1,720,963 research outputs found

    Job demands and resources when using technologies at work – development of a digital work typology

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    Purpose Digital technologies comprehensively change work processes and working conditions. However, the use of digital technologies and the modes of collaboration between technologies and human workers differ in terms of specific work organization and automatization. Referring to the job demands-resources model (JD-R), this paper investigates job demands and resources from the workers' perspectives and develops a digital work typology according to dimensions of digitalization and forms of human–computer interaction (HCI). Design/methodology/approach The authors conducted a qualitative-empirical study with 49 interviews in four German production and logistics organizations, emphasizing different job demands and job resources for five digital work types identified. Findings The results indicate that job demands and resources are to be differentiated in relation to specific work contexts. In this sense, this paper presents an analysis of dimensions of technology use and the impact of technology use on working conditions through empirically analyzing job demands and resources in digital work settings. Originality/value The contribution of this paper is to empirically analyze job demands and resources in digital work settings from the workers' perspectives and to develop a digital work typology based on the dimensions of digitalization and form of HCI. This typology can set the basis for further research insights as well as management practice measures in human resources management (HRM)

    The Measurement Instrument MESTAT for Employees and Leaders

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    Abstract. When digitalizing work, organizations face the challenge of analyzing, evaluating, and mitigating a potential increase in mental workload for employees and managers. This paper presents an instrument to assess mental stress and strain in digital work contexts and the related development process and validation. Based on a literature and instrument review and an interview study, we developed an assessment instrument and validated it in two coordinated studies (N = 245, N = 279), ultimately resulting in an instrument with 139 items: 27 items addressing demographic aspects and 112 items dispersed over five categories (work task and activity, workflow and organizing, work environment, organizational climate, and personal attitude). To demonstrate the instrument’s validity, we calculated a structural equation model based on the framework of the job demands-resources model. The resulting instrument is comprehensive and can also be applied by HR nonprofessionals

    Production logistics and human-computer interaction—state-of-the-art, challenges and requirements for the future

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    Current concept, development, and testing applications in production concerning Cyber-Physical Systems (CPS), Industry 4.0 (I40), and Internet of Things (IoT) are mainly addressing fully autonomous systems, fostered by an increase in available technologies regarding distributed decision-making, sensors, and actuators for robotics systems. This is applied also to production logistics settings with a multitude of transport tasks, e.g., between warehousing or material supply stations and production locations within larger production sites as for example in the automotive industry. In most cases, mixed environments where automated systems and humans collaborate (e.g., cobots) are not in the center of analysis and development endeavors although the worker's adoption and acceptance of new technologies are of crucial relevance. From an interdisciplinary research perspective, this constitutes an important research gap, as the future challenges for successful automated systems will rely mainly on human-computer interaction (HCI) in connection with an efficient collaboration between motivated workers, automated robotics, and transportation systems. We develop a HCI efficiency description in production logistics based on an interdisciplinary analysis consisting of three interdependent parts: (i) a production logistics literature review and process study, (ii) a computer science literature review and simulation study for an existing autonomous traffic control algorithm applicable to production logistics settings with the specific inclusion of human actors, and (iii) a work science analysis for automation settings referring to theoretical foundations and empirical findings regarding the management of workers in digital work settings. We conclude with practical implications and discuss avenues for future research and business applications

    Going Beyond Counting First Authors in Author Co-citation Analysis

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    The present study examines one of the fundamental aspects of author co-citation analysis (ACA) - the way co-citation counts are defined. Co-citation counting provides the data on which all subsequent statistical analyses and mappings are based, and we compare ACA results based on two different types of co-citation counting - the traditional type that only counts the first one among a cited work's authors on the one hand and a non-traditional type that takes into account the first 5 authors of a cited work on the other hand. Results indicate that the picture produced through this non-traditional author co-citation counting contains more coherent author groups and is therefore considerably clearer. However, this picture represents fewer specialties in the research field being studied than that produced through the traditional first-author co-citation counting when the same number of top-ranked authors is selected and analyzed. Reasons for these effects are discussed

    Variations on the Author

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    “Variations on the Author” discusses two of Eduardo Coutinho’s recent films (Um Dia na Vida, from 2010, and Últimas Conversas, posthumously released in 2015) and their contribution to the general question of documentary authorship. The director’s filmography is characterized by a consistent yet self-effacing form of authorial self-inscription: Coutinho often features as an interviewer that rather than express opinions propels discourses; an interviewer that is good at listening. This mode of self-inscription characterizes him as an author who is not expressive but who is nonetheless markedly present on the screen. In Um Dia na Vida, however, Coutinho is completely absent form the image, while Últimas Conversas, on the contrary, includes a confessional prologue that moves the director from the margins to the center of his films. This article examines the ways in which these works stand out in the filmography of a director who offers new insights into the notion of cinematic authorship

    Appropriate Similarity Measures for Author Cocitation Analysis

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    We provide a number of new insights into the methodological discussion about author cocitation analysis. We first argue that the use of the Pearson correlation for measuring the similarity between authors’ cocitation profiles is not very satisfactory. We then discuss what kind of similarity measures may be used as an alternative to the Pearson correlation. We consider three similarity measures in particular. One is the well-known cosine. The other two similarity measures have not been used before in the bibliometric literature. Finally, we show by means of an example that our findings have a high practical relevance.information science;Pearson correlation;cosine;similarity measure;author cocitation analysis

    Specification of gesture control - a hybrid approach

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    Die Interaktion zwischen Mensch und Maschine (engl. Human-Computer Interaction (HCI)) entwickelt sich mit hoher Geschwindigkeit weiter, insbesondere durch den Fortschritt in der Sensortechnologie. Vor allem Multi-Touch-Gesten sind in den vergangenen Jahren durch die Verbreitung mobiler Geräte und zahlreicher anderer Geräte (z. B. berührungsempfindliche Tische oder digitale Whiteboards) zum Standard avanciert und haben mittlerweile auch den Weg zurück in die klassische Welt des PCs geschafft. Neue Sensoren ermöglichen auch räumliche Gesten, die vor allem für Anwendungen im Bereich der virtuellen und augmentierten Realität interessant sind: Benutzer können direkt mit virtuellen Objekten interagieren oder Kommandos absetzen, indem sie ihre Hände, Finger oder Werkzeuge wie Magic Wands im dreidimensionalen Raum bewegen. HCI im Allgemeinen und Gestensteuerung im Besonderen sind außerdem Schlüsselfaktoren, um die individuelle Benutzererfahrung (engl. User Experience (UX)) zufriedenstellend zu gestalten. Benutzer erwarten Fehlerfreiheit und ein ansprechendes Design, aber auch ein gutes Gefühl – ein eher undefinierbares Merkmal, das abhängig ist von unterschiedlichen Faktoren, aber maßgeblich von HCI beeinflusst wird. Gestensteuerung ist somit wichtig für den wirtschaftlichen Erfolg einer Anwendung und muss bei der Entwicklung explizit betrachtet werden. Angedachte Gesten müssen korrekt definiert und zwischen den unterschiedlichen Projektbeteiligten kommuniziert werden. Gesten sind jedoch schwierig zu implementieren und Entwickler müssen unterschiedliche Entscheidungen treffen, die nicht ohne Weiteres rückgängig gemacht werden können: Passende Hardware zur definierten Interaktion ist ebenso nötig wie Sensoren, die die notwendigen Daten liefern, und Algorithmen, die in dem Strom der Eingaben die ausgeführten Gesten zuverlässig erkennen – eine komplexe und fehleranfällige Aufgabe. In der modernen Software-Entwicklung sind interdisziplinäre Teams und agile Methoden heute Standard, in denen die unterschiedlichen Projektbeteiligten – sowohl technische als auch fachliche Spezialisten – ihre jeweiligen Stärken ausspielen und kombinieren können. Skizzen und Prototypen spielen vor allem in frühen Phasen eines Projekts eine wichtige Rolle bei der Arbeit von UI-Designern und Software-Ingenieuren und sind insbesondere für die Entwicklung der Benutzerschnittstelle wichtig: Alle Projektbeteiligten können so schnell eine gemeinsame Vision der Anwendung aufbauen. Allerdings wird in Sketches und Prototypen die Interaktion nicht explizit definiert, sondern nur eine implizite Definition zur Verfügung gestellt, wodurch Missverständnisse und unterschiedliche Interpretationen möglich sind. Die Definition von Gesten ist jedoch wichtig, um die korrekten Entscheidungen für die Implementierung zu treffen, insbesondere wenn individuelle Gesten eingesetzt werden sollen. Die Grundlage der Gestenbeschreibung sind die unterschiedlichen Eigenschaften, die moderne Sensoren ermöglichen. Neben der Form einer Geste können auch weitere Informationen für HCI verwendet werden, z. B. die Geschwindigkeit oder der Ort der Ausführung. Allerdings kann die optimale Notationsform für verschiedene Eigenschaften unterschiedlich sein. Existierende Notationen zur Beschreibung von Gesten basieren meist auf entweder textuellen oder graphischen Elementen und lassen somit die Möglichkeiten außer Acht, die eine Kombination beider Paradigmen bietet. Diese Arbeit stellt GestureCards vor, eine hybride Notation zur Beschreibung von Gesten. GestureCards kombinieren graphische und textuelle Elementen, um die unterschiedlichen Eigenschaften von Gesten darzustellen. Die Notation soll zur Spezifikation von Gesten eingesetzt werden und ermöglicht die Beschreibung von Oberflächengesten und räumlichen Gesten. Die verschiedenen Aspekte, die bei der Entwicklung von GestureCards im Vordergrund standen, und die zugrundeliegenden Konzepte werden in mehreren Studien evaluiert. Die Studien zeigen, dass der hybride Ansatz, der für GestureCards gewählt wurde, vorteilhaft bei der Entwicklung gestenbasierter Anwendungen ist und Entwickler beim Verständnis definierter Gesten unterstützt.Human-Computer Interaction (HCI) is evolving quickly with the recent advances in sensor technology. Especially multi-touch gestures are now common for interacting with mobile and various other devices (e.g. tabletops or wall-sized displays) and also made their way back to classic desktop computing. New sensor technology allows for spatial gestures that are particularly interesting in virtual and augmented reality applications: users can interact directly with virtual objects or issue commands by moving their hands, fingers, or tools like pens or magic wands in three-dimensional space. HCI in general and gestures in particular are also key factors shaping the individual User Experience (UX). Users expect flawlessness and a decent look but also a good feeling – a rather fuzzy feature depending on various aspects, but particularly affected by HCI. Gestures are therefore important for an application’s economic success and should be considered explicitly during development. Envisioned gestures must be defined properly and communicated between stakeholders. Unfortunately, gestures are also hard to implement and require several decisions that cannot be reverted easily: suitable hardware that matches the designed interaction, appropriate sensors providing the needed information, and reliable recognition algorithms to monitor and analyze the stream of incoming data encapsulating all information relevant to identify gestures – a complex and error-prone task. Software development nowadays involves cross-functional teams and agile methods, thus combining the strengths of technical and non-technical stakeholders. Sketching low-fidelity prototypes has been proven to be an important and highly valued activity in design and engineering disciplines, especially in early development stages, and is considered beneficial for UI design: it allows all stakeholders to quickly foster a common vision of the future application. However, sketches and prototypes typically do not explicitly define interaction, but provide an implicit definition, leaving room for misunderstandings and misconception. Gesture definition is thus important, especially when custom gestures are used, to ensure the right decisions. The foundation for gesture definition are the various traits that recent sensor technology makes possible. Besides the shape, different information can be used for HCI, e.g. execution speed or area. Unfortunately, the optimal notation for traits may differ. Existing gesture notations focus too narrowly on either textual or graphical elements and ignore the power of combining paradigms and describing different gesture traits with different notation styles. This thesis presents GestureCards, a hybrid gesture notation using textual and graphical elements to describe different traits. GestureCards are used to specify and document gestures and allow to describe multi-touch and spatial gestures. Various studies eliciting different aspects of GestureCards were used to evaluate the notation and the underlying concept. The studies show that GestureCardsh ́ybrid approach to gesture description is beneficial when creating gesture-based applications and supports developers in understanding defined gestures

    Dispelling the Myths Behind First-author Citation Counts

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    We conducted a full-scale evaluative citation analysis study of scholars in the XML research field to explore just how different from each other author rankings resulting from different citation counting methods actually are, and to demonstrate the capability of emerging data and tools on the Web in supporting more realistic citation counting methods. Our results contest some common arguments for the continued use of first-author citation counts in the evaluation of scholars, such as high correlations between author rankings by first-author citation counts and other citation counting methods, and high costs of using more realistic citation counting methods that are not well-supported by the ISI databases. It is argued that increasingly available digital full text research papers make it possible for citation analysis studies to go beyond what the ISI databases have directly supported and to employ more sophisticated methods

    Author Index

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