Social feedback in the form of audience ratings, community tags, recommendations, and text comments is becoming increasingly commonplace on the Web. Prior research has uncovered a number of Web site features that can impact its perceived credibility. However, to date research has not investigated whether social feedback on a Web page can influence the perceived credibility of the information on the page or increase or decrease the likelihood that an individual will subsequently use the information contained within it. This paper describes a study investigating whether one type of social feedback, audience ratings, can influence perceptions of credibility. The results of the study suggest that the type of audience feedback, positive, mixed, or negative, can influence perceptions of credibility while the size of the audience giving feedback does not. Also, audience feedback does not appear to increase the likelihood of use of the information on a web page.
This paper presents a novel approach to diagnosing and measuring teamwork in complex sociotechnical systems. First, the underlying theoretical constructs that have inspired the development and use of a multilevel model to study team phenomena from a general systems perspective are presented. Next, in an attempt to theoretically ground the construct, "flow state" will be presented as an isomorphic variable in a multi-level model, meaning it is represented similarly at the system, team, and individual level. Approaching processes embedded in organizations from this perspective allows diagnosis of the systemic influences that contribute most to the variance in performance, identification of pervasive latent systemic failures, and the development of a tailored taxonomy of behavioral teamwork dimensions, which can then be translated into metrics to measure teamwork within any observable complex process.
The sensitivity of a game-based neurocognitive test to detect sleepiness and fatigue among workers at an airport passenger screening checkpoint (screeners) was examined. Screener fatigue and sleepiness was evaluated using both the game-based test and self-reports over the course of an eight-hour shift. Fatigue and sleepiness using the game-based test was evaluated utilizing differences in pre-and post-shift performance on four games targeting fatigue-mediated cognitive processes including simple reaction time, spatial processing, logical relations, and mathematical processing. Self-reports of fatigue and sleepiness were also collected pre-and postshift using a previously validated tool. Results revealed that screeners at the checkpoint experienced a significant increase in fatigue and sleepiness from pre-to post-shift, indicated by both performance on the game and the self-report tool. The results suggest that the game-based tool could be used to evaluate the impact of countermeasures to reduce screener fatigue at screening checkpoints. Objective: This study sought to examine whether performance on a neurocognitive game can be used to evaluate the fatigue and sleepiness experienced by screeners at an airport passenger screening checkpoint. The study was used to examine whether game performance data might be used to evaluate countermeasures to worker fatigue in an operational setting. Background: Passenger screeners are responsible for identifying potential threats located either on passengers or in their baggage as they pass through the checkpoint. In 2012, screeners with the Department of Homeland Security examined more than 643 million passengers and two billion items (U.S. Department of Homeland Security, 2012). The cognitively and physically repetitive nature of the passenger screening task, along with the high passenger throughput desired at screening checkpoints, have the potential to induce significant mental and physical fatigue among screeners. There is a need to create a tool to assess screener fatigue to evaluate potential fatigue-reducing mitigations. Method: 394 screeners volunteered from nine different airports in the United States. Screeners across three different shifts were examined: early morning shift, mid-morning shift, and late afternoon shift. Pre-shift and post-shift levels of physical fatigue, mental fatigue, and sleepiness were obtained using self-report questionnaires. Fatigue was also measured using pre and post-shift throughput performance on four neurocognitive games. Results: Screeners in all three shifts exhibited significantly higher self-reports of physical fatigue, mental fatigue, and sleepiness, post shift compared to pre shift. Repeated measures analyses also revealed a decrease in game performance on two of the four neurocognitive games as evidenced through a decline in throughput. Conclusion: This study demonstrated that two of the four neurocognitive games tested are sensitive to the fatigue and sleepiness experienced by screeners over the course of their shift. It can be co...
The World Wide Web has become a cornerstone of modern information retrieval. Easy and timely access to information is becoming crucial to many tasks we perform each day. The Web is also being increasingly used as a tool for communication and social network strengthening. The desire to be constantly connected to information and people is driving user adoption of the mobile Web, or the World Wide Web as accessed through mobile devices such as cell phones or PDAs. This panel will explore the potential of the mobile Web, examine the challenges present in designing information displays for mobile contexts, and consider future applications for this form of information retrieval.
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