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Träfflista för sökning "WFRF:(Krogstie John) srt2:(2015-2019)"

Sökning: WFRF:(Krogstie John) > (2015-2019)

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1.
  • Gao, Shang, 1982-, et al. (författare)
  • A mobile service using anonymous location-based data : finding reading rooms
  • 2015
  • Ingår i: The international journal of information and learning technology. - : Emerald Group Publishing Limited. - 2056-4880 .- 2056-4899. ; 32:1, s. 32-44
  • Tidskriftsartikel (refereegranskat)abstract
    • Purpose:€“ The purpose of this paper is to develop a mobile service, based on anonymous location-based data, to help students find available reading rooms on a university campus. To evaluate this mobile service, both a usability test and a technology acceptance test were carried out.Design/methodology/approach:€“ The research followed a design science approach, including developing a prototype and evaluating the developed prototype.Findings:€“ The results from the usability test indicated good usability of the developed mobile service. The results from the technology acceptance test demonstrated students’ intention to use this mobile service. Most respondents indicated that they would like to use this mobile service to find available reading rooms when they are on campus.Research limitations/implications:€“ The results imply that there are other contexts where anonymous location-based data are also useful. A similar mobile service can be developed for other contexts, such as, hospital complexes, shopping malls, and airports.Originality/value:€“ To the authors best knowledge, the authors have not found any mobile services aiming at counting the density of people residing in a room by using anonymous user location-based data on a university campus. This research fills this gap by developing the mobile service, called finding reading rooms.
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2.
  • Gao, Shang, 1982-, et al. (författare)
  • An empirical study of the adoption of an indoor location-based service : Finding reading rooms
  • 2017
  • Ingår i: International Journal of Technology and Human Interaction. - : IGI Global. - 1548-3908 .- 1548-3916. ; 13:2, s. 70-88
  • Tidskriftsartikel (refereegranskat)abstract
    • This research examined the adoption of indoor location-based services in Norway. By expanding the Technology Acceptance Model (TAM), a research model, known as the mobile services acceptance model, was used. Based on the research model, seven research hypotheses were presented. The proposed research model and hypotheses were empirically tested using data collected from a survey of users of an indoor location-based service, finding reading rooms, at a Norwegian university. Support was found for five of the seven research hypotheses. Among the factors, the perceived usefulness has the strongest influence on the intention to use. The finding also indicated that trust did not have a direct positive effect on intention to use.
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3.
  • Gao, Shang, 1982-, et al. (författare)
  • Differences in the Adoption of Smartphones Between Middle Aged Adults and Older Adults in China
  • 2015
  • Ingår i: Human Aspects of IT for the Aged Population. Design for Aging. - Cham : Springer Berlin/Heidelberg. - 9783319208923 - 9783319208916 ; , s. 451-462
  • Konferensbidrag (refereegranskat)abstract
    • This research aims to investigate the differences in the adoption of smartphones between middle aged adults and older adults in China. Based on a literature review from previous research, a research model with eight research hypotheses was developed by extending UTAUT with a consideration of observability and compatibility from IDT, and perceived enjoyment and price value. This research model was empirically examined using survey data from 196 middle aged adults and 146 older adults respectively from China. The findings indicated that the effects of perceived enjoyment, compatibility, and observability on users’ intention to use smartphones were significant, but no age differences between middle aged adults and older age adults were found to exist. Furthermore, the findings also identified age-related differences in the use and adoption of smartphones. The effects of performance expectancy and social influence on users’ intention to use smartphones were moderated by age, such that it was significant for older adults but insignificant for middle aged adults.
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4.
  • Gao, Shang, 1982-, et al. (författare)
  • The Adoption of Smartphones Among Older Adults in China
  • 2015
  • Ingår i: Information and Knowledge Management in Complex Systems. - Cham : Springer Berlin/Heidelberg. - 9783319162744 - 9783319162737 ; , s. 112-122
  • Bokkapitel (refereegranskat)abstract
    • This research aims to investigate the adoption of smartphones with older adults in China. Based on the literature review from previous research, a research model with eight research hypotheses is developed by extending UTAUT with a consideration of observability and compatibility from IDT, and perceived enjoyment and price value. This research model is empirically examined using survey data from a sample of 121 older adults in China. Five research hypotheses were positively significant supported, while three research hypotheses were rejected in this study. The results suggest that social influence, observability, compatibility, performance expectancy and perceived enjoyment, are important determinants for the use and adoption of smartphones with older adults in China.
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5.
  • Gao, Shang, 1982-, et al. (författare)
  • The Effect of Flow Experience and Social Norms on the Adoption of Mobile Games in China
  • 2016
  • Ingår i: International Journal of Mobile Human Computer Interaction. - : IGI Global. - 1942-390X .- 1942-3918. ; 8:1, s. 83-102
  • Tidskriftsartikel (refereegranskat)abstract
    • This research examines the potential factors which influence users' intention to play mobile games. Through the employment of structural equation modeling technology, a research model extending the technology acceptance model (TAM) with flow experience and social norms is proposed. This research model was empirically evaluated using survey data collected from 565 users in the largest city in central China. And eleven research hypotheses were proposed. Eight hypotheses were positively supported on a significant level, while three hypotheses were rejected in this study. The result indicated that attitude and flow experience explained about 66% of users' intention to play mobile games. It was found that social norms did not have a direct effect on the intention to play a mobile game. However, it affected the attitude directly. In addition, flow experience, perceived ease of use and perceived usefulness all had direct effects on users' attitudes toward playing a mobile game. The research findings demonstrated that flow experience play an important role in the adoption of mobile games.
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6.
  • Gao, Shang, 1982-, et al. (författare)
  • Understanding Business Models of Mobile Ecosystems in China : A Case Study
  • 2015
  • Ingår i: Proceedings of the 7th International Conference on Management of Computational and Collective intElligence in Digital EcoSystems. - New York, NY, USA : Association for Computing Machinery (ACM). - 9781450334808 ; , s. 64-71
  • Konferensbidrag (refereegranskat)abstract
    • This study aims to have a better understanding of business models of mobile ecosystems in China. On the basis of a literature review on the business model, we propose an analysis framework consisting of four major dimensions of business model concepts to study how a mobile ecosystem works, including value network, value architecture, value proposition, and value finance. Four research questions are presented in this study. To address this, a case study with the WeChat ecosystem is carried out. The key findings from the case study are presented in accordance with identified four dimensions of business model concepts.
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8.
  • Guo, Hong, et al. (författare)
  • An Evaluation of an Enhanced Model Driven Approach for Computer Game Creation
  • 2015
  • Ingår i: Enterprise, Business-Process and Information Systems Modeling. - Cham : Springer Berlin/Heidelberg. - 9783319192376 - 9783319192369 ; , s. 499-508
  • Bokkapitel (refereegranskat)abstract
    • Various game authoring tools have been used to ease the game creation. However, these pre-defined tools may not be suitable for some emerging domains. We proposed an approach (GCCT) to create tools for certain domains first, and then create games with these tools. GCCT is based on the Model Driven Development (MDD) approach which has been successfully applied in many domains to fulfill similar requirements. But MDD also has drawbacks and as a result, persons often have concerns to adopt MDD. To alleviate this, some enhancements were made in GCCT and a user survey was performed to probe the user attitude towards this enhanced MDD approach. 46 persons responded to the survey and the result indicated that in general, GCCT was useful and easy to use. The participants intended to use GCCT primarily because they thought that GCCT was useful. Users’ familiarity with computer games and MDD did not have a strong impact on users’ understanding and adoption of GCCT.
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9.
  • Guo, Hong, et al. (författare)
  • An evaluation of ontology based domain analysis for model driven development
  • 2015
  • Ingår i: International Journal on Semantic Web and Information Systems. - : IGI Global. - 1552-6283 .- 1552-6291. ; 11:4, s. 41-63
  • Tidskriftsartikel (refereegranskat)abstract
    • Although Domain Analysis DA is important for Model Driven Development MDD, traditional DA methods are demanding and not practical in many situations. When computer games are developed, game design problem domain is usually decided in a gradual way within iterations where software prototypes are constructed and playtest are performed. In such a case, it is not practical to fit a heavyweight DA in the highly iterative process. Researchers indicated that vocabularies were expected to automate game design. Such vocabularies can be reused in another form in DA tasks. In this research, the authors developed an ontology and a DA procedure based on it. To evaluate them, theoretical analysis, case studies, and a user acceptance survey were used. The results indicated that the ontology met the general requirement as a domain vocabulary, and it enhanced the DA process in an expected way. Most of external potential users 46 in total considered the ontology useful and easy to use.
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10.
  • Krogstie, John, et al. (författare)
  • A Semiotic Approach to Investigate Quality Issues of Open Big Data Ecosystems
  • 2015
  • Ingår i: Information and Knowledge Management in Complex Systems. - Cham : Springer Berlin/Heidelberg. - 9783319162744 ; , s. 41-50
  • Bokkapitel (refereegranskat)abstract
    • The quality of data models has been investigated since the mid-nineties. In another strand of research, data and information quality has been investigated even longer. Data can also be looked upon as a type of model (on the instance level), as illustrated e.g. in the product models in CAD-systems. We have earlier presented a specialization of the general SEQUAL-framework to be able to evaluate the combined quality of data models and data. In this paper we look in particular on the identified issues of ‘Big Data’. We find on the one hand that the characteristics of quality of big data can be looked upon in the light of the quality levels of the SEQUAL-framework as it is specialized for data quality, and that there are aspects in this framework that are not covered by the existing work on big data. On the other hand, the exercise has resulted in a useful deepening of the generic framework for data quality, and has in this way improved the practical applicability of the SEQUAL-framework when applied to discussing and assessing quality of big data.
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12.
  • Sandkuhl, Kurt, 1963-, et al. (författare)
  • Enterprise Modelling for the Masses - From Elitist Discipline to Common Practice
  • 2016
  • Ingår i: The Practice of Enterprise Modeling. - Cham : Springer. - 9783319483924 - 9783319483931 ; , s. 225-240
  • Konferensbidrag (refereegranskat)abstract
    • Enterprise modelling (EM) as a discipline has been around for several decades with a huge body of knowledge on EM in academic literature. The benefits of modelling and its contributions to organizational tasks are largely undisputed. Thus, from an inside-out perspective, EM appears to be a mature and established discipline. However, for initiating serious innovations this view is not sufficient. This position paper takes an outside-in perspective on enterprise modelling and argues that EM is far away from reaching its maximum potential. EM is typically done by a limited number of people in organizations inclined to methods and modelling. What is captured in models is only a fragment of what ought to be captured. Many people actually develop some kind of model in their local practice without thinking about it consciously. Exploiting the potential of this “grass roots modelling” could lead to groundbreaking innovations in EM. The aim is to investigate integration of the established, often systematic and formalized practices of modelling in enterprises with local practices of creating, using and communicating model-like artifacts or objects of relevance for the overall organization.
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13.
  • Sandkuhl, Kurt, 1963-, et al. (författare)
  • From Expert Discipline to Common Practice : A Vision and Research Agenda for Extending the Reach of Enterprise Modeling
  • 2018
  • Ingår i: Business & Information Systems Engineering. - : Springer. - 2363-7005 .- 1867-0202. ; 60:1, s. 69-80
  • Tidskriftsartikel (refereegranskat)abstract
    • The benefits of enterprise modeling (EM) and its contribution to organizational tasks are largely undisputed in business and information systems engineering. EM as a discipline has been around for several decades but is typically performed by a limited number of people in organizations with an affinity to modeling. What is captured in models is only a fragment of what ought to be captured. Thus, this research note argues that EM is far from its maximum potential. Many people develop some kind of model in their local practice without thinking about it consciously. Exploiting the potential of this “grass roots modeling” could lead to groundbreaking innovations. The aim is to investigate integration of the established practices of modeling with local practices of creating and using model-like artifacts of relevance for the overall organization. The paper develops a vision for extending the reach of EM, identifies research areas contributing to the vision and proposes elements of a future research agenda.
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