
Daphne R. Raban- PhD
- University of Haifa
Daphne R. Raban
- PhD
- University of Haifa
About
118
Publications
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Introduction
Current institution
Publications
Publications (118)
Information is an experience good, meaning that its value emerges upon use and varies based on individual perceptions. Augmented reality (AR) is a technology designed to deliver immersive informational experiences. This study investigates the impact of AR on the perceived value of information by people experiencing information as consumers or produ...
This bibliometric analysis examines research publications from Israel, Austria, and Mexico (2010–2020) using Scopus data. The selection of Austria and Mexico as comparators to Israel was based on SCImago rankings. Top four disciplines were chosen for Health, Physical, and Life Sciences (HPL) and Social and Humanities Sciences (SSH). The findings in...
Challenges in the business environment are typically categorized as threats or opportunities. Firms develop dynamic capabilities to cope with these challenges and improve strategic fit. However, evidence of a causal relationship between unpredictable environmental challenges (jolts) and dynamic capabilities is inconclusive. This study explores how...
This study investigated the longitudinal impact of Open-Access (OA) publication in Israel, a country which has not yet adopted a formal OA policy. We analyzed bibliometric indicators of Israeli researchers across all academic disciplines, focusing on OA publications published in journals and repositories from 2010 to 2020. Data extracted from Scopu...
This study focused on analyzing funded scientific publications by Israeli researchers from 2010 to 2020 in open access (OA). Based on the bibliometric investigation using the Scopus database, it was observed that the proportion of funded publications in OA increased over the years. Moreover, the number of funded publications in OA was significantly...
Epidemics that took place over the past century led to the formulation of guidelines for
responding to epidemics, and yet, the Coronavirus epidemic (COVID-19) took the health
authorities in various countries by surprise, as seen in the vague communication they
disseminated at the onset of the epidemic regarding public health policy. This research
e...
Aim: This commentary discusses the concept of ‘gamification’ as referred to implicitly or explicitly in the occupational therapy literature. Although occasionally noted to be a new frontier for occupational therapy, our analysis suggests that game mechanics and gamification elements are, in fact, a ‘road long traveled’ by occupational therapists an...
Dynamic capabilities are central to firms’ strategic decision-making and have received increasing attention in recent years due, in part, to the development of the information society. This research explores how web-based and human information sources interact and advance the development of dynamic capabilities.
We use a mixed-methods approach exec...
Dynamic capabilities are central to firms' strategic decision-making and have received increasing attention in recent years due, in part, to the development of the information society. This research explores how web-based and human information sources interact and advance the development of dynamic capabilities. We use a mixed-methods approach exec...
Recognizing peoples' reluctance to read a long and complex legal document and their limited attention, this Article suggests a novel and interdisciplinary approach to tackle the no-reading problem by utilizing insights from the field of gamification. Online platforms rely extensively on long perplexing legal documents to control and govern users' o...
Purpose
This study aims to augment the understanding of dynamic capabilities (DCs) by exploring the interrelations among the DC categories (sensing, seizing, reconfiguring) and the distinct impact of each DC on firm performance under low and high levels of competitive intensity.
Design/methodology/approach
The analysis is based on a cross-sectiona...
While it is widely recognized that value perception increases when individuals engage in making physical objects, the impact of peer presence on value perception during production or consumption has not been studied. Peer production is prevalent for information products, which are the focus of the present study. Most research to date has focused on...
We address the disparity between availability of information and its actual implementation in decisions in the context of Web Accessibility (W-A). Organizations are aware of the importance of W-A for alleviating barriers to interaction with online platforms, such as visual, motor, hearing, and cognitive impairments. Information regarding inclusion...
Research to date on the value of information has mostly focused on the consumption side of information, namely, that consumers need to experience information in order to evaluate it. When it comes to digital media, users have multiple roles. In this context, materiality is applied to assess the role that technological components play in the interac...
In this study the evolution of Big Data (BD) and Data Science (DS) literatures and the relationship between the two are analyzed by bibliometric indicators that help establish the course taken by publications on these research areas before and after forming concepts. We observe a surge in BD publications along a gradual increase in DS publications....
People often need to select, evaluate, and integrate information from diverse online sources to support decision-making processes in everyday life. Information is a product which is often available for free, but which people are willing to pay for. Free access to information can presumably facilitate greater use of information sources, thereby lead...
Value perception increases when people engage in producing physical objects. However, information differs from physical objects by being intangible and easy‐to‐copy. Information as an experience good is inherently challenging to evaluate a priori; therefore, comparing value before and after different types of experience is likely to inform theory a...
1 Abstract The study examines the interaction between crowds (the users) and task (knowledge pooling) through gamification. By probing the sensitivity of three types of crowd to various scores mechanism designs, we aim to highlight the nuance between quantity and quality of knowledge contribution. Results support the importance of choosing the righ...
Background:
Application of virtual reality (VR) to rehabilitation is relatively recent with clinical implementation very rapidly following technological advancement and scientific discovery. Implementation is often so rapid that demonstrating intervention efficacy and establishing research priorities is more reactive than proactive. This study use...
The proliferation of Web-based information sources and social media draw firms' attention to these channels as sources of competitive intelligence (CI). To date, research has focused mainly on information
collection techniques rather than on CI uses and its influence on firm performance. We define CI embeddedness as the extent to which management a...
This chapter traces the formation of socio-intellectual value by the LINKS research center, which focuses on studying the co-creation of knowledge in spontaneous and designed learning environments, in the community at large and at educational facilities. By analyzing academic publications before and during LINKS activity using topic modeling, we id...
This study set out to investigate how personal user traits and behavior and information cues influence the acquisition of online information for actionable decisions. The relationship between personal traits (risk propensity and individual information absorptive capacity), behavioral factors (perceived risk and willingness-to-pay) and informational...
The current study investigates how the game points allocation function affects quality of responses and replaying behavior in a game-for-crowds implementation. In a series of experiments, we compare between two scoring designs across two types of users: students and public. Two reward-based mechanisms differing in the mathematical function were app...
Traditionally in clinics or hospitals, it is the staff (physician, nurses, and so forth) who would check the patient's health status (e.g., blood pressure, height, weight, body temperature, and so forth). However, when mobile apps are used as the point of contact between patients and healthcare providers, the self-monitoring of health status will b...
Information sources require consumers to use them in order to evaluate their quality, meaning that they are experience goods. The value perceived before acquisition and use may be different from the value obtained by actual use. Understanding the value perception gap is likely to inform more efficient selection of information sources. The current r...
Purpose
To examine the relationship between the media, through which medical information was made available (e.g. digital versus printed), and the patients’ desire to play an active part in a medical decision in an SDM or an ISDM-based process. The goal of this research was to expand knowledge concerning social and personal factors that affect and...
The current empirical study examines relationships between network measures and learning performance from a social network analysis perspective. We collected computerized, networking data to analyze how 401 junior high students connected to classroom peers using text- and video-based material on iPads. Following a period of computerized interaction...
Widely used information diffusion models such as Independent Cascade Model, Susceptible Infected Recovered (SIR) and others fail to acknowledge that information is constantly subject to modification. Some aspects of information diffusion are best explained by network structural characteristics while in some cases strong influence comes from individ...
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People tagging allows a person to tag one’s self or others; it is reciprocal and therefore has social implications. The main uses of corporate people tagging systems are for building internal social networks, solving problems, and seeking expertise. We explored the statistical and terminological relation between self-presentation and perception by...
This study examines the effect of technology availability on traditional and evolving learning research output and trends by using bibliometric tools of analysis. Exponential growth in education and learning research output occurred as of the first half of the 1990s with the introduction of the World Wide Web. Rather than becoming an integral part...
Self-efficacy is essential to learning but what happens when learning is done as a result of a collective process? What is the role of individual self-efficacy in collective problem solving? This research examines the manifestation of self-efficacy in prediction markets that are configured as collective problem-solving platforms and whether self-ef...
Gamification is the use of game design elements in non-game contexts to encourage a desired type of behavior. In recent years gamification systems have been applied in marketing as well as non-business contexts such as politics, health, or interactive systems and education.
Although gamification is a new concept, it is gaining momentum; technology...
Measuring the contribution of interorganizational systems (IOS) is challenging, and mainly based on subjective surveys. The purpose of this study is to objectively examine the effectiveness of IOS, through data from corporate financial statements. We developed a novel performance measure: an effectiveness ratio that reflects changes in average inve...
Self-efficacy is essential to learning but what happens when learning is done as a result of a collective process? What is the role of individual self-efficacy in collective problem solving? This research examines whether self-efficacy of traders in prediction markets, when configured as collective problem-solving platforms, affects market performa...
In the context of online question-answering services, an intermediary clarifies the user's needs by eliciting additional information. This research proposes that these elicitations will depend on the type of question. In particular, this research explores the relationship between three constructs: question types, elicitations, and the fee that is p...
This study examines the effect of technology availability on traditional and evolving learning research output and trends by using bibliometric tools of analysis. Exponential growth in education and learning research output occurred as of the first half of the 1990s with the introduction of the World Wide Web. Rather than becoming an integral part...
Widely used information diffusion models are based on the assumption that exposure to information, like exposure to a virus, is enough for it to spread. However, the diffusion of information is more complex and involves an array of decisions regarding whether to consume the information received, and upon consumption, whether to pass it on to others...
Gamification, the use of game design elements in non-game contexts to encourage a desired type of behavior, have become increasingly popular over the last few years. Gamification attempts to harness the motivational power of games, however existing motivational models for video game play focus on how a game as a whole creates experiences of fun and...
While information may carry an intrinsic, objective value, this value is not known before consumption; therefore, it is the perception of its value by the user that determines if and how it will be acquired and applied. This pre-consumption perception is followed by post-consumption experience which may shed more light on the evolution of value per...
Access the chapter on Google books: http://books.google.co.il/books?id=kBIb2l64qtAC&lpg=PA21&dq=Netified%3A%20social%20cognition%20in%20crowds%20and%20clouds&pg=PA21#v=onepage&q=Netified:%20social%20cognition%20in%20crowds%20and%20clouds&f=false
Online social applications are rapidly penetrating the corporate work-space and the educational landscape. Employers expect MBA graduates to apply their knowledge and to transform their theoretical education into practical skills. The ease of use and accessibility of online collaborative tools motivate and facilitate rapid deployment of new forms o...
We present a matching-pricing algorithm for online information labor markets motivated by exploratory study of Amazon Mechanical Turk (AMT). The algorithm addresses many of the challenges surfaced by the AMT study. We find that AMT pricing is largely done using rules of thumb, which results in inaccurate pricing. Such pricing leads to either excess...
Generating sustainable business value from information services is challenging on the web where free information and zero-switching costs are the norm. This study examines the role of free comments given in a commercial information service through the lens of the expectation-confirmation theory and continuance. Data from a question and answer web s...
This research explores the relationship between self-presentation and perception by others as manifested explicitly through the use of tags in a people tagging system. The study provides insights relevant for the organizational context since it is based on a system implemented within IBM. We developed a detailed codebook and used it to categorize 9...
The user-centered approach to information retrieval emphasizes the importance of a user model in determining what information will be most useful to a particular user, given their context. Mediated search provides an opportunity to elaborate on this idea, as an intermediary's elicitations reveal what aspects of the user model they think are worth i...
The objective of this paper is to better understand the incentives and rewards structure in online serious games for crowds. We address the issue of feedback mechanisms with a focus on the relationship between game behavior and accumulated game scores (points). We posit that the score keeping system design is likely to inform us regarding patterns...
Prediction Markets are a family of Internet–based social computing applications, which use market price to aggregate and reveal information and opinion from dispersed audiences. The considerable complexity of these markets inhibited the full realization of the promise so far. This paper offers the P–MART classification as a tool for organizing the...
The aim of this study is to understand the effect of self-efficacy on the performance of problem solving by looking into a specific category of problems, numeric riddles. Self-efficacy, the belief in one’s own ability to act in a manner that leads to success, shapes effective performance of individuals in different areas, and varies across activiti...
Social technologies tend to attract research on social structure or interaction. In this paper we analyze the individual use of a social technology, specifically an enterprise people-tagging application. We focus on active participants of the system and distinguish between users who initiate activity and those who respond to activity. This distinct...
This study explains the application of three bibliometric tools for the exploration of the maturity of the information society as a field of research. The authors discovered a disparity between the realization of the information society in everyday life and the state of the research in the area which is at a fairly early stage of evolving into a ma...
There is general consensus that critical mass at inception ensures the sustained success of online communities. However, no clear understanding of what constitutes such a 'critical mass' exists and too few quantitative studies have been conducted into the relationship between initial online community interaction and its longer term success to draw...
Prior research has shown that social interaction is important for continuation of question-and-answer (Q&A) activity online and that it also leads to monetary rewards. The present research focuses on the link between social interaction and the value of information. Expressions of self-presentation in the interaction between askers and answerers onl...
Purpose
The purpose of this paper is to propose a method for statistical inference on data from power law distributions in order to explain behavior and social phenomena associated with web‐based social spaces such as discussion forums, question‐and‐answer sites, web 2.0 applications and the like.
Design/methodology/approach
The paper starts by hi...
Social matching systems recommend people to people. One of the key challenges such systems face is how to build introduction mechanisms that minimize privacy concerns, while maximizing the chance of successful introductions. Another challenge is to design systems that are suitable for mobile devices. We explored the relationship between introductio...
At our School of Management, novel Internet-based tools are employed in order to enrich the in- struction of theoretical aspects of decision making with hands-on experience and expose the stu- dents to these unique tools. One example is the incorporation of online Information Markets that use the financial markets mechanism as an information aggreg...
The World Wide Web is not merely an information system; it is a social space where people interact. One central form of interaction consists of asking and answering questions. This chapter focuses on question answering sites and examines why people provide answers to others, usually to complete strangers, with very few - if any - apparent incentive...
The principal objective of this research was to understand the incentive structure in a mixed economic and social market for information. Prior research suggests that tangible incentives will crowd out intangible incentives; however, information markets invite special examination of this finding. Data representing four years of activity by 523 rese...
Prior work has demonstrated that the impact of individual information-processing limits can be observed in dynamics of mass interaction in asynchronous collaborative systems (Usenet newsgroups and email lists). Here we present the first evidence of such impacts on synchronous social interaction environments through the analysis of an Internet Relay...
AbstractEconomics of information goods is an area of research that studies the unusual nature of information as a good in markets and in the public domain, as well as the value assigned to information. This study explores the attitudes of Israeli library and information science (LIS) and business/management students, lecturers, and practitioners re...
Question and answer (Q&A) sites such as Yahoo! Answers are places where users ask questions and others answer them. In this paper, we investigate predictors of answer quality through a comparative, controlled field study of responses provided across several online Q&A sites. Along with several quantitative results concerning the effects of factors...
Networks offer the promise of sharing information. This project aims to experimentally investigate aspects of the propensity to share information online, with a specific focus on the system-induced status of information. Is a simple manipulation of the cognitive status of information sufficient to gain changes in sharing levels? A simple computeriz...
Information is a critical component of commercial transactions. Our games, the LEMONADE STAND and HULIA, and simulation, AUCTION SIMULATION, represent a variety of computerized commercial situations where information may be actively shared or traded or passively available as part of the transaction. These games and simulation served as research too...
This chapter reports on computerized simulation / games developed and used in graduate and executive education of managers (MBA programs). Managers may be among the toughest candidates for education. Online, computerized and network-mediated simulations amplify many of the traditional advantages of games in learning, and may be part of the solution...
Purpose
– This paper sets out to present the concept of the value of information, review the descriptive, rational, social and behavioral approaches for assessing the value of information, and explain why user‐centered rather than information‐centered evaluations are the most relevant.
Design/methodology/approach
– The paper starts by highlighting...
What are the antecedents, inhibitors and catalysts to providing information and participating in mixed fee-based and free online contexts? We describe the behaviour of about 500 Researchers in the Google Answers online service and over 70,000 questions posed on this system over a 29 month period. Google Answers is a fee-based environment. Answers p...
This study focuses on the power law distributions f ound on the web and proposes a method to perform statistical inference on data from such dis tributions. Beyond describing the state of a community, the power law nature of social interacti ons can be used to explain some of the variance associated with social behavior. Inferenc e based on data on...
This study examines the chronemics of response latencies in asynchronous computer-mediated communication (CMC) by analyzing three datasets comprising a total of more than 150,000 responses: email responses created by corporate employees, responses created by university students in course discussion groups, and responses to questions posted in a pub...