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Electronic Forms-Based Computing for Evidentiary Analysis
2009
Journal of Digital Forensics, Security and Law
Mechanisms now exist for identifying data as coming from a certain person and a specific hardware device using encryption and certificate technology (Luse, Townsend et al. 2008) . ...
doi:10.15394/jdfsl.2009.1161
fatcat:aqf2i6gx25hcpkroramt7vy4gi
Electronic Forms-Based Computing for Evidentiary Analysis
2009
Journal of Digital Forensics, Security and Law
Mechanisms now exist for identifying data as coming from a certain person and a specific hardware device using encryption and certificate technology (Luse, Townsend et al. 2008) . ...
doi:10.15394/jdfsl.2009.1061
fatcat:mk6jljx42nexfft6iy5hbpupua
Selecting a Research Topic: A Framework for Doctoral Students
2012
International Journal of Doctoral Studies
Biographies Andy Luse is a PhD student in Business and Technology specializing in Management of Information Technology at Iowa State University. ...
Andy received his Ph.D. in Human Computer Interaction and Computer Engineering from Iowa State University. ...
doi:10.28945/1572
fatcat:ib5k2soxgfghlbitbaxygn4mk4
Training, Self-Efficacy, and Performance; a Replication Study
2018
AIS Transactions on Replication Research
Application-specific measures of self-efficacy have been shown to change both over time and across situational conditions (Scheibe, Mennecke, & Luse, 2007) . ...
Among these forces, it is argued that EM and VE reflect two distinct types of training conditions (Luse, Mennecke, & Townsend, 2013) as it has been employed by several researchers to design experimental ...
doi:10.17705/1atrr.00023
fatcat:2ndhsbldvfhsxfk7pfcyb6lq5q
Experience Richness: Effects of Training Method on Individual Technology Acceptance
2013
2013 46th Hawaii International Conference on System Sciences
The nature of the training experience a person is exposed to is an important contextual element influencing technology acceptance, but little research has explored the differences in technology acceptance for different types of training experiences. This research investigates the difference in technology acceptance for individuals experiencing different types of training. Our work builds on prior research by Venkatesh, Bandura, and others examining the technology acceptance model (TAM), Unified
doi:10.1109/hicss.2013.213
dblp:conf/hicss/LuseMT13
fatcat:kwec4n24tbetnnwuhgs5zsrh2y
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... Theory of Acceptance and Use of Technology (UTAUT), and self-efficacy and this paper is focused on addressing several remaining questions raised by this research stream. Specifically, our research addresses the nature of training and user acceptance and our findings show that individuals who are exposed to vicarious experience training differ on many dimensions with regard to technology acceptance when compared to individuals experiencing direct, hands-on training.
Improving direction-giving through utilization of an RFID-enabled kiosk
2008
2008 IEEE International Conference on Electro/Information Technology
Andy Luse is a PhD student in Business and Technology specializing in Management of Information Figure 2 . 2 Kiosk system architecture diagram
Technology at Iowa State University. ...
Andy received his Ph.D. in Human Computer Interaction and Computer Engineering from Iowa State University in 2009. ...
doi:10.1109/eit.2008.4554307
dblp:conf/eit/LuseT08
fatcat:ga3mzjmjafb6xajll5vo2d25uu
Estimating Random Effects in Multilevel Structural Equation Models Using Mplus
2015
Journal of the Midwest Association for Information Systems
Journal of the Midwest Association for Information Systems | Vol. 2015, Issue 2, July 2015
Luse / Estimating Random Effects in MLSEM ...
Andy Luse is an assistant professor of management science and information systems at Oklahoma State University. He received his doctoral degrees from Iowa State University. ...
Andy performs research in the areas of computer and network security, quantitative methods, and technology adoption. Figure 1 . 1 Hypothesized research model. ...
doi:10.17705/3jmwa.00011
fatcat:b5ivksmkrnggjcfix4jxny7dvu
Virtual Training: Learning Transfer of Assembly Tasks
2015
IEEE Transactions on Visualization and Computer Graphics
In training assembly workers in a factory, there are often barriers such as cost and lost productivity due to shutdown. The use of virtual reality (VR) training has the potential to reduce these costs. This research compares virtual bimanual haptic training versus traditional physical training and the effectiveness for learning transfer. In a mixed experimental design, participants were assigned to either virtual or physical training and trained by assembling a wooden burr puzzle as many times
doi:10.1109/tvcg.2015.2393871
pmid:26357240
fatcat:wedsb7qejvgwvctu37aootd3zy
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... s possible during a twenty minute time period. After training, participants were tested using the physical puzzle and were retested again after two weeks. All participants were trained using brightly colored puzzle pieces. To examine the effect of color, testing involved the assembly of colored physical parts and natural wood colored physical pieces. Spatial ability as measured using a mental rotation test, was shown to correlate with the number of assemblies they were able to complete in the training. While physical training outperformed virtual training, after two weeks the virtually trained participants actually improved their test assembly times. The results suggest that the color of the puzzle pieces helped the virtually trained participants in remembering the assembly process.
Improving Direction-Giving Through Utilization of an RFID-Enabled Kiosk
2010
International Journal of Advanced Pervasive and Ubiquitous Computing
Andy Luse is a PhD student in Business and Technology specializing in Management of Information Figure 2 . 2 Kiosk system architecture diagram
Technology at Iowa State University. ...
Andy received his Ph.D. in Human Computer Interaction and Computer Engineering from Iowa State University in 2009. ...
doi:10.4018/japuc.2010040103
fatcat:ptjjgy5pqnfzbjgxo3muj73req
The changing nature of user attitudes toward virtual world technology: A longitudinal study
2013
Computers in Human Behavior
Virtual world technologies have been utilized in gaming for a number of years but only recently have they been applied as a serious tool for business. Many business applications have been identified, including the use of virtual worlds for team collaboration, training, and education, but a question remains about whether users will accept the premise that virtual worlds represent useful environments for engaging in business functions. We address this question by examining user reactions to
doi:10.1016/j.chb.2012.10.004
fatcat:ws3akcnch5chxbxehdxiscxjdm
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... l worlds. The first study looks at attitudes of users of the virtual world Second Life during three time periods (i.e., before exposure to the environment, after an information session and discussion of Second Life, and after use of the environment). Two variables, user acceptance of virtual world technologies and user self-efficacy, were examined as the primary dependent measures. Results show that while self-efficacy increases over time, user acceptance decreases in a highly correlated pattern. A second study investigates the underlying causes of the observed pattern of user acceptance using a content analysis of written reflections of user experiences. Both studies paint a detailed picture of user intentions and some of the reasons these intentions developed after use. The paper concludes with a discussion of the implications of these results for business managers and researchers.
Collaboration, connectedness, and community: An examination of the factors influencing student persistence in virtual communities
2016
Computers in Human Behavior
Institutions of higher education are being called upon to provide a more robust pathway to a college degree and improve upon the advanced workforce for the needs of the 21 st century. While active collaborative learning environments have been encouraged in higher education to improve student engagement, there is a gap in the literature when it comes to connecting the two research areas of collaborative learning and student intention to persist. This research fills this gap by creating and
doi:10.1016/j.chb.2015.12.046
fatcat:7zuw4p5hxvb5jhjhkstmhhislm
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... ting research to examine a model that measures the factors that significantly influence a student's persistence in a virtual collaborative learning environment. The model examines how collaborative learning, campus connectedness, sense of community, organizational commitment, and turnover intention influence student persistence. The model was tested using a sample of students who participated in a virtual learning community (VLC) and the results suggest that all but one of the factors were found to significantly influence student persistence, with the final factor dependent on the number of hours of system usage. We discuss the implications of the research and the model for team-based theory and organizational practice in education and teamwork.
Dynamic Visualization of Time-Based Changes to Data Generated by Reddit.com: The Real Time Conversation Project
2016
American journal of undergraduate research
With the increased amount of data generated by social networking sites there is also increased difficulty in the analysis of this data, including time-based changes, which can provide unique insights in social network analysis. Information visualization is a vital tool in assisting social scientists with analysis of large quantities of data; however, the gathering, formatting, and visualizing of time-related data from social networking sites still remains an obstacle. This research explores the
doi:10.33697/ajur.2016.034
fatcat:efg2zzqn3jc4jmsmmnfhnpyifa
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... process of gathering time-based data in real time and using dynamic visualization techniques to visualize and analyze time-based changes in data generated by discussions on the social networking site Reddit. The outcome culminates in our deliverable, the Real Time Conversation Project. KEYWORDS: Visualization; Network Analysis; Social Network; Reddit; Gephi
A Design Methodology and Implementation for Corporate Network Security Visualization: A Modular-Based Approach
2011
AIS Transactions on Human-Computer Interaction
These elements were designed using all three security visualization frameworks outlined in a previous section (Luse et al., 2008) . ...
The component-based framework proposes design metrics through the use of specific visualization components that maximize user facility (Luse et al., 2008) . ...
doi:10.17705/1thci.00029
fatcat:kxtncnqjurbsjbdafhksknlgtu
Safely Using Real-World Data for Teaching Statistics: A Comparison of Student Performance and Perceived Realism between Dataset Types
2018
Journal of the Midwest Association for Information Systems
Take Control of Interruptions in Your Life: Lessons from Routine Activity Theory of Criminology
2017
Proceedings of the 50th Hawaii International Conference on System Sciences (2017)
unpublished
Steeped among the items on the dark side of information technology are personal technology interruptions. Past research has examined the negative impact of technology interruptions; however, the factors that are responsible for the increasing rate of interruptions are rarely discussed. In this study, by adapting the criminology theory of Routine Activity Theory (RAT), we propose three factors that lead to an interruption: number of interruption sources, absence of guardians, and individual
doi:10.24251/hicss.2017.683
fatcat:6r5rrzximfe7pjnpl5vmgw2t4q
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... tness. Results from a survey of mobile users show that combinations of these factors have increased the interruption rate in our lives. Interestingly, just having more apps on the phones does not increase interruptions; it is a combination of the factors noted above.
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