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Advancement in information system leads organizations to apply e-learning system to train their employees in order to enhance its performance. In this respect, applying web based training will enable the organization to train their…
In this paper we introduce a case study describing the combination of manual survey-based and e-mail-based social network analysis. The goal of the project was to increase collaboration efficiency in a team of consultants of a major high…
In-person instruction for professional development or other types of workplace training provides a social environment and immediate feedback mechanisms that typically ensure all participants are successful. Online, self-paced instruction…
Student simulation presents a transformative approach to enhance learning outcomes, advance educational research, and ultimately shape the future of effective pedagogy. We explore the feasibility of using large language models (LLMs), a…
It has been reported that virtual reality can be a useful tool for ergonomics study. The proposed integrated simulation system aims at measuring operator's performance in an interactive way for 2D control panel design. By incorporating some…
This project takes the factors of keyword selection behavior as the research object. Qualitative analysis methods such as interview and grounded theory were used to construct causal influence path model. Combined with computer simulation…
Images become an important and prevalent way to express users' activities, opinions and emotions. In a social network, individual emotions may be influenced by others, in particular by close friends. We focus on understanding how users…
This study presents a systematic approach for converting qualitative data into quantitative parameters within a system dynamics (SD) framework, focusing on modeling engineering student engagement. Although SD typically relies on numerical…
This study delves into the mechanisms that spark user curiosity driving active engagement within public Telegram groups. By analyzing approximately 6 million messages from 29,196 users across 409 groups, we identify and quantify the key…
The paper describes creation and development of the educational online communication platform for teaching and learning foreign languages. The system is based on the time bank principle, allowing users to teach others their native tongue…
We present the result of a pilot study measuring child engagement with the Lets Make A Story system, a novel mixed reality, MR, collaborative storytelling system designed for grandparents and grandchildren. We compare our MR experience…
Context: The usability software quality attribute aims to improve system user performance. In a previous study, we found evidence of the impact of a set of usability characteristics from the viewpoint of users in terms of efficiency,…
Social networks have risen to prominence over the last years as the predominant form of electronic interaction between individuals. In an attempt to harness the power of the large user base which they have managed to attract, this study…
The main aim of the research was to examine educational use of Facebook. The Computer Networks and Communication lesson was taken as the sample and the attitudes of the students included in the study group towards Facebook were measured in…
In the physical world, people have dynamic preferences, e.g., the same situation can lead to satisfaction for some humans and to frustration for others. Personalization is called for. The same observation holds for online behavior with…
The field of e-learning has emerged as a topic of interest in academia due to the increased ease of accessing the Internet using using smart-phones and wireless devices. One of the challenges facing e-learning platforms is how to keep…
Scholarly usage data holds the potential to be used as a tool to study the dynamics of scholarship in real time, and to form the basis for the definition of novel metrics of scholarly impact. However, the formal groundwork to reliably and…
We examine behavior in an experimental collaboration game that incorporates endogenous network formation. The environment is modeled as a generalization of the voluntary contributions mechanism. By varying the information structure in a…
Data science education is increasingly involving human subjects and societal issues such as privacy, ethics, and fairness. Data scientists need to be equipped with skills to tackle the complexities of the societal context surrounding their…
New computer-mediated channels of communication are action oriented and have the ability to deliver information and dialogue - moderated and unmoderated - which can facilitate the bringing together of a series of society's stakeholders,…