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1.
The use of emoticons, particularly on smart mobile devices, has become increasingly popular among young people in recent years. The emoticon is not just a form of information transmission; it also represents a new way of life and a new trend among young people. The aim of this study was to understand the role of emoticons in the daily lives of Chinese young people, investigate how mediated communication has been improved by smart mobile devices and discover users’ preferred types of emoticon. First, a review of the literature on emoticons was conducted to explore the relationship between the evolution of the emoticon and young people’s everyday lives. Next, in-depth interviews were conducted, which yielded novel findings regarding emoticon use. Finally, a questionnaire was used to obtain data on emoticon use for statistical analysis. The findings revealed four key dimensions of emoticon use that were relevant to the research questions: accuracy, sociability, efficiency and enjoyment. These four dimensions help us to better understand the development of emoticons and their influence on the lifestyles of young people. The findings are expected to provide inspiration and suggest directions for improving the design of smart communication.  相似文献   

2.
Many studies have shed light on general computer-mediated communication, instant messaging (IM), and emotion or emoticons, but little is known specifically about the impacts of emoticons in task-oriented IM communication in the workplace. Therefore, the current study addresses this issue by conducting an exploratory experiment to (1) categorize workplace IM messages into coherent groups, (2) identify the most commonly used emoticons (emblems) for expressing positive, negative, and neutral emotions in the case company, (3) test the differences in the emotional effects of the received text messages with and without emoticons on the reader/s, and (4) examine the intention to use emoticons in IM in the workplace. The results showed that (1) negative emoticons could cause a negative effect in both simplex and complex task-oriented communication, (2) positive emoticons only created a positive effect in complex communication and for female employees in simplex communication, and (3) there is no significant difference between task-oriented messages with or without neutral emoticon. Furthermore, the intention of using emoticons was not statistically significant in terms of gender, but it has a higher tendency on female employees. The corresponding suggestions provided by this research may help increase our understanding on the effect of emoticon use in IM in the workplace.  相似文献   

3.
Instant messaging (IM) has shown signs of becoming one of the main stream communication applications for users, like e-mail. Many people maintain constant contacts with multiple friends and relations via IM simultaneously whenever they are online, whether working on other applications or not. In addition to allowing instant exchange of text information, a unique feature of IM is its use of graphical icons that express emotions, known as emotional icons or emoticons. We explored their potential effects. Our model, based on prior theory and research, was tested using data collected from student users; it was analyzed to reveal potential effects of emoticons on various factors related to the use of IM. Our study used structural equation modeling (SEM) analysis; the results showed that the user of emoticons felt a positive effect on enjoyment, personal interaction, perceived information richness, and perceived usefulness. Our results suggested, however, that emoticons were not just enjoyable to use, but also a valuable addition to communication methods.  相似文献   

4.
Evidence highlights the prevalent usage of emoticons within digital forms of textual communication and the impact on the recipient. However, little evidence demonstrates the interpersonal functions for the user and whether this varies as a product of virtual platform. This formed the basis for the current study in which participants (N = 92) provided open-ended accounts of their reasons for using emoticons across three virtual platforms (email, text message, and social networking site), and their general emoticon usage across these. Responses revealed a number of themes on reasons for emoticon usage. The first was; “aiding personal expression”, with sub-themes of; “establishing emotional tone”; and “to lighten the mood”. Other themes were “reducing ambiguity of discourse” and “appropriateness of context”. Overall, there was consistency across platforms, on both the personal and interpersonal functions which emoticons served. However, some disparity was identified as email platforms were deemed inappropriate for emoticon use, regardless of the fact that emoticons were recognised as important emotional aids for communication. Taken together these findings highlight the importance of emoticon usage for the user, through a contextual lens to recognise the influential factors upon these behaviours and the implications this has for digital text-based communication. In this regard, this contributes further conceptualisation of one aspect of hyperpersonal communication within virtual interactions, and how different platforms may permit these self-presentational efforts to a greater or lesser extent.  相似文献   

5.
Emoticons seem to enrich computer-mediated communication by improving enjoyment, perceived richness and usefulness of information (Huang, Yen, & Zhang, 2008). Despite their extensive use over the last decades, the way emoticons affect subsequent emotional/cognitive processing is not fully understood. Here we conducted a masked priming experiment that explored the time course of the masked affective priming effect while recording event-related potentials. Type of prime (emoticon vs. word) and prime valence (positive vs. negative) were manipulated to assess their influence in the processing of positive/negative target words. Results showed a masked affective priming effect in early (N2) and late temporal windows (LPC). This effect was observed in early components for negative target words and in later components for positive target words. Furthermore, it was restricted to those targets preceded by emoticon primes. Thus, the processing of emoticons seems to be privileged when compared with the words to which they refer.  相似文献   

6.
The current article examines user satisfaction with instant messaging in building and maintaining social relationships with friends, family members, and others. The research model integrates motivation theory with media capacity theories to explain how the attributes of media capacity (e.g., social presence and media richness) and users' intrinsic and extrinsic motivations toward using instant messaging influence user satisfaction. Data were collected from a sample of 247 Chinese university students via an online survey. The results suggest that perceived enjoyment, perceived social presence, and perceived usefulness are key to user satisfaction. Perceived social presence and perceived media richness are positively associated with perceived enjoyment. It was also found that perceived enjoyment, perceived social presence, and perceived media richness have significant effects on perceived usefulness. Of interest, perceived enjoyment and perceived social presence have stronger effects on user satisfaction than perceived usefulness.  相似文献   

7.
Given the increasing use of online platforms, the current research comprised two studies examining links between personality and emoticon use: Study 1 explored the psychological factors associated with emoticon usage on different online platforms (N = 92), and Study 2 assessed the accuracy of a group of observers' personality judgements of Facebook users (N = 54). Participants in Study 1 comprised previously unacquainted dyads who each completed measures on their Big-5 personality, self-esteem, social anxiety, self-presentation, and self-reported usage of emoticons on email, text messages and Facebook. Participants provided Facebook data and interacted online with each other for 10-min. Trait analysis revealed that agreeableness was positively related to self-reported emoticon usage on Facebook, but not in texts or emails. In Study 2, observers viewed the Facebook stimuli and made personality assessments of the dyad members. Judgement accuracy was determined by correlating these assessments with targets' own self-reported personality. Analyses revealed the highest level of accuracy for extraversion and openness. Finally, positive correlations were found between objective usage of “happy” emoticons and observers' assessments of targets’ agreeableness, conscientiousness and openness. Taken together, findings indicate the importance of specific online behaviours in self-presentation, and their impact on judgement accuracy.  相似文献   

8.
表情符作为一种新兴的网络语言,受到了越来越多的微博用户的青睐。微博中出现的表情符形象直观地表达了博主的情绪,对情绪分析起着至关重要的作用。首先对大量中文微博中表情符的使用特点、分布情况和情绪表达特点进行了统计分析。然后,人工选取具有代表性且情感倾向明确的表情符作为六类基本情绪的种子表情符。根据目标表情符和六类情绪的种子表情符在微博文本中的共现情况,为其建立六维情绪向量,并将其应用于微博情绪分析。在两个数据集上的实验结果表明,本文建立的表情符情绪向量有效地提高了微博情绪识别的精度。  相似文献   

9.
Affective computing holds the promise of creating effortless, integrated, and automatic ways of communicating emotions within our intimate social network. This could augment awareness systems and connectedness devices, reducing loneliness and improving health and well-being. Through two experiments, we investigate the effects of quantity and automaticity of emotion communication on perceived intimacy in mediated settings. In the first experiment (N=48), we manipulated the number of communicated emoticons. Results show that increases in communicated emoticon quantity lead to strong increases in perceived intimacy. In the second experiment (N=34), we compare automatic and user-initiated communication of emoticons. Results show that user-initiated communication of emoticons is experienced as more intimate than automatic communication. These results are discussed in light of the interpersonal process model of intimacy and can help the design of applications aimed at improving social interactions through affective communication technology.  相似文献   

10.
Our goal in the present study was to understand how emoticons are used in text messaging and, in particular, how genders differed in the frequency and variety of emoticons used via this medium. Previous research has found small and sundry differences in emotive expression online suggesting that technology has closed the gender gap. However, the data collected in these studies were public. In this study, we collected real portions of private communications data from individuals’ smartphones over a 6-month period. SMS messages, in general, were not used very much overall, with only 4% of all messages containing at least one emoticon. Still, differences between genders manifested in the amount and variety of emoticons used. Females sent more messages with emoticons; however, surprisingly, males used a more diverse range of emoticons.  相似文献   

11.
The purpose of this study is to investigate the factors that influence the usage intention for different instant messaging application platforms. This study targeted the widespread instant messaging software LINE, for which a survey of 485 valid respondents was conducted in Taiwan. Statistical and model structure analyses were applied to validate the hypotheses proposed in this study. We examined the differences between single- and multi-platform use cases in terms of the relationship between consumer value and behavioral intention. The results show that perceived interactivity, perceived playfulness, and perceived usefulness have significant effects on the continued usage and recommendation intentions of users in a single-platform use case. However, perceived interactivity and perceived playfulness did not have significant effects in multi-platform use cases. The findings of this study provide a new perspective for investigating the intention to continue using a multiplatform application. The results will benefit subsequent studies in this area and provide guidance for the development of instant messaging and other social media applications.  相似文献   

12.
Due to the intense competition and low switching cost, building user loyalty is critical for mobile instant messaging (IM) service providers. Integrating both perspectives of network externalities and flow experience, this research identified the factors affecting mobile IM user loyalty. Network externalities include referent network size and perceived complementarity. Flow experience includes perceived enjoyment and attention focus. We conducted data analysis with structural equation modeling (SEM). The results show that both network externalities and flow experience significantly affect perceived usefulness and satisfaction, further determining user loyalty. Thus mobile service providers need to improve their IM platforms, and deliver positive network externalities and good usage experience to users. Then they can facilitate users’ loyalty.  相似文献   

13.
College students use information and communication technologies at much higher levels and in different ways than prior generations. They are also more likely to multitask while using information and communication technologies. However, few studies have examined the impacts of multitasking on educational outcomes among students. This study fills a gap in this area by utilizing a large-sample web-based survey of college student technology usage to examine how instant messaging and multitasking affect perceived educational outcomes. Since multitasking can impede the learning process through a form of information overload, we explore possible predictors of academic impairment due to multitasking. Results of this study suggest that college students use instant messaging at high levels, they multitask while using instant messaging, and over half report that instant messaging has had a detrimental effect on their schoolwork. Higher levels of instant messaging and specific types of multitasking activities are associated with students reporting not getting schoolwork done due to instant messaging. We discuss implications of these findings for researchers studying the social impacts of technology and those in higher education administration.  相似文献   

14.
Fang-Wu Tung  Yi-Shin Deng   《Displays》2007,28(4-5):174-180
The present research aimed to employ dynamic and static emotions as social cues in e-learning environments for computers to be able to convey social presence and increase children’s motivation with learning. To understand how children of different gender react to the two types of emoticon in e-learning environment, a math problem-solving practice program was designed to test their reactions. The program features two treatments, dynamic emoticons and static emoticons. A 2 × 2 (emoticon style × gender) between-subjects factorial design was adopted for this study. One hundred seventy-three sixth graders participated in this study. Data were collected via questionnaire regarding the perceived social presence and children’s intrinsic motivation, and then analyzed by means of two-way ANOVA. The results show that the children in dynamic-emoticon condition perceived a higher degree of social presence and reported greater intrinsic motivation than those in static-emoticon condition. The feelings of social presence created by the computer itself can mediate children’s intrinsic motivation. Besides, no gender differences in children’s attitudes toward computers were observed. It suggests that the use of dynamic emoticons as social cues incorporating in e-learning environments can enable children to perceive computers on social dimension and lead to increase their motivation with learning.  相似文献   

15.
The present study examines the influence of social context on the use of emoticons in Internet communication. Secondary school students (N = 158) responded to short internet chats. Social context (task-oriented vs. socio-emotional) and valence of the context (positive vs. negative) were manipulated in these chats. Participants were permitted to respond with text, emoticon or a combination of both. Results showed that participants used more emoticons in socio-emotional than in task-oriented social contexts. Furthermore, students used more positive emoticons in positive contexts and more negative emoticons in negative contexts. An interaction was found between valence and kind of context; in negative, task-oriented contexts subjects used the least emoticons. Results are related to research about the expression of emotions in face-to-face interaction.  相似文献   

16.
李小瑞  谢诚  李宾  柳青  胡健龙 《图学学报》2021,42(6):908-916
传统的聊天卡通表情图像生成技术主要基于预定义的聊天卡通表情图像库,通过用户的语义描 述,进行“语义-视觉”跨模态检索,匹配合适的表情图像。但是,预定义表情图像库样本数量有限且是固定 形式的,在实际的聊天场景中常常出现表情图像的错误匹配或无合适匹配。针对此问题,聚焦于合成新的聊天 卡通表情图像而非检索,设计了一种基于知识元模型的跨模态聊天卡通表情图像合成方法,根据用户的语义描 述,即时合成对应的聊天卡通表情图像。通过表情知识元模型建立聊天卡通表情图像的内在语义逻辑关系,增 强聊天卡通表情图像合成的语义一致性。通过多生成器模型,从每个元知识点合成对应的局部图像,再经过联 合生成器整合为完整的卡通表情图像,极大地减少了训练样本需求。在公开的聊天卡通表情图像合成数据集的 测试中,该方法在语义一致性上取得了更好的结果,同时在图像质量上与现有的方法具有可比性。  相似文献   

17.
Recently, several restaurants have launched mobile technology-based self-services by replacing their printed menus with iPads. To assess the perceived value of the iPad menu from the customers’ perspective, this study proposed and tested a new research model which includes both functional and emotional aspects of customers’ attitudes. The aim was based on the supposition that an overall value judgement in regard to using the iPad menu to promote dining experience will influence customers’ behavioural intention to patronise restaurants that use the new technology; 332 usable data gathered from cyberspace were tested against the research model. The results demonstrated the importance of perceived value. All functional factors (i.e. perceived control, perceived usefulness and perceived ease of use) and emotional factors (i.e. perceived enjoyment and perceived novelty) were significantly affecting perceived value. For managers interested in investing in these mobile self-service technologies, the findings provided them with sound advice based on empirical research.  相似文献   

18.
Previous work has begun to incorporate psychological constructs into our understanding of media multiplexity (i.e., use of multiple media in a single interpersonal relationship). Following this approach, this investigation examined how a user's enjoyment of a communication medium might both predict medium use frequency and alter the extent to which closeness is an outcome of such use. Results supported this model across six popular interpersonal communication media (voice telephone, text messaging, e-mail, instant messaging, video chat, and social networking sites) in relationships with extended family members. Specifically, at low levels of medium enjoyment, use of a medium was not associated with relational closeness. Practically, these results suggest that communicating via an unsatisfying medium may not foster relational closeness; theoretically, these results argue for including psychological processes to strengthen MMT as a theory of interpersonal media choice.  相似文献   

19.
Millions of adults currently use instant messaging (IM) in the workplace, and yet there is very little research examining how use and perceptions of this new medium affect intra-organizational communication. While one of the characteristics of instant messaging is the ability to exchange real-time communication, what truly distinguishes instant messaging from other widely adopted forms of mediated communication is the integration of presence technology, which allows parties to detect if others are online and available to communicate. In this paper, we propose a theory of productivity benefits of presence-aware communication technology, building upon past research. Based on this model, we use a quasi-experimental longitudinal research design to test how providing instant messaging to selected workgroups at a Fortune 500 company impacts employees' attitudes and work behavior.

Results suggest that IM use had a positive effect on improving productivity with participants citing reductions in voice mail and phone tag, improvements to how easy it was to see if colleagues were online and available to communicate as well as increased productivity served by back-channel communications conducted via IM. Results and future research directions are discussed.  相似文献   

20.
Computer-based communication technologies are increasingly important to personal and organizational communication. One important factor related to the adoption and diffusion of communication innovations is critical mass. Critical mass influences the adoption and diffusion of interactive communication innovations, both through network externalities and through sustainability of the innovation. Unfortunately, critical mass is difficult to measure and is typically only demonstrable after the critical mass point has been reached. Potential adopters’ perceptions of critical mass also may be important to adoption decisions. In this paper, we extend this thinking using a synthesis of the Theory of Reasoned Action and Diffusion of Innovation theory by developing a research model. The model is empirically tested using survey data that are analyzed using partial least squares. The focal innovation is instant messaging. Results indicate that perceived critical mass influences use intentions directly and through perceptions of the characteristics of the innovation. The perceived innovation characteristics impact attitude toward use, which in turn impacts use intentions. The model predicts a sizable and significant portion of both attitudes and use intentions. Further, perceived critical mass is able to explain a significant portion of the variance in each perceived innovation characteristic. Implications for research and practice are discussed.  相似文献   

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