ICT and Healthcare

Author(s):  
Bolanle A. Olaniran ◽  
Natasha Rodriguez

The use of Information and Communication Technologies (ICT) to support and facilitate interactions on the Web has increased in the amount of users, communities, and organizations. Computer-Mediated Communications (CMC) is among the most frequently studied and used ICT. As a communications medium, CMC has the ability to connect geographically dispersed individuals without the constraints of time or space. CMC helps foster online communities—where individuals with similar interests and/or experiences can come together. It is the ability to connect people that make these ICTs a valuable tool for social support. Thus, this chapter proposes the need to explore the use of ICT, specifically the role of CMC as a support medium for victims/survivors of Domestic Violence (DV), a topic germane to healthcare and the overall general well-being of females, their families, and societies at large.

2021 ◽  
Vol 14 (3) ◽  
pp. 371-396 ◽  
Author(s):  
Xinyu (Judy) Hu ◽  
Larissa K. Barber ◽  
YoungAh Park ◽  
Arla Day

AbstractSeveral decades of research have addressed the role of information and communication technologies (ICTs) in industrial-organizational (I-O) psychology. However, segmented research streams with myriad terminologies run the risk of construct proliferation and lack an integrated theoretical justification of the contributions of ICT concepts. Therefore, by identifying important trends and reflecting on key constructs, findings, and theories, our review seeks to determine whether a compelling case can be made for the uniqueness of ICT-related concepts in studying employee and performance in I-O psychology. Two major themes emerge from our review of the ICT literature: (a) a technology behavior perspective and (b) a technology experience perspective. The technology behavior perspective with three subcategories (the “where” of work design, the “when” of work extension, and the “what” of work inattention) explores how individual technology use can be informative for predicting employee well-being and performance. The technology experience perspective theme with two subcategories (the “how” of ICT appraisals and “why” of motives) emphasizes unique psychological (as opposed to behavioral) experiences arising from the technological work context. Based on this review, we outline key challenges of current ICT research perspectives and opportunities for further enhancing our understanding of technological implications for individual workers and organizations.


Author(s):  
Niranjan Mohapatra

This chapter presents the current trends of Library on the web and the importance of the Librarian in the web-library as a webrarian (web-librarian). In the modern technological era, Ranganathan's five laws of the library may be extended to the web using information and communication technologies (ICTs). When the fundamental laws of library science are applied to the web, then the professional responsibilities and duties of a librarian will be enhanced in order to effectively and efficiently manage the web and serve the web users. Realizing the differences between the web and the library? An idea of the joint venture has been the practicalities of creating another platform for the both and the initiative is a library on the web which is well known as a web-library. Mostly libraries have their websites to organize information and resources and provide access to users for the collections of quality resources. The role of librarians is to adopt the Web technologies into the profession of librarianship. Librarians have been induced by technological developments to become more efficient as but not limited to the role of organizers, indexers, abstractors, archivers, data brokers, and webrarians.


Author(s):  
Paweł Garbuzik

The article presents the influence of modern information and communication technologies, including the Internet for the process of shaping the identity. It also treats the identity built on the web and its types, classifications of users of the digital world and the perception of the role of the Internet and other technologies in everyday life. In addition, it presents, based on research, which is important for the young generation on the Internet and the ways and purposes of using the web.


Author(s):  
Luca Argenton ◽  
Federica Pallavicini ◽  
Fabrizia Mantovani

Serious games are growing rapidly both as an industry and a field of academic research. They have been able to shape new opportunities for individual and collective learning and training, showing a discrete effectiveness. Further, serious games have been capable of supporting health and well-being. That is why they can be considered as positive technologies. Positive Technology is an emergent field whose goal is to investigate how Information and Communication Technologies (ICTs) can be used to empower the quality of personal experience The aim of the present chapter is to discuss the role of serious games as positive technology, analyzing how they can influence both individual and interpersonal experiences by fostering positive emotions, promoting engagement, as well as enhancing social integration and connectedness.


Author(s):  
Frédérik Lesage ◽  
Louis Rinfret

This exploratory paper sets out a conceptual model for investigating how media imaginaries of the Web shape its design and use over time. We draw from the work of scholars who have devised models for the study of techno-social imaginaries of information and communication technologies, including Patrice Flichy and Robin Mansell. Based on these works, we devise a case study of contrasting media imaginaries of the Web by drawing on textual analysis of statements made by Tim Berners-Lee over more than two decades. Through our analysis of these statements, we show how differing views on the role of creativity — and how it is represented by people and technologies ‘behind the screen’ and ‘in front of the screen’ — lead to competing visions of the past, present, and future of the Web. We conclude with suggestions for some future research questions emerging from this study.


Author(s):  
Luca Argenton ◽  
Federica Pallavicini ◽  
Fabrizia Mantovani

Serious games are growing rapidly both as an industry and a field of academic research. They have been able to shape new opportunities for individual and collective learning and training, showing a discrete effectiveness. Further, serious games have been capable of supporting health and well-being. That is why they can be considered as positive technologies. Positive Technology is an emergent field whose goal is to investigate how Information and Communication Technologies (ICTs) can be used to empower the quality of personal experience The aim of the present chapter is to discuss the role of serious games as positive technology, analyzing how they can influence both individual and interpersonal experiences by fostering positive emotions, promoting engagement, as well as enhancing social integration and connectedness.


2017 ◽  
Vol 23 (1) ◽  
pp. 3-8
Author(s):  
R. P. BAIN ◽  
D. P. RAI ◽  
SIDDARTH NAYAK

If we want to convert our rural population into knowledge driven, progressive, self sufficient, self reliant, sustainable society, the role of Information and Communication Technologies (ICT’s) cannot be ignored. Timely availability information is considered as most important factor in Indian agriculture. At present ICT is the technology of this millennium. Transferring the developed technology to all end users is time-consuming and tiresome task and is often not completed due to paucity of resources and lack of manpower. In India, agriculture and rural development has gained significantly from ICT due to its widespread extension and adoption. In this era of internet, ICT is committed to provide real, timely accurate authentic information to the farmers and rural peoples.


2016 ◽  
Vol 2 (2) ◽  
Author(s):  
Prof. Nirav Halvadia ◽  
Prof. (Dr.) Ajay Joshi ◽  
Prof. Shekha Patel

E-governance system means the use of a range of modern Information and Communication Technologies (ICT) such as Internet, Local Area Network, and Mobiles etc, by Government to improve the effectiveness, efficiency, service delivery and to promote democracy. Gujarat is a frontline state in the implementation of e-governance policies & projects and setting up of key infrastructure for e-governance. This article deals with role of Gujarat egovernance system in improving Government to Government, Government to Citizen and Government to Business communication. This article also gives overview of system, E-governance system and benefits of.


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