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What web creators should know about our March 2024 core update and new spam policies

Today we announced the March 2024 core update. This is designed to improve the quality of Search by showing less content that feels like it was made to attract clicks, and more content that people find useful. We also shared that we have new spam policies to better handle the practices that can negatively impact Google's search results. In this post, we'll go into more detail for creators about both the update and the spam policies.




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Treat For Legal Interpreters and an Archive for Translators As Well

OpenCourt is an experimental project run by WBUR, Boston’s NPR news station, that uses digital technology to make Quincy District Court more accessible to the public.

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Document Retrieval Using SIFT Image Features

This paper describes a new approach to document classification based on visual features alone. Text-based retrieval systems perform poorly on noisy text. We have conducted series of experiments using cosine distance as our similarity measure, selecting varying numbers local interest points per page, and varying numbers of nearest neighbour points in the similarity calculations. We have found that a distance-based measure of similarity outperforms a rank-based measure except when there are few interest points. We show that using visual features substantially outperforms textbased approaches for noisy text, giving average precision in the range 0.4-0.43 in several experiments retrieving scientific papers.




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An OCR Free Method for Word Spotting in Printed Documents: the Evaluation of Different Feature Sets

An OCR free word spotting method is developed and evaluated under a strong experimental protocol. Different feature sets are evaluated under the same experimental conditions. In addition, a tuning process in the document segmentation step is proposed which provides a significant reduction in terms of processing time. For this purpose, a complete OCR-free method for word spotting in printed documents was implemented, and a document database containing document images and their corresponding ground truth text files was created. A strong experimental protocol based on 800 document images allows us to compare the results of the three feature sets used to represent the word image.




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Bio-Inspired Mechanisms for Coordinating Multiple Instances of a Service Feature in Dynamic Software Product Lines

One of the challenges in Dynamic Software Product Line (DSPL) is how to support the coordination of multiple instances of a service feature. In particular, there is a need for a decentralized decision-making capability that will be able to seamlessly integrate new instances of a service feature without an omniscient central controller. Because of the need for decentralization, we are investigating principles from self-organization in biological organisms. As an initial proof of concept, we have applied three bio-inspired techniques to a simple smart home scenario: quorum sensing based service activation, a firefly algorithm for synchronization, and a gossiping (epidemic) protocol for information dissemination. In this paper, we first explain why we selected those techniques using a set of motivating scenarios of a smart home and then describe our experiences in adopting them.




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Automatically Checking Feature Model Refactorings

A feature model (FM) defines the valid combinations of features, whose combinations correspond to a program in a Software Product Line (SPL). FMs may evolve, for instance, during refactoring activities. Developers may use a catalog of refactorings as support. However, the catalog is incomplete in principle. Additionally, it is non-trivial to propose correct refactorings. To our knowledge, no previous analysis technique for FMs is used for checking properties of general FM refactorings (a transformation that can be applied to a number of FMs) containing a representative number of features. We propose an efficient encoding of FMs in the Alloy formal specification language. Based on this encoding, we show how the Alloy Analyzer tool, which performs analysis on Alloy models, can be used to automatically check whether encoded general and specific FM refactorings are correct. Our approach can analyze general transformations automatically to a significant scale in a few seconds. In order to evaluate the analysis performance of our encoding, we evaluated in automatically generated FMs ranging from 500 to 2,000 features. Furthermore, we analyze the soundness of general transformations.




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An Approach for Feature Modeling of Context-Aware Software Product Line

Feature modeling is an approach to represent commonalities and variabilities among products of a product line. Context-aware applications use context information to provide relevant services and information for their users. One of the challenges to build a context-aware product line is to develop mechanisms to incorporate context information and adaptation knowledge in a feature model. This paper presents UbiFEX, an approach to support feature analysis for context-aware software product lines, which incorporates a modeling notation and a mechanism to verify the consistency of product configuration regarding context variations. Moreover, an experimental study was performed as a preliminary evaluation, and a prototype was developed to enable the application of the proposed approach.




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Cost-Sensitive Spam Detection Using Parameters Optimization and Feature Selection

E-mail spam is no more garbage but risk since it recently includes virus attachments and spyware agents which make the recipients' system ruined, therefore, there is an emerging need for spam detection. Many spam detection techniques based on machine learning techniques have been proposed. As the amount of spam has been increased tremendously using bulk mailing tools, spam detection techniques should counteract with it. To cope with this, parameters optimization and feature selection have been used to reduce processing overheads while guaranteeing high detection rates. However, previous approaches have not taken into account feature variable importance and optimal number of features. Moreover, to the best of our knowledge, there is no approach which uses both parameters optimization and feature selection together for spam detection. In this paper, we propose a spam detection model enabling both parameters optimization and optimal feature selection; we optimize two parameters of detection models using Random Forests (RF) so as to maximize the detection rates. We provide the variable importance of each feature so that it is easy to eliminate the irrelevant features. Furthermore, we decide an optimal number of selected features using two methods; (i) only one parameters optimization during overall feature selection and (ii) parameters optimization in every feature elimination phase. Finally, we evaluate our spam detection model with cost-sensitive measures to avoid misclassification of legitimate messages, since the cost of classifying a legitimate message as a spam far outweighs the cost of classifying a spam as a legitimate message. We perform experiments on Spambase dataset and show the feasibility of our approaches.




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A feature-based model selection approach using web traffic for tourism data

The increased volume of accessible internet data creates an opportunity for researchers and practitioners to improve time series forecasting for many indicators. In our study, we assess the value of web traffic data in forecasting the number of short-term visitors travelling to Australia. We propose a feature-based model selection framework which combines random forest with feature ranking process to select the best performing model using limited and informative number of features extracted from web traffic data. The data was obtained for several tourist attraction and tourism information websites that could be visited by potential tourists to find out more about their destinations. The results of random forest models were evaluated over 3- and 12-month forecasting horizon. Features from web traffic data appears in the final model for short term forecasting. Further, the model with additional data performs better on unseen data post the COVID19 pandemic. Our study shows that web traffic data adds value to tourism forecasting and can assist tourist destination site managers and decision makers in forming timely decisions to prepare for changes in tourism demand.




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Feature-aware task offloading and scheduling mechanism in vehicle edge computing environment

With the rapid development and application of driverless technology, the number and location of vehicles, the channel and bandwidth of wireless network are time-varying, which leads to the increase of offloading delay and energy consumption of existing algorithms. To solve this problem, the vehicle terminal task offloading decision problem is modelled as a Markov decision process, and a task offloading algorithm based on DDQN is proposed. In order to guide agents to quickly select optimal strategies, this paper proposes an offloading mechanism based on task feature. In order to solve the problem that the processing delay of some edge server tasks exceeds the upper limit of their delay, a task scheduling mechanism based on buffer delay is proposed. Simulation results show that the proposed method has greater performance advantages in reducing delay and energy consumption compared with existing algorithms.




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Machine learning and deep learning techniques for detecting and mitigating cyber threats in IoT-enabled smart grids: a comprehensive review

The confluence of the internet of things (IoT) with smart grids has ushered in a paradigm shift in energy management, promising unparalleled efficiency, economic robustness and unwavering reliability. However, this integrative evolution has concurrently amplified the grid's susceptibility to cyber intrusions, casting shadows on its foundational security and structural integrity. Machine learning (ML) and deep learning (DL) emerge as beacons in this landscape, offering robust methodologies to navigate the intricate cybersecurity labyrinth of IoT-infused smart grids. While ML excels at sifting through voluminous data to identify and classify looming threats, DL delves deeper, crafting sophisticated models equipped to counteract avant-garde cyber offensives. Both of these techniques are united in their objective of leveraging intricate data patterns to provide real-time, actionable security intelligence. Yet, despite the revolutionary potential of ML and DL, the battle against the ceaselessly morphing cyber threat landscape is relentless. The pursuit of an impervious smart grid continues to be a collective odyssey. In this review, we embark on a scholarly exploration of ML and DL's indispensable contributions to enhancing cybersecurity in IoT-centric smart grids. We meticulously dissect predominant cyber threats, critically assess extant security paradigms, and spotlight research frontiers yearning for deeper inquiry and innovation.




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A robust feature points-based screen-shooting resilient watermarking scheme

Screen-shooting will lead to information leakage. Anti-screen-shooting watermark, which can track the leaking sources and protect the copyrights of images, plays an important role in image information security. Due to the randomness of shooting distance and angle, more robust watermark algorithms are needed to resist the mixed attack generated by screen-shooting. A robust digital watermarking algorithm that is resistant to screen-shooting is proposed in this paper. We use improved Harris-Laplace algorithm to detect the image feature points and embed the watermark into the feature domain. In this paper, all test images are selected on the dataset USC-SIPI and six related common algorithms are used for performance comparison. The experimental results show that within a certain range of shooting distance and angle, this algorithm presented can not only extract the watermark effectively but also ensure the most basic invisibility of watermark. Therefore, the algorithm has good robustness for anti-screen-shooting.




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Knowing thy neighbour: creating and capturing value from a firm's alliance experiences

Intellectual assets, especially its relational forms, have become increasingly important to explain a firm's innovation. To examine relational forms of intellectual assets (IA), this study theoretically and empirically advances a concept of alliance management capability (AMC) to explain the value creation and capture aspects of a firm's innovation process. The concepts of value-creating alliance experiences (VCAE) and value capturing alliance experiences (VCPAE) were introduced in which a firm's ability to learn from these alliance experiences increases the firm's ability to discover and govern partnerships that bring the firm's innovations to market. Hypotheses were developed and empirically examined in the biotechnology industry. A contribution of this study is that a firm's VCAE and VCPAE introduce a greater 'openness' to a firm's innovation process. This openness enables a firm to better adapt and respond to the opportunities of the market and thus impact a firm's competitive advantage to innovate.




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The relationship between 'creative slack' as an intangible asset and the innovative capabilities of the firm

The notion of creative slack purposefully refers to the notion of organisational slack proposed by Penrose (1959), who suggested that managers in organisations always have some stock of unused resources that inevitably accumulate when developing projects and are the primary factors determining the growth and innovation of the firm. In this contribution, we aim at adding a new dimension to the notion of organisational slack. Our view is that in many innovative organisations the slack of unused ideas is essentially a creative one, which is accumulated in diverse communities through multiple projects. This creative slack is a key intangible asset and a source of knowledge creation and innovation. To explain how organisations may benefit from exploiting the creative slack accumulated by communities, we rely on the analysis of two case studies, that of the Hydro-Québec Research Institute (IREQ), and of Ubisoft Montreal.




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A Realistic Data Warehouse Project: An Integration of Microsoft Access® and Microsoft Excel® Advanced Features and Skills




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Advancing Creative Visual Thinking with Constructive Function-based Modelling




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Creatıng Infographics Based on the Bridge21 Model for Team-based and Technology-mediated Learning

Aim/Purpose: The main aim of this study was modeling a collaborative process for knowledge visualization, via the creation of infographics. Background: As an effective method for visualizing complex information, creating infographics requires learners to generate and cultivate a deep knowledge of content and enables them to concisely visualize and share this knowledge. This study investigates creating infographics as a knowledge visualization process for collaborative learning situations by integrating the infographic design model into the team-based and technology-mediated Bridge21 learning model. Methodology: This study was carried out using an educational design perspective by conducting three main cycles comprised of three micro cycles: analysis and exploration; design and construction; evaluation and reflection. The process and the scaffolding were developed and enhanced from cycle to cycle based on both qualitative and quantitative methods by using the infographic design rubric and researcher observations acquired during implementation. Respectively, twenty-three, twenty-four, and twenty-four secondary school students participated in the infographic creation process cycles. Contribution: This research proposes an extensive step-by-step process model for creating infographics as a method of visualization for learning. It is particularly relevant for working with complex information, in that it enables collaborative knowledge construction and sharing of condensed knowledge. Findings: Creating infographics can be an effective method for collaborative learning situations by enabling knowledge construction, visualization and sharing. The Bridge21 activity model constituted the spine of the infographic creation process. The content generation, draft generation, and visual and digital design generation components of the infographic design model matched with the investigate, plan and create phases of the Bridge21 activity model respectively. Improvements on infographic design results from cycle to cycle suggest that the revisions on the process model succeeded in their aims. The rise in each category was found to be significant, but the advance in visual design generation was particularly large. Recommendations for Practitioners: The effectiveness of the creation process and the quality of the results can be boosted by using relevant activities based on learner prior knowledge and skills. While infographic creation can lead to a focus on visual elements, the importance of wording must be emphasized. Being a multidimensional process, groups need guidance to ensure effective collaboration. Recommendation for Researchers: The proposed collaborative infographic creation process could be structured and evaluated for online learning environments, which will improve interaction and achievement by enhancing collaborative knowledge creation. Impact on Society: In order to be knowledge constructors, innovative designers, creative communicators and global collaborators, learners need to be surrounded by adequate learning environments. The infographic creation process offers them a multidimensional learning situation. They must understand the problem, find an effective way to collect information, investigate their data, develop creative and innovative perspectives for visual design and be comfortable for using digital creation tools. Future Research: The infographic creation process could be investigated in terms of required learner prior knowledge and skills, and could be enhanced by developing pre-practices and scaffolding.




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Changing the Learning Environment: Teachers and Students’ Collaboration in Creating Digital Games

Aim/Purpose: The current study examines the impact of an intervention program to train teachers to collaborate with their students while creating digital games. Background: Teachers seem unable to leverage the potential of ICT to present students with a rich learning environment. ICT integration is usually at a relatively simple and concrete level without changing the traditional teacher-student paradigm. Methodology: The study is both quantitative and qualitative. Participants were 63 active teachers studying in the M.Ed. program at a teacher education college. The teachers responded to a series of pre- and post-questionnaires and wrote a concluding reflection. Contribution: Teaching based on creating digital games, combined with teacher-class collaboration, is a viable and real alternative of constructivist teaching, adapted to different learners. Findings: The SEM path analysis showed that it was only after the intervention that the lower the teachers’ resistance to changing teaching patterns, the higher their intrinsic motivation to learn an innovative pedagogical-technological program and likewise the sense of mastery of 21st-century skills, resulting in a positive attitude towards classroom collaboration. The qualitative findings reveal eight categories dealing with two main themes: the first is professional development, including conceptual, behavioral and emotional change, and the second is the teachers’ perception of the learners. Recommendations for Practitioners: Teacher training should be ongoing in order to change teaching-learning processes and promote an active approach based on constructive principles, 21st-century skills and collaboration between teachers and students in a computer environment. Recommendation for Researchers: Future studies should start by sampling teachers and education professionals who have convenient access to technology in their teaching-learning environment. Impact on Society: Collaboration between teachers and students in creating learning games in a computer environment and teacher-class collaboration, in general, require very different training than that which exists today. Hence there should be some rethinking of teacher training. The proposed pedagogical model is one such idea in the right direction. Future Research: A larger study with a greater number of participants, including a control group, should be conducted.




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Utilizing Design Thinking to Create Digital Self-Directed Learning Environment for Enhancing Digital Literacy in Thai Higher Education

Aim/Purpose: To explore the effectiveness of utilizing the design thinking approach in developing digital self-directed learning environment to enhance digital literacy skills in Thai higher education. Background: To foster digital literacy skills in higher education, Thai students require more than access to technology. Emphasizing digital self-directed learning and incorporating Design Thinking approach, can empower students to learn and develop their digital skills effectively. This study explores the impact of digital self-directed learning environment, developed using a design thinking approach, on enhancing digital literacy skills among higher education students in Thailand. Methodology: The research methodology involves developing a digital self-directed learning environment, collecting and analyzing data, and using statistical analysis to compare the outcomes between different groups. The sample includes 60 undergraduate students from the School of Industrial Education and Technology at King Mongkut Institute of Technology, divided into a control group (n=30) and an experimental group (n=30). Data analysis involves mean, standard deviation, and one-way MANOVA. Contribution: This research contributes to the evidence supporting the use of Design Thinking in developing digital self-directed learning environment, demonstrating its effectiveness in meeting learners’ needs and improving learning outcomes in higher education. Findings: Key findings include: 1) the digital media and self-directed learning activities plan developed through the design thinking approach received high-quality ratings from experts, with mean scores of 4.87 and 4.93, respectively; and 2) post-lesson comparisons of learning outcome and digital literacy assessment scores revealed that the group utilizing digital media with self-directed learning activities had significantly higher mean scores than the traditional learning group, with a significance level of 0.001. Recommendations for Practitioners: Practitioners in higher education should use design thinking to develop digital self-directed learning environments that enhance digital literacy skills. This approach involves creating high-quality digital media and activities, promoting engagement and improved outcomes. Collaboration and stakeholder involvement are essential for effective implementation. Recommendation for Researchers: Researchers should continue to explore the effectiveness of design thinking approaches in the development of learning environments, as well as their influence on different educational aspects such as student engagement, satisfaction, and overall learning outcomes. Impact on Society: By enhancing digital literacy skills among higher education students, this study contributes to the development of a digitally skilled workforce, encourages lifelong learning, and aids individuals in effectively navigating the challenges of the digital era. Future Research: Future research could explore a broader range of student demographics and educational settings to validate the effectiveness of the Design Thinking approach in enhancing digital literacy. This could include integrating design thinking with alternative digital learning and teaching methods to further improve digital literacy.




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Playable Experiences Through Technologies: Opportunities and Challenges for Teaching Simulation Learning and Extended Reality Solution Creation

Aim/Purpose: This paper describes a technologies education model for introducing Simulation Learning and Extended Reality (XR) solution creation skills and knowledge to students at the tertiary education level, which is broadly applicable to higher education-based contexts of teaching and learning. Background: This work is made possible via the model’s focus on advancing knowledge and understanding of a range of digital resources, and the processes and production skills to teach and produce playable educational digital content, including classroom practice and applications. Methodology: Through practice-based learning and technology as an enabler, to inform the development of this model, we proposed a mixed-mode project-based approach of study within a transdisciplinary course for Higher Education students from the first year through to the post-graduate level. Contribution: An argument is also presented for the utility of this model for upskilling Pre-service Teachers’ (PSTs) pedagogical content knowledge in Technologies, which is especially relevant to the Australian curriculum context and will be broadly applicable to various educative and non-Australian settings. Findings: Supported by practice-based research, work samples and digital projects of Simulation Learning and XR developed by the authors are demonstrated to ground the discussion in examples; the discussion that is based around some of the challenges and the technical considerations, and the scope of teaching digital solutions creation is provided. Recommendations for Practitioners: We provide a flexible technologies teaching and learning model for determining content for inclusion in a course designed to provide introductory Simulation Learning and XR solution creation skills and knowledge. Recommendation for Researchers: The goal was to provide key criteria and an outline that can be adapted by academic researchers and learning designers in various higher education-based contexts of teaching and inclusive learning design focused on XR. Impact on Society: We explore how educators work with entities in various settings and contexts with different priorities, and how we recognise expertise beyond the institutional interests, beyond discipline, and explore ‘what is possible’ through digital technologies for social good and inclusivity. Future Research: The next step for this research is to investigate and explore how XR and Simulation Learning could be utilised to accelerate student learning in STEM and HASS disciplines, to promote knowledge retention and a higher level of technology-enhanced learning engagement.




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Key Factors for a Creative Environment in Saudi Arabian Higher Education Institutions

Aim/Purpose: This research explores the influence of organizational-level and individual-level creativity and innovation and the technology acceptance model toward the higher education creative environment that consists of research creativity and teaching creativity. Background: Creativity and innovation are essential pillars for higher education institutions (HEIs). The two terms are interconnected, where creativity is referring to finding better ideas to do the work, while innovation is referring to how to do and implement these creative ideas. Choosing the optimal creative process and the organizational support needed to develop it is an important goal in achieving a creative and inventive environment. For the success of the creative environment to ensure the improvement of higher education institutions, information technology as social networking sites plays a crucial part in the creative process within universities. However, assessing the creativity and innovation of Saudi higher education institutions has not been well recognized. Universities today serve as knowledge-based institutions because they are at the forefront of cutting-edge R&D and scientific innovations. Creating such a productive research environment in universities, however, necessitates a work culture that encourages employees to be more creative while also encouraging the creation of new ideas and innovations. Methodology: A survey instrument was utilized as a quantitative method for this research to gather data from the study sample on the influencing variables employed in the research framework. Respondent data were analyzed using a disjoint two-stage method using PLS-SEM path modelling. Contribution: The results of this research contribute to the theoretical and scientific literature by offering a model of creativity and innovation in higher education institutions. The model proposes an optimal blend of organizational, individual, and technology variables that contribute to the development of the Higher Education Creative Environment in HEIs via creativity in teaching and research and a culture of innovation. In another way, the proposed framework especially helps to comprehend the challenges regulating establishing teaching and research creativity in HEIs via the adoption of organizational, individual, and technology enablers identified as part of this study. Findings: According to the results, organizational factors such as organizational encouragement, freedom, and challenging work have a positive relationship with the higher education creative environment. However, realistic work pressure, a lack of organizational impediments, managerial encouragement, and work group support is insufficient to affect the creative environment in higher education in Saudi Arabia. Individual variables (creative thinking skills and expertise, for example) also have a positive impact on the higher education creative environment. In the higher education creative environment, however, the influence of intrinsic motivation is insignificant. Finally, technology factors such as social networking site adoption intention, perceived usefulness, and perceived ease of use have the potential to influence the higher education creative environment. Recommendations for Practitioners: On the practical front, the obvious recommendation of this research is that it enables top leadership in Saudi HEIs to rethink the norms of creativity and innovation in their institutions, thereby instilling a mindset guided by a flourishing culture of creativity in the HEI environment with a specific focus on creativity practices in research and teaching domains. Furthermore, to promote the environment’s creativity within Saudi Arabian HEIs, university leaders must consider the suggested Organizational, Individual, and Technology factors as key enablers of creativity and innovation, which will guide them in revisiting their strategic actions in terms of further augmenting the creative performance of their academic’s staff, thereby sustaining a culture of Higher Education Creative Environment (HECE). Recommendation for Researchers: This study addressed many organizational, individual, and technology variables that facilitate Saudi Arabian HECE accomplishment in the form of research and teaching creativity. Furthermore, fresh insights for Saudi public HEIs are revealed when the success aspects of the creative environment are considered. If academic leadership at Saudi HEIs is to encourage the creative environment in general and creativity in teaching and research, it would be suitable for them to highlight individual, organizational, and technology success elements. As a result, their HEIs will be able to produce more innovative research, products, and services that can support and meaningfully achieve national transformation initiatives, opening the path for a transition into a knowledge-based economy. Impact on Society: In fact, this research is based on a quantitative research method, and the findings were also significant especially considering the current global crises. It is clearly understood by this process that includes organizational, individual, and technology factors as key enablers of the creative performance of academic staff, thereby sustaining a culture of HECE. Future Research: While providing the research model, it is probable that this study overlooked any other crucial aspects influencing creativity and innovation. As a result, future research should look at additional variables that may impact HECE in Saudi Arabian HEIs. Furthermore, while this study focused on deriving HECE with a particular emphasis on research and teaching creativity as results, future research might look at deriving other creativity outcomes (e.g., entrepreneurial creativity) within the investigated HECE dimension.




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Implementation of a novel technique for ordering of features algorithm in detection of ransomware attack

In today's world, malware has become a part and threat to our computer systems. All electronic devices are very susceptible/vulnerable to various threats like different types of malware. There is one subset of malware called ransomware, which is majorly used to have large financial gains. The attacker asks for a ransom amount to regain access to the system/data. When dynamic technique using machine learning is used, it is very important to select the correct set of features for the detection of a ransomware attack. In this paper, we present two novel algorithms for the detection of ransomware attacks. The first algorithm is used to assign the time stamp to the features (API calls) for the ordering and second is used for the ordering and ranking of the features for the early detection of a ransomware attack.




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Investigation of user perception of software features for software architecture recovery in object-oriented software

A well-documented architecture can greatly improve comprehension and maintainability. However, shorter release cycles and quick delivery patterns results in negligence of architecture. In such situations, the architecture can be recovered from its current implementation based on considering dependency relations. In literature, structural and semantic dependencies are commonly used software features, and directory information along with co-change/change history information are among rarely utilised software features. But, they are found to help improve architecture recovery. Therefore, we consider investigating various features that may further improve the accuracy of existing architecture recovery techniques and evaluate their feasibility by considering them in different pairs. We compared five state-of-the-art methods under different feature subsets. We identified that two of them commonly outperform others but surprisingly with low accuracy in some evaluations. Further, we propose a new subset of features that reflects more accurate user perceptions and hence, results in improving the accuracy of architecture recovery techniques.




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Case study: when a bright idea creates a business dilemma

Bright Lights has a history of success, but is at a pivotal point, facing the pains of strategic change. One salesperson has found a way to maintain sales and increase profit margin, but it requires operating between the lines of ethical boundaries. Ethics provides a choice between right and right as opposed to moral temptation of right and wrong (Kidder, 1996). As the case unfolds, Jim receives a mandate of which customers he can call on, reducing sales, profit margin, and customer satisfaction. A top performer, Jim finds a solution within company policy and the law, but although not hidden, is not entirely transparent. This creates two ethical decisions: 1) Should he be reprimanded or praised? 2) Should the company update policies to ban his actions, or promote his actions among other salespeople? This case clearly strikes the dilemma found in navigating the boundaries of a questionable business strategy.




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Are All Learners Created Equal? A Quantitative Analysis of Academic Performance in a Distance Tertiary Institution




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Creation of Anticipatory Information Support for Virtual Organizations between System(S) Theory and System Thinking




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Share, Collaborate, Create Virtual Conferences




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Creating a Networking Lab for Business Students




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Matching:  Discrimination, Misinformation, and Sudden Death




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Cheating or ‘Collaborative Work’: Does it Pay? 




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A Comparative Analysis of Common E-Portfolio Features and Available Platforms




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Threat Modeling Using Fuzzy Logic Paradigm




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Efficient Consumer Response (ECR) Practices as Responsible for the Creation of Knowledge and Sustainable Competitive Advantages in the Grocery Industry




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Name-display Feature for Self-disclosure in an Instant Messenger Program: A Qualitative Study in Taiwan




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The Islands of Innovation Model: Opportunities and Threats for Effective Implementation of Technological Innovation in the Education System




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Weapons of Mass Instruction: The Creative use of Social Media in Improving Pedagogy




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Technology in the Classroom: Teachers’ Technology Choices in Relation to Content Creation and Distribution

Aim/Purpose: Teachers are being asked to integrate mobile technologies into their content creation and distribution tasks. This research aims to provide an understanding of teachers taking on this process and whether the use of technology has influenced their content creation and distribution in the classroom. Background: Many claim that the use of technology for content creation and distribution can only enhance and improve the educational experience. However, for teachers it is not simply the integration of technology that is of prime concern. As teachers are ultimately responsible for the success of technology integration, it is essential to understand teachers’ viewpoints and lived technology experiences. Methodology: The Task-Technology Fit (TTF) model was used to guide interpretive case study research. Six teachers were purposively sampled and interviewed from a private school where a digital strategy is already in place. Data was then analysed using directed content analysis in relation to TTF. Contribution: This paper provides an understanding of teachers’ mobile technology choices in relation to content creation and distribution tasks. Findings: Findings indicate that teachers fit technology into their tasks if they perceive the technology has a high level of benefit to the teaching task. In addition, the age of learners and the subject being taught are major influencers. Recommendations for Practitioners: Provides a more nuanced and in-depth understanding of teachers’ technology choices, which is necessary for the technology augmented educational experience of the future. Recommendations for Researchers: Provides an unbiased and theoretically guided view of mobile technology use with content creation and distribution tasks. Impact on Society: Teachers do not appear to use technology as a de facto standard, but specifically select technology which will save them time, reduce costs, and improve the educational experiences of their learners. Future Research: A mixed-method approach, including several diverse schools as well as learners would enrich the findings. Furthermore, consideration of hardware limitations and lack of software features are needed.




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Self-efficacy, Challenge, Threat and Motivation in Virtual and Blended Courses on Multicultural Campuses

Aim/Purpose: The aim of this study was to examine the sense of challenge and threat, negative feelings, self-efficacy, and motivation among students in a virtual and a blended course on multicultural campuses and to see how to afford every student an equal opportunity to succeed in academic studies. Background: Most academic campuses in Israel are multicultural, with a diverse student body. The campuses strive to provide students from all sectors, regardless of nationality, religion, etc., the possibility of enjoying academic studies and completing them successfully. Methodology: This is a mixed-method study with a sample of 484 students belonging to three sectors: general Jewish, ultra-orthodox Jewish, and Arab. Contribution: This study’s findings might help faculty on multicultural campuses to advance all students and enable them equal opportunity to succeed in academic studies. Findings: Significant sectorial differences were found for the sense of challenge and threat, negative feelings, and motivation. We found that the sense of challenge and level of motivation among Arab students was higher than among the ultra-orthodox Jewish students, which, in turn, was higher than among the general Jewish student population. On the other hand, we found that the perception of threat and negative feelings among Arab students were higher than for the other two sectors for both the virtual and the blended course. Recommendations for Practitioners: Significant feedback might lessen the sense of threat and the negative feelings and be a meaningful factor for the students to persevere in the course. Intellectual, emotional, and differential feedback is recommended. Not relating to students’ difficulties might lead to a sense of alienation, a lack of belonging, or inability to cope with the tasks at hand and dropout from the course, or even from studies altogether. A good interaction between lecturer and student can change any sense of incompetence or helplessness to one of self-efficacy and the ability to interact with one’s surroundings. Recommendations for Researchers: Lecturers can reduce the sense of threat and negative feelings and increase a student’s motivation by making their presence felt on the course website, using the forums to manage discussions with students, and enabling and encouraging discussion among the students. Impact on Society: The integration of virtual learning environments into the learning process might lead to the fulfilment of an educational vision in which autonomous learners realize their personal potential. Hence they must be given tasks requiring the application of high learning skills without compromise, but rather with differential treatment of students in order to reduce negative feelings and the sense of threat, and to reduce the transactional distance. Future Research: Further studies should examine the causes of negative feelings among students participating in virtual and blended courses on multicultural campuses and how these feelings can be handled.




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Driving Creativity: Extending Knowledge Management into the Multinational Corporation




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Collective Creativity and Brokerage Functions in Heavily Cross-Disciplined Innovation Processes




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Relationship between Knowledge Management Process and Creativity among Faculty Members in the University




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Experiencing Creativity in the Organization: From Individual Creativity to Collective Creativity




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Boosting Creativity with Transformational Leadership in Fuzzy Front-end Innovation Processes




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A Conceptual Model for the Creation of a Process-Oriented Knowledge Map (POK-Map) and Implementation in an Electric Power Distribution Company

Helping a company organize and capture the knowledge used by its employees and business processes is a daunting task. In this work we examine several proposed methodologies and synthesize them into a new methodology that we demonstrate through a case study of an electric power distribution company. This is a practical research study. First, the research approach for creating the knowledge map is process-oriented and the processes are considered as the main elements of the model. This research was done in four stages: literature review, model editing, model validation and case study. The Delphi method was used for the research model validation. Some of the important outputs of this research were mapping knowledge flows, determining the level of knowledge assets, expert-area knowledge map, preparing knowledge meta-model, and updating the knowledge map according to the company’s processes. Besides identifying, auditing and visualizing tacit and explicit knowledge, this knowledge mapping enables us to analyze the knowledge areas’ situation and subsequently help us to improve the processes and overall performance. So, a process map does knowledge mapping in a clear and accurate frame. Once the knowledge is used in processes, it creates value.




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Typology on Leadership toward Creativity in Virtual Work

Aim/Purpose: This study aims to develop a descriptive typology to better identify leadership toward creativity in virtual work in different types of companies. Background: The study empirically explores how leadership toward creativity occurs in virtual work and uses the theoretical lenses of creativity-conducive leadership and heterarchy to generate a typology. Methodology : A multiple qualitative case study design, interpretivist approach, and abductive analysis are applied. Data is collected by interviewing 21 leaders and employees face-to-face in four companies in the ICT sector and one business advisor company. Contribution: The empirical evidence of this study enriches the understanding of leadership toward creativity in virtual work and contributes to the limited empirical knowledge on leadership that stimulates a virtual workforce to achieve creativity. Findings: The four different types of companies in the typology utilize various transitions toward leadership creativity in virtual work. The trend in leadership in the existing virtually networked business environment is toward the “collective mind” company, which is characterized by shared values, meaningful work, collective intelligence, conscious reflection, transparency, coaching, empowering leadership by example, effective multichannel interaction, and assertiveness. The findings empirically support applying a heterarchy perspective to lead a virtual workforce toward creativity and promote leaders who are genuinely interested in people, their development, collaboration, and technology. Recommendations for Practitioners: The typology helps professionals realize the need to develop leadership, communication, interaction, learning, and growth to foster creative interaction and improve productivity and competitiveness. Recommendation for Researchers: This study enables researchers to more rigorously and creatively conceptualize the conditions and relationships in leadership that facilitate creativity in virtual work. Impact on Society : The findings highlight humanistic values for developing leadership. The study strengthens the view that collective creativity in virtual work cannot emerge without virtual and physical interaction in appropriate spaces and caring for each other. Future Research: Future studies may focus on other fields, industries, networks, roles of materialities, and employees in fostering creativity and on theory development. Longitudinal studies are advisable.




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The Mechanism of Internet Capability Driving Knowledge Creation Performance: The Effects of Strategic Flexibility and Informatization Density

Aim/Purpose: This study analyzes the mechanism of Internet capability (IC) driving knowledge creation performance (KCP). We consider the mediating role of strategic flexibility and the moderating role of informatization density. Background: The key to achieving KCP for firms is to transform knowledge created into new products or services and to realize the economic benefits. However, the research has not paid enough attention to firms’ KCP. Based on dynamic capability theory, this study empirically reveals how firms drive KCP through Internet capability. Methodology: The study uses survey data from 399 organizations in China. Through structural equation modeling, this study assesses the relationship between Internet capability, strategic flexibility, and KCP and uses hierarchical regression to test the moderating role of informatization density. Contribution: First, this study expands research on knowledge creation and focuses on the further achievement of knowledge creation performance. The study also enriches the exploration of KCP in the Internet context and deepens the research on the internal mechanism by which Internet capability influences KCP. Second, this study highlights the important role of informatization density in the Internet context and expands the research on the impact of external factors on the internal mechanism. Findings: First, Internet capability has a significantly positive effect on both strategic flexibility and KCP. Furthermore, Internet capability directly impacts strategic flexibility, yet it affects KCP both directly and indirectly through strategic flexibility, which confirms that strategic flexibility is a partial mediator in the relationship between Internet capability and KCP. Second, strategic flexibility positively influences KCP. Third, informatization density has a significant moderating effect on the relationship between Internet capability and KCP. Recommendations for Practitioners: The results indicate that firms should consider the importance of Internet capability and strategic flexibility for KCP in the Internet context. This study also provides a theoretical basis that could guide the Chinese government’s informatization construction of the industrial chain. Recommendation for Researchers: Researchers could further explore the role of other mediator variables (e.g., business process management, organizational agility) and consider the role of other moderator variables (e.g., resource commitment, learning orientation). Impact on Society: This study provides a reference for enterprises with similar cultural backgrounds in using Internet capability to enhance their competitive advantage. Future Research: Future research could collect data from various countries and regions to test the research model and conduct longitudinal studies to increase the robustness of the conclusions.




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Knowledge Management Orientation, Market Orientation, and SME’s Performance: A Lesson from Indonesia’s Creative Economy Sector

Aim/Purpose: Two research objectives were addressed in this study. The first objective was to determine the effect of knowledge management orientation behaviour on business performance, and the second objective was to investigate the mediating effect of market orientation in the relationship between knowledge management orientation behaviour and business performance. Background: In business strategic perspective, the idea of knowledge management has been discussed widely. However, there is a lack of study exploring the notion of knowledge management orientation especially in the perspective of Indonesia’s creative economy sector. Methodology: One hundred and thirty one participants were involved in this study. They were economy creative practitioners in Indonesia. Data were analysed by using Partial Least Squares. Contribution: Upon the completion of the research objectives, this study contributes to both theoretical and practical perspectives. From a theoretical standpoint, this study proposes a conceptual model explaining the relationship among knowledge management orientation behaviour, market orientation, and business performance in Indonesia’s creative economy sector. As this study found a significant effect of knowledge sharing in market orientation and market orientation in business performance, the study showed the mediation role of market orientation in the relationship between knowledge sharing and business performance. From a practical perspective, this study implies a guideline for business practitioners in enhancing business through the application of knowledge management orientation behaviour. Findings: The results show that organizing memory, knowledge absorption, and knowledge receptivity has a direct significant effect on business performance. However, in affecting business performance, knowledge sharing must be mediated by market orientation. Recommendations for Practitioners: Based on the results of the study, practitioners should enhance their behaviour in implementing knowledge management in terms of increasing business performance. In addition, it is suggested that business practitioners must be market driven, as market orientation was found to have an important role in affecting business performance. Recommendation for Researchers: Future researchers might integrate other constructs such as innovation, marketing capabilities, or organizational learning with this current conceptual model to have more comprehensive insight about the relationship between knowledge management orientation and business performance. Impact on Society: This study suggests that business practitioners must have knowledge management driven behaviour as well as market orientation to enhance the performance of their business. Future Research: Future research might add other variables to make the conceptual model more comprehensive and also replicate this study into different industrial settings.




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NOTICE OF RETRACTION: The Influence of Ethical and Transformational Leadership on Employee Creativity in Malaysia's Private Higher Education Institutions: The Mediating Role of Organizational Citizenship Behaviour

Aim/Purpose: ************************************************************************ After its investigation, the Research Ethics, Integrity, and Governance team at RMIT University found that the primary author of this paper breached the Australian Code and/or RMIT Policy and requested that the article be retracted. ************************************************************************** This paper aimed to examine the influence of ethical and transformational leadership on employee creativity in Malaysia’s private higher education institutions (PHEIs) and the mediating role of organizational citizenship behavior. Background: To ensure their survival and success in today’s market, organizations need people who are creative and driven. Previous studies have demonstrated the importance of ethical leadership in fostering employee innovation and good corporate responsibility. Research on ethical leadership and transformational leadership, in particular, has played a significant role in elucidating the role of leadership in relation to organizational citizenship behavior (OCB). In this study, we have focused on ethical and transformational leadership as an antecedent for enhancing employee creativity. Despite an increase in leadership research, little is known about the underlying mechanisms that link ethical leadership and transformational leadership to OCB. Because it sheds light on factors other than ethical leadership and transformational leadership that influence employees’ extra-role activity, this research is relevant theoretically. OCB may have a mediating function between ethical leadership and transformational leadership style and employee creativity because it is associated with the greatest outcomes, but empirical research has yet to prove this. So, one of the study’s goals is to add to the hypotheses about how ethical leadership style and transformational leadership affect employee creativity by using an important mediating variable – OCB. Methodology: This study adopted a quantitative approach based on a cross-sectional survey and descriptive design to gather the data in a specific period. A convenient sampling approach was used to gauge 275 employees from Malaysia’s PHEIs. To test the hypotheses and obtain a conclusion, the acquired data was analyzed using the partial least square technique (PLS-SEM). Contribution: The study contributes to leadership literature by advancing OCB as a mediating factor that accounts for the link between ethical and transformational leadership and employee creativity in the higher education sector. Findings: According to the research, OCB has a substantial influence on the creativity of employees. Furthermore, ethical leadership boosted OCB and boosted employee creativity, according to the research. OCB and employee creativity have both been demonstrated to benefit greatly from transformational leadership. Further research revealed that OCB is a mediating factor in the link between leadership styles and creative thinking among employees. Recommendations for Practitioners: Higher education institutions should focus on developing leaders who value transparency and self-awareness in their interactions with followers and who demonstrate an inner moral perspective in addition to balanced information processing to ensure positive outcomes at the individual and organizational levels. Higher education institutions should place a priority on hiring leaders that exhibit ethical and transformational traits to raise awareness of these leadership styles among employees. Recommendation for Researchers: The new study also adds significantly to the body of knowledge by examining the relationship between ethical and transformational leadership and the creativity of the workforce. It aimed to identify the relationship between transformational leadership style and individual creativity in higher education by examining the mediating influence of OCB. Impact on Society: Higher education institutions should devise strategies for developing ethical and transformative leaders who will assist boost OCB and creativity within their workforce. Students and faculty in higher education can benefit from these leadership methods by learning to think in more diverse ways and by developing thought processes that lead to a larger pool of innovative ideas and solutions. As a consequence, employees who show creative behavior may be effectively managed by leaders who utilize ethical and transformational leadership styles and motivate them to show OCB that allow them to solve creative problems creatively. Future Research: A mixed-methods approach should be used in future research, and this should be done in public institutions in developing and developed nations to put the findings to use and generalize them even further. Future research will be able to examine other mediators to learn more about how and why ethical and transformational leadership styles affect PHEI employees’ creativity.




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A Novel Telecom Customer Churn Analysis System Based on RFM Model and Feature Importance Ranking

Aim/Purpose: In this paper, we present an RFM model-based telecom customer churn system for better predicting and analyzing customer churn. Background: In the highly competitive telecom industry, customer churn is an important research topic in customer relationship management (CRM) for telecom companies that want to improve customer retention. Many researchers focus on a telecom customer churn analysis system to find out the customer churn factors for improving prediction accuracy. Methodology: The telecom customer churn analysis system consists of three main parts: customer segmentation, churn prediction, and churn factor identification. To segment the original dataset, we use the RFM model and K-means algorithm with an elbow method. We then use RFM-based feature construction for customer churn prediction, and the XGBoost algorithm with SHAP method to obtain a feature importance ranking. We chose an open-source customer churn dataset that contains 7,043 instances and 21 features. Contribution: We present a novel system for churn analysis in telecom companies, which encompasses customer churn prediction, customer segmentation, and churn factor analysis to enhance business strategies and services. In this system, we leverage customer segmentation techniques for feature construction, which enables the new features to improve the model performance significantly. Our experiments demonstrate that the proposed system outperforms current advanced customer churn prediction methods in the same dataset, with a higher prediction accuracy. The results further demonstrate that this churn analysis system can help telecom companies mine customer value from the features in a dataset, identify the primary factors contributing to customer churn, and propose suitable solution strategies. Findings: Simulation results show that the K-means algorithm gets better results when the original dataset is divided into four groups, so the K value is selected as 4. The XGBoost algorithm achieves 79.3% and 81.05% accuracy on the original dataset and new data with RFM, respectively. Additionally, each cluster has a unique feature importance ranking, allowing for specialized strategies to be provided to each cluster. Overall, our system can help telecom companies implement effective CRM and marketing strategies to reduce customer churn. Recommendations for Practitioners: More accurate churn prediction reduces misjudgment of customer churn. The acquisition of customer churn factors makes the company more convenient to analyze the reasons for churn and formulate relevant conservation strategies. Recommendation for Researchers: The research achieves 81.05% accuracy for customer churn prediction with the Xgboost and RFM algorithms. We believe that more enhancements algorithms can be attempted for data preprocessing for better prediction. Impact on Society: This study proposes a more accurate and competitive customer churn system to help telecom companies conserve the local markets and reduce capital outflows. Future Research: The research is also applicable to other fields, such as education, banking, and so forth. We will make more new attempts based on this system.




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Enhancing Consumer Value Co-Creation Through Social Commerce Features in China’s Retail Industry

Aim/Purpose: Based on the stimulus-organism-response (SOR) model, the current study investigated social commerce functions as an innovative retailing technological support by selecting the three most appropriate features for the Chinese online shopping environment with respective value co-creation intentions. Background: Social commerce is the customers’ online shopping touchpoint in the latest retail era, which serves as a corporate technological tool to extend specific customer services. Although social commerce is a relatively novel platform, limited theoretical attention was provided to determine retailers’ approaches in employing relevant functions to improve consumer experience and value co-creation. Methodology: A questionnaire was distributed to Chinese customers, with 408 valid questionnaires being returned and analyzed through Structural Equation Modeling (SEM). Contribution: The current study investigated the new retail concept and value co-creation from the consumer’s perspective by developing a theoretical model encompassing new retail traits and consumer value, which contributed to an alternative theoretical understanding of value creation, marketing, and consumer behaviour in the new retail business model. Findings: The results demonstrated that value co-creation intention was determined by customer experience, hedonic experience, and trust. Simultaneously, the three factors were significantly influenced by interactivity, personalisation, and sociability features. Specifically, customers’ perceptions of the new retail idea and the consumer co-creation value were examined. Resultantly, this study constructed a model bridging new retail characteristics with consumer value. Recommendations for Practitioners: Nonetheless, past new retail management practice studies mainly focused on superficial happiness in the process of human-computer interaction, which engendered a computer system design solely satisfying consumers’ sensory stimulation and experience while neglecting consumers’ hidden value demands. As such, a shift from the subjective perspective to the realisation perspective is required to express and further understand the actual meaning and depth of consumer happiness. Recommendation for Researchers: New retailers could incorporate social characteristics on social commerce platforms to improve the effectiveness of marketing strategies while increasing user trust to generate higher profitability. Impact on Society: The new retail enterprises should prioritise consumers’ acquisition of happiness meaning and deep experience through self-realisation, cognitive improvement, identity identification, and other aspects of consumer experiences and purchase processes. By accurately revealing and matching consumers’ fundamental perspectives, new retailers could continuously satisfy consumer requirements in optimally obtaining happiness. Future Research: Future comparative studies could be conducted on diverse companies within the same industry for comprehensive findings. Moreover, other underlying factors with significant influences, such as social convenience, group cognitive ability, individual family environment, and other external stimuli were not included in the present study examinations.