RFOS - Repository of Faculty of Organizational Sciences Univ. of Belgrade
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Utilitarian and experiential aspects in acceptance models for learning technology
Identifying and understanding factors influencing the adoption of a specific technology in various educational settings is critical for maximizing the effectiveness of using the technology. Research based on Technology Acceptance Model (TAM) in education provides an extensive insight into constructs that influence the adoption of learning technology. Most of these constructs represent either the utilitarian or the experiential aspect, e.g., self-efficacy and system quality (utilitarian) or satisfaction and perceived enjoyment (experiential). However, no prior review tried to systematize how these aspects have been addressed in different learning contexts. This review investigates to what extent and how these aspects have been addressed in TAM-based studies in general and relative to the contextual factors: types of participants, types of technology, and learning environment factors. Therefore, 112 good-quality articles have been reviewed. 132 constructs that addressed the utilitarian aspect have been classified into categories such as user characteristics, technology characteristics, learning/teaching process characteristics, etc. 64 constructs from the pre-coded categories of 'social influence' and 'experience of use' addressed the experiential aspect. The utilitarian aspect has been largely studied in some learning contexts (e.g., adult learners and educators/teachers as participants), whereas the experiential aspect is more prominent in some other learning contexts (e.g., students in primary and secondary education as participants, hedonic technology). The review discusses and summarizes the identified research gaps, as well as some implications for future research
Empirical Versus Analytical Solutions to Full Fuzzy Linear Programming
We approach the full fuzzy linear programming by grounding the definition of the optimal solution in the extension principle framework. Employing a Monte Carlo simulation, we compare an empirically derived solution to the solutions yielded by approaches proposed in the literature. We also propose a model able to numerically describe the membership function of the fuzzy set of feasible objective values. At the same time, the decreasing (increasing) side of this membership function represents the right (left) side of the membership function of the fuzzy set containing the maximal (minimal) objective values. Our aim is to provide decision-makers with relevant information on the extreme values that the objective function can reach under uncertain given constraints
Challenges of Track Access Charges Model Redesign
It has been exactly 20 years since the common grounds for the design of track access charges (TAC) were laid for the European railways by the publication of Directive 2001/14/EC. However, these grounds were defined broadly, thus resulting in significant divergence both in the models applied by countries and during the model redesign within one country over the course of time. The participants in the process of charge system redesign includes all stakeholders from a country's railway sector (infrastructure manager, train operating companies, the ministries responsible for transport, finance and economy, government, and regulatory bodies). Their opinions and requirements are often opposed, and they all need to be acknowledged simultaneously. This paper aims to solve the issue of ensuring continuity in the charge model redesign while achieving a balance between the requirements of all stakeholders. Moreover, it tackles the issue of producing a sustainable long-term TAC model by using survey methods and statistical analysis. The proposed approach was tested in practice during the access charge model redesign for the railways of Montenegro. The results show the importance of continual enhancement in TAC model development as one of the challenges and key precursors for the harmonization of all stakeholders' requirements
Improvement of the Interaction Model Aimed to Reduce the Negative Effects of Cybersickness in VR Rehab Applications
Virtual reality (VR) has the potential to be applied in many fields, including medicine, education, scientific research. The e-health impact of VR on medical therapy for people cannot be ignored, but participants reported problems using them, as the capabilities and limitations of users can greatly affect the effectiveness and usability of the VR in rehabilitation. Previous studies of VR have focused on the development and use of the technology itself, and it is only in recent years that emphasis has been placed on usability problems that include the human factor. In this research, different ways of adapting interaction in VR were tested. One approach was focused on means of navigating through a VR, while the second dealt with the impact of the amount of animation and moving elements through a series of tests. In conclusion, the way of navigation and the amount of animation and moving elements, as well as their combination, are proven to have a great influence on the use of VR systems for rehabilitation. There is a possibility to reduce the occurrence of problems related to cybersickness if the results of this research are taken into consideration and applied from an early stage of designing VR rehabilitation applications
Disposition of Youth in Predicting Sustainable Development Goals Using the Neuro-fuzzy and Random Forest Algorithms
This paper evaluates the inclination of Asian youth regarding the achievement of Sustainable Development Goals (SDGs). As the young population of a country holds the key to its future development, the authors of this study aim to provide evidence of the successful application of machine learning techniques to highlight their opinions about a sustainable future. This study's timing is critical due to rapid developments in technology which are highlighting gaps between policy and the actual aspirations of citizens. Several studies indicate the superior predictive capabilities of neuro-fuzzy techniques. At the same time, Random Forest is gaining popularity as an advanced prediction and classification tool. This study aims to build on the previous research and compare the predictive accuracy of the adaptive neuro-fuzzy inference system (ANFIS) and Random Forest models for three categories of SGDs. The study also aims to explore possible differences of opinion regarding the importance of these categories among Asian and Serbian youth. The data used in this study were collected from 425 youth respondents in India. The results of data analysis show that ANFIS is better at predicting SDGs than the Random Forest model. The SDG preference among Asian and Serbian youth was found to be highest for the environmental pillar, followed by the social and economic pillars. This paper makes both a theoretical and a practical contribution to deepening understanding of the predictive power of the two models and to devising policies for attaining the SDGs by 2030
Participation of citizens in public financial decision-making in Serbia
Participation in the local public finance decision-making process in Serbia is not a new concept as it was implemented even during the ‘Titoistic’ period. However, direct participation is still in an infant phase altogether with the low interest of citizens in participating in local financial decision-making procedures. The aim of this paper is to explain the main types of civic participation in the local financial decision-making process (i.e., referendum voting on self-imposed contribution, participatory budgeting, and civic crowdfunding) and to focus on the main factors that lead to a low participation of citizens in such processes. Additionally, the article analyses how these factors affect general mistrust in politics and society. For this purpose, a total of N=421 citizens were interviewed. Using the principal component analysis, the following three main components for low participation were defined: 1) lack of knowledge, 2) lack of interest, and 3) lack of political will. Thereafter, using the regression analysis, the study confirmed that the first two components are statistically significant predictors for mistrust in politics and society
Utilization of Consumer Appliances in Smart Grid Services for Coordination with Renewable Energy Sources
The chapter presents an innovative model for increasing consumer participation in smart grid electricity markets. The goal of the research is twofold. Firstly, we aim to develop business models that offer a potential solution to the unpredictable output of solar and wind power plants. The model assumes consumers’ positive attitudes toward green energy and allows them to take an active role in lessening the unpredictability of renewables by offering their household devices in smart grid services. Secondly, we aim to design an IoT infrastructure for the realization of the proposed model based on smart plugs working within a blockchain environment. The software component is extended with a collaborative blockchain-based loyalty scheme with the goal of allowing further consumer incentives. The proposed model has been evaluated through a pilot study of consumer’ attitudes and expected acceptance of in the context of a smart grid in Serbia
Challenging E-Learning in Higher Education via Instagram
This paper discusses employing social network Instagram in higher education via e-learning. Numerous studies have shown that the application of social networks can encourage collaboration among students, increase motivation for e-learning, improve the promotion of study programs and specific teaching subjects within higher education institutions. Over the past few years, the number of Instagram users has grown and opportunities for its implementation in education have increased. Key benefits of using Instagram in higher education are related to enhancing e-learning experience through sharing a post in the form of pictures, videos, or short stories. To test the possibilities of integrating Instagram-related activities in formal e-learning, we have performed a pilot study within undergraduate studies at the Faculty of Organizational Sciences, University of Belgrade. Participants of the research were third-year students who attended the course Electronic Business. Students were involved in Instagram challenges organized by teachers for one month. The tasks for students were to find and post Instagram stories related to assigned e-business topics and to participate in the analysis of their colleagues’ stories by giving quick reactions and comments. After completing the e-learning challenge, students were given an Instagram story quiz to test their knowledge. The students completed an online survey and expressed their attitudes on this type of learning. The analysis of results shows students’ readiness to use Instagram as an e-learning tool. The results point out that students feel this type of activity challenges their creativity and enables them to learn in new and motivating ways
10 years since Stuxnet: What have we learned from this mysterious computer software worm?
The Stuxnet worm emerged in 2010 and quickly became one of the most infamous malicious attacks to date. It challenged contemporary cybersecurity experts to evaluate their current approach and adapt to ever-increasing threats and issues. Moreover, for the first time, the attack caused by a computer worm left behind physical damage, classifying it, by many, as the first cyber weapon. In this paper, we assess 10year long progress in the cybersecurity field that arose from this attack. Likewise, in line with best practices, we propose reactive and proactive measures for the mitigation of omnipresent cybersecurity risks. Although the eerie presence of hackers presents constant trouble, understanding previous attacks and conducting further research is crucial to keep up with novel menaces