Conference Agenda
Overview and details of the sessions of this conference. Please select a date or location to show only sessions at that day or location. Please select a single session for detailed view (with abstracts and downloads if available).
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Session Overview | |
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Location: Room D Room C is room S03 at the FME building (Faculty of Mathematics and Statistics). The address is: C. Pau Gargallo 14 08028 Barcelona https://goo.gl/maps/QDEwQGp995qWGftC9 |
| Date: Wednesday, 07/Sept/2022 | |
| 9:00am - 9:45am | SES D3: Work Location: Room D |
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Systematic Literature Review: Affective State as a Predictor of Counterproductive Work Behaviour 1Faculty of Economics and Management, Universiti Kebangsaan Malaysia, Malaysia; 2Graduate School of Business, Universiti Kebangsaan Malaysia, Malaysia; 3Faculty of Computer & Mathematical Sciences, Universiti Teknologi MARA, Malaysia Human emotions are within-person factors that function as a stimulus of an individual’s attitude and behaviour, either positively or negatively. From the organisational behaviour spectrum, concern over negative behaviour like Counterproductive Work Behaviour (CWB) is more prevalent due to tremendous negative effects on both employees and organisations. Although the impact of the affective states on CWB was empirically evident, there was an insufficient study that systematically reviewed the literature on such association. Hence, the present article adopts the PRISMA guidelines (Preferred Reporting Items for Systematic reviews and Meta-Analyses) by integrating multiple research designs to investigate the emotional experiences-CWB phenomenon. The relevant literature review was selected from two established databases, Scopus and Web of Science. Based on the thematic analysis, two main themes (i.e., negative and positive affect) emerged as predictors of CWB at work. Subsequently, the sub-themes of discrete emotions were discussed as part of the study findings. In addition, this study comprehensively explained the significance of affective states on CWB. As a result, the study offers valuable insight into the body of knowledge and practical implementation for future strategies. The key takeaway is that creating more positive events and eliminating negative events are expected to be beneficial in elevating employees’ emotional well-being, hence reducing CWB occurrence. Conceptualising Kansei in Affective Work Events Counterproductive Work Behaviour Model 1Faculty of Economics and Management, Universiti Kebangsaan Malaysia, Malaysia; 2Graduate School of Business, Universiti Kebangsaan Malaysia, Malaysia; 3Hiroshima University, Japan; 4Faculty of Computer & Mathematical Sciences, Universiti Teknologi MARA, Malaysia Studies on Counterproductive Work Behaviour (CWB) have attracted wide interest among scholars. CWB is a subset of unethical behaviour that seems unbearable since it intentionally harms both organisations and people in the organisations. In general, literature holds that CWB is determined by work events and affective state. However, most studies are restricted to examining a single work event which prevents us from understanding the simultaneous effect of multiple work events. In addition, prior research widely utilised a self-reporting mechanism in capturing the affective experiences at work resulting in common method bias and other issues like time constraints, low response rate, etc. Drawing on Affective Events Theory (AET), affective work events, and CWB literature, this article provides an important extension to the CWB literature by proposing multiple work events that predict affective experiences and CWB at work. Additionally, the Kansei Engineering-Kawakita Jiro method is introduced as a substitute for the existing self-reporting mechanism in capturing affective work events. This article offers theoretical insights that may facilitate empirical research to explore the role of affective experiences within the CWB spectrum. The introduced conceptual ideas are targeted to be a useful guide for practitioners to craft appropriate strategies to combat employees’ CWB. Teamwork in Context of Diversity Texas State University, United States of America Utilization of teamwork for problem solving is pervasive. Teamwork is employed in classrooms to facilitate learning, but also as preparation for future vocational practice. It is used in research as collaborative ethos. Teamwork features in workplace tasks, leisure time projects, pursuing solutions to intractable trans-situated problems, etc. The space of teamwork is a public space of multidimensional assets. Inherent in it are benefits of collaboration, but it also brings with it challenges that have to be resolved in order for it to work effectively. We pursue the question of effectiveness of team function through team size, given certain identified benefits and disbenefits. We attempt to find out if there is an optimal small team size based on a few characteristics such as burden sharing, transactive knowledge and conflict (e.g. schedule conflict). We employ an agent-based model. For parameterization of variables, we take data from a short questionnaire completed by students and use its results to set values. We create small teams of different sizes and allow the dynamic model to aggregate those values as adopted by agents. We also attempt to see which one of four benefit/disbenefit valuation model specifications might work best. Although we find a team size with best scores, we do not believe the outcome could yet be claimed as conclusive. Identifying the Patterns of Co-presence and Social Interactions in the Dwellings of Contemporary Sri Lankan Suburbs University of Tsukuba, Japan This paper discusses the patterns of co-presence and related feelings and their relationship with social interactions in the dwellings of the contemporary Sri Lankan suburbs. Co-presence is the idea that the presence of other actors shapes the individual behavior and creates the base for social interactions (Goffman,1963; Giddens,1984). Sri Lanka is a multi-ethnic and multi-cultural nation with three main ethnicities and five main social classes. To identify the lifestyle, patterns of co-presence and social interactions of each social group, this research has mainly focused on domestic places, in which a major part of their life is spent. The intensive case studies have been focused on Sinhala Lower middleclass which occupies the majority of the population and has the highest influence in the social dynamics of Sri Lankan society. For this research two online field methodologies were developed to clarify the patterns of co-presence and feelings related to them in creation of social interactions. The findings of the research clarify that there are four main types of co-presence patterns which are related to functionality and frequency of co-activities of the co-presence occurrences. Among these types, co-presence occurrences with non-functional co-activities with less direction, more flexibility and higher level of repetition, are linked with feelings of relaxation, joy, and openness and lead to higher possibilities of social interactions. |
| 9:55am - 10:40am | SES D4: Virtual reality Location: Room D |
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Development and Preliminary Evaluation of a User-friendly and Engaging Virtual Reality Program for Rehabilitation Meisei University, Japan We have developed a user-friendly and engaging virtual reality (VR) program called “Let’s stand up and travel the world!” which is used for performing sitting-down and standing-up rehabilitation exercises. This program allows patients to actively engage in rehabilitation exercises every day with the feeling of traveling while viewing images of landscapes from around the world. Because the achievement levels in the exercise plans are connected to the completeness of the images presented, the program helps patients to actively engage in rehabilitation exercises for long periods without becoming bored (patented). The progress of the program is guided by text and voice on the VR screen and can be executed by gazing at icons or by hand movements (touching virtual icons), achieving a universal design. The effectiveness of using the program as a home rehabilitation program for the elderly was evaluated by asking an experimental participant to perform sitting-down and standing-up exercises. As a result, the participant was able to perform rehabilitation, which involved 30 standing and sitting movements, every day for 7 days. In psychological evaluation using a two-dimensional mood scale–short term (TDMS-ST), the mean scores for the “Level of Vitality,” “Level of Stability,” and “Level of Pleasure” significantly increased after performing the program’s exercises. The results show that the participant felt lively, excited, calm, and relaxed after exercises using the VR program. Virtual Embodiment for Enhancing Sense of Presence in Virtual Reality Fukui University of Technology, Japan The technical evolution of digital graphic technologies have allowed the photorealistic virtual representation of the physical world. This allows people to experience an enhanced sense of presence in virtual environments such as virtual reality (VR). It is a common conception that vision is the primary sense in virtual environments, and evaluations are performed by assuming that the virtual body was a default entity that solves the issue of improving sense of presence. There is no evidence presenting a comparison between how the same environment/stimulant in the VR space is evaluated when there is a virtual body versus no virtual body. How can we bridge the gap between the real world and the unreal world if we don’t look into it? The present study aimed to gain an experimental understanding of how virtual embodiment affects the individuals’ perception of body control and interaction with the objects in VR environment with a focus on visual perception. The findings of the study suggest that the sense of body ownership is more powerful factor than the sense of agency in regards to virtual embodiment in VR environment. Evaluation of the Softness and Its Impression of Visual Stimuli in VR Space Shizuoka Institute of Science and Technology, Japan To examine the softness and impression of visual objects in VR (Virtual Reality) space, the impression of the visual stimuli in VR space was measured using the subjective evaluation of a seven-point scale by changing with each the value of the deformation resistance of the stimuli, of shapes, and of colors. The value of the deformation resistance of the stimuli expresses the degree of deformation to return to the original of the object when touching it in VR space. The lower value indicates the larger deformation like pudding and the higher one is the smaller one like thick rubber they were used three types of values lower and higher, and no-deformation of the objects. The shapes of objects as the stimuli were three shapes (sphere, cube, pyramid). The colors of the stimuli were selected from five colors (red, green, green, gray, white) and they were used two types of feeling of materials (matt and metallic) in each color. Ten participants were asked to subjectively evaluate the softness and impression of the stimulus. In the results, the evaluation changes from soft to hard by increasing the values of deformation resistance in all the stimuli in VR space. It is suggested that the degree of the deformation to return to the original can express the softness of objects when touching them in VR space even though the user does not touch them physically. It is also discussed the relationship between softness and the impressions of the stimuli in VR space. |
