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1.
Existing research on the effects of interactivity tends to treat it as a global characteristic of the interface. However, not all content on an interface is endowed with interactive features. Therefore, it is important to explore how interactivity affects the cognitive processing of those particular content that is presented with interactive features and the surrounding content without these features. With this objective, a between-subjects experiment was conducted to understand how levels of interactivity affect information processing among users of an e-commerce website. The major findings of the study are: 1) Higher interactivity enhances recognition as well as recall memory of interactive content, but diminishes recognition and recall memory of non-interactive content; 2) Individuals spend the least amount of time on the interface with high interactivity, while most of this time is spent on interactive part rather than non-interactive part of the interface; 3) A moderate level of interactivity attracts most user attention to product information. The findings about interactivity’s effect have implications for cue-summation theory and limited capacity theory. The experiment’s results also hold practical implications for e-tailers. 相似文献
2.
Sally J. McMillan Mariea G. Hoy Juran Kim Carolyn McMahan 《Journal of Computer-Mediated Communication》2008,13(4):794-826
Analysis of interactivity in Web sites is an important extension of a long tradition of analyzing content of media messages. But both interactivity and online analysis of content and features offer unique challenges to researchers. This study develops and tests a tool for measuring interactivity in the context of health‐related Web sites. The tool was flexible enough to distinguish among multiple types of interactivity and powerful enough to show differences in interactivity based on domain type. Thus, it should have a relatively long life as a multifaceted tool for the tough job of measuring interactivity online. 相似文献
3.
William I. Wolff 《Computers and Composition》2013,30(3):211-225
This study asks: what counts as writing in a Web 2.0 environment? How do the vocabularies, functionalities, and organizing structures of Web 2.0 environments impact our understanding of what writing is in these spaces and how that writing is performed? Results suggest that we, as scholars and teachers, need to pay more attention to, first, the interactivity that is embedded in and afforded by Web 2.0 applications and, second, the processes that are invisible to the composer. Successful compositional engagement with Web 2.0 applications requires an evolving interactive set of practices similar to those practiced by gamers, comics, and electronic literature authors and readers. What we learn about these practices has the potential to transform the way we understand writing and the teaching of writing within and outside of a Web 2.0 ecosystem. 相似文献
4.
David Weibel Bartholomäus Wissmath Stephan Habegger Yves Steiner Rudolf Groner 《Computers in human behavior》2008
The purpose of this study was to examine whether playing online games against other users leads to different experiences in comparison with playing against computer-controlled opponents. Thereby, a one-factorial multivariate design was used (computer-controlled vs. human-controlled opponent). Dependent variables were the participants’ feelings of presence and flow. Additionally, the amount of enjoyment was measured. The findings indicate that the type of opponent influences playing experiences: participants who played against a human-controlled opponent reported more experiences of presence, flow, and enjoyment, whereby the strongest effect refers to the experience of presence. Furthermore, strong relations between presence, flow, and enjoyment were observed. Further analyzes suggest that flow mediates the relationship between presence and enjoyment. 相似文献
5.
《Information & Management》2016,53(4):504-516
This paper empirically examines the impact of the interactivity elicited by e-learning environments for higher education. By considering the underlying processes of imagery, spatial presence, copresence and flow, we analyse how interactivity affects users’ responses towards the learning environment, including their actual continuance behaviour. We validate our conceptual model by using survey and registrar data obtained from 2530 students of an open, distance university in the European Higher Education Area. The results suggest that the interactivity elicited by an e-learning environment unleashes imagery that in turn facilitates spatial presence and copresence as well as flow. Significant paths are also found from interactivity to flow and from flow to e-learner response variables (attitude, intention to continue and actual continuance behaviour). The paper provides a novel account of the presence and flow-enabling mechanisms in e-learning and offers novel knowledge on how higher education institutions can facilitate e-learners’ continuance behaviour. 相似文献
6.
This study has four primary purposes: to investigate the level of interactivity with 15 sources of political information, determine the degree of reliance on each of the sources, assess perceptions of credibility, and compare the strength of interactivity to the strength of reliance on judgments of credibility. This study includes sources that have received little attention in the credibility literature such as social network sites, Twitter, and mobile device applications. Respondents interact with and rely on the sources moderately. Credibility ratings range from moderate to highly credible. Reliance predicts credibility of 14 of 15 sources as compared to interactivity that predicts credibility of just 9 of 15 sources. Interactivity with sources that are inherently collaborative (e.g. Twitter, social media, talk radio) more strongly predicts credibility than interactivity with sources that are more source-to-user based (e.g. CNN, political websites). 相似文献
7.
Douglas M. Walls Author VitaeAuthor Vitae Dànielle Nicole DeVoss Author Vitae 《Computers and Composition》2009,26(4):269-287
In this article, we analyze the complex rationales—both transparent to us and, at times, made visible—underneath the instructional spaces in which we work and teach. To do so, we first situate space analysis in the larger, national conversations about instructional spaces and then through the work of computers and writing scholars. We conclude with an analysis of instructional spaces at our institution. These are spaces specific to our locale, but spaces we think are quite common at most institutions of higher education. Perhaps more importantly, we situate this space analysis on issues these spaces pose—issues of restricted movement, impaired ability to collaborate, sensory disruption, limited leadership ability, and functional/material constraints. We attempt to return to the roots of hacking and to situate hacking as a particular tool for negotiating and, at times, disrupting the assumptions built under, within, and across instructional spaces. 相似文献
8.
The Rhetorical Work of Multimedia Production Practices: It's More than Just Technical Skill 总被引:1,自引:0,他引:1
Jennifer Sheppard Author Vitae 《Computers and Composition》2009,26(2):122-131
Calls for multimodal communication are being heard with increasing frequency in composition and professional communication. Oftentimes, however, teaching multimedia production is viewed by those outside of the field as simply a matter of imparting technical skill rather than facilitating development of diverse and significant literacies. A closer look at these practices reveals how the complex choices made during production regarding audience, content, technology, and media can dramatically affect the final text and its reception by users. Rather than viewing multimodal production work as just technical skill, I argue that it requires careful attention to both traditional and technological rhetorical considerations. Better understanding these varied rhetorical practices specific to new media supports us in helping students to appreciate the constraints and possibilities of composing and offers support for the value of our work with multimedia to colleagues in other areas of English studies. 相似文献
9.
Kathleen Blake Yancey Author Vitae 《Computers and Composition》2009,26(1):4-12
Graduate education, in rhetoric and composition as in other fields, often makes changes incrementally. Occasionally, however, programs encounter a different exigence, usually as they initiate a program or rejuvenate one, allowing them to design more globally. Since 2005 at Florida State University, we have been re-developing the graduate program in rhetoric and composition to prepare students for the needs of the 21st century. Key to our program is a remix of technology and of culture—inside and across courses, within the program, and across professional opportunities. 相似文献
10.
数据库应用开发中接口设计影响整个系统的安全性。文章采用STRIDE威胁模型分析了传统的代理式和统一式两种接口设计的安全性缺陷,给出一种新型的复合式接口设计方案,其中采用口令加密提供双重验证,实施强口令管理以增强安全性,并具有灵活性,且能满足多样性的安全设计要求。 相似文献
11.
J. K. Burgoon J. A. Bonito B. Bengtsson C. Cederberg M. Lundeberg L. Allspach 《Computers in human behavior》2000,16(6)
Advancements in computer technology have allowed the development of human-appearing and -behaving virtual agents. This study examined if increased richness and anthropomorphism in interface design lead to computers being more influential during a decision-making task with a human partner. In addition, user experiences of the communication format, communication process, and the task partner were evaluated for their association with various features of virtual agents. Study participants completed the Desert Survival Problem (DSP) and were then randomly assigned to one of five different computer partners or to a human partner (who was a study confederate). Participants discussed each of the items in the DSP with their partners and were then asked to complete the DSP again. Results showed that computers were more influential than human partners but that the latter were rated more positively on social dimensions of communication than the former. Exploratory analysis of user assessments revealed that some features of human–computer interaction (e.g. utility and feeling understood) were associated with increases in anthropomorphic features of the interface. Discussion focuses on the relation between user perceptions, design features, and task outcomes. 相似文献
12.
本文分析了传统INI配置文件存在的不足,通过对INI文件与XML文件的比较,得出XML文件是存贮配置数据的最佳途径,提出了将XML技术应用到软件动态用户界面的实现中,经过对DOM接口的深入剖析,给出了通过DOM接口读取XML配置文件实现Visual Basic软件动态用户界面的新颖方法。本方法在大量实际应用中性能良好。 相似文献
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14.
Laurie E. Gries 《Computers and Composition》2013,30(4):332-348
Drawing on recent scholarship in the disciplines of rhetoric and composition/writing studies and communication, the author advocates for generating new methodologies and methods for studying rhetorical circulation. The author introduces iconographic tracking—a research method that employs traditional qualitative and inventive digital research strategies to investigate the circulation, transformation, and consequentiality of images across genres, mediums, and contexts. As evidence of what this method can afford, the author presents findings from a five-year long case study that employs iconographic tracking to trace Shepard Fairey's now iconic Obama Hope image. To help readers understand some of the theories and philosophies that undergird the method of iconographic tracking, the author also briefly introduces a new materialist approach to rhetorical study. As such, the author points in new directions for visual rhetorical study and circulation studies at large. 相似文献
15.
Heikki Srkel Jari Takatalo Patrick May Mikko Laakso Gte Nyman 《International journal of human-computer studies》2009,67(9):787-799
Human movement in virtual environments (VEs) is a largely unstudied area, and there are no well-established methods of measuring it in VEs. Consequently, it is unclear how movement affects the experiential side of VEs. We introduce a novel method of measuring and modelling human movement. A specific information entropy-based modelling method enabled us to identify different movement patterns and analyse the experiential components related to them. The data was collected by registering the movement patterns of 68 participants who were in a virtual house doing a search task. The experiential side of the VE was measured with the Experimental Virtual Environment Questionnaire (EVEQ). Four movement patterns were identified. In addition, fluent movement in VEs was related to a high sense of presence. Moreover, the participants who moved fluently in the environment assessed their skills high. The results show how movement is related the way in which people experience the VE. The movement analysis method introduced here is applicable to other related research areas as well. 相似文献
16.
In the context of a new paradigm of the media environment, this study aimed to explore levels of media consumption, self-traits and individual motivations as antecedents of media flow and addiction. Focusing specifically on the use of three prominent digital media forms—the Internet, video games, and mobile phones—this study identified four psychological factors—self-esteem, self-efficacy, self-control and dispositional media use motives—and examined the influence of each on media users’ experiences of flow and levels of addiction for each of the mediums considered. The results indicated that self-control most significantly affected both users’ flow and addiction in relation to their use of the Internet, video games, and mobile phones. In addition, two dimensions of dispositional media use motives, namely pastime and self-presence, exhibited significant associations with flow and addiction for users’ consumption of two or all three media types. As expected, the amount of time spent using media was significantly related to the flow and addiction associated with all digital media usage. 相似文献
17.
该文剖析PCI总线快速以太网适配器软、硬系统界面所包含的主要技术,从中可以了解这类适配器的设计原理和工作机制。 相似文献
18.
杨洁 《计算机光盘软件与应用》2012,(4):137-138
本文介绍了基于数据绑定的交互界面设计模式,并详细阐述了其基本技术及特点,通过采用该方法可以提高用户界面的开发效率和质量。基于数据绑定的界面开发方法,实现了界面显示和系统功能分离的界面框架。采用数据绑定的方式,当数据发生变化时能够通知界面自动进行更新,不需要手动添加代码通知更新界面,这样既确保了后台逻辑数据和界面数据的一致性,又使得界面更新及时。该界面开发模式,实现了界面与底层模块间的彻底分离,降低了界面间的耦合度,可以应用在那些需要操作大量数据并将其反映在多个界面部分中的系统中。 相似文献
19.
文章分析了CSCW环境下人机界面的特性,并描述了人机界面各个模型的功能、特点,在此基础上提出了一个基于CSCW的人机界面模型结构,同时讨论了该模型的工作流程,最后通过一个实例对实现该模型的几项关键技术进行了探讨。 相似文献
20.
本文实现了一个媒体资产管理中的语音人机界面标引系统。系统以连续混合高斯隐马尔可夫模型为基础,采用分层构筑维特比算法进行训练和识别。为实现标引的实时性.采用实时计算的方法。为了减少计算量.并没有将状态持续时间分布引入Viterbi译码,而是将其作为后处理部分。对于数字识别,以声调作为辅助判决。以此做了一个体育赛事的词库.测试表明,标引系统首选识别率达到93.5%,前五选识别率达到98%。 相似文献