共查询到20条相似文献,搜索用时 15 毫秒
1.
Mike Mushet 《Information Systems Management》2013,30(1):50-56
Abstract The activities of the MIS organization can profoundly influence the effectiveness and efficiency of the user community. Through the development and use of an application systems plan, MIS management can improve user relations while effectively managing the backlog of new user requests. This is accomplished by providing the focus and direction necessary to solve the right problem in the right sequence with the right resources. 相似文献
2.
Z. Merchant E.T. Goetz W. Keeney‐Kennicutt L. Cifuentes O. Kwok T.J. Davis 《Journal of Computer Assisted Learning》2013,29(6):579-590
We investigated the potential of Second Life® (SL), a three‐dimensional (3‐D) virtual world, to enhance undergraduate students’ learning of a vital chemistry concept. A quasi‐experimental pre‐posttest control group design was used to conduct the study. A total of 387 participants completed three assignment activities either in SL or using two‐dimensional (2‐D) images. Students were administered an 11‐question chemistry achievement test and two measures of spatial ability (Purdue Visualization of Rotations Test, Card Rotations Test). Although analyses of covariance revealed no statistically significant differences between the two groups as a whole for any of the outcome measures, a subgroup analyses was conducted to decompose the relative impact of 3‐D virtual reality instruction within SL. We found that students classified as having poor spatial ability showed significantly greater improvement in understanding the 3‐D nature of molecules if they did relevant activities in a 3‐D virtual world than those students who only worked with 2‐D images. 相似文献
3.
Engagement in virtual worlds has become pervasive, particularly among the young. At the same time, the number of virtual environments has increased rapidly. Due to intensifying competition, promoting sustained usage, i.e. continuance, has become a top priority for virtual world operators. Prior research has shown that network externalities play a key role in the adoption of communication technologies. However, a small amount of research has examined the role of network externalities in continued IT usage in general or with respect to the virtual world participation in particular. To fill in this gap, we examine how perceived network externalities affect the continuance of social virtual worlds. To this end, we introduce the concept of perceived aggregate network exposure (PANE). We extend the original information systems (IS) continuance model with perceived enjoyment and position PANE as a moderator. We test the model with data collected from 2134 Finnish Habbo Hotel users and employ structural equation modelling in the analysis. The results demonstrate that PANE moderates the influence of motivational factors on continued use intention and satisfaction. 相似文献
4.
Richard L. Gilbert Nora A. MurphyM. Clementina Ávalos 《Computers in human behavior》2011,27(5):2039-2046
One hundred and ninety-nine participants, each of whom was currently involved in an intimate relationship within the 3D virtual world of Second Life, completed measures assessing whether they (1) viewed their 3D virtual relationship as an exercise in fantasy or one that had a quality of realism, and (2) perceived the personality characteristics of their 3D partner in more positive or idealized terms than a current or recent real life partner. Additionally, 71 of the 199 participants (36%) who were concurrently involved in a real life romantic relationship as well as their Second Life relationship provided data regarding the potential negative impact of Second Life relationships on co-occurring real life relationships. Results indicated that (1) the majority of participants viewed their Second Life relationships as real rather than as a form of game-playing, (2) participants generally reported more positive or idealized personality traits for their Second Life partners compared to their real life partners, and (3) a portion of participants in co-occurring Second Life and real life relationships indicated that their virtual relationship served as an emotional competitor or potential threat to their real life relationship, with the potential for detrimental effects rising as the couple progressively adds non-immersive digital and physical channels of communication to the original 3D relationship. 相似文献
5.
Prior research has shown that approximately 50% of active participants in the 3D virtual world of Second Life have one or more secondary avatars or “alts” in addition to their primary avatar. Thus, these individuals are operating a “multiple or poly-identity system” composed of a physical self, a primary avatar, and one or more alts. However, little is known about the functions these virtual identities serve for the virtual-world user. The current study involved qualitative analysis of semistructured interviews with Second Life participants (N = 24) who had a primary avatar and at least one alt. Interviews were coded to examine the functions that primary avatars and alts served. Eight functions—seven suggested by previous research on virtual world identity and one that emerged from analyses—were reflected in a large majority of the transcribed interviews and are described in the article. The current findings add to our understanding of how multifaceted identity systems operate, as more individuals augment their physical self with a set of virtual identities. 相似文献
6.
《Behaviour & Information Technology》2012,31(4):337-348
Integrating social presence theory and social identity theory, this study brings system design and social influence aspects together to explain their joint effects on knowledge contribution in virtual communities (VCs). Different from most prior information systems (IS) research that adopts a uni-dimensional approach and restricts social presence to be the subjective nature of media, we developed and empirically tested a model explaining the effects of multi-dimensional social presence on social identification processes and knowledge contribution. An online survey was conducted with four different VCs of interest. The results showed the difference in relative contribution of social presence dimensions on social identity as well as knowledge contribution. Both practical and theoretical implications are discussed. 相似文献
7.
Panote Siriaraya Chee Siang Ang Ania Bobrowicz 《Behaviour & Information Technology》2014,33(3):283-294
There is an increasing need to find innovative activities to help the older population maintain a healthy life. Virtual worlds, which can provide social engagement, entertainment and creativity as well as useful information and services for older people might offer a solution to this issue. Although emerging studies have begun to look into the benefits of virtual worlds in healthcare, little has been done in the context of older people. Based on semi-structured interviews and previous research on healthy aging, we identified and described in depth four areas in which virtual worlds could be useful to support older people. In general, it was found that virtual worlds could help empower older people to manage their disabilities, facilitate social engagement, provide mental stimulation and productive activities. 相似文献
8.
《Computer Animation and Virtual Worlds》2017,28(5)
We propose to automatically populate geo‐located virtual cities by harvesting and analyzing online contents shared on social networks and websites. We show how pose and motion paths of agents can be realistically rendered using information gathered from social media. 3D cities are automatically generated using open‐source information available online. To provide our final rendering of both static and dynamic urban scenes, we use Unreal game engine. 相似文献
9.
This study investigated whether a virtually present co‐actor (VPC) can evoke social facilitation effect in visual search tasks. The conducted experiment employed a 2 (target presence: present, absent) × 2 (task difficulty: easy, difficult) × 3 (social presence: alone, VPC, physically present co‐actor, PPC) within‐subject design. Twelve male university students participated in the experiment. Results showed that a VPC evoked social facilitation effect in visual search tasks, that is, shortened (lengthened) response time when easy (difficult) tasks were completed. Intensities of social facilitation effect induced by VPC and PPC showed similar strengths. However, both VPC and PPC presented no significant influence on response accuracy. These findings provide guidance in designing work organization modes for a team or a group performing tasks of different difficulty levels. 相似文献
10.
The initial training of quality teachers is seen as a key to improving the learning outcomes of students in Chile. The TYMMI project is one of the initiatives being developed to provide a space for simulation for teaching practices in immersive virtual environments in Second Life and Open Sim. Initial Teachers Training belong to the School of Education at the Universidad Católica de la Santísima Concepción, participated during 2014 in the implementation of challenges, based on a pedagogical model and teaching strategies such as role play and problem-based learning. Through direct observation and blogs, the results show that participants have an important domain in the pedagogical and technological interaction. Despite the perception of the technical difficulties of using platforms, students emphasize that the experience has been supportive along their teaching practices, and it has allowed them to reinforce subject content, which poses a very motivating intellectual and technological challenge. 相似文献
11.
Brad McKenna 《Information Systems Journal》2020,30(1):185-214
The study of technology and societal challenges is a growing area in information systems research. This paper explores how social movements can use virtual worlds to raise awareness or create safe spaces for their members. As social movements move into virtual worlds, the technical environment becomes more important. This paper presents an interpretive field study using netnographic research and empirical data from a study of a lesbian, gay, bisexual, and transgender social movement in World of Warcraft. This paper takes the position that an understanding of affordances is required for users to be able to create convivial outcomes to shape the use of virtual worlds for their own goals and intentions. The paper presents the concept of convivial affordances, which brings together the theories of affordances and conviviality, and suggests that social users can shape IT artefacts through a creative combination of affordances for their specific goals, and with community involvement. 相似文献
12.
《Ergonomics》2012,55(2):195-206
In cloven National Service men during their preliminary training course there was ft decrease in energy expenditure and ‘ vertical work ’ done in walking at 3½ m.p.h. This is attributed to increased economy of movement since the ratio of energy expended to ‘ work ’ done remained constant. The reduction in exercise ventilation on switching the inspired gas from air to oxygen also decreased over the training period, suggesting improved oxygenation of the blood in the lungs. There was no concurrent change in pulmonary diffusing capacity or ventilation equivalent. No experimental evidence was obtained to support the hypothesis that as a result of this training the body temperature rises less on exercise and that this contributes to the changes in exercise ventilation 相似文献
13.
Paul Benjamin Lowry Dongsong Zhang Lina Zhou Xiaolan Fu 《Information Systems Journal》2010,20(3):297-315
This study examines trust in technology‐supported groups from the perspectives of culture, social presence and group composition. Our results demonstrate that, in culturally homogeneous groups, individualism has a negative impact on the level of interpersonal trust; however, in culturally heterogeneous groups consisting of Chinese and U.S. participants, individualism has a positive impact on interpersonal trust among members. There were also significant differences in the level of trust between homogeneous Chinese groups and heterogeneous groups consisting of Chinese and U.S. participants. In addition, the mediating role of communication quality was identified to explain the effect for trust‐of social presence on trust. These findings have important implications on building and communication in global technology‐supported decision‐making groups. 相似文献
14.
In virtual worlds (VWs), users have more VW games alternatives, whereas VW companies consequently suffer from high customer turnover rate and low customer loyalty. Therefore, building a churn prediction model to facilitate subsequent churn management and customer retention is important. The churn behaviours and the impact of social neighbour influences to customer churn may be different for different types of users. Accordingly, we segment users into stable, unstable, and solitary user groups according to their social contact behaviours in VWs. Novel segmentation‐based churn prediction approaches are proposed for churn prediction in VWs by building prediction models for each type of user groups and considering the effect of social neighbour influences for different user groups. The proposed approaches are evaluated by conducting experiments with a dataset collected from a VW platform. The experimental results show different churn prediction performances under different user groups. The segmentation‐based churn prediction approaches perform better than do general approaches without considering user groups. Moreover, the results also reveal that social neighbour influences have a positive impact on stable and unstable users. The proposed work contributes to investigating the social neighbour influences on churn prediction for different types of user groups in VWs. 相似文献
15.
Virtual world teaching,experiential learning,and assessment: An interdisciplinary communication course in Second Life 总被引:1,自引:0,他引:1
While many reports espouse the potential impact that 3-D virtual worlds are expected to have on teaching and learning in higher education in a few years, there are few empirical studies that inform instructional design and learning assessment in virtual worlds. This study explores the nature and process of learning in Second Life in a graduate interdisciplinary communication course in fall 2007. Literature suggests that 3-D virtual worlds can be well suited for experiential learning environments. In this study, the actual instructional effectiveness of Second Life as an experiential learning environment for interdisciplinary communication is empirically examined using mixed research methods of journal content analysis, surveys, focus group, and virtual world snapshots and video. 相似文献
16.
This study aims to find out factors of media characteristic which are considered to influence flow in learning through virtual worlds. One hundred ninety eight elementary students who are eleven to twelve years old participated in this study. After the exploratory factor analysis, to extract media characteristics of virtual worlds, seventy-eight elementary students who are eleven years old were used in the analysis of exploring relationships between factors influencing flow. 相似文献
17.
Virtual worlds or three‐dimensional computer‐based simulated environments have received considerable attention as platforms for entertainment, education and commerce. In contrast to a web site, for example, where a user interacts with a two‐dimensional site, virtual worlds provide a platform in which users can interact with other individuals, sometimes including strangers, within three‐dimensional environments. Virtual worlds afford a form of ‘socialness’ unlike many other technologies, often motivating a user – by virtue of these social experiences – to return. Drawing on the Spatial Model of Interaction and Awareness‐Attention Theory, we demonstrate that besides social aspects, which include social awareness and social perception, flow experience, which is the mental state of being fully absorbed and somewhat lost in time, is an essential ingredient in an individual's decision to return to a virtual world. We also demonstrate how characteristics of the technology are linked to the social aspects experienced in virtual worlds. A laboratory study conducted in a virtual world, Second Life, supports our assertions and identifies state predictors of flow that influence individuals' intentions to return to the virtual world environment. 相似文献
18.
Anna Flavia Di Natale;Claudia Repetto;Daniela Villani; 《Journal of Computer Assisted Learning》2024,40(6):3454-3473
Online synchronous learning in higher education frequently struggles to overcome the social presence gap, resulting in dissatisfaction and poor learning outcomes. 相似文献
19.
《Computer Animation and Virtual Worlds》2017,28(5)
This study examines attributes of virtual human behavior that may increase the plausibility of a simulated crowd and affect the user's experience in Virtual Reality. Purpose‐developed experiments in both Immersive and semi‐Immersive Virtual Reality systems queried the impact of collision and basic interaction between real‐users and the virtual crowd and their effect on the apparent realism and ease of navigation within Virtual Reality (VR). Participants' behavior and subjective measurements indicated that facilitating collision avoidance between the user and the virtual crowd makes the virtual characters, the environment, and the whole Virtual Reality system appear more realistic and lifelike. Adding basic social interaction, such as verbal salutations, gaze, and other gestures by the virtual characters towards the user, further contributes to this effect, with the participants reporting a stronger sense of presence. On the other hand, enabling collision avoidance on its own produces a reduced feeling of comfort and ease of navigation in VR. Objective measurements showed another interesting finding that collision avoidance may reduce the user's performance regarding their primary goal (navigating in VR following someone) and that this performance is further reduced when both collision avoidance and social interaction are facilitated. 相似文献
20.
Nanda van der Stap;Theo van den Bogaart;Ebrahim Rahimi;Johan Versendaal; 《Journal of Computer Assisted Learning》2024,40(4):1712-1726
Online interaction in blended learning is leveraged through social presence and convergence. However, little systematic work currently exists on how researchers have explored these challenges in higher education institutions and no studies have synthesised these challenges. 相似文献