000 Allgemeines, Informatik, Informationswissenschaft
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Socially assistive robots (SARs) are becoming more prevalent in everyday life, emphasizing the need to make them socially acceptable and aligned with users' expectations. Robots' appearance impacts users' behaviors and attitudes towards them. Therefore, product designers choose visual qualities to give the robot a character and to imply its functionality and personality. In this work, we sought to investigate the effect of cultural differences on Israeli and German designers' perceptions of SARs' roles and appearance in four different contexts: a service robot for an assisted living/retirement residence facility, a medical assistant robot for a hospital environment, a COVID-19 officer robot, and a personal assistant robot for domestic use. The key insight is that although Israeli and German designers share similar perceptions of visual qualities for most of the robotics roles, we found differences in the perception of the COVID-19 officer robot's role and, by that, its most suitable visual design. This work indicates that context and culture play a role in users' perceptions and expectations; therefore, they should be taken into account when designing new SARs for diverse contexts.
IT-Governance
(2023)
Die Dynamik der technologischen Entwicklungen übt einen großen Druck auf die Leitungs- und Überwachungsorgane eines Unternehmens aus. Die Hyperkonnektivität impliziert, dass die interne IT und OT Anknüpfungspunkte an den externen Kontext besitzen, wodurch die Komplexität aufgrund eines Nebeneinanders einer Vielzahl von Hard- und Software exponentiell steigt. Die gesetzlichen Notwendigkeiten zusammen mit den geschäftspolitischen Anforderungen sollten zur Überlegung führen, eine IT-Governance im Unternehmen zu etablieren. Das System der Wahl und die Dichte der Regulierung ist den Verantwortlichen unter Berücksichtigung des Unternehmensinteresses überlassen, lautete das Fazit des ersten Teils des Beitrags (ZCG 4/23). Im zweiten Teil werden nun konkret die ISO Standards 38500 et al. als eine Möglichkeit zur Umsetzung näher betrachtet. Dabei geht es um die einzelnen Komponenten in Form der zehn zur Verfügung stehenden Standards und deren integrative Top-Down-Gestaltung. Es zeigt sich, dass Themen wie die Daten-Governance und die KI-Governance ausreichend Berücksichtigung finden.
IT-Governance (Teil 1)
(2023)
Unabhängig von den gelieferten Ergebnissen hat ChatGPT die KI-Anwendungen auf ein neues Level gehoben. Aber auch digitalwirtschaftliche Geschäftsmodelle wie Ökosystem-Plattformen verändern die Art und Weise des Wirtschaftens. Eine Rahmung mittels einer IT-Governance wird dadurch nicht nur erforderlich, sondern bietet eine große Chance, die exponentiellen Entwicklungen strukturiert angehen und begleiten zu können. Ausgehend vom Deutschen Corporate Governance Kodex (DCGK) beleuchtet der erste Teil den Bezug dazu.
Sofern ein Rahmenwerk für den risikoorientierten Umgang mit Ransomware-Angriffen existiert, sollten die Verantwortlichen in Unternehmen darauf zurückgreifen und in die unternehmensweite Systematik einbetten. Das ermöglicht die Steuerung und das Management von Risiken, die zuvor von hoher Unsicherheit geprägt waren und Organisationen unerwartet treffen. Ferner ist zu berücksichtigen, dass das Social Engineering eine bedeutende Rolle bei der Lieferung von schadhafter Software spielt und frühzeitig in den Analyseprozess einzubeziehen ist.
Die moderne Erpressung von Unternehmen nach erfolgreichen Ransomware-Attacken ist sowohl ein monetäres als auch nicht-monetäres Problem. Angreifende erhalten über einen initialen, häufig menschlichen Endpunkt Zugang zur Organisation und können die Schadsoftware platzieren. Die beiden Angriffsvektoren Social Engineering und Ransomware nutzen die organisatorischen und technischen Schwachstellen, um auf diverse Vermögensgegenstände zuzugreifen. In diesem ersten Beitrag der zweiteiligen Serie wird das Verständnis für dieses Vorgehen entwickelt.
Ausreißer in Datenreihen geben einen Hinweis auf mögliche Risiken. Die empirischen Daten bestimmen weitestgehend die anzuwendenden Methoden. Dabei helfen Klassifikationssysteme, um zielorientiert zu einer Auswahl gelangen zu können. Die einfachste Form bilden univariate Datenreihen, deren Ausreißer mittels Häufigkeitsverteilungen, Konfidenzintervalle um den Mittelwert und Boxplots bestimmt werden.
A report from the World Economic Forum (2019) stated loneliness as the third societal stressor in the world, mainly in western countries. Moreover, research shows that loneliness tends to be experienced more severely by young adults than other age groups (Rokach, 2000), which is the case of university students who face profound periods of loneliness when attending university in a new place (Diehl et al., 2018). Digital technology, especially mental health apps (MHapps), have been viewed as promising solutions to address this distress in universities, however, little evidence on this topic reveals uncertainty around how these resources impact individual well-being. Therefore, this research proposed to investigate how the gamified social mobile app Noneliness reduced loneliness rates and other associated mental health issues of students from a German university. As little work has focused on digital apps targeting loneliness, this project also proposed to describe and discuss the app’s design and development processes. A multimethod approach was adopted: literature review on high-efficacy MHapps design, gamification for mental health and loneliness interventions; User Experience Design and Human-centered Computing. Evaluations occurred according to the app’s development iterations, which assessed four versions (from prototype to Beta) through quantitative and qualitative studies with university students. The main results obtained regarding the design aspects were: users' preference for minimalistic interfaces; importance in maintaining privacy and establishing trust among users; students' willingness to use an online support space for emotional and educational support. Most used features were those related to group discussions, private chats and university social events. Preferred gamification elements were those that provided positive reinforcement to motivate social interactions (e.g. Points, Levels and Achievements). Results of a pilot randomized controlled trial with university students (N = 12), showed no statistically significant interactions in reducing loneliness among experimental group members (n = 7, x² = 3.500, p-value = 0.477, Cramer’s V = 0.27) who made continued use of the app for six weeks. On the other hand, the app showed effects of moderate magnitude on loneliness reduction in this group. The app also demonstrated relatively strong magnitude effects on other associated variables, such as depression and stress in the experimental group. In addition to motivating the conduct of further studies with larger samples, the findings point to a potential app effectiveness not only to reduce loneliness, but also other variables that may be associated with the distress.
Digital, virtual environments and the metaverse are rapidly taking shape and will generate disruptive changes in the areas of ethics, privacy, safety, and how the relationships between human beings will be developed. To uncover some of some of the implications that will impact those areas, this study investigates the perceptions of 101 younger people from the generations Y and Z. We present a first exploratory analysis of the findings, focusing on knowledge and self-perception. Results show that these young generations are seriously doubting their knowledge on the metaverse and virtual worlds – regarding both the definition and the usage. It is interesting to see only a medium confidence level, considering that the participants are young and from an academic environment, which should increase their interest in and the affinity towards virtual worlds. Males from both generations perceive themselves as significantly more knowledgeable than females. Regarding a fitting definition, almost 40% agreed on the metaverse as a “universal and immersive virtual world that is made accessible using virtual reality and augmented reality technologies”. Regarding the topic in general, several participants (almost 40%) considered themselves sceptics or “just” users (38%). Interestingly, generation Y participants were more likely than the younger generation Z participants to identify themselves as early adopters or innovators. In result, the considerable amount of “mixed feelings” regarding digital, virtual environments and the metaverse shows that in-depth studies on the perception of the metaverse as well as its ethical and integrity implications are required to create more accessible, inclusive, safe, and inclusive digital, virtual environments.
Künstliche Intelligenz (KI) durchdringt unser Leben immer stärker. Studierende werden im Alltag und an Hochschulen zunehmend mit KI-Anwendungen konfrontiert. An der Hochschule Offenburg werden deshalb KI-bezogene Lehrangebote curricular verankert, um Studierende im Erwerb von KI-Kompetenz zu unterstützen.
Der Beitrag stellt ein Konzept für die Entwicklung von Lehrveranstaltungen nach der Idee des pädagogischen Makings zur Förderung von KI-Kompetenz in der Hochschullehre vor. Konkretisiert wird das Konzept anhand eines Moduls zum Thema Chatbots, dessen Lehrinhalte interdisziplinär aus verschiedenen Perspektiven ausgearbeitet werden.
Gamification is increasingly successful in the field of education and health. However, beyond call-centers and applications in human resources, its utilization within companies remains limited. In this paper, we examine the acceptance of gamification in a large company (with over 17,000 employees) across three generations, namely X, Y, and Z. Furthermore, we investigate which gamification elements are suited for business contexts, such as the dissemination of company principles and facts, or the organization of work tasks. To this end, we conducted focus group discussions, developed the prototype of a gamified company app, and performed a large-scale evaluation with 367 company employees. The results reveal statistically significant intergenerational disparities in the acceptance of gamification: younger employees, especially those belonging to Generation Z, enjoy gamification more than older employees and are most likely to engage with a gamified app in the workplace. The results further show a nuanced range of preferences regarding gamification elements: avatars are popular among all generations, badges are predominantly appreciated by Generations Z and Y, while leaderboards are solely liked by Generation Z. Drawing upon these insights, we provide recommendations for future gamification projects within business contexts. We hope that the results of our study regarding the preferences of the gamification elements and understanding generational differences in acceptance and usage of gamification will help to create more engaging and effective apps, especially within the corporate landscape.