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  • Resultat 3431-3440 av 5126
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3431.
  • Mikalef, Patrick, et al. (författare)
  • Thinking responsibly about responsible AI and 'the dark side' of AI
  • 2022
  • Ingår i: European Journal of Information Systems. - : Taylor & Francis Group. - 0960-085X .- 1476-9344. ; 31:3, s. 257-268
  • Tidskriftsartikel (övrigt vetenskapligt/konstnärligt)abstract
    • Artificial Intelligence (AI) has been argued to offer a myriad of improvements in how we work and live. The notion of AI comprises a wide-ranging set of technologies that allow individuals and organizations to integrate and analyze data and use that insight to improve or automate decision-making. While most attention has been placed on the positive aspects companies realize by the adoption by the adoption and use of AI, there is a growing concern around the negative and unintended consequences of such technologies. In this special issue we have made a call for research papers that help us explore the dark side of AI use. By adopting a dark side lens, we aimed to expand our understanding of how AI should be implemented in practice, and how to minimize or avoid negative outcomes. In this editorial, we build on the notion of responsible AI, to highlight the different ways in which AI can potentially produce unintended consequences, as well as to suggest alternative paths future IS research can follow to improve our knowledge about how to mitigate such occurrences. We further expand on dark side theorizing in order to uncover hidden assumptions of current literature as well as to propose other prominent themes that can guide future IS research on AI adoption and use.
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3432.
  • Mileros, Martin Daniel, 1976- (författare)
  • Mind Your Own Business : Understanding and characterizing value created by consumers in a digital economy
  • 2020
  • Licentiatavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • In the context of what is commonly referred to as consumer-centric digital economy, personal data has become the new currency which is utilized by consumers to be granted access to seemingly “free apps” within so-called digital zero-price markets. Simultaneously, there are consumers, known as “content creators”, who can generate million-dollar revenues annually. The current understanding of how consumers create and capture value within this new digital economy is scarce and more research is needed to systematically build a basis for creating an understanding of value creation and capture in the consumer-centric digital economy, based on a consumer perspective. The purpose of this dissertation is consequently to explore how consumers create and capture value within a consumer-centric digital economy. The explorative study also serves to obtain an initial overview of the phenomenon and the widely dispersed literature which spans different research fields. The collected data constitute more than 500 articles in combination with empirical data collected from websites.Based on the current literature, central concepts related to consumer-centric digital economy are explained. These include for instance Web 2.0, user-generated content and the consumerto- business relationship. The different concepts are discussed in relation to each other and a trend analysis shows that these concepts are on the rise and have become increasingly popular.The results show that consumers within the digital economy may take different roles, and some create value as business-oriented consumers (i.e., consumers who have a commercial interest). For instance, they make a business out of their participation in the digital economy. Examples are YouTubers, bloggers or creators in virtual worlds such as Second Life. Another, probably larger category is characterized as traditional consumers, for instance they participate in the digital economy through their use of seemingly “free” apps but do not reap any direct monetary benefits. By sharing their personal data, they take part in value creation in a more passive way. The findings also indicate that the level of control, e.g. determined by whether or not value is created within the digital platform, may characterize the prerequisites for value capture. Based on this, a taxonomy for value creation and value capture by consumers in the digital economy is developed. The study also identifies different business model types for business-oriented consumers.
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3433.
  • Minnhagen-Alvsten, Monika, 1942-, et al. (författare)
  • Bevarande och IT : arkiv, bibliotek och museer i nytt samarbetsprojekt : digitalisera - framställa digitala kopior av originalföremål för att tillgängliggöra
  • 2001
  • Ingår i: Kulturmiljövård. - Stockholm : Riksantikvarieämbetet. - 1100-4800. ; :2, s. 43-46
  • Tidskriftsartikel (populärvet., debatt m.m.)abstract
    • De senaste årtiondenas snabba utveckling av informations-och kommunikationsteknologin har påverkat hela vårt samhälle dramatiskt. Den förändrarockså allt mer kulturarvsinstitutionernas sätt att arbeta och möta sin publik. Kanske tänker man mest på förändringar i administrativa rutiner och arbetssätt och på möjligheterna att göra samlingarna mer tillgängliga, genom samkataloger öppna för alla på Internet (t.ex. LIBRIS och NAD för biblioteks-och arkivområdena), genom digitalisering och virtuella utställningar. Men IT berör också museernas, arkivens och bibliotekens uppdrag att bevara och konservera sina samlingar och sättet att arbeta med detta uppdrag.
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3434.
  • Mirijamdotter, Anita (författare)
  • A multi-modal systems extension to soft systems methodology
  • 1998
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • This thesis develops a design method for social systems that do not fit the conventional industrial pattern and that consequently are not apt for regulation through mechanical means. It builds upon Soft Systems Methodology (SSM), one of the most widely used and well regarded of design methodologies. Yet, the systems science literature has identified some weaknesses in this methodology, and these have been confirmed in the critical evaluation and the empirical study of this thesis. It was found that SSM tends to be relativistic in normative issues, that its modelling is at times reductionistic and that there are philosophical inconsistencies between its different phases of design. THe task in this thesis has been to preserve the methodological strengths of SSM while at the same time attempt to correct its weakness by combining it with another systems sience approach: Multi-modal Systems Thinking. This approach incorporates a multi-dimensional framework of life and a management model to attain viability in social systems. The combination of SSM with this new framework results in a Multi-modal Soft Systems Methodology (Arvidsjaur Method for short) that has been tested empirically in a project for unemployed youth in Arvidsjaur, a small municipality in the north of Sweden. The Arvidsjaur Method is an effective tool in four ways. Firstly, it incorporates normative standards that overcome the criticisms regarding SSM's relativistic stance. Secondly, it enhances philosophical consistency in the complete design process. Thirdly, it provides a managerial design structure and fourthly, it offers a potential for designing systems that support a holistic, complete and dignified human life. Such an approach is also likely to assist us in appreciating different perspectives of our post- modern society and in making appropriate choices.
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3435.
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3436.
  • Mirijamdotter, Anita, et al. (författare)
  • An interactive and iterative evaluation approach for creating collaborative learning environments
  • 2006
  • Ingår i: Electronic Journal of Information Systems Evaluation. - 1566-6379. ; 9:2, s. 83-92
  • Tidskriftsartikel (refereegranskat)abstract
    • Inspired by a three-year Creative University ‘arena' initiative at Luleå University of Technology in Sweden, an international team of faculty researchers conducted an exploratory study in 2005, which aimed to investigate the efficacy of an interactive design and evaluation process for technology-enabled collaborative learning environments. This applied research approach was designed as a collaborative evaluation process for co-creation of technology-enabled, learningfocused physical and virtual ‘learning commons.' Faculty researchers from Sweden and the United States used Soft Systems Methodology tools, including the Process for Organisational Meanings (POM) model, to guide sixty-two students' participatory co-design and evaluation activities. In this paper, the POM evaluation model is explained and related to the Japanese concept Ba. Application of the models is illustrated within the context of student learning through boundary crossing information exchange and knowledge creation. As evidenced in their iterative and interactive evaluative recommendations, students' learning outcomes included development of improved capabilities for identifying socio-technical elements of distributed learning environments, suggesting that student beneficiaries can successfully reflect upon their experiences and provide valuable evaluation insights. In addition, when this evaluation is iterative, students' insights into project management, software needs, and services design can improve their technology-enabled learning experiences. Concluding comments explore the efficacy of the POM model implementation for guiding other learning-focused, user-centric initiatives, which aim to promote interdisciplinary, or boundary crossing, exchanges concurrent with advancing team-based knowledge creation proficiencies among project participants.
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3437.
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3438.
  • Mirijamdotter, Anita, et al. (författare)
  • An interactive evaluation approach for the creation of collaborative learning commons
  • 2005
  • Ingår i: Proceedings of 12th European Conference on Information Technology Evaluation (ECITE 2005). ; , s. 337-347
  • Konferensbidrag (refereegranskat)abstract
    • This paper reports on the interactive design and evaluation of Internet2-enabled international students' cooperation/collaboration projects involving students and faculty from four disciplines and from three campuses, two in California, U.S.A. and one in the North of Sweden. The purpose of the collaboration is to collect and exchange information and produce knowledge on what would constitute a student-centered physical and virtual ‘learning commons'. The project construct reflects lessons learned in the 3-year Creative University initiative at Luleå University of Technology, Sweden, as well as the growing shift from academic information commons to ‘learning commons', where the focus is on learning rather than technology. Our distributed, international design and evaluation process is based on principles and practices for action research and builds on theories for knowledge exchange embedded in the concept of Ba, as advanced by Nonaka and others. The Ba model recognizes four stages for making tacit knowledge explicit to enable information sharing and produce new knowledge within shared physical, virtual and mental contexts. To explore the practical feasibility of constituting and linking learning communities to create new disciplinary knowledge, share it across disciplinary communities, and co-create dynamic technology-enabled learning environments, we intentionally employed systems thinking methodology involving discourse, dialogue and communication through which faculty and students created shared meanings. Our report includes reflections on applied interactive evaluation framework and process as well as observations on the efficacy of a variety of technology supported tools for initiating and advancing distributed cooperative and collaborative learning. Our research results are further enriched by commentary on the social implementation factors affecting tool utility. For this kind of endeavour to succeed we need to pay explicit attention to the creation of viable group processes including knowledge assessment activities, influencing infrastructure for enabling technology, and integrate this with pedagogical insights on improving student learning.
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3439.
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3440.
  • Mirijamdotter, Anita, et al. (författare)
  • eCollaboration and impact on task and task output : ten case studies
  • 2007
  • Ingår i: Proceedings of the 30th Information Systems Research Seminar in Scandinavia, IRIS 30. - : Department of Computer Sciences, University of Tampere. - 9789514470486 ; , s. 1103-1119
  • Konferensbidrag (refereegranskat)abstract
    • At present several developments drive changes in the way how work is organized in organizations. The major trends that impact work are the prevailing digitalization of processes and assets in organizations due to use of information and communication technology (ICT), open innovation, mobile work, and globalization. This paper examines eCollaboration in various settings with the aim of exploring impact on innovation, creativity, and productivity. In total ten cases are included. Basic definitions, on which the research framework is based, are given and preliminary results of the cases are discussed. These relate to organisational patterns and new working structures, use of collaboration technology, and e-Collaboration's impact on creativity, innovation and productivity.
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