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Neuigkeit vom 13. Mai 2019

Forschungsgruppe cii auf der IEEE CBI 2019


Auf der 21. IEEE Conference on Business Informatics, die vom 15.-17. July 2019 in Moskau, Russland stattfindet, wurden drei Konferenzbeiträge der Forschungsgruppe cii angenommen.

Consumer Perceptions of Online Behavioral Advertising
Autoren: Tobias Dehling, Yuchen Zhang, Ali Sunyaev
Abstract: Online behavioral advertising on websites and in online applications requires companies to make intricate trade-offs between promises of increased revenue and potential risks for alienation of consumers. To guide companies in making such trade-offs, we answer the research question: How do consumers perceive online behavioral advertising? We consolidate our findings in a process model linking consumer awareness of and knowledge about online behavioral advertising with their attitude towards online behavioral advertising, which shows that consumer perceptions of online behavioral advertising are not stable; instead, they constantly evolve, triggered by confrontations with online behavioral advertising. For consumers online behavioral advertising is a feature until they get annoyed and it becomes an annoyance. This is a tight rope walk for providers of websites and online applications. Consumers want personalized content but they do not want content that is too personal. Companies should aim to arouse positive consumer attitudes by creating added value and should revise their online behavioral advertising practices before consumer attitudes shift.

Are We Ready to Play in the Cloud? Developing new Quality Certifications to Tackle Challenges of Cloud Gaming Services
Autoren: Sascha Ladewig, Sebastian Lins, Ali Sunyaev
Abstract: Cloud services have already become an elementary part of our everyday lives. Nowadays even computer games are executed on powerful cloud servers. These cloud gaming services have many benefits for users, yet they have to fulfil high quality requirements to satisfy users’ needs because even minimal performance losses are directly observable and worsen the gaming experience. Traditionally, cloud service providers undergo certifications to increase transparency and address users’ quality concerns. However, existing certifications are not applicable in the context of cloud gaming to prove a high service quality, and it remains unclear which requirements a cloud gaming service has to fulfil. We conduct a thorough literature review to identify requirements for cloud gaming services as well as extensively review existing cloud service certifications. At the same time, we pay special attention to the interdependencies between the individual stages of the cloud service provisioning chain. With our study, we advance the understanding of cloud gaming services by providing a synthesis and discussion of requirements that providers need to fulfil to ensure user satisfaction. We guide future research as well as practitioners towards a new generation of cloud service certification for cloud gaming services.

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