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"Prof. Paul Benjamin Lowry" <[log in to unmask]>
Sun, 23 Dec 2018 15:39:57 -0500
text/plain (190 lines)
We are pleased to continue our 10th year at AIS Transactions on HCI (THCI)
with our fourth of four issues to be published this year. We present the
December issue with two high-quality papers outlined below.

You are welcome to freely download the papers from this issue and other
issues by visiting the AIS E-Library, or the direct links below. You can go
directly to our journal at the following: http://aisel.aisnet.org/thci/ 

============

In this issue (Volume 10, Issue 4)

============

DOI

10.17705/1thci.00109

Loiacono, Eleanor; Fulwiler, Carl E.; Cohanim, Roxane; and Davis, Maryann
(2018) "An Investigation into College Students' Preferences for Technology
Integration into Mindfulness-based Stress Reduction," AIS Transactions on
Human-Computer Interaction (10) 4, pp. 188-204 

Available at: https://aisel.aisnet.org/thci/vol10/iss4/1

Abstract:

This study investigates if college students in general and those with
stress, depression, and anxiety in particular would use technology to reduce
their stress via mindfulness-based training. We conducted two studies. The
first study focused on how college students who struggle with stress,
depression, and anxiety view mindfulness-based stress reduction and using
technology to support it. We conducted a survey that assessed how college
students rated a variety of technologies that they could use to enhance
their mindfulness-based stress reduction. The second study focused on
whether college students with and without mental health issues would prefer
to use an app in their mindfulness training. The first study involved 81
U.S. college students from 18 to 27 years old, and the second involved nine
college students over 18 years old who had experienced stress, depression,
and anxiety. The results suggest that college students did not differ in the
likelihood that they would use different technologies to reduce their stress
via mindfulness-based training. A majority of participants who struggled
with stress, depression, and anxiety and who had taken mindfulness-based
stress reduction training believed that having a mindfulness-based stress
reduction app in conjunction with the in-person class we offered would
reduce barriers to practicing mindfulness-based stress reduction. While many
companies and technologists tout the benefits of pure online or digital
solutions to mindfulness practice, the college students who struggled with
stress, depression, and anxiety in our study clearly signaled that they did
not prefer a technology solution alone and that they found such a solution
insufficient.

 

Keith, Mark J.; Anderson, Greg; Gaskin, James; and Dean, Douglas L. (2018)
"Team Video Gaming for Team Building: Effects on Team Performance," AIS
Transactions on Human-Computer Interaction (10) 4, pp. 205-231 

DOI

DOI: 10.17705/1thci.00110

Available at: https://aisel.aisnet.org/thci/vol10/iss4/2

Abstract:

Teams rapidly form and dissolve in organizations to solve specific problems
that require diverse skills and experience. For example, in the information
systems context, cross-functional and project-based teams that comprise a
mix of personnel who temporarily work away from their usual functional
groups (best perform agile software development (Barlow et al., 2011; Keith,
Demirkan, & Goul, 2013). These newly formed work teams need to become
productive as quickly as possible. Team video gaming (TVG) has emerged as a
potential team-building activity. When new teammates play a collaborative
video game, they engage in cooperative and challenging goals while they
enjoy the games. Although research has shown that video games can promote
learning and recreation, it has not investigated the effects of commercial
video games on subsequent work-team performance. Better understanding this
issue will provide insights into how to rapidly develop cohesion among newly
formed work teams and, thus, lead to greater team performance. We examined
this issue through a laboratory experiment. We found that teams in the TVG
treatment demonstrated a 20 percent productivity improvement in subsequent
tasks (in our case, a team-based geocaching scavenger hunt) over teams that
participated in traditional team-building activities.

==================

Call for Papers

==================

THCI is one of the journals in the AIS (Association for Information Systems)
e-library at http://aisel.aisnet.org/thci. THCI is a high-quality
peer-reviewed international scholarly journal on Human-Computer Interaction.
As an AIS journal, THCI is oriented to the Information Systems community,
emphasizing applications in business, managerial, organizational, and
cultural contexts. However, it is open to all related communities that share
intellectual interests in HCI phenomena and issues. The editorial objective
is to enhance and communicate knowledge about the interplay among humans,
information, technologies, and tasks in order to guide the development and
use of human-centered Information and Communication Technologies (ICT) and
services for individuals, groups, organizations, and communities.

To increase awareness and readership, THCI is still freely available to
everyone during its initial years of publishing. You can find information
related to all aspects of THCI at its website (http://aisel.aisnet.org/),
including how to submit. We would like to thank AIS
<http://home.aisnet.org/> Council for its continued support of the journal.
And, as always, we are happy to announce that we have published the journal
on time for every issue, and are building a strong case for a solid impact
factor when released by SSCI and Scopus in the near future. 

Topics of interest to THCI include but are not limited to the following:

*   The behavioral, cognitive, motivational and affective aspects of human
and technology interaction

*   User task analysis and modeling; fit between representations and task
types

*   Digital documents/genres; human information seeking and web navigation
behaviors; human information interaction; information visualization

*   Social media; social computing; virtual communities

*   Behavioral information security and information assurance; privacy and
trust in human technology interaction

*   User interface design and evaluation for various applications in
business, managerial, organizational, educational, social, cultural,
non-work, and other domains

*   Integrated and/or innovative approaches, guidelines, and standards or
metrics for human centered analysis, design, construction, evaluation, and
use of interactive devices and information systems

*   Information systems usability engineering; universal usability

*   The impact of interfaces/information technology on people's attitude,
behavior, performance, perception, and productivity

*   Implications and consequences of technological change on individuals,
groups, society, and socio-technical units

*   Software learning and training issues such as perceptual, cognitive, and
motivational aspects of learning

*   Gender and information technology

*   The elderly, the young, and special needs populations for new
applications, modalities, and multimedia interaction

*   Issues in HCI education

 

The language for the journal is English. The audience includes international
scholars and practitioners who conduct research on issues related to the
objectives of the journal. The publication frequency is quarterly: 4 issues
per year to be published in March, June, September, and December. The AIS
Special Interest Group on Human-Computer Interaction (SIGHCI,
http://sigs.aisnet.org/SIGHCI/) is the official sponsor of THCI.

====================================================================

 

Please visit the links above or the links from our AIS THCI page
(http://aisel.aisnet.org/thci/) for details on any current or emerging
special issue calls that will be announced in the future. Please keep
checking our home page to see what is brewing! If you have an idea for a
special issue, please drop us a line any time.

 

Sincerely,

Dennis Galletta and Paul Benjamin Lowry, co-Editors in Chief

Gregory D. Moody, Managing Editor

 


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