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ویرایش:
نویسندگان: Fiona Fui-Hoon Nah. Keng Leng Siau (eds.)
سری:
ISBN (شابک) : 3031613147, 9783031613142
ناشر: Springer
سال نشر: 2024
تعداد صفحات: 0
زبان: English
فرمت فایل : EPUB (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود)
حجم فایل: 29 مگابایت
در صورت تبدیل فایل کتاب HCI in Business, Government and Organizations: 11th International Conference, HCIBGO 2024, Held as Part of the 26th HCI International Conference, HCII 2024, Washington, DC, USA, June 29 – July 4, 2024 Proceedings, Part I به فرمت های PDF، EPUB، AZW3، MOBI و یا DJVU می توانید به پشتیبان اطلاع دهید تا فایل مورد نظر را تبدیل نمایند.
توجه داشته باشید کتاب HCI در تجارت ، دولت و سازمان ها: یازدهمین کنفرانس بین المللی ، HCIBGO 2024 ، که به عنوان بخشی از 26 کنفرانس بین المللی HCI ، HCII 2024 ، واشنگتن ، دی سی ، ایالات متحده ، 29 ژوئن - 4 ژوئیه 2024 مجموعه مقالات ، قسمت اول برگزار شد. نسخه زبان اصلی می باشد و کتاب ترجمه شده به فارسی نمی باشد. وبسایت اینترنشنال لایبرری ارائه دهنده کتاب های زبان اصلی می باشد و هیچ گونه کتاب ترجمه شده یا نوشته شده به فارسی را ارائه نمی دهد.
Foreword HCI International 2024 Thematic Areas and Affiliated Conferences List of Conference Proceedings Volumes Appearing Before the Conference Preface 11th International Conference on HCI in Business, Government and Organizations (HCIBGO 2024) HCI International 2025 Conference Contents – Part I Contents – Part II Digital Commerce and Marketing The Impact of Virtual Shopping Presentation Modes on Consumer Satisfaction and Purchase Intention 1 Introduction 2 Related Works 2.1 Virtual Shopping 2.2 Purchase Intent 3 Methods 3.1 Hypothesis 3.2 Methodology 3.3 A. Sample and Data Collection 3.4 Measures 4 Data Analysis and Results 4.1 One-Sample T-Test 4.2 Two-Way ANOVA 4.3 Regression Analysis 5 Conclusion and Suggestions References Investigating Consumer Attitudes Toward Recessive Advertising in Short-Form Videos 1 Introduction 2 Data Collection 3 Identification of Recessive Advertising 3.1 Recessive Ad Feature Extraction 3.2 Developing a Model for Consumers’ Identification of Recessive Advertising 4 Consumers’ Attitudes Toward Recessive Advertising 4.1 Developing an Sentiment Analysis Model 4.2 Results of Sentiment Analysis 5 Conclusion References Digital Trends Changing Solution Selling: An Overview of Use Cases 1 Introduction 2 Theoretical Foundations 2.1 Solution Selling Process 2.2 Digital Trends 3 Digital Trends Changing Solutions Selling 3.1 Artificial Intelligence 3.2 XR 3.3 Digital Information Platform 3.4 Digitized/Intelligent/Digital Products 4 Discussion and Conclusion References Influence of Streamer Characteristics on Trust and Purchase Intention in Live Stream Shopping 1 Introduction 2 Theoretical Background 2.1 Live Stream Shopping in Europe 2.2 Role of Streamers in Live Stream Shopping 2.3 Literature Review 2.4 The Author of This Paper has Developed the Procedure for the Literature Research and Analysis Based on [23–26] 3 Research Model 3.1 Attractiveness 3.2 Expertise 3.3 Trustworthiness 3.4 Purchase Intention 4 Methodology 4.1 Online Survey 4.2 Survey Sample 5 Results 5.1 Descriptive Statistics 5.2 Statistical Tests to Verify the Research Questions 6 Discussion 7 Conclusion References Are Dark Patterns Self-destructive for Service Providers?: Revealing Their Impacts on Usability and User Satisfaction 1 Introduction 2 Related Work 2.1 Taxonomy of Dark Patterns 2.2 Deceived Users and Methods of Deception 3 Study Design 3.1 Participants 3.2 Research Method 3.3 Task-Based Survey 3.4 Employed Dark Patterns 3.5 Questionnaire Survey 3.6 Methods for Distinguishing Users Deceived by Dark Patterns from Those Not Deceived 4 Result 4.1 Task Duration 4.2 Usability and Satisfaction Evaluation 4.3 Net Promoter Score Evaluation 4.4 Individual Differences 5 Discussion and Limitations 5.1 Discrepancy in Disadvantages Between Users Who Were Deceived and Those Who Were Not 5.2 Factors Contributing to Increased Susceptibility to Disadvantages Caused by Dark Patterns 5.3 Limitations 5.4 Ethical Consideration 6 Conclusion References Designing Inspiration: A Study of the Impact of Gamification in Virtual Try-On Technology 1 Introduction 2 Theoretical Background 2.1 Service Encounter and Virtual Try-On 2.2 The Stimulus-Organism-Response Model 3 Mixed-Methods Approach 4 Study 1: Identifying Relevant Gamification Features 4.1 Methodology 4.2 Results 5 Study 2: Analyzing Relationships 5.1 Methodology 5.2 Results 6 Discussion 6.1 Key Findings 6.2 Theoretical and Practical Implications 6.3 Limitations and Outlook 7 Conclusion References Virtual Influencers\' Lifecycle: An Exploratory Study Utilizing a 4-Stage Framework of Planning, Production, Debut, and Retirement 1 Introduction 2 Related Works 2.1 Concept and Characteristics of the Virtual Influencer 2.2 The Importance of Virtual Influencer Marketing 2.3 Exploring Ethical Terrain on Virtual Influencers 3 4-Stage Framework 3.1 Planning 3.2 Production 3.3 Debut 3.4 Retirement 4 Discussion References Exploring the Impact of Virtual Influencers on Social Media User’s Purchase Intention in Germany: An Empirical Study 1 Introduction 2 Conceptual Framework 2.1 Literature Review on the State of Research on Human Virtual Influencers 2.2 Theoretical Model and Variables 3 Research Design 4 Results 4.1 Measurement Validation 4.2 Hypotheses Tests 5 Conclusion 5.1 Discussion and Business Implications 5.2 Limitations and Future Research Appendix 1: Operationalization of the Constructs References Assessing the Influence Mechanism of Media Richness on Customer Experience, Trust and Swift Guanxi in Social Commerce 1 Introduction 2 Related Work and Hypotheses Development 2.1 Media Richness 2.2 Consumer Psychological Factors 2.3 Social Commerce 3 Method 3.1 Sample 3.2 Variables 4 Results 4.1 Data Analysis and Model Estimation Results 4.2 Moderation Analysis of Control Variable 5 Discussion 5.1 Theoretical Contributions 5.2 Practical Implications 6 Conclusion and Future Research References Artificial Intelligence in Business ChatGPT and the Medical Industry: A Topic Modeling of Online Discussions by Medical Professionals 1 Introduction 2 Topic Modeling Method 2.1 Data 2.2 Data Preprocessing 2.3 Latent Dirichlet Allocation 3 Results 3.1 Latent Topics 3.2 Topic Dynamics 4 Discussion 4.1 Mechanism of ChatGPT and Hallucinations 4.2 ChatGPT for Medical Education and Training 4.3 ChatGPT for Medical Diagnoses 4.4 Job Replacement by AI 5 Implications and Conclusion References Exploring Segmentation in eTourism: Clustering User Characteristics in Hotel Booking Situations Using k-Means 1 Introduction 2 Related Work 2.1 User Segmentation in eTourism 2.2 Personalization Strategies in Online Hotel Booking Situations 3 Methodology 3.1 Content Mining and Multiple Linear Regression 3.2 Adaptive Choice Based Conjoint Analysis 3.3 K-Means Clustering Approach 4 Results 4.1 Cost-Conscious Eco-Bookers (CCEB) 4.2 Green-Urban Deal Hunters (GUDH) 4.3 Social-Proof Assurance Seekers (SPAS) 4.4 Budget-Only Focused Minimalists (BOFM) 4.5 Luxury-Quality Connoisseurs (LQM) 5 Discussion 6 Concluding Remarks and Limitations References Keywords Effectiveness in Textile Product Sales Performance: A Case Study of the Shopee Website 1 Introduction 2 Literature Review 3 Methodologies 3.1 Data Sources and Data Collection 3.2 Data Cleaning and Organization 3.3 Data Analysis Procedures 4 Results 4.1 Sales Performance of T-shirts 4.2 Sales Performance of Underpants 4.3 Influence of Product Locations 5 Discussions and Conclusion 5.1 Academic Implications 5.2 Practical Implications 5.3 Limitations and Future Research Direction References Predictive Analysis for Personal Loans by Using Machine Learning 1 Introduction 2 Literature Review 2.1 Application of Machine Learning Models in the Finance 2.2 Combining Machine Learning Models with Personal Loan Prediction 3 Research Methodology 3.1 Data Source 3.2 Feature Preliminary Analysis 3.3 Brief Review of Machine Learning Models 3.4 Assessing Model Predictive Metrics 4 Research Methodology 4.1 Model Comparison 4.2 Robustness Check 4.3 Key Factors for Applying Personal Credit Loans 5 Conclusion References UX-Optimized Lottery Customer Acquisition Processes Through Automated Content Creation: Framework of an Industry-University Cooperation 1 Customer Acquisition Processes in the German Social Lottery Market 2 Chances and Risks (not only) for Starts-Ups in the German Gambling Market 2.1 The German Gambling Market 2.2 Challenges (not only) for a Climate Lottery Start-Up 3 Potentials of Personalization and UX-Improvement for a Climate Lottery 4 A Framework for AI-Implementation 5 Recommendations and Conclusions References Application of Machine Learning in Credit Card Fraud Detection: A Case Study of F Bank 1 Introduction 2 Literature Review 2.1 Application of Machine Learning Models in the Finance 3 Research Methodology 3.1 Data Source 3.2 Data Imbalancing Treatment 3.3 Brief Review of Machine Learning Models 4 Research Methodology 4.1 Model Comparison 4.2 Robustness Check 5 Conclusion References Explainable AI in Machine Learning Regression: Creating Transparency of a Regression Model 1 Introduction 2 Regression for Statistical Inference: Understanding Relationships 3 Regression for Machine Learning: Predicting a Continuous-Valued Numeric Outcome 3.1 Feature Selection Using Forward Selection 3.2 Creating Model Transparency 3.3 Visualizing Model Performance with a Fitting Graph 4 A More Complex Example 4.1 Building the Polynomial Regression Model 4.2 Visualizing Performance with a Fitting Graph 5 Discussion References Designing for AI Transparency in Public Services: A User-Centred Study of Citizens’ Preferences 1 Introduction 2 Background 2.1 Role of National Culture in AI Transparency 2.2 Norwegian Guidelines on AI Transparency 3 Methodology 3.1 Research Context 3.2 Action Design Research 3.3 Data Collection and Analysis 4 Prototype Development 4.1 Information Elements 5 Findings 5.1 Articulating Information in Written Form 5.2 Representing Information in Graphical Form 5.3 Establishing the Appropriate Level of Information Detail 6 Discussion and Contributions 6.1 Contribution to Research 6.2 Contribution to Practice 6.3 Limitations and Future Research 7 Conclusion References Sustainable E-commerce Marketplace: Reshaping Consumer Purchasing Behavior Through Generative AI (Artificial Intelligence) 1 Introduction 2 Research Methodology 3 Secondary Research 3.1 Second-Hand Marketplace 3.2 Warranty Management Mobile Applications 3.3 Generative-AI Image Software 4 Primary Research 4.1 First Survey 4.2 Second Survey 5 Proposed Solution 5.1 Onboarding 5.2 Generative AI Product Suggestions 5.3 Product Registration 5.4 Warranty Management System 5.5 Used Product E-commerce Marketplace 5.6 Profile 6 User Feedback 7 Conclusion References Equipping Participation Formats with Generative AI: A Case Study Predicting the Future of a Metropolitan City in the Year 2040 1 Introduction 2 Theoretical Background 2.1 Urban Planning 2.2 Generative Artificial Intelligence Usage, Potentials, and Challenges 3 Research Method 4 Results 4.1 Usage of ChatGPT 4.2 Usage of DALL-E 2, Midjourney, and Stable Diffusion 4.3 Collective Analysis of the Prompt-A-Thon Participation Event 5 Discussion and Limitations 6 Conclusion and Outlook References Workplace, Wellbeing and Productivity Requirements of People with Disabilities and Caregivers for Robotics: A Case Study 1 Introduction 2 Methods 3 Results 3.1 Assisted Living 3.2 Assisted Work 4 Discussion 4.1 Comparative Overview 4.2 Ethical Questions 5 Conclusion References Professional Digital Well-Being: An In Situ Investigation into the Impact of Using Screen Time Regulation at Work 1 Introduction 2 Theoretical Background 3 Methodology 3.1 Hypotheses 3.2 Participants 3.3 Data Analysis 4 Results 4.1 Initial Survey 4.2 Field Experiment 4.3 Final Questionnaire 5 General Findings 6 Conclusions, Limitations and Future Outlook References Developing Gamification Strategies to Reduce Handling Damages in High Precision Production Environments 1 Introduction 2 Problem Description 3 Theoretical Background and Related Research 3.1 Gamification 3.2 User Types Hcxad 3.3 How to Design Gamification 3.4 Gamification Application in Production Environments 4 Methodology 5 Results 5.1 Research Context 5.2 Preparation Phase 5.3 Analysis Phase 5.4 Ideation Phase 5.5 Design Phase 5.6 Implementation Phase 5.7 Evaluation Phase 6 Discussion and Findings References Research on Solving the Problem of Children’s Doctor-Patient Relationship from the Perspective of System Theory - The Example of Children’s Medical IP “Courageous Planet” 1 Case Background and Reflection 2 Problem-Solving Theory and System Theory 2.1 Conceptual Definition of Problem-Solving Theory 2.2 Limitations of Problem-Solving Theory and Design Thinking 2.3 The Value of Systems Theory 3 Change the Definition of Children’s Medical Problems from Problem-Solving Theory to System Theory 3.1 The Doctor-Patient Relationship of Children is Reshaped Under the System Theory 3.2 Multidimensional Information Integration of Children’s Medical Treatment 3.3 Analysis of Children’s Psychological Cognition Under Medical Treatment Environment 4 Practice of Children’s Medical IP Design Based on Cross-Media Narrative 4.1 Necessity of Cross-Media Narrative IP Design in Children’s Medical Treatment 4.2 Application of Cross-Media Narrative Theory: Practice of Children’s Medical IP Design 4.3 Children’s Medical IP: A Communication System to Ease Children’s Doctor-Patient Relationship 5 Conclusion References: LingglePolish: Elevating Writing Proficiency Through Comprehensive Grammar and Lexical Refinement 1 Introduction 2 Related Works 2.1 Writing Assistants 2.2 Text Correction and Substitution 3 Methods 3.1 Data Augmentation 3.2 Model 3.3 Interface 4 Results 5 Conclusion References Author Index