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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
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
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
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
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), Unifieddoi:10.1109/hicss.2013.213 dblp:conf/hicss/LuseMT13 fatcat:kwec4n24tbetnnwuhgs5zsrh2y
more »... 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.
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
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
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 timesdoi:10.1109/tvcg.2015.2393871 pmid:26357240 fatcat:wedsb7qejvgwvctu37aootd3zy
more »... 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.
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
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 todoi:10.1016/j.chb.2012.10.004 fatcat:ws3akcnch5chxbxehdxiscxjdm
more »... 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.
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 anddoi:10.1016/j.chb.2015.12.046 fatcat:7zuw4p5hxvb5jhjhkstmhhislm
more »... 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.
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 thedoi:10.33697/ajur.2016.034 fatcat:efg2zzqn3jc4jmsmmnfhnpyifa
more »... 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
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
Journal of the Midwest Association for Information Systems
Proceedings of the 50th Hawaii International Conference on System Sciences (2017)
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 individualdoi:10.24251/hicss.2017.683 fatcat:6r5rrzximfe7pjnpl5vmgw2t4q
more »... 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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