首页 | 本学科首页   官方微博 | 高级检索  
相似文献
 共查询到20条相似文献,搜索用时 15 毫秒
1.
This article reports two studies examining how the use of computer technology affects writers' processes and resulting written products. The first experiment, a partial replication of Gould's (1981) study, compared the efficiency and quality of 15 experienced writers' persuasive letters written in three counterbalanced conditions: pen and paper, standard personal computer, and advanced workstation. Analyses of time to compose and length of the resulting letters showed that when composing with the advanced work-stations, writers wrote for longer periods of time and composed longer letters than when composing with pen and paper. Rate of composition (words per min) was similar in all three conditions. Scores for content quality, mechanics quality, and total quality were also collected and analyzed. Letters composed with the personal computer were poorer in content quality and total quality. There were no differences in mechanics quality. In the second experiment, 8 of the original 15 writers revised two of their letters in the medium with which they were composed. Think-aloud protocols collected while the writers revised their letters were collected and analyzed. When revising with pen and paper, writers planned more than when revising on-line; they also planned more before beginning their revisions. However, when revising in the computer conditions, writers reread their texts more and paid more attention to the medium than when revising on paper.  相似文献   

2.
3.
The main theme of the paper is the opportunities that are available for the operator/pilot to be in control of a complex system. Results of empirical studies indicate that the development of competence in operators is neglected in many cases, creating difficulties for operators who are required to solve problems in disturbances and in emergency situations. Further, the participation of the end-users in the design of a new system is rarely considered, be it an industrial system or an aviation system. Examples from highly automated systems in industry will be given, as well as an analysis of an aircraft accident.  相似文献   

4.
5.
U.S. legislation provides protection to database contents by intellectual property rights (IPRs) only if “a minimal degree of creativity” was involved in their creation. Although data collection may involve significant investments, factual content is not protected.  相似文献   

6.
Using social media in business, referred to as social business, is exploding. In reviewing past research according to brand-driving efforts for products, customers, employees, and business partners, we find a focus on benefits, with little attention to risks. Seemingly disregarded in the IS literature is the risk of electronic discovery resulting from legal actions. We categorize and exemplify risks, while analyzing the legal risk. We conclude by providing recommendations for practice and directions for future research.  相似文献   

7.
8.
Does communication on social network sites (SNSs) or instant messengers (IMs) reinforce or displace face‐to‐face (FtF) communication, and how do the 3 channels affect loneliness and life satisfaction? Using cross‐lagged structural equation modeling in a longitudinal and representative sample from Germany, we found that SNS communication increased both FtF and IM communication 6 months later. Likewise, IM communication at T1 increased SNS communication at T2. FtF, SNS, and IM communication did not affect loneliness, and FtF and IM communication did not change life satisfaction. However, communication on SNSs slightly increased life satisfaction. Thus, the data indicated that conversing via SNSs and IM has a mainly reinforcing effect and that communicating via SNSs can enhance life satisfaction several months later.  相似文献   

9.
《Computers & Education》2013,60(4):1339-1349
Adolescents spend a substantial part of their leisure time with playing games and using social media such as Facebook. The present paper examines the link between adolescents' computer and Internet activities and computer literacy (defined as the ability to work with a computer efficiently). A cross-sectional study with N = 200 adolescents, aged 17 on average, was conducted. Hierarchical regression analyses showed that an increase in time spent playing games on a PC/Mac was related to higher scores on practical and theoretical computer knowledge. Moreover, practical computer knowledge was higher for adolescents who liked playing shooters, fantasy games, or Facebook-games. Frequency of social media use was associated with higher scores in practical computer knowledge. A bootstrap analysis indicated that this relationship was mediated by a decrease in computer anxiety, not by more positive attitudes toward the computer. Gender yielded substantial main effects on the media literacy variables but the associations between the computer and Internet activities and the literacy aspects were similar for boys and girls. This study is expected to encourage future longitudinal research on adolescents' incidental learning during leisure time computer and Internet activities.  相似文献   

10.
Adolescents spend a substantial part of their leisure time with playing games and using social media such as Facebook. The present paper examines the link between adolescents' computer and Internet activities and computer literacy (defined as the ability to work with a computer efficiently). A cross-sectional study with N = 200 adolescents, aged 17 on average, was conducted. Hierarchical regression analyses showed that an increase in time spent playing games on a PC/Mac was related to higher scores on practical and theoretical computer knowledge. Moreover, practical computer knowledge was higher for adolescents who liked playing shooters, fantasy games, or Facebook-games. Frequency of social media use was associated with higher scores in practical computer knowledge. A bootstrap analysis indicated that this relationship was mediated by a decrease in computer anxiety, not by more positive attitudes toward the computer. Gender yielded substantial main effects on the media literacy variables but the associations between the computer and Internet activities and the literacy aspects were similar for boys and girls. This study is expected to encourage future longitudinal research on adolescents' incidental learning during leisure time computer and Internet activities.  相似文献   

11.
Cyberbullying, or online aggression, is an issue of increasing concern, however little research has been conducted on the motivations underlying this form of aggression. Using a mixed-method approach, by means of survey and interview data, we explored whether online aggressive acts were motivated by proactive (intentionally aggressing to obtain a resource or a goal), and/or reactive (aggression that occurs in reaction to provocation) reasons. Participants for the survey portion of the study included 733 adolescents between the ages of 10 and 18, while a subset of 15 adolescents participated in semi-structured interviews. Factor analysis revealed that, in contrast to traditional forms of bullying, adolescents do not identify themselves according to the role they played in an internet aggressive situation (i.e. bully, victim, witness), but according to the method of aggression they used (i.e. sending mean messages, posting embarrassing photos, and developing hostile websites). More interestingly, regression analyses demonstrated that motivations for aggressing online also varied according to method of aggression rather than role. For example, adolescents who chose to aggress by posting mean messages or posting embarrassing photos were more likely to do so for reactive reasons, while adolescents who spent time creating hostile websites did so for proactive reasons.  相似文献   

12.
Case-based reasoning (CBR) is used when generalized knowledge is lacking. The method works on a set of cases formerly processed and stored in the case base. A new case is interpreted based on its similarity to cases in the case base. The closest case with its associated result is selected and presented as output of the system. Recently, dissimilarity-based classification (DSC) has been introduced due to the curse of dimensionality of feature spaces and the problem arising when trying to make image features explicitly. The approach classifies samples based on their dissimilarity value to all training samples. In this paper we are reviewing the basic properties of these two approaches. We show the similarity of dissimilarity-based classification to case-based reasoning. Finally, we conclude that dissimilarity-based classification is a variant of case-based reasoning and that most of the open problems in dissimilarity-based classification are research topics of case-based reasoning.  相似文献   

13.
14.
Evidence of cyber activities in developing nations has renewed discourse on users’ intention to protect information in the global economy. We present a context theorization in which espoused individualism–collectivism and uncertainty avoidance are posited as antecedents to an individual’s threat and coping appraisal toward protecting information. We tested our model with data from the United States and Ghana, countries that generally differ on cultural values. Individualism–collectivism and uncertainty avoidance significantly affect threat and coping appraisals with uncertainty avoidance demonstrating slightly stronger effect. Path estimate comparisons between Ghana and the United States show significant differences for all of the structural paths.  相似文献   

15.
Population ageing is, in the first instance, a demographic phenomenon; although its consequences go far beyond demography. But the future trends of ageing are not yet known and many of the consequences of ageing will depend on the future speed and extent of ageing. Here we summarize what is already known and what is not yet known about future ageing trends in different parts of the world. We do this through the means of new probabilistic population forecasts. The section ‘New Regional and Global Probabilistic Population Forecasts’ presents the results of those forecasts. They confirm the earlier finding (Lutz et al., Nature, 412(6846), 543–545, 2001a) that it is highly likely that the world’s population growth will come to the end during this century. The following four sections present results for proportions of populations 60+, old age dependency ratios, proportions 80+ and average ages. In the section ‘New Measures of Ageing’, we analyse a new measure of ageing that takes life expectancy changes into account.  相似文献   

16.
Abstract

JAVA ESSENTIALS FOR C AND C++ PROGRAMMERS. Boone, Barry. Reviewed by Baary Boone

CGI PROGRAMMING IN C &; PERL. Boutell, Thomas. Reviewed by Thomus Bueell

DO-IT-YOURSELF WEB PUBLISHING WITH WORD. Dornfest, Asha. Reviewed by Asha Dornfest

THE INTERNET INSTANT REFERENCE. 3rd ed. Hoffman, Paul E. Reviewed by Paul E. Hoffman

ONLINE LAW: THE SPA'S LEGAL GUIDE TO DOING BUSINESS ON THE INTERNET. Edited by Smedinghoff, Thomas J. Reviewed by Thomus J. Smedinghoff

PROGRAMMING INTELLIGENT AGENTS FOR THE INTERNET. Watson, Mark. Reviewed by Mark Watson  相似文献   

17.
18.
This study aimed at determining the user preferences and satisfaction concerning three-dimensional product representations in business-to-consumer electronic commerce. An experiment was designed and conducted on 20 college-age electronic shoppers to determine the user preference and satisfaction issues concerning two-dimensional (2D), three-dimensional low-interaction (3DL), and three-dimensional high-interaction (3DH) product representations. A valid and reliable survey with 0.89 Cronbach's alpha internal reliability coefficient was presented to participants after they completed tasks on each product representation type. Results indicated that participants found the 3D representations (both low and high interaction) more detailed, easier and more fun to use, more accurate, and carrying more information than 2D representations. It was concluded that 3D representations in general resulted in higher satisfaction for the shoppers. Future studies can be conducted to determine the business aspects of different product representations as well as human information visualization and processing issues relating to product representations in electronic commerce.  相似文献   

19.
Four types of advanced cockpit systems were tested in an in-flight experiment for their effect on pilot workload and error. Twelve experienced pilots flew conventional cockpit and advanced cockpit versions of the same make and model airplane. In both airplanes, the experimenter dictated selected combinations of cockpit systems for each pilot to use while soliciting subjective workload measures and recording any errors that pilots made. The results indicate that the use of a GPS navigation computer helped reduce workload and errors during some phases of flight but raised them in others. Autopilots helped reduce some aspects of workload in the advanced cockpit airplane but did not appear to reduce workload in the conventional cockpit. Electronic flight and navigation instruments appeared to have no effect on workload or error. Despite this modest showing for advanced cockpit systems, pilots stated an overwhelming preference for using them during all phases of flight.  相似文献   

20.
It is customary to use open-system trace-driven simulations to evaluate the performance of parallel-system schedulers. As a consequence, all schedulers have evolved to optimize the packing of jobs in the schedule, as a means to improve a number of performance metrics that are conjectured to be correlated with user satisfaction, with the premise that this will result in a higher productivity in reality. We argue that these simulations suffer from severe limitations that lead to suboptimal scheduler designs and to even dismissing potentially good design alternatives. We propose an alternative simulation methodology called site-level simulation, in which the workload for the evaluation is generated dynamically by user models that interact with the system. We present a novel scheduler called CREASY that exploits knowledge on user behavior to directly improve user satisfaction and compare its performance to the original packing-based EASY scheduler. We show that user productivity improves by up to 50 percent under the user-aware design, while according to the conventional metrics, performance may actually degrade.  相似文献   

设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号