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1.
The present study merges the fields of attachment and friendships and compares these in online and offline environments. Although currently we know a great deal about the importance of friendships and attachments for healthy development, there is no research to guide our understanding of how attachment style and friendship characteristics are evidenced in online contexts. Participants completed surveys to assess attachment style, friendships (online and offline), as well as interactions with friends and friendship quality. The extent to which individuals sought out online friends did not differ as a function of attachment style. Friendship quality differed as function of attachment style, while differences among attachment styles for other friendship characteristics resulted only when context (online versus offline) was simultaneously considered.  相似文献   

2.
As humanoid social robots are developed rapidly in recent years and experimented in social situations, comparing them to humans provides insights into practical as well as philosophical concerns. This study uses the theoretical framework of communication constraints, derived in human–human communication research, to compare whether people apply social-oriented constraints and task-oriented constraints differently to human targets versus humanoid social robot targets. A total of 230 students from the University of Hawaii at Manoa participated in the study. The participants completed a questionnaire, which determined their concern for the five communication constraints (feelings, non-imposition, disapproval, clarity, and effectiveness) in situations involving humans or robots. The results show people were more concerned with avoiding hurting the human’s feelings, avoiding inconveniencing the human interactive partner, and avoiding being disliked by the human and less concerned with avoiding hurting the robot’s feelings, avoiding inconveniencing the robot partner, and avoiding being disliked by the robot. But people did not differ in their concerns of the two task-oriented constraints (clarity and effectiveness) in response to humans versus humanoid robots. The results of the research suggest that people are more likely to emphasize the social-oriented constraints in communication with humans.  相似文献   

3.
4.
Gender differences among university students in attitudes toward and involvement with computers were examined. Males were found to have taken more computer science courses, to be more knowledgeable about computer languages, to be more likely to want to major in computer science, and to have played video games more than females. There were no gender differences in reported nonvideo-game computer use or in exposure to computers in noncomputer science courses. Males and females did not differ on their reported personal interest in and enjoyment of computers. Consistent with previous research, however, males reported more comfort and confidence with computers and more positive attitudes toward mathematics than did females. Women believed more strongly than men that females should learn and are as capable of learning about computers and science as are males. It appears that these university women were as intrigued by computers as the men were. However, they were apparently somewhat inhibited from the pursuit of specialized training and careers in computer science. This inhibition may be linked to their anxiety about their own skills and to the communication, by male peers, of the attitude that women are less capable than men of learning about computers.  相似文献   

5.
In this paper, we analyze the differences, similarities and complementariness which exist between two major domains of nowadays information security: intrusion detection on one hand, virology and anti-viruses technologies on the other hand. This analysis is built from two points of view. First, we compare, through the definitions that have been proposed by researchers of the two communities, the goals that are actually pursued in each domain. Then, we compare the techniques that have been developed to reach these goals. In the conclusion, we summarize our analysis and suggest that alert correlation is one way to make the two fields cooperate.  相似文献   

6.

Teamwork and communication are two important processes within multi-agent systems designed to act in a coherent and coordinated manner. Modeling teamwork involves interleaving steps within shared plans that will allow agents to work together towards common goals. These steps involve reasoning about roles, responsibilities, and joint-intentions in order to coordinate activity amongst individuals. Communication facilitates teamwork. There are various complex forms of communication such as synchronization, coordination, and cooperation that allow for members of teams to use teamwork to their advantage. Explicitly defining every possible communication point within a team plan is too cumbersome and inflexible. In this paper, we describe a method to automatically decompose a team plan into a collection of individual agent plans, inserting all of the necessary communication points needed to properly generate coordinated behavior. This approach could be used to more accurately and easily model teamwork in multi-agent systems.  相似文献   

7.
Tabletop groupware systems have natural advantages for collaboration, but they present a challenge for application designers because shared work and interaction progress in different ways than in desktop systems. As a result, tabletop systems still have problems with usability. We have developed a usability evaluation technique, T-CUA, that focuses attention on teamwork issues and that can help designers determine whether prototypes provide adequate support for the basic actions and interactions that are fundamental to table-based collaboration. We compared T-CUA with expert review in a user study where 12 evaluators assessed an early tabletop prototype using one of the two evaluation methods. The group using T-CUA found more teamwork problems and found problems in more areas than those using expert review; in addition, participants found T-CUA to be effective and easy to use. The success of T-CUA shows the benefits of using a set of activity primitives as the basis for discount usability techniques.  相似文献   

8.
The main goal of the present study was to empirically investigate the manner in which cultural diversity and communication mode affect team communication process. Two independent variables were manipulated in the study: (1) cultural diversity (homogeneous versus heterogeneous); and (2) communication mode (face-to-face versus computer-mediated communication). Team members’ communication exchanges were measured by using Bales’ interaction process analysis (IPA) that divides the function (as opposed to the topical content) of communication during group discussion into either task-related or socio-emotional contributions at two-levels: communication profile and functional area. Results of this study indicated homogeneous teams used more showing agreement, giving opinions, and showing tension communication patterns compared to heterogeneous teams. Additionally, when considering the higher-level functional areas, teams using face-to-face (FTF) communication strategies were characterized by greater positive socio-emotional communication, more attempted answers, more questions, and more frequent negative socio-emotional communications. The results of the present study also suggested that the impact of communication mode on team communication varies by the level of diversity within the team. The outcomes of this research should have a broad impact on the management of a multi-cultural team, a task-oriented team consisting of people with different national cultures. Relevance to industry: Results of the present study should provide valuable insights into the ways in which cultural diversity and communication mode influence the communication mechanisms which take place among members during team interaction.  相似文献   

9.
LiGA and NIL are both techniques with origination by lithography, using molding techniques for upscaling or even stamp copying. The main difference is the size range for which they were seen to have most of their applications. The technology toolboxes contain similar processes and concepts, but due to historical differences, NIL and LiGA were not seen as twins, but rather children from different families. LiGA, as the more mature microtechnology, has found its application in microfluidics, -optics and -mechanics. NIL has found its place in photonics and sub-wavelength gratings, and is considered as a candidate for patterned media and next generation lithography for IC manufacturing. In this review I will discuss similarities and differences of the two technologies, tackle questions from pattern transfer, size effects including the need for hard and soft elements for molding and discuss points where LiGA and NIL might find a common basis for further cross-fertilization and joint applications.  相似文献   

10.
Products can support user groups in social interaction and/or physical play in various ways. Depending on the requirements and needs of specific user groups and contexts of use, different approaches are applied to create successful designs. This special issue contains papers that describe designs for children, adults and elderly for sports, home and outdoor contexts. The papers in this issue explore how technology can contribute to enhancing user experiences in terms of social interaction and physical activities. Knowledge from very diverse research areas, such as, social psychology, persuasive technology, child development, human–robot interaction, and creativity is used as an inspiration source for the various projects.  相似文献   

11.
Tied factor analysis for face recognition across large pose differences   总被引:1,自引:0,他引:1  
Face recognition algorithms perform very unreliably when the pose of the probe face is different from the gallery face: typical feature vectors vary more with pose than with identity. We propose a generative model that creates a one-to-many mapping from an idealized "identity" space to the observed data space. In identity space, the representation for each individual does not vary with pose. We model the measured feature vector as being generated by a pose-contingent linear transformation of the identity variable in the presence of Gaussian noise. We term this model "tied" factor analysis. The choice of linear transformation (factors) depends on the pose, but the loadings are constant (tied) for a given individual. We use the EM algorithm to estimate the linear transformations and the noise parameters from training data. We propose a probabilistic distance metric which allows a full posterior over possible matches to be established. We introduce a novel feature extraction process and investigate recognition performance using the FERET, XM2VTS and PIE databases. Recognition performance compares favourably to contemporary approaches.  相似文献   

12.
Multiple concurrent queries occur in many database settings. This paper describes the use of middleware as an optimization tool for such queries. Since common subexpressions derive from common data and the data is usually greatest at the source, the middleware exploits the presence of sharable access patterns to underlying data, especially scans of large portions of tables or indexes, in environments where query queuing or batching is an acceptable approach. The results show that simultaneous queries with such sharable accesses have a tendency to form synchronous groups (teams) which benefit each other through the operation of the disk cache, in effect using it as an implicit pipeline. The middleware exploits this tendency by queuing and scheduling the queries to promote this interaction, using an algorithm designed to promote such teamwork. This is implemented as middleware for use with a commercial database engine. The results include tests using the query mix from the TPC Benchmark? R, achieving a speed‐up of 2.34 over the default scheduling provided by one database. Other results show that the success depends on the details of the computing environment. Copyright © 2004 John Wiley & Sons, Ltd.  相似文献   

13.
The worlds population is quickly aging. With an aging society, an increase in patients with brain damage is predicted. In rehabilitation, the analysis of arm motion is vital as various day to day activities relate to arm movements. The therapeutic approach and evaluation method are generally selected by therapists based on his/her experience, which can be an issue for quantitative evaluation in any specific movement task. In this paper, we develop a measurement system for arm motion analysis using a 3D image sensor. The method of upper body posture estimation based on a steady-state genetic algorithm (SSGA) is proposed. A continuous model of generation for an adaptive search in dynamical environment using an adaptive penalty function and island model is applied. Experimental results indicate promising results as compared with the literature.  相似文献   

14.
Currently, a lot of recent electronic health records are based on XML documents. In order to integrate these heterogeneous XML medical documents efficiently, studies on finding structure and semantic similarity between XML Schemas have been exploited. The main problem is how to harvest the most appropriate relatedness to combine two schemas as a global XML Schema for reusing and referring purposes. In this paper, we propose the novel resemblance measure that concurrently considers both structural and semantic information of two specific healthcare XML Schemas. Specifically, we introduce new metrics to compute the datatype and cardinality constraint similarities, which improve the quality of the semantic assessment. On the basis of the similarity between each element pair, we put forward an algorithm to calculate the similarity between XML Schema trees. Experimental results lead to the conclusion that our methodology provides better similarity values than the others with regard to the accuracy of semantic and structure similarities.  相似文献   

15.
Ubiquitous technologies have potentials to play major roles in different real world organizational settings. One of the areas where applying ubiquitous technologies has been given a lot of attention is in the healthcare domain. Here, users are frequently on the move while at the same time relying increasingly on centralized computerized information. In this paper, we explore ubiquitous technologies in the real world through two studies in the healthcare domain. First, we look at the use and usability of a ubiquitous electronic patient record (EPR) system distributed on desktop and laptop computers throughout a large hospital. Secondly, we present an extension to this ubiquitous computing environment in the form of a context-aware mobile computer terminal prototype. The usability of the mobile EPR prototype was evaluated in both laboratory and field settings. Our results indicate that the usefulness of a ubiquitous computing environment supporting work activities in healthcare can benefit from context-aware mobile information access. However, interaction design for such systems must be carefully thought out and thoroughly evaluated. Also, while the use of mobile and stationary computers complement each other very well, we found that the usefulness of ubiquitous computing environments in healthcare may benefit from additional elements such as situated displays at key locations and on key objects, and from seamless integration between the different devices comprising the system as a whole.  相似文献   

16.
In recent years, computer and Internet technologies have broadened the ways that people can stay in touch. Through interviews with parents and grandparents, we examined how people use existing technologies to communicate and share with their extended family. While most of our participants expressed a desire for more communication and sharing with their extended family, many felt that an increase would realistically be difficult to achieve due to challenges such as busy schedules or extended family members’ lack of technology use. Our results also highlight the complexity of factors that researchers and designers must understand when attempting to design technology to support and enhance relationships, including trade-offs between facilitating interaction while minimizing new obligations, reducing effort without trivializing communication, and balancing awareness with privacy.  相似文献   

17.
Requirements analysis defines the goals and evaluation criteria of system design. We introduce a methodology for requirements analysis for customization based on large sample interactive testing, with the premise that analysis of user behaviour with prototypes leads to requirements discoveries. The methodology uses a relatively large sample (1) to identify relevant user subgroups, (2) to observe significant empirically determined group differences in the context of task and tool use and (3) to estimate the groups’ different requirements and derive design implications. Between 20 and 50 participants are used per test, rather than the three to five often recommended for user testing. Statistical relationships are investigated between subgroups in terms of background variables, questionnaire items, performance data, and coded verbal statements. Customization requirements are inferred from the significant differences observed between empirically determined groups. The methodological framework is illustrated in a case study involving the use of clinical resources on handheld devices by three groups of physicians. The groups were found to have different needs and preferences for evidence-based resources and device form factor, implying opportunities and necessities for group customization requirements.

Relevance to industry

In safety-critical domains such as health care, it is essential to assess user needs and preferences regarding devices and systems to inform appropriate customizations. We present a methodological framework and case study that demonstrates how large sample user testing can supplement typical methods of requirements analysis to provide contextualized, quantitative accounts of group differences and customization requirements.  相似文献   

18.
While attitude and gender are important factors that affect online shopping behavior, toward online shopping attitude remains a poor understood construct. Moreover, very few studies, if any, have explicitly addressed gender differences in online shopping attitude. Using attitude as a multidimensional concept to include cognitive, affective, and behavioral components, the present study examines gender differences across the three attitudinal components. The results of empirical testing demonstrate three distinct components of online shopping attitude and significant gender differences in all three attitudinal components. The results also show that the largest gender difference is in the cognitive attitude, indicating that females value the utility of online shopping less than their male counterparts do.  相似文献   

19.
Martingano  Alison Jane  Duane  Ja-Nae  Brown  Ellenor  Persky  Susan 《Virtual Reality》2023,27(3):2297-2313
Virtual Reality - It is often necessary for virtual reality (VR) users to experience a sense of presence for the benefits of VR applications to be realized. However, feelings of presence are...  相似文献   

20.
Multi-agent domains consisting of teams of agents that need to collaborate in an adversarial environment offer challenging research opportunities. In this article, we introduce periodic team synchronization (PTS) domains as time-critical environments in which agents act autonomously with low communication, but in which they can periodically synchronize in a full-communication setting. The two main contributions of this article are a flexible team agent structure and a method for inter-agent communication. First, the team agent structure allows agents to capture and reason about team agreements. We achieve collaboration between agents through the introduction of formations. A formation decomposes the task space defining a set of roles. Homogeneous agents can flexibly switch roles within formations, and agents can change formations dynamically, according to pre-defined triggers to be evaluated at run-time. This flexibility increases the performance of the overall team. Our teamwork structure further includes pre-planning for frequently occurring situations. Second, the communication method is designed for use during the low-communication periods in PTS domains. It overcomes the obstacles to inter-agent communication in multi-agent environments with unreliable, single-channel, high-cost, low-bandwidth communication. We fully implemented both the flexible teamwork structure and the communication method in the domain of simulated robotic soccer, and conducted controlled empirical experiments to verify their effectiveness. In addition, our simulator team made it to the semi-finals of the RoboCup-97 competition, in which 29 teams participated. It achieved a total score of 67–9 over six different games, and successfully demonstrated its flexible teamwork structure and inter-agent communication.  相似文献   

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