Society 5.0 2023: Volume Information

Proceedings of Society 5.0 Conference 2023

22 articles268 pagesPublished: May 26, 2023

Papers

Marc Aeschbacher and Valeria Legena
1-8
Rozaina Ali, Ahmad Shaharudin Abdul Latiff and Sazali Abdul Wahab
9-20
Petra Asprion, Claudio Giovanoli, Christopher Scherb and Sourabha Bhat
21-32
Tommaso Catervi, Leonardo Cipolletta, Flavio Corradini, Barbara Re, Matteo Rondini and Lorenzo Rossi
33-40
Lp Celliers and Hendrik Willem Pretorius
41-55
Marc Gagiano and Vukosi Marivate
56-67
Julian Gebhart, Sandra Schlick and Alan Marvell
68-81
Gordana Kierans, Stephan Jüngling and Daniel Schütz
82-96
Michael Krebs, Christine Kuhn and Michael Sitte
97-104
Eric Le Cunff and Sandra Schlick
105-116
Thandazile Mkhize, Grant Oosterwyk and Popyeni Kautondokwa
117-128
Christopher Scherb, Luc Bryan Heitz, Frank Grimberg, Hermann Grieder and Marcel Maurer
129-140
Lukas Schiesser, Hans Friedrich Witschel and Andre De La Harpe
141-151
Bettina Schneider, Petra Maria Asprion, Ilya Misyura, Natalie Jonkers and Esther Zaugg
152-163
Busisiwe Simelane and Hanlie Smuts
164-173
Danie Smit, Sunet Eybers and Alta van der Merwe
174-187
Reinhardt Smit and Hanlie Smuts
188-202
Trishanta Srikissoon and Vukosi Marivate
203-215
Ronald Tombe and Hanlie Smuts
216-227
Jean-Paul Van Belle, Guidance Mthwazi, Minerva Ablay, Michelle Cheng, Sarah Cottriau, Nerine Couckhuyt, Gilles Termont and Jan Claes
228-239
Khanyisile Vilakazi and Funmi Adebesin
240-251
Lizette Weilbach, Aleesha Boolaky, Hemant Chittoo, Diroubinee Mauree-Narrainen, Kesseven Padachi, Needesh Ramphul and Hanlie Smuts
252-268

Keyphrases

Actor-Network Theory, Actor Networks, Agile, AI agent, Application Lifecycle Management, Artificial Intelligence, Artificial Intelligence adoption, attention, attention crisis, Augmented AI, Awareness, Barriers, Barriers and Enablers, Business ecosystems, Business Process Management, Checklist, Cirular Economy, complaint management, cross-case analysis, cross-platform analysis, Customer Centricity, Customer co-creation, cyber attacks, Cyber Security, Cybersecurity2, Cybersecurity incidents, data protection, Data Protection Impact Assessment, Data Security, decision making, Design Science, Design Thinking, digital products, Digitalization, disinformation, disruptive innovation, Education2, Employee, European General Data Protection Regulation, Fake News Detection, focus, Framework, game-based learning2, Gamification, General Systems Theory, Generation Z, hate speech, Healthcare data, human centred learning in a digital world, human needs, Innovation, Interoperability, Interpersonal Behaviour, KNIME, knowledge creation, Knowledge Management, Leader, Leadership, lifecycle, machine learning2, management, mental health, methodology, Minecraft Reinforcement Learning, misinformation, mitigation strategies, Mobile Banking Systems, Mobility as a Service, multitasking, Natural Language Processing2, New Product Development, New teaching methods, New Work, parents, Phishing, Policy and Regulation, public complaint, Public Service Delivery, Public Transportation wit E-Vehicles, Reliability, SA Retail Banks, Scalability, serious game2, Small and Medium Enterprises (SMEs), small businesses, Smart City Brain, Society 5.0, Society 5.0 Education, Sociotechnical, South Africa, sustainable development, Sustainable Development Goals (SDGs), Systematic Literature Review3, systemic risk, T-O-E framework, team, Training AI agent, user-centered design, user-friendly, work, work-life balance, working from home (WFH).