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  1. Article: Coping with pandemics using social network sites: A psychological detachment perspective to COVID-19 stressors.

    Mäntymäki, Matti / Najmul Islam, A K M / Turel, Ofir / Dhir, Amandeep

    Technological forecasting and social change

    2022  Volume 179, Page(s) 121660

    Abstract: Prior research has often portrayed information technology (IT) as a stressor. In this paper, we propose and demonstrate that IT can also be an effective means of coping with life stressors, including those induced by pandemics such as COVID-19. We thus ... ...

    Abstract Prior research has often portrayed information technology (IT) as a stressor. In this paper, we propose and demonstrate that IT can also be an effective means of coping with life stressors, including those induced by pandemics such as COVID-19. We thus deviate from the common IT-as-a-stressor perspective and adopt an IT-as-a-coping-mechanism viewpoint. To this end, we apply the stressor-detachment model from organisational psychology to the use of social network sites (SNSs) in coping with stressors wrought by the COVID-19 pandemic. We examine psychological well-being as our dependant variable and introduce psychological detachment through SNS use as a mediator and moderator of the associations between psychological well-being and two COVID-19 stressors: work-family conflict and perceived isolation. We used structural equation modelling and tested this model with survey data collected from 398 professionals who were in lockdown and working from home during the pandemic. The results indicated that psychological detachment through SNS uses increased psychological well-being and that heightened work-family conflict motivated this detachment strategy. In contrast, consistent with helplessness and motivation-opportunity theories, perceived isolation as a stressor did not influence psychological detachment through SNS use. While perceived isolation directly reduced individual well-being, the effect of work-family conflict on well-being was contingent upon users' levels of psychological detachment through SNS use. These findings suggest that while psychological detachment through SNS use is an effective means of improving one's well-being, it can be positively or negatively affected by stressors. Our study contributes to research on technology-mediated strategies for coping with stress and the psychosocial implications of global pandemics.
    Language English
    Publishing date 2022-04-05
    Publishing country United States
    Document type Journal Article
    ISSN 0040-1625
    ISSN 0040-1625
    DOI 10.1016/j.techfore.2022.121660
    Database MEDical Literature Analysis and Retrieval System OnLINE

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  2. Book ; Online: Notion of Explainable Artificial Intelligence -- An Empirical Investigation from A Users Perspective

    Haque, AKM Bahalul / Islam, A. K. M. Najmul / Mikalef, Patrick

    2023  

    Abstract: The growing attention to artificial intelligence-based applications has led to research interest in explainability issues. This emerging research attention on explainable AI (XAI) advocates the need to investigate end user-centric explainable AI. Thus, ... ...

    Abstract The growing attention to artificial intelligence-based applications has led to research interest in explainability issues. This emerging research attention on explainable AI (XAI) advocates the need to investigate end user-centric explainable AI. Thus, this study aims to investigate usercentric explainable AI and considered recommendation systems as the study context. We conducted focus group interviews to collect qualitative data on the recommendation system. We asked participants about the end users' comprehension of a recommended item, its probable explanation, and their opinion of making a recommendation explainable. Our findings reveal that end users want a non-technical and tailor-made explanation with on-demand supplementary information. Moreover, we also observed users requiring an explanation about personal data usage, detailed user feedback, and authentic and reliable explanations. Finally, we propose a synthesized framework that aims at involving the end user in the development process for requirements collection and validation.

    Comment: 26 Pages, 3 Figures, 1 Table , Accepted version for publication in European Conference on Information Systems (ECIS), 2023
    Keywords Computer Science - Artificial Intelligence
    Publishing date 2023-11-01
    Publishing country us
    Document type Book ; Online
    Database BASE - Bielefeld Academic Search Engine (life sciences selection)

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  3. Book ; Online: Explainable Artificial Intelligence (XAI) from a user perspective- A synthesis of prior literature and problematizing avenues for future research

    Haque, AKM Bahalul / Islam, A. K. M. Najmul / Mikalef, Patrick

    2022  

    Abstract: The final search query for the Systematic Literature Review (SLR) was conducted on 15th July 2022. Initially, we extracted 1707 journal and conference articles from the Scopus and Web of Science databases. Inclusion and exclusion criteria were then ... ...

    Abstract The final search query for the Systematic Literature Review (SLR) was conducted on 15th July 2022. Initially, we extracted 1707 journal and conference articles from the Scopus and Web of Science databases. Inclusion and exclusion criteria were then applied, and 58 articles were selected for the SLR. The findings show four dimensions that shape the AI explanation, which are format (explanation representation format), completeness (explanation should contain all required information, including the supplementary information), accuracy (information regarding the accuracy of the explanation), and currency (explanation should contain recent information). Moreover, along with the automatic representation of the explanation, the users can request additional information if needed. We have also found five dimensions of XAI effects: trust, transparency, understandability, usability, and fairness. In addition, we investigated current knowledge from selected articles to problematize future research agendas as research questions along with possible research paths. Consequently, a comprehensive framework of XAI and its possible effects on user behavior has been developed.
    Keywords Computer Science - Artificial Intelligence ; Computer Science - Machine Learning
    Subject code 028
    Publishing date 2022-11-24
    Publishing country us
    Document type Book ; Online
    Database BASE - Bielefeld Academic Search Engine (life sciences selection)

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  4. Article: A Systematic Review of the Digital Interventions for Fighting COVID-19: The Bangladesh Perspective

    Islam, Muhammad Nazrul / Najmul Islam, A.K.M.

    IEEE Access

    Abstract: The objective of this paper is to synthesize the digital interventions initiatives to fight against COVID-19 in Bangladesh and compare with other countries. In order to obtain our research objective, we conducted a systematic review of the online content. ...

    Abstract The objective of this paper is to synthesize the digital interventions initiatives to fight against COVID-19 in Bangladesh and compare with other countries. In order to obtain our research objective, we conducted a systematic review of the online content. We first reviewed the digital interventions that have been used to fight against COVID-19 across the globe. We then reviewed the initiatives that have been taken place in Bangladesh. Thereafter, we present a comparative analysis between the initiatives taken in Bangladesh and the other countries. Our findings show that while Bangladesh is capable to take benefits of the digital intervention approaches, tighter cooperation between government and private organizations as well as universities would be needed to get the most benefits. Furthermore, the government needs to make sure that the privacy of its citizens are protected.
    Keywords covid19
    Publisher WHO
    Document type Article
    Note WHO #Covidence: #680085
    Database COVID19

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  5. Article ; Online: Location-Based Games and the COVID-19 Pandemic

    Samuli Laato / Teemu H. Laine / A.K.M. Najmul Islam

    Multimodal Technologies and Interaction, Vol 4, Iss 29, p

    An Analysis of Responses from Game Developers and Players

    2020  Volume 29

    Abstract: In early 2020, as a countermeasure to mitigate the spread of the COVID-19 pandemic, governments issued limitations on the movements of their citizens, cancelling social events and advising people to stay home. As location-based games (LBGs) have been ... ...

    Abstract In early 2020, as a countermeasure to mitigate the spread of the COVID-19 pandemic, governments issued limitations on the movements of their citizens, cancelling social events and advising people to stay home. As location-based games (LBGs) have been found to influence human movement, their role during COVID-19 deserves closer inspection. Under regular circumstances, the very aim of these games is to motivate people to go out, explore and meet other people. However, during COVID-19, people were advised to do the exact opposite. To study how LBG developers and players reacted to the situation, we used the netnography research method utilizing three types of data: (1) COVID-19 related in-game changes made by seven popular LBG developers during March 2020; (2) social media reactions on 20 posts across three popular Pokémon GO subreddits; and (3) the raiding activity (collaborative play) in Pokémon GO in a Finnish municipality during February–May 2020. All observed LBGs made in-game changes due to COVID-19. The social media reactions showed overwhelming appreciation towards these changes, and two central second order themes arose: (1) LBGs have the ability to influence human movement during pandemics; and (2) people should be able to self-regulate their behaviour during COVID-19 independent of LBG influence. Surprisingly, recorded Pokémon GO player activity in Finland was more influenced by offered in-game rewards than the COVID-19 pandemic. Our findings have implications on how games and gamification can be used to direct human movement in situations such as COVID-19 where population-level interventions are needed.
    Keywords COVID-19 ; Pokémon GO ; behaviour ; pandemic ; location-based games ; hybrid-reality games ; Technology ; T ; Science ; Q ; covid19
    Subject code 796
    Language English
    Publishing date 2020-06-01T00:00:00Z
    Publisher MDPI AG
    Document type Article ; Online
    Database BASE - Bielefeld Academic Search Engine (life sciences selection)

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  6. Article ; Online: Towards a GDPR-Compliant Blockchain-Based COVID Vaccination Passport

    AKM Bahalul Haque / Bilal Naqvi / A. K. M. Najmul Islam / Sami Hyrynsalmi

    Applied Sciences, Vol 11, Iss 6132, p

    2021  Volume 6132

    Abstract: The COVID-19 pandemic has shaken the world and limited work/personal life activities. Besides the loss of human lives and agony faced by humankind, the pandemic has badly hit different sectors economically, including the travel industry. Special ... ...

    Abstract The COVID-19 pandemic has shaken the world and limited work/personal life activities. Besides the loss of human lives and agony faced by humankind, the pandemic has badly hit different sectors economically, including the travel industry. Special arrangements, including COVID test before departure and on arrival, and voluntary quarantine, were enforced to limit the risk of transmission. However, the hope for returning to a normal (pre-COVID) routine relies on the success of the current COVID vaccination drives administered by different countries. To open for tourism and other necessary travel, a need is realized for a universally accessible proof of COVID vaccination, allowing travelers to cross the borders without any hindrance. This paper presents an architectural framework for a GDPR-compliant blockchain-based COVID vaccination passport (VacciFi), whilst considering the relevant developments, especially in the European Union region.
    Keywords blockchain ; COVID ; GDPR ; pandemic ; passport ; vaccine ; Technology ; T ; Engineering (General). Civil engineering (General) ; TA1-2040 ; Biology (General) ; QH301-705.5 ; Physics ; QC1-999 ; Chemistry ; QD1-999
    Language English
    Publishing date 2021-07-01T00:00:00Z
    Publisher MDPI AG
    Document type Article ; Online
    Database BASE - Bielefeld Academic Search Engine (life sciences selection)

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  7. Article: Why do People Share Misinformation during the COVID-19 Pandemic?

    Samuli Laato / A.K.M. Islam Najmul / Muhammad Islam Nazrul / Eoin Whelan

    Abstract: The World Health Organization have emphasised that misinformation - spreading rapidly through social media - poses a serious threat to the COVID-19 response. Drawing from theories of health perception and cognitive load, we develop and test a research ... ...

    Abstract The World Health Organization have emphasised that misinformation - spreading rapidly through social media - poses a serious threat to the COVID-19 response. Drawing from theories of health perception and cognitive load, we develop and test a research model hypothesizing why people share unverified COVID-19 information through social media. Our findings suggest a person's trust in online information and perceived information overload are strong predictors of unverified information sharing. Furthermore, these factors, along with a person's perceived COVID-19 severity and vulnerability influence cyberchondria. Females were significantly more likely to suffer from cyberchondria, however, males were more likely to share news without fact checking their source. Our findings suggest that to mitigate the spread of COVID-19 misinformation and cyberchondria, measures should be taken to enhance a healthy skepticism of health news while simultaneously guarding against information overload.
    Keywords covid19
    Publisher arxiv
    Document type Article
    Database COVID19

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  8. Article: Location-based games and the COVID-19 pandemic: An analysis of responses from game developers and players

    Laato, Samuli / Laine, Teemu H. / Najmul Islam, A.K.M.

    Multimodal Tech. Inter.

    Abstract: In early 2020, as a countermeasure to mitigate the spread of the COVID-19 pandemic, governments issued limitations on the movements of their citizens, cancelling social events and advising people to stay home. As location-based games (LBGs) have been ... ...

    Abstract In early 2020, as a countermeasure to mitigate the spread of the COVID-19 pandemic, governments issued limitations on the movements of their citizens, cancelling social events and advising people to stay home. As location-based games (LBGs) have been found to influence human movement, their role during COVID-19 deserves closer inspection. Under regular circumstances, the very aim of these games is to motivate people to go out, explore and meet other people. However, during COVID-19, people were advised to do the exact opposite. To study how LBG developers and players reacted to the situation, we used the netnography research method utilizing three types of data: (1) COVID-19 related in-game changes made by seven popular LBG developers during March 2020; (2) social media reactions on 20 posts across three popular Pokémon GO subreddits; and (3) the raiding activity (collaborative play) in Pokémon GO in a Finnish municipality during February–May 2020. All observed LBGs made in-game changes due to COVID-19. The social media reactions showed overwhelming appreciation towards these changes, and two central second order themes arose: (1) LBGs have the ability to influence human movement during pandemics; and (2) people should be able to self-regulate their behaviour during COVID-19 independent of LBG influence. Surprisingly, recorded Pokémon GO player activity in Finland was more influenced by offered in-game rewards than the COVID-19 pandemic. Our findings have implications on how games and gamification can be used to direct human movement in situations such as COVID-19 where population-level interventions are needed.
    Keywords covid19
    Publisher WHO
    Document type Article
    Note WHO #Covidence: #602122
    Database COVID19

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  9. Article ; Online: Did location-based games motivate players to socialize during COVID-19?

    Laato, Samuli / Islam, A.K.M. Najmul / Laine, Teemu H

    Telematics and Informatics

    2020  Volume 54, Page(s) 101458

    Keywords Computer Networks and Communications ; Electrical and Electronic Engineering ; Communication ; Law ; covid19
    Language English
    Publisher Elsevier BV
    Publishing country us
    Document type Article ; Online
    ZDB-ID 2002678-X
    ISSN 0736-5853
    ISSN 0736-5853
    DOI 10.1016/j.tele.2020.101458
    Database BASE - Bielefeld Academic Search Engine (life sciences selection)

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  10. Article: Did location-based games motivate players to socialize during COVID-19?

    Laato, Samuli / Islam, A.K.M. Najmul / Laine, Teemu H

    Telematics Inf

    Abstract: Location-based games (LBGs) are typically played outdoors, as moving in the game is done by moving in the real world. However, during the COVID-19 pandemic, people were advised and even forced by governments to stay home and avoid social contact to slow ... ...

    Abstract Location-based games (LBGs) are typically played outdoors, as moving in the game is done by moving in the real world. However, during the COVID-19 pandemic, people were advised and even forced by governments to stay home and avoid social contact to slow down the spreading of the virus. The major LBG developers reacted by making in-game adjustments that allow playing from home, while still maintaining some incentives for players to go outdoors and socialise. For investigating factors influencing intention to play LBGs socially during the on-going pandemic, we collected cross-sectional survey data (N = 855) from Finnish players of the most popular LBG, Pokémon GO. The results showed that perceived severity of the pandemic and a positive attitude towards both governmental measures and in-game changes for combatting COVID-19 predicted intention to reduce social playing. Fear of missing out and deficient self-regulation increased playing intensity, which in turn negatively correlated with the intention to reduce social playing. Our findings demonstrate the influence that LBGs can have on human behaviour even during global crises such as COVID-19. As such, LBGs can be considered a resource in designing interventions for influencing movement at a population level.
    Keywords covid19
    Publisher WHO
    Document type Article
    Note WHO #Covidence: #623961
    Database COVID19

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