-------- Forwarded Message --------
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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