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1.
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
2.
《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
3.
Shima Sum Mark. R. Mathews Mohsen Pourghasem Ian Hughes 《Journal of Computer-Mediated Communication》2008,14(1):202-220
Although it is increasingly obvious that the Internet is changing human life; the details of this change are not yet clear. A major debate in current literature involves the capacity of the Internet to enhance social capital and wellbeing in old age. In this regard, the present study attempts to investigate the relationships between Internet use and older people’s social capital and wellbeing. An online survey was conducted at the University of Sydney. 222 seniors responded to the survey. The measures used included a wide range of instruments related to the Internet use, social capital and wellbeing. Respondents used the Internet for various purposes, including seeking information, entertainment, commerce, communication, and finding new people. The main findings of the study were that the relationships between Internet use, social capital and wellbeing is a complex construct and the Internet has different effects on social capital and wellbeing resulting from different use of this technology. The study results revealed that the Internet is a 2‐edged sword with the ability to both harm and help. According to the findings of this study, using the Internet can be helpful for older adults if they are aware how they use it. 相似文献
4.
In IS research, social presence is generally defined as the perceived capacity of a communication medium to convey contextual cues normally available in face‐to‐face settings. However, theorizing social presence as a property of the technology has been challenged for decades. The objective of this paper is to develop a more contemporary, interactional view of social presence. To this end, this paper develops a new conceptualization of how participants form the sense that each other is present. We characterize the development of this sense as a skilful accomplishment that entails interactants' joint construction of each other as “real.” Viewing social presence as contingent on social practice, we seek to answer the following research question: “How is social presence accomplished in virtual environments?” To explicate how virtual others are perceived as becoming socially present, that is, emotionally and psychologically “real” to someone interacting with them, we draw from Goffman's work, particularly his concepts of involvement and involvement obligation. Detailing two examples of social interaction in the virtual world Second Life, our analysis highlights the key role that this moral obligation, intrinsic to everyday social interaction, plays in virtual others becoming perceived as psychoemotionally “there.” By outlining a model of how the sense of a virtual other as “real” is produced in and through social interaction, our work contributes a sociological perspective to the construct of social presence and underscores some of the material and social conditions necessary for users to perceive virtual others as present. 相似文献
5.
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
6.
Angélique Montuwy Aurélie Dommes Béatrice Cahour 《Behaviour & Information Technology》2019,38(2):150-171
Preserving older pedestrians’ navigation skills in urban environments is a challenge for maintaining their quality of life. However, existing aids do not take into account older people’s perceptual and cognitive declines nor their user experience, and they call upon sensory modalities that are already used during walking. The present study was aimed at comparing different guidance instructions using visual, auditory, and haptic feedback in order to identify the most efficient and best accepted one(s). Sixteen middle-age (non-retired) adults, 21 younger-old (young-retired) adults, and 21 older-old (old-retired) adults performed a navigation task in a virtual environment. The task was performed with visual feedback (directional arrows superimposed on the visual scenes), auditory feedback (sounds in the left/right ear), haptic feedback (vibrotactile information delivered by a wristband), combinations of different types of sensory feedback, or a paper map. The results showed that older people benefited from the sensory guidance instructions, as compared to the paper map. Visual and auditory feedbacks were associated with better performance and user experience than haptic feedback or the paper map, and the benefits were the greatest among the older-old participants, even though the paper-map familiarity was appreciated. Several recommendations for designing pedestrian navigation aids are proposed. 相似文献
7.
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
8.
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
9.
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
10.
随着年龄的增长,身体状况也在不断发生变化。进入老年阶段后,身体的各项机能显著衰弱,无法正常地完成一些常规的动作,在使用一些常规的工具的时候,为了达到更好的效果,不得不使用某些具有辅助功能的装置。本文通过对老年人身体参数和肌力变化的研究,在深入调研的基础上确定老年人对辅助座椅的功能需求和客观需求。针对功能需求建立辅助座椅的基础模型,通过Jack软件对老年人辅助座椅进行人机工程学仿真,并基于老年人的客观需求对舒适度、可视域、受力和可达域等方面进行分析。分析结果表明辅助座椅人机工程学性能较为良好,但是某些方面仍需要进行改进。 相似文献
11.
Social virtual worlds (SVWs) have become important environments for social interaction. At the same time, the supply and demand of virtual goods and services is rapidly increasing. For SVWs to be economically sustainable, retaining existing users and turning them into consumers are paramount challenges. This requires an understanding of the underlying reasons why users continuously engage in SVWs and purchase virtual items. This study builds upon Technology Acceptance Model, motivational model and theory of network externalities to examine continuous usage and purchase intention and it empirically tests the model with data collected from 2481 Habbo users. The results reveal a strong relationship between continuous usage and purchasing. Further, the results demonstrate the importance of the presence of other users in predicting the purchase behavior in the SVW. Continuous SVW usage in turn is predicted directly by perceived enjoyment and usefulness while the effect of attitude is marginal. Finally, perceived network externalities exert a significant influence of perceived enjoyment and usefulness of the SVW but do not have a direct effect on the continuous usage. 相似文献
12.
The purpose of this study is twofold: first, to investigate user goals in social virtual worlds; second, to introduce a methodological alternative (i.e., a means-end chain approach) for analyzing user goals in cyberspaces. The data were acquired from a web survey, and were analyzed by means-end chain analysis (MECA), which produces users’ goal structure in reference to a hierarchical system of interrelated goals (Olson & Reynolds, 1983). The results show that people come to social virtual worlds to satisfy their social and hedonic needs, and to escape from real world constraints, as do virtual community members and virtual gamers; they also pursue unique activities, such as creating virtual objects and selling them. On the other hand, by clarifying relations among users’ goals, MECA provides a richer explanation for user goals than prior research which only offers separate user goals for cyberspace users without explanation of relationship among goals. 相似文献
13.
Lee Spector Jon Klein Chris Perry Mark Feinstein 《Genetic Programming and Evolvable Machines》2005,6(1):111-125
We demonstrate the emergence of collective behavior in two evolutionary computation systems, one an evolutionary extension
of a classic (highly constrained) flocking algorithm and the other a relatively un-constrained system in which the behavior
of agents is governed by evolved computer programs. The first system demonstrates the evolution of a form of multicellular
organization, while the second demonstrates the evolution of a form of altruistic food sharing. In this article we describe
both systems in detail, document the emergence of collective behavior, and argue that these systems present new opportunities
for the study of group dynamics in an evolutionary context. We also provide a brief overview of the breve simulation environment in which the systems were produced, and of breve’s facilities for the rapid, exploratory development of visualization strategies for artificial life. 相似文献
14.
Rónán Kennedy 《Information & Communications Technology Law》2008,17(2):95-106
The new industry of Massively Multi-Player Online Role-Playing Games (MMORPGs) brings together two sets of fictions: the interactive stories of shared computer games and the legal devices of intellectual property. In these virtual worlds, scarcity need not exist, but players tend to prefer the competition it creates. This leads to the development of property rights within the game world and players trading real money for virtual objects, ‘land’ and characters. This new phenomenon brings with it familiar legal problems such as theft, fraud and ownership disputes. Game creators also challenge the right of the players to claim ownership outside the game world. The volume and value of the items traded make real money trading an important area of current interest for intellectual property lawyers. Something is being traded, but does it fit neatly into existing conceptions of property rights and who owns it? Analysing the novel problems that result from various theoretical perspectives (utilitarianism, labour-desert theory and personality theory) leads to the conclusion that with time, we will see the development of property rights for players in online games. This connects with a growing understanding that the traditional conception of copyright law dealing with creative work generated by the solitary author is becoming less appropriate in the new creative spaces that information and communications technology brings, where individuals are both consumer and producer. In virtual worlds, new forms of intellectual property, and perhaps even new rights, are taking shape. 相似文献
15.
A virtual world is a computer-simulated three-dimensional environment. They are increasingly being used for social and commercial interaction, in addition to their original use for game playing. This paper studies negative behaviour, or 'griefing', inside one virtual world through a series of observations and focus groups with users. Data were collected to identify griefing behaviours and their impact, examine why griefing happens and who the likely targets and perpetrators are, and suggest strategies for coping with it. Findings show that griefing behaviour is common. It is defined as unacceptable, persistent behaviour and is typically targeted at inexperienced residents by those with more knowledge of the virtual world. Community and individual coping strategies are identified and discussed. 相似文献
16.
The increasing proportion of the older population and changes in the Chinese family structure make older Chinese people more vulnerable to social isolation than they previously were. This article illustrates the development of a mobile social application for older people in urban areas in China. The application facilitates the organization of leisure‐time activities between older people with similar interests living in adjacent areas. Preliminary social requirements of older people were collected through user interviews, and the major functions and features for the application were determined from the results of the interviews. Usability considerations for user interface design for older people were collected from literature and were integrated in the prototype of the mobile application. Older people's acceptance of the application was assessed by demonstrating the prototype to and interviewing 100 older people living in Beijing. The results highlight the critical impact of perceived benefits or relevancy on older people's adoption of new technology. Implications for the mobile social application for older Chinese people are discussed. 相似文献
17.
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
18.
Contact behaviors in physics simulations are important for real‐time interactive applications, especially in virtual reality applications where user's body parts are tracked and interact with the environment via contact. For these contact simulations, it is ideal to have small changes in initial condition yield predictable changes in the output. Predictable simulation is key for success in iterative learning processes as well, such as learning controllers for manipulations or locomotion tasks. Here, we present an extensive comparison of contact simulations using Bullet Physics, Dynamic Animation and Robotics Toolkit (DART), MuJoCo, and Open Dynamics Engine, with a focus on predictability of behavior. We first tune each engine to match an analytical solution as closely as possible and then compare the results for a more complex simulation. We found that in the commonly available physics engines, small changes in initial condition can sometimes induce different sequences of contact events to occur and ultimately lead to a vastly different result. Our results confirmed that parameter settings do matter a great deal and suggest that there may be a trade‐off between accuracy and predictability. Copyright © 2016 John Wiley & Sons, Ltd. 相似文献
19.
Ulrike Pfeil Panayiotis Zaphiris Stephanie Wilson 《Journal of Computer-Mediated Communication》2010,15(2):336-363
This article presents an investigation of an online support community for older people, analyzing a data-set of messages posted over the period of six years. We studied messages that are related to each other which we call "message-sequences". We investigated the content of message-sequences and linked our findings to the level of activity of the online support community over time. We show how certain sequences of messages within the online community are related to the level of activity thus providing valuable insight into the role of message-sequences in sustaining online support communities for older people. We conclude that the mutual exchange of personal information and receiving support after talking about personal problems are basic components for the sustainability of the online community, whereas conversations that go off the topic of the online community seem to be related to a decrease in the level of activity. 相似文献
20.
Barrett J 《Applied ergonomics》2005,36(2):177-183
The aim of this study was to determine the support and information needs of older and disabled older people in the UK. Following an initial literature survey, an examination of data on enquiries made by older people to information providers, and a series of focus groups, a questionnaire was developed for a nationwide survey. Over 1630 questionnaires were completed by disabled older clients of Day Care Centres and less frail older members of social clubs. Findings showed that there is a serious shortfall in the number of older people getting the practical support that they need, and the information that enables access to this support, compared to the number that actually need help. Substantial percentages of the survey respondents experienced difficulty with everyday tasks and with accessing the information they needed. Implications for formal sources of support and information are discussed. 相似文献