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1.
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
2.
We conducted an experiment to evaluate the use of embodied survey bots (i.e., software-controlled avatars) as a novel method for automated data collection in 3D virtual worlds. A bot and a human-controlled avatar carried out a survey interview within the virtual world, Second Life, asking participants about their religion. In addition to interviewer agency (bot vs. human), we tested participants’ virtual age, that is, the time passed since the person behind the avatar joined Second Life, as a predictor for response rate and quality. The human interviewer achieved a higher response rate than the bot. Participants with younger avatars were more willing to disclose information about their real life than those with older avatars. Surprisingly, the human interviewer received more negative responses than the bot. Affective reactions of older avatars were also more negative than those of younger avatars. The findings provide support for the utility of bots as virtual research assistants but raise ethical questions that need to be considered carefully. 相似文献
3.
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
4.
The aim of this study is to understand consumer goals for virtual consumption in social virtual worlds. Using a means-end chain approach, interviews with 93 users were analyzed to produce a hierarchical goal map, revealing that virtual consumption enables a diversity of goals beyond the previously identified experiential goals. The article's theoretical contributions include: (1) extending our understanding of user goals/goal relationships for virtual activities and (2) developing virtual liminoid theory, which describes transitions between users’ real-world and virtual identities and virtual consumption as a transition catalyst. The study illustrates the value of a goal focus for future research on user behavior in virtual worlds. 相似文献
5.
Steve Benford John Bowers Lennart E. Fahlén Chris Greenhalgh Dave Snowdon 《Multimedia Systems》1997,5(2):93-104
This paper explores the issue of user embodiment within collaborative virtual environments. By user embodiment we mean the
provision of users with appropriate body images so as to represent them to others and also to themselves. By collaborative
virtual environments we mean multi-user virtual reality systems which explicitly support cooperative work (although we argue
that the results of our exploration may also be applied to other kinds of collaborative system). The main part of the paper
identifies a list of embodiment design issues grouped by the general themes of personal representation, conveying activity,
embodiment in heterogeneous systems, embodiment of agents, and ethical issues. These issues are illustrated with examples
from our own DIVE and MASSIVE collaborative virtual environments. The paper also uses this set of issues as an analytical
framework for comparing a number of other communication technologies. 相似文献
6.
One of the key challenges of distributed teams is the lack of social presence resulting from multiple work locations. Virtual environments (VEs) have been viewed as a collaboration tool for distributed teams that can enhance social presence via shared collaboration space and avatars. We observed, recorded, and analyzed the VE meetings of a globally distributed team. Data were analyzed through quantitative and qualitative content analysis. Our findings show that in the meetings, social presence was a situational phenomenon that constantly varied in strength. Social presence occurred as either a subgroup or group phenomenon, which at times coexisted at both levels. In particular, 2 of the 3 subdimensions of social presence, psychological involvement and behavioral engagement, were observable in team interaction. 相似文献
7.
Jakob Frank Thomas Lidy Ewald Peiszer Ronald Genswaider Andreas Rauber 《Multimedia Tools and Applications》2009,44(3):449-468
Sound and, specifically, music is a medium that is used for a wide range of purposes in different situations in very different
ways. Ways for music selection and consumption range from completely passive, almost unnoticed perception of background sound
environments to the very specific selection of a particular recording of a piece of music with a specific orchestra and conductor
at a certain event. Different systems and interfaces exist for the broad range of needs in music consumption. Locating a particular
recording is well supported by traditional search interfaces via metadata. Other interfaces support the automatic creation
of playlists via artist or album selection, up to more artistic installations of sound environments that users can navigate
through. In this paper we present a set of systems that support the creation of as well as the navigation in musical spaces,
both in the real world as well as in virtual environments. We show common principles and point out further directions for
a more direct coupling of the various spaces and interaction methods, creating ambient sound environments and providing organic
interaction with music for different purposes.
Jakob Frank is a Research Assistant at the Department of Software Technology and Interactive Systems of the Vienna University of Technology (TU Vienna). He received his Bachelor in Computer Science from the Vienna University of Technology in 2006. His research focus is on music information retrieval, especially on mobile devices and multi-user audio interaction. He was co-organizer of the ISMIR 2007 conference and served as co-reviewer for several major international conferences. Thomas Lidy is a Research Assistant at the Department of Software Technology and Interactive Systems of the Vienna University of Technology (TU Vienna). He received his MSc in Computer Science from the Vienna University of Technology in 2007. His research focus is on music information retrieval, in particular feature extraction methods for digital audio, music classification, and clustering and visualization of digital music libraries. He participates actively in the annual MIREX benchmarking campaign and was co-organizer of the ISMIR 2007 conference. He is author of numerous papers in refereed international conferences and workshops and served as co-reviewer for several major international conferences. In 2007, he was awarded the Distinguished Young Alumnus Award and also received a Microsoft Sponsorship Award. Ewald Peiszer is a freelance web application and software developer with a strong scientific background. He received his MSc degree in Computer Science from Vienna University of Technology in 2007 with a master’s thesis on automatic audio segmentation. Working towards combining Music Information Retrieval (MIR) techniques with Virtual Reality infrastructure he completed an internship at the Center for Computer Graphics and Virtual Reality, Ewha Womans University (Seoul). Occasionally, he (co-)authors articles on MIR topics which is also a focus of his freelance projects. Ronald Genswaider graduated as Master of Economics in 2008 at the Department of Software Technology and Interactive Systems of the Vienna University of Technology (TU Vienna) as well as Master of Arts in the Department of Digital Arts at the University of Applied Arts in Vienna. He is working in Vienna as a free digital artist, Web developer and researcher. Currently he is working in various research projects in the R&D department at bwin and taking part in the exhibition “YOU_ser—Century of the consumer” at the ZKM in Karlsruhe, Germany. Andreas Rauber is Associate Professor at the Department of Software Technology and Interactive Systems of the Vienna University of Technology (TU Vienna). He received his MSc and PhD in Computer Science from the Vienna University of Technology in 1997 and 2000, respectively. He is actively involved in several research projects in the field of Digital Libraries, focusing on text and music information retrieval, the organization and exploration of large information spaces, as well as Web archiving and digital preservation. He has published numerous papers in refereed journals and international conferences and served as PC member and reviewer for several major journals, conferences and workshops. He also co-organized the ECDL 2005 and ISMIR 2007 conferences. 相似文献
Andreas RauberEmail: |
Jakob Frank is a Research Assistant at the Department of Software Technology and Interactive Systems of the Vienna University of Technology (TU Vienna). He received his Bachelor in Computer Science from the Vienna University of Technology in 2006. His research focus is on music information retrieval, especially on mobile devices and multi-user audio interaction. He was co-organizer of the ISMIR 2007 conference and served as co-reviewer for several major international conferences. Thomas Lidy is a Research Assistant at the Department of Software Technology and Interactive Systems of the Vienna University of Technology (TU Vienna). He received his MSc in Computer Science from the Vienna University of Technology in 2007. His research focus is on music information retrieval, in particular feature extraction methods for digital audio, music classification, and clustering and visualization of digital music libraries. He participates actively in the annual MIREX benchmarking campaign and was co-organizer of the ISMIR 2007 conference. He is author of numerous papers in refereed international conferences and workshops and served as co-reviewer for several major international conferences. In 2007, he was awarded the Distinguished Young Alumnus Award and also received a Microsoft Sponsorship Award. Ewald Peiszer is a freelance web application and software developer with a strong scientific background. He received his MSc degree in Computer Science from Vienna University of Technology in 2007 with a master’s thesis on automatic audio segmentation. Working towards combining Music Information Retrieval (MIR) techniques with Virtual Reality infrastructure he completed an internship at the Center for Computer Graphics and Virtual Reality, Ewha Womans University (Seoul). Occasionally, he (co-)authors articles on MIR topics which is also a focus of his freelance projects. Ronald Genswaider graduated as Master of Economics in 2008 at the Department of Software Technology and Interactive Systems of the Vienna University of Technology (TU Vienna) as well as Master of Arts in the Department of Digital Arts at the University of Applied Arts in Vienna. He is working in Vienna as a free digital artist, Web developer and researcher. Currently he is working in various research projects in the R&D department at bwin and taking part in the exhibition “YOU_ser—Century of the consumer” at the ZKM in Karlsruhe, Germany. Andreas Rauber is Associate Professor at the Department of Software Technology and Interactive Systems of the Vienna University of Technology (TU Vienna). He received his MSc and PhD in Computer Science from the Vienna University of Technology in 1997 and 2000, respectively. He is actively involved in several research projects in the field of Digital Libraries, focusing on text and music information retrieval, the organization and exploration of large information spaces, as well as Web archiving and digital preservation. He has published numerous papers in refereed journals and international conferences and served as PC member and reviewer for several major journals, conferences and workshops. He also co-organized the ECDL 2005 and ISMIR 2007 conferences. 相似文献
8.
Lakshmi GoelAuthor Vitae Iris JunglasAuthor Vitae Blake IvesAuthor Vitae Norman JohnsonAuthor Vitae 《Decision Support Systems》2012,52(2):342-352
Past research suggests that “situatedness”, i.e. the context, as well as the social interaction that occurs within it, play an important role in cognitive processes such as learning and decision-making. Thus far, IT tools have been limited in the level and type of situatedness they facilitate. The advent of virtual worlds has changed this. Virtual worlds provide open, three-dimensional platforms for creating and designing real life-like spaces; they also allow for interaction between users in the form of “avatars” in that space. This research study focuses on virtual worlds as platforms for learning and decision-making. We propose a model that explains how individuals in a group learn and make decisions through a process that is influenced by the two unique characteristics of virtual worlds that enable situatedness: the facilitation for designing real life-like spaces, and the facilitation of rich many-to-many interactions.We draw on theories of situated cognition, social cognition, and flow to explicate the influence of these characteristics on the process of learning and decision-making. Data was collected by means of a quasi-experiment in Second Life (SL). Results from this study extend and validate the predictions of situated theories of decision-making within the context of a virtual world environment and suggest guidelines for practitioners who wish to use such environments to support organizational learning and decision-making. Perhaps the most compelling of these is to focus on maximizing the immersion of the individual in the activity by stimulating his or her perceptions of others and activity-related cues in the environment. 相似文献
9.
Recent research on online learning suggests that virtual worlds are becoming an important environment to observe the experience of flow. From these simulated spaces, researchers may gather a deeper understanding of cognition in the context of game-based learning. Csikszentmihalyi (1997) describes flow as a feeling of increased psychological immersion and energized focus, with outcomes that evoke disregard for external pressures and the loss of time consciousness, issuing in a sense of pleasure. Past studies suggest that flow is encountered in an array of activities and places, including those in virtual worlds. The authors’ posit that flow in virtual worlds, such as Second Life (SL), can be positively associated with degrees of the cognitive phenomenon of immersion and telepresence. Flow may also contribute to a better attitude and behavior during virtual game-based learning. This study tested three hypotheses related to flow and telepresence, using SL. Findings suggest that both flow and telepresence are experienced in SL and that there is a significant correlation between them. These findings shed light on the complex interrelationships and interactions that lead to flow experience in virtual gameplay and learning, while engendering hope that learners, who experience flow, may acquire an improved attitude of learning online. 相似文献
10.
Avatar creation has become common for people to participate and interact in virtual worlds. Using an online survey (N = 244), we investigated both the behavioral characteristics and major motivations for avatar creation in virtual worlds. Our results suggest that a majority of the participants had multiple avatars; these avatars’ appearance did not merely resemble the human players; and their personality did not necessarily mirror the player’s real personality. Furthermore, participants on average spent over 20 h per week and often interacting with others in the virtual worlds. Our exploratory factor analysis yielded four major motivations: virtual exploration, social navigation, contextual adaptation, and identity representation. 相似文献
11.
This paper describes the LINPACK Benchmark and some of its variations commonly used to assess the performance of computer systems. Aside from the LINPACK Benchmark suite, the TOP500 and the HPL codes are presented. The latter is frequently used to obtained results for TOP500 submissions. Information is also given on how to interpret the results of the benchmark and how the results fit into the performance evaluation process. Copyright © 2003 John Wiley & Sons, Ltd. 相似文献
12.
Sukhpal Singh Gill Adarsh Kumar Harvinder Singh Manmeet Singh Kamalpreet Kaur Muhammad Usman Rajkumar Buyya 《Software》2022,52(1):66-114
Quantum computing (QC) is an emerging paradigm with the potential to offer significant computational advantage over conventional classical computing by exploiting quantum-mechanical principles such as entanglement and superposition. It is anticipated that this computational advantage of QC will help to solve many complex and computationally intractable problems in several application domains such as drug design, data science, clean energy, finance, industrial chemical development, secure communications, and quantum chemistry. In recent years, tremendous progress in both quantum hardware development and quantum software/algorithm has brought QC much closer to reality. Indeed, the demonstration of quantum supremacy marks a significant milestone in the Noisy Intermediate Scale Quantum (NISQ) era—the next logical step being the quantum advantage whereby quantum computers solve a real-world problem much more efficiently than classical computing. As the quantum devices are expected to steadily scale up in the next few years, quantum decoherence and qubit interconnectivity are two of the major challenges to achieve quantum advantage in the NISQ era. QC is a highly topical and fast-moving field of research with significant ongoing progress in all facets. A systematic review of the existing literature on QC will be invaluable to understand the state-of-the-art of this emerging field and identify open challenges for the QC community to address in the coming years. This article presents a comprehensive review of QC literature and proposes taxonomy of QC. The proposed taxonomy is used to map various related studies to identify the research gaps. A detailed overview of quantum software tools and technologies, post-quantum cryptography, and quantum computer hardware development captures the current state-of-the-art in the respective areas. The article identifies and highlights various open challenges and promising future directions for research and innovation in QC. 相似文献
13.
Julia Mueller Katja Hutter Johann Fueller Kurt Matzler 《Information Systems Journal》2011,21(6):479-501
Virtual worlds, as electronic environments where individuals can interact in a realistic manner in form of avatars, are increasingly used by gamers, consumers and employees. Therefore, they provide opportunities for reinventing business processes. Especially, effective knowledge management (KM) requires the use of appropriate information and communication technology (ICT) as well as social interaction. Emerging virtual worlds enable new ways to support knowledge and knowing processes because these virtual environments consider social aspects that are necessary for knowledge creating and knowledge sharing processes. Thus, collaboration in virtual worlds resembles real‐life activities. In this paper, we shed light on the use of Second Life (SL) as a KM platform in a real‐life setting. To explore the potential and current usage of virtual worlds for knowledge and knowing activities, we conducted a qualitative study at IBM. We interviewed IBM employees belonging to a special workgroup called ‘Web 2.0/virtual worlds’ in order to gain experience in generating and exchanging knowledge by virtually collaborating and interacting. Our results show that virtual worlds – if they are able to overcome problems like platform stability, user interface or security issues – bear the potential to serve as a KM platform. They facilitate global and simultaneous interaction, create a common context for collaboration, combine different tools for communication and enhance knowledge and knowing processes. 相似文献
14.
Martin Atzmueller Martin Becker Mark Kibanov Christoph Scholz Stephan Doerfel Andreas Hotho 《New Review of Hypermedia and Multimedia》2014,20(1):53-77
The combination of ubiquitous and social computing is an emerging research area which integrates different but complementary methods, techniques, and tools. In this paper, we focus on the Ubicon platform, its applications, and a large spectrum of analysis results. Ubicon provides an extensible framework for building and hosting applications targeting both ubiquitous and social environments. We summarize the architecture and exemplify its implementation using four real-world applications built on top of Ubicon. In addition, we discuss several scientific experiments in the context of these applications in order to give a better picture of the potential of the framework, and discuss analysis results using several real-world data sets collected utilizing Ubicon. 相似文献
15.
Ahmed Y. Mahfouz Andreas G. Philaretou Antonis Theocharous 《Computers in human behavior》2008,24(6):3014
This paper represents an exploratory and quantitative investigation into online dating from evolutionary, psychological, and technological points of view. In the past decade, the relatively inexpensive availability of user-friendly, fast, and reliable Internet technology has appealed to millions of consumers who suddenly found themselves engrossed by this sensational medium of communication, information, consumerism, and service. The majority of Internet users tend to be either recreational or utilitarian oriented, using such medium for a wide variety of tasks ranging from corresponding with friends and significant others, information gathering, purchasing goods and services, and, increasingly so, seeking and securing suitable dating and marital partners. The following research questions constitute the driving force for the current investigation: What are the evolutionary and social psychological intricacies of online dating? What are the technological variants or dimensions that render the consumption of online dating services appealing to users? An online survey was administered to 247 subjects to explore these questions and determine the technological dimensions of virtual social interaction. Exploratory factor analysis was then conducted to analyse the data. Eight technological dimensions emerged as a result of the analysis and served as the basis for the study’s technological perspectives model of virtual social interactions. 相似文献
16.
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
17.
Lakshmi Goel Sonja Prokopec Iris Junglas 《Journal of Computer-Mediated Communication》2013,18(3):265-282
3D virtual worlds (VWs) enable perception of others' presence and actions. However, it is unclear how this influences behaviors in group tasks. We study the influence of ‘perceived colocation’ and ‘perceived coaction’, on cognitive absorption, which in turn predicts participative behaviors. Perceived colocation and coaction are central to social facilitation effects, tested primarily in face‐to‐face settings. We use distraction‐conflict theory to explain how these may occur in VWs. Results from a quasi‐experiment in Second Life support our hypotheses. We demonstrate the influence of perceived colocation and coaction and extend the applicability of social facilitation effects by incorporating the concept of cognitive absorption in VWs. We conclude with suggestions for the use of VWs for decision‐making tasks. 相似文献
18.
19.
Astrid M. von der Pütten Nicole C. Krämer Jonathan Gratch Sin-Hwa Kang 《Computers in human behavior》2010
Empirical studies have repeatedly shown that autonomous artificial entities, so-called embodied conversational agents, elicit social behavior on the part of the human interlocutor. Various theoretical approaches have tried to explain this phenomenon: According to the Threshold Model of Social Influence (Blascovich et al., 2002), the social influence of real persons who are represented by avatars will always be high, whereas the influence of an artificial entity depends on the realism of its behavior. Conversely, the Ethopoeia concept (Nass & Moon, 2000) predicts that automatic social reactions are triggered by situations as soon as they include social cues. The presented study evaluates whether participants´ belief in interacting with either an avatar (a virtual representation of a human) or an agent (autonomous virtual person) lead to different social effects. We used a 2 × 2 design with two levels of agency (agent or avatar) and two levels of behavioral realism (showing feedback behavior versus showing no behavior). We found that the belief of interacting with either an avatar or an agent barely resulted in differences with regard to the evaluation of the virtual character or behavioral reactions, whereas higher behavioral realism affected both. It is discussed to what extent the results thus support the Ethopoeia concept. 相似文献
20.
In recent times, the machine learning (ML) community has recognized the deep learning (DL) computing model as the Gold Standard. DL has gradually become the most widely used computational approach in the field of machine learning, achieving remarkable results in various complex cognitive tasks that are comparable to, or even surpassing human performance. One of the key benefits of DL is its ability to learn from vast amounts of data. In recent years, the DL field has witnessed rapid expansion and has found successful applications in various conventional areas. Significantly, DL has outperformed established ML techniques in multiple domains, such as cloud computing, robotics, cybersecurity, and several others. Nowadays, cloud computing has become crucial owing to the constant growth of the IoT network. It remains the finest approach for putting sophisticated computational applications into use, stressing the huge data processing. Nevertheless, the cloud falls short because of the crucial limitations of cutting-edge IoT applications that produce enormous amounts of data and necessitate a quick reaction time with increased privacy. The latest trend is to adopt a decentralized distributed architecture and transfer processing and storage resources to the network edge. This eliminates the bottleneck of cloud computing as it places data processing and analytics closer to the consumer. Machine learning (ML) is being increasingly utilized at the network edge to strengthen computer programs, specifically by reducing latency and energy consumption while enhancing resource management and security. To achieve optimal outcomes in terms of efficiency, space, reliability, and safety with minimal power usage, intensive research is needed to develop and apply machine learning algorithms. This comprehensive examination of prevalent computing paradigms underscores recent advancements resulting from the integration of machine learning and emerging computing models, while also addressing the underlying open research issues along with potential future directions. Because it is thought to open up new opportunities for both interdisciplinary research and commercial applications, we present a thorough assessment of the most recent works involving the convergence of deep learning with various computing paradigms, including cloud, fog, edge, and IoT, in this contribution. We also draw attention to the main issues and possible future lines of research. We hope this survey will spur additional study and contributions in this exciting area. 相似文献