mediation Role of Compatible Advantage in Mobile Wallet Usage 1 Introduction 2 Theoretical Foundation and Hypotheses 2.1 Theory of Planned Behavior and Compatible Advantage 2.2 Research Model 3 Methodology 3.1 Participants 3.2 Survey Questionnaire 3.3 Data Analysis 4 Results 4.1 Outer Model 4.2 Inner Model 4.3 Compatible Advantage as a Mediator 5 Discussion 5.1 Theoretical Contribution 5.2 Implication for Practitioners 5.3 Limitations and Future Research 6 Conclusion References Research on the Optimization Design of Mobile Vending Cart Service Process 1 Introduction 2 Analysis of the User Needs of Mobile Vending Economy 2.1 Analysis of Organizational Forms 2.2 Demand analysis of Interested Parties 2.3 Summary of Demand Analysis 3 Mobile Vending Service System Design Analysis 3.1 Identification of Key Touch Points with User Journey Map 3.2 Analysis of Opportunity Points with KANO Model 4 Mobile Vending Cart Design Analysis 4.1 Analysis of the Internal Movement Line of the Vending Cart 4.2 Determination of Vending Cart Internal Man-Machine Size 5 Design Practice 5.1 Design Principles 5.2 Mobile Vending Service System Design 5.3 Mobile Vending Cart Design 5.4 APP Design 6 Design Evaluation 7 Conclusion References E-Commerce and Covid-19 1 Introduction 2 Related Work 2.1 E-Commerce During the Pandemic 2.2 Online Payment in Germany, Switzerland and Austria 2.3 3-D Secure 3 Methodology 3.1 Transaction Analysis 3.2 Online Questionnaire 4 Results 5 Conclusion References Consumers’ Intentions to Use Mobile Food Applications 1 Introduction 2 Literature Review 2.1 Mobile Food Applications 2.2 UTAUT2 2.3 TCV 2.4 Proposed Framework 3 Hypotheses Development 3.1 Performance Expectancy (UTAUT2) 3.2 Effort Expectancy (UTAUT2) 3.3 Social Influence (UTAUT2)/Social Value (TCV) 3.4 Facilitating Conditions (UTAUT2) 3.5 Hedonic Motivation (UTAUT2) 3.6 Habit (UTAUT2) 3.7 Price Value (UTAUT2) / Price Value (TCV) 3.8 Food Safety Concern (TCV) 3.9 Visibility (TCV) 3.10 Affordance Value (TCV) 4 Methodology 4.1 Construct Measurement and Sampling 4.2 Partial Least Squares 5 Results 5.1 Descriptive Statistics 5.2 Statistical Analysis 5.3 Reflective Construct Results 5.4 Formative Construct Results 5.5 Structural and Measurement Model 5.6 Structural Model Evaluation 5.7 Summary of Results 6 Discussion of Findings. 6.1 Performance Expectancy 6.2 Effort Expectancy 6.3 Social Influence 6.4 Performance Expectancy 6.5 Habit 6.6 Food Safety Concerns 6.7 Affordance Value 7 Implications 8 Limitations and Future Research 9 Conclusion References Influence of Artificial Intelligence Recommendation on Consumers’ Purchase Intention Under the Information Cocoon Effect 1 Introduction 2 Theoretical Background 3 Research Models and Hypotheses 3.1 Human Factor 3.2 Environment Factor 3.3 Technology Factor 3.4 Information Factor 3.5 Perceived Time Risk 3.6 Satisfaction 4 Research Methodology 4.1 Data Collection 4.2 Data Analyses and Results 5 Conclusion References The Dynamic Update of Mobile Apps: A Research Design with HMM Method 1 Introduction 2 Literature Review 3 Research Design 3.1 Model Development: Structural Modelling of User Behavior 4 Discussion References An Analysis of Survey Results on the User Interface Experiences of E-wallet Services 1 Introduction 2 Literature Review 2.1 Theoretical Implications 2.2 Practical Implications 3 Methodology 3.1 Designing of the Survey 4 Results 4.1 Demographics 4.2 Functions 5 Discussions 5.1 Theoretical Implications 5.2 Practical Implication 6 Conclusion References Acceptance of Mobile Payment: A Cross-Cultural Examination Between Mainland China, Taiwan, and Germany 1 Introduction 2 Literature Review 2.1 Hofstede Cultural Dimension 2.2 Mobile Payment 2.3 Unified Theory of Acceptance and Use of Technology (UTAUT) 3 Conceptual Framework 3.1 Hypothesis Development 3.2 Research Model 4 Preliminary Analytical Results 4.1 Survey Development 4.2 Sampling and Questionnaire Distribution 4.3 Data Analysis 5 Discussion and Conclusion References Types of Mobile Retail Consumers’ Shopping Behaviors from the Perspective of Time 1 Introduction 2 Methods 2.1 Participants and Tasks 2.2 Evaluation Process 2.3 Variables for Customer Segmentation 3 Results 3.1 Clustering Process 3.2 Consumer Segmentation 3.3 Surveys of Attitudes Toward Shopping Online 4 Conclusions References The Study of Different Types of Menus Layout Design on the E-Commerce Platform via Eye-Tracking 1 Introduction 1.1 Research Background 1.2 Research Contribution 2 Literature Review 2.1 E-commerce 2.2 Menu Application 2.3 User Experience 2.4 Eye-Tracking 3 Research Process 3.1 Interviews 3.2 Eye-Tracking Experiment 4 Result 4.1 Usability and Satisfied 4.2 Visualization of Eye-Tracking 4.3 Result of the Eye-Tracking 5 Conclusion and Discussion References Use of Disruptive Technologies to Enhance Customer Experience Gamification in Organizational Contexts: A Systematic Literature Review 1 Introduction 2 Methodology 2.1 Exploratory Analysis 2.2 Planning 2.3 Conduction 3 Results 3.1 RQ1 - In Which Organizational Contexts Are Gamification Been Applied? 3.2 RQ2 - What Are the Main Gamification Frameworks or Processess Applied in Organizational Systems? 3.3 RQ3 - What Are the Main Gamification Techniques Applied in Organizational Environments? 3.4 RQ4 - What Are the Main Effects Observed in Gamification Solutions Applied in Organizational Environments? 4 Discussion 4.1 Gamification in Organizational Contexts 4.2 Gamification Frameworks 4.3 Gamification Techniques 5 Conclusion References The Impact of Gender and Visual Presentation of Advertising on User Experience in Mobile Shopping Apps 1 Introduction 2 Method 2.1 Participants 2.2 Materials and Apparatus 2.3 Experimental Design and Procedure 3 Results 3.1 Analysis of Task Completion Time 3.2 Analysis of Subjective Evaluations 4 Discussions 5 Conclusions References What Do User Experience Professionals Discuss Online? Topic Modeling of a User Experience Q&A Community 1 Introduction 2 LDA-Based Topic Modeling Method 2.1 Research Setting and Data Collection 2.2 Data Preprocessing 2.3 Latent Dirichlet Allocation (LDA) 3 Data Analysis and Results 3.1 Latent Topics Extracted 3.2 Latent Topic Categorization 3.3 Popularity and Content Cohesion of Topic Categories 3.4 Mapping Topic Categories to Design Thinking Process Model 4 Discussion References The Study of User Experience Within Advertising in Virtual Reality 1 Introduction 2 Industry Analysis 3 Methodology 3.1 Virtual Reality Experience 3.2 Participant User Flow 3.3 Data Collection and Surveys 4 Results 4.1 Immersive Ad vs 2D Ad User Sentiment 4.2 Gamification 4.3 Game Art 4.4 Additional Findings 5 Limitations and Variables 6 Discussion 7 Conclusion References Increasing Customer Interaction of an Online Magazine for Beauty and Fashion Articles Within a Media and Tech Company 1 Relevance 2 Status Quo and Latest Developments 2.1 Emotions Involved in Customer Interaction with Online Magazines 2.2 Methods of the Qualitative and Quantitative Study 3 Findings 3.1 Findings of the Qualitative Data in the Context of UX Testing 3.2 Findings of the Quantitative Methods 4 Critical Consideration 5 Recommendations 6 Final Evaluation and Outlook References Achieve Your Goal Without Dying in the Attempt: Developing an Area-Based Support for Nomadic Work 1 Introduction 2 Related Work 3 Distributed Management of Areas 3.1 The AMS Architecture 3.2 Area-Structured Organization 4 Application: Delivery Within a Research Institution 5 Tests 6 Conclusion and Future Work References Digital Showroom in 3DWeb, the Scene Effect on Object Placement 1 Introduction 2 Background 2.1 Influence of Store Layout on Consumer Behavior 2.2 Product Display in Retail 2.3 The Role of 3D in the Customer Experiences 3 Study 3.1 Method 3.2 Analysis 3.3 Discussion References Exploiting 3D Web to Enhance Online Shopping: Toward an Update of Usability Heuristics 1 Introduction 2 Background 3 The Hybrid Shopping Environment 4 User Evaluation of the Hybrid Seller Interface 4.1 Task Lists 4.2 Materials 4.3 Equipment and Procedure 4.4 Participants 4.5 Results 5 Consumer Interface 5.1 Task Lists 5.2 Questionnaires 5.3 Equipment and Procedure 5.4 Participants 5.5 Results 6 Discussion and Conclusions References Booking Shore Excursions for Cruises. The Role of Virtual 360-Degree Presentations 1 Introduction 2 Research Model and Hypotheses Development 2.1 Overview Model 2.2 Traditional TAM Factors 2.3 Additional Factors 3 Empirical Research 3.1 Research Design and Data Collection 3.2 Results 4 Conclusions and Limitations References Analyzing Customer Experience and Willingness to Use Towards Virtual Human Products: Real Person Generated vs. Computer Program Generated 1 Introduction 2 Literature Review 2.1 Virtual Human 2.2 Flow Theory 3 Hypothesis Development 3.1 Different Virtual Human Products and Willingness-to-Use 3.2 Different Virtual Human Products and Consumer Flow Experience 3.3 The Mediating Effect of Flow Experience 4 Method and Data 5 Results and Discussion 5.1 Summary Statistics 5.2 Hypothesis Testing 6 Conclusion References When Virtual Influencers are Used as Endorsers: Will Match-Up and Attractiveness Affect Consumer Purchase Intention? 1 Introduction 2 Literature Review and Hypotheses 2.1 Match Effect on Consumer Purchase Intention 2.2 Attractiveness Effect on Consumer Purchase Intention 2.3 Moderating Effect of Familiarity 3 Method and Data 3.1 Measurement of Variables 3.2 Data Collection 3.3 Model 4 Results and Discussion 5 Conclusion References Author Index
دانلود کتاب HCI in Business, Government and Organizations : 10th International Conference, HCIBGO 2023, Held As Part of the 25th HCI International Conference, HCII 2023, Copenhagen, Denmark, July 23–28, 2023, Proceedings, Part I