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1.
A model of online reading engagement is outlined. This model proposes that online reading engagement predicts dedication in digital reading. Dedication in digital reading according to the model is reflected in task-adaptive navigation, and task-adaptive navigation predicts digital reading performance over and above print reading skill. Information engagement is assumed to positively predict task-adaptive navigation, while social engagement is assumed to negatively predict task-adaptive navigation. These hypotheses were tested using OECD PISA 2009 Digital Reading Assessment data from 17 countries and economies (N = 29,395). Individual task responses served as the primary unit of analysis. Linear mixed models were used to predict navigation behavior from the interaction of information and social online reading engagement with navigation demands. High information engagement was associated with more task-adaptive navigation behavior, as shown by significant positive interactions between information engagement and tasks’ navigation demands. In contrast, high social engagement was associated with less adaptive navigation behavior, as shown by negative interactions between social engagement and navigation demands. Generalized linear mixed models were used to predict task performance by the interaction of navigation demands and navigation behavior. Adaptive navigation behavior predicted digital reading task performance, as shown by significant interactions between navigation behavior and navigation demands. These results are in support of the proposed model of online reading engagement.  相似文献   

2.
Sponsored recommendation blog posts, a form of online consumer review, are blog articles written by bloggers who receive benefits from sponsoring marketers to review and promote products on their personal blog. Because national regulations require that marketer sponsorship must be revealed in the blog post, sponsored recommendation posts can no longer conceal their marketing intent. Consumer’s attitudes toward sponsored recommendation posts are thus a vital issue in assessing the effectiveness of the advertisement. This study uses a 2(sponsorship type) × 2(product type) × 2(brand awareness) experimental design and a total of 613 valid samples to examine consumer attitudes toward sponsored recommendation posts and purchase intention. The results show that when products recommended in blog posts are search goods or have high brand awareness, consumers have highly positive attitudes toward sponsored recommendation posts, which improves purchase intention. The directly-monetary/indirect-monetary benefits received by the bloggers have no significant effect on readership attitudes. Using these features in blog writings appears to improve online readers’ trust toward and the credibility of sponsored recommendation posts and thus can be a vital online marketing tool for marketers.  相似文献   

3.
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   

4.
This paper investigates how personal privacy behavior and confidence differ by gender, focusing on the dimensions of online privacy data protection and release. A hierarchical regression analysis of cross-sectional survey of a national sample (n = 419) revealed that men and women differed on the level of privacy protection; however, gender had no direct effect on the extent to which data release was exercised. Additionally, gender had a positive association with confidence in privacy protection, but not in the dimension of release. Our study suggests that the gender may affect subjective well-being of online privacy and potentially exacerbate the disparity rooted in socialization of gender. Implications of the findings are discussed in light of Internet access, skill and effort required for building and maintaining privacy, and the important role played by gender in indicating the need for gender-sensitive policy awareness.  相似文献   

5.
Social networking sites (SNS) provide opportunities for mood management through selective exposure. This study tested the prediction that negative mood fosters self-enhancing social comparisons to SNS profiles. Participants were induced into positive or negative moods and then browsed manipulated profiles on an experimental SNS. Profiles varied in a 2 × 2 within-subjects design along two dimensions, ratings of career success and attractiveness, allowing for upward comparisons (high ratings) and downward comparisons (low ratings). Selective exposure was measured in seconds spent viewing profiles. Negative mood led to less exposure to upward comparisons and more to downward comparisons than positive mood. The comparison dimension did not influence selective exposure. Thus, in a negative mood, SNS users prefer self-enhancing social comparisons to manage their mood.  相似文献   

6.
《Applied Soft Computing》2008,8(1):722-733
The Kalman filter (KF) has been implemented as the primary integration scheme of the global positioning system (GPS) and inertial navigation systems (INS) for many land vehicle navigation and positioning applications. However, it has been reported that KF-based techniques have certain limitations, which reflect on the position error accumulation during GPS signal outages. Therefore, this article exploits the idea of incorporating artificial neural networks to develop an alternative INS/GPS integration scheme, the intelligent navigator, for next generation land vehicle navigation and positioning applications. Real land vehicle test results demonstrated the capability of using stored navigation knowledge to provide real-time reliable positioning information for stand-alone INS-based navigation for up to 20 min with errors less than 16 m (as compared to 2.6 km in the case of the KF). For relatively short GPS outages, the KF was superior to the intelligent navigator for up to 30 s outages. In contrast, the intelligent navigator was superior to the KF when the length of GPS outages was extended to 90 s. The average improvement of the intelligent navigator reached 60% in the latter scenario. The results presented in this article strongly indicate the potential of including the intelligent navigator as the core algorithm for INS/GPS integrated land vehicle navigation systems.  相似文献   

7.
This study investigated whether assigning students summarizing roles in online discussions during specific weeks affects how they attend to the posts of others while playing the role, and in subsequent discussion weeks. Thirty-three students in a large undergraduate course on educational psychology were assigned one of two summarizing roles (Synthesizer, Wrapper) on a rotating basis during six week-long small-group online discussions; demographic and log-file data were collected (N = 198 student-weeks). Multilevel, cross-classification modeling revealed that assigning students summarizing roles increased the breadth of their listening during in-role weeks, but the effect was only weakly sustained after the role was completed. Students taking the Synthesizer role showed some increased depth of listening during in-role weeks but not post-role weeks. Other post-role behavior changes (a reduced number of sessions and review of posts) suggest unintended negative side effects of a role-rotation strategy, possibly due to post-role abdication of responsibility.  相似文献   

8.
《Computers & Education》2008,50(4):1037-1065
This study investigated the effects of visualization of participation during computer-supported collaborative learning (CSCL). It is hypothesized that visualization of participation could contribute to successful CSCL. A CSCL-environment was augmented with the Participation Tool (PT). The PT visualizes how much each group member contributes to his or her group’s online communication. Using a posttest-only design with a treatment (N = 52) and a control group (N = 17), it was examined whether students with access to the PT participated more and more equally during collaboration, reported higher awareness of group processes and activities, collaborated differently, and performed better than students without access to the PT. The results show that students used the PT quite intensively. Furthermore, compared to control group students, treatment group students participated more and engaged more in coordination and regulation of social activities during collaboration by sending more statements that addressed the planning of social activities. However, equality of participation, awareness of group processes and quality of the group products was not higher in the treatment condition. Still, the results of this study demonstrate that visualization of participation can contribute to successful CSCL.  相似文献   

9.
To solve the speaker independent emotion recognition problem, a three-level speech emotion recognition model is proposed to classify six speech emotions, including sadness, anger, surprise, fear, happiness and disgust from coarse to fine. For each level, appropriate features are selected from 288 candidates by using Fisher rate which is also regarded as input parameter for Support Vector Machine (SVM). In order to evaluate the proposed system, principal component analysis (PCA) for dimension reduction and artificial neural network (ANN) for classification are adopted to design four comparative experiments, including Fisher + SVM, PCA + SVM, Fisher + ANN, PCA + ANN. The experimental results proved that Fisher is better than PCA for dimension reduction, and SVM is more expansible than ANN for speaker independent speech emotion recognition. The average recognition rates for each level are 86.5%, 68.5% and 50.2% respectively.  相似文献   

10.
Social media, such as Facebook and Twitter, have become extremely popular. Facebook, for example, has more than a billion registered users and thousands of millions of units of information are shared every day, including short phrases, articles, photos, and audio and video clips. However, only a tiny proportion of these sharing units trigger any type of knowledge exchange that is ultimately beneficial to the users. This study draws on the theory of belonging and the intrinsic motivation of altruism to explore the factors contributing to knowledge sharing behavior. Using a survey of 299 high school students applying for university after the release of the public examination results, we find that perceived online attachment motivation (β = 0.31, p < 0.001) and perceived online relationship commitment (β = 0.49, p < 0.001) have positive, direct, and significant effects on online knowledge sharing (R2 0.568). Moreover, when introduced into the model, altruism has a direct and significant effect on online knowledge sharing (β = 0.46, p < 0.001) and the total variance explained by the extended model increases to 64.9%. The implications of the findings are discussed.  相似文献   

11.
ContextMisuse case modeling is a well-known technique in the domain of capturing and specifying functional security requirements. Misuse case modeling provides a mechanism for security analysts to consider and account for security requirements in the early stages of a development process instead of relying on generic defensive mechanisms that are augmented to software systems towards the latter stages of development.ObjectiveMany research contributions in the area of misuse case modeling have been devoted to extending the notation to increase its coverage of additional security related semantics. However, there lacks research that evaluates the perception of misuse case models by its readers. A misread or misinterpreted misuse case model can have dire consequences downstream leading to the development of an insecure system.MethodThis paper presents an assessment of the design of the original misuse case modeling notation based on the Physics of Notations framework. A number of improvements to the notation were suggested. A survey and a controlled experiment were carried out to compare the cognitive effectiveness of the new notation in comparison to the original notation.ResultsThe survey had 55 participants for have mostly indicated that the new notation is more semantically transparent than the original notation. The results of the experiment show that subjects reading diagrams developed using the new notation performed their tasks an average 6 min quicker, while in general the subjects performed their tasks in approximately 14.5 min. The experimental tasks only required subjects reading diagrams and not creating them.ConclusionThe main finding of this paper is that the use of colors and icons has improved the readability of misuse case diagrams. Software engineering notations are usually black and white. It is expected that the readability of other software notations will improve if they utilize colors and icons.  相似文献   

12.
Among various interface cues, expertise, identity, and bandwagon cues have been consistently found to have significant effects on media users’ perceptions of online news content. To examine the effects of these three types of heuristic cues in the context of online news consumption, the current study involved a 2 (expertise cue: low vs. high) × 2 (identity cue: in-group vs. out-group) × 2 (bandwagon cue: low vs. high) online experiment. A total of 121 undergraduate students participated in the study. Significant two-way interaction effects between the expertise and bandwagon cues on perceived credibility suggested the positive combined effect of these two cues. Moreover, significant three-way interaction effects among expertise, identity and bandwagon cues indicated that the interaction effects between expertise and bandwagon cues tend to work as a function of the identity cue. While confirming the importance of the identity cue in users’ perceptions of online news, three-way interaction effects confirmed the co-occurrence of heuristic and systematic processing. The interaction effects also suggested that people process news systematically when the recommenders are out-group members, whereas they process news heuristically when the recommenders are in-group members. Theoretical as well as practical implications have also been discussed in this article.  相似文献   

13.
The aim of the present research was to develop pop-up windows that motivate users and evoke a positive user experience. Several variants of achievement eliciting pop-ups were designed and tested on a real business-website. A pre-test examined the effectiveness of 24 combinations of pictures and words in eliciting achievement motivation. The strongest effects on user experience were found for pop-ups containing a congruent achievement-related picture and word. The three pop-up variants with the most positive ratings were employed in a subsequent experiment.The main experiment tested the effects of a sequence of three pop-ups that were presented on a website. We had three conditions with different display times of the sequence of pop-ups. They were presented to 78 website-users for either 1, 2 or 3 s, and compared to a control group on subsequent motivation-related ratings. The results demonstrated that the website was stronger associated with achievement motivation if pop-ups were presented for only 1 or 2 s, compared with 3 s or the control group. This indicates that short presentations of pop-ups could activate achievement motivation in users of learning and business websites. It could be an important design guideline to flash shorter pop-ups that make online environments more appealing to users.  相似文献   

14.
This paper deals with the development of acoustic source localization algorithms for service robots working in real conditions. One of the main utilizations of these algorithms in a mobile robot is that the robot can localize a human operator and eventually interact with him/herself by means of verbal commands. The location of a speaking operator is detected with a microphone array based algorithm; localization information is passed to a navigation module which sets up a navigation mission using knowledge of the environment map. In fact, the system we have developed aims at integrating acoustic, odometric and collision sensors with the mobile robot control architecture. Good performance with real acoustic data have been obtained using neural network approach with spectral subtraction and a noise robust voice activity detector. The experiments show that the average absolute localization error is about 40 cm at 0 dB and about 10 cm at 10 dB of SNR for the named localization. Experimental results describing mobile robot performance in a talker following task are reported.  相似文献   

15.
Sunk costs, which can cause inconsistencies between consumer behavior and economic theory, have been widely studied in different research areas and among various consumer groups. Nevertheless, the authors found that to date there has been no empirical research examining how sunk costs affect consumer behavior with regard to online shopping in different product types. Therefore, this study used the following 2 × 2 × 2 experimental design to study the effects of sunk costs on consumers’ online shopping decisions. The results show that (1) sunk costs have significant effects on consumer online shopping behavior. However, due to the different product characteristics, the impacts were weaker effective when consumers bought search goods than when they purchased experience goods; (2) the sunk costs (Membership fee vs. Deposit) of an initial choice and a new choice had interaction effects on consumer intention to purchase a new product; and (3) the sunk costs and service quality of an initial choice and new choice would affect the level of regret felt with regard to the consumer’s initial choice. In addition, some recommendations on market positioning and service quality design are made, which practitioners can refer to when formulating marketing strategies.  相似文献   

16.
At the Ejby Mølle WWTP in Odense Denmark a software sensor predicts the ammonium and nitrite + nitrate concentration in real-time based on ammonium and redox potential measurements. The predicted ammonium concentration is used to control the length of the nitrification phase in a Biodenipho® activated sludge unit because the software sensor has a shorter response time and a better up-time than the ammonium meter. The software sensor simplifies meter service and can reduce maintenance costs. The computed nitrite + nitrate concentration is an added benefit of the software sensor. On 4 different days, series of grab samples of the mixed liquor were collected in the aeration tanks. The average difference between the ammonium concentrations in the grab samples and the predicted ammonium concentration was 0.2 mgN L?1 and the average difference between the predicted and the measured nitrite + nitrate concentration was 0.3 mgN L?1. The agreement between the predicted and the measured ammonium concentration in the grab samples was better than the agreement between the ammonium meter and the grab samples. This was due to the shorter response time of the software sensor compared with the ammonium meter.  相似文献   

17.
Generating stereoscopic 3D (S3D) content is expensive, so industry producers sometimes attempt to save money by including brief sections of 2D content displayed with a uniform disparity, i.e. the 2D image is geometrically shifted behind the screen plane. This manipulation is believed to produce an illusion of depth which, while not as powerful as true S3D, is nevertheless more compelling than simple 2D. Our study examined whether this belief is correct. 30 s clips from a nature documentary were shown in the original S3D, in ordinary 2D and in shifted versions of S3D and 2D. Participants were asked to determine the impression of depth on a 7 point Likert scale. There was a clear and highly significant difference between the S3D depth perception (mean 6.03) and the shifted 2D depth perception (mean 4.13) (P = 0.002, ANOVA). There was no difference between ordinary 2D presented on the screen plane, and the shifted 2D. We conclude that the shifted 2D method not only fails to mimic the depth effect of true S3D, it in fact has no benefit over ordinary 2D in terms of the depth illusion created. This could impact viewing habits of people who notice the difference in depth quality.  相似文献   

18.
Two experiments were designed to replicate and extend [Lindgaard et al.'s, 2006. Attention web designers: you have 50 ms to make a good first impression! Behaviour and Information Technology 25(2), 115–126] findings that users can form immediate aesthetic impression of web pages, and that these impressions are highly stable. Using explicit (subjective evaluations) and implicit (response latency) measures, the experiments demonstrated that, averaged over users, immediate aesthetic impressions of web pages are remarkably consistent. In Experiment 1, 40 participants evaluated 50 web pages in two phases. The average attractiveness ratings of web pages after a very short exposure of 500 ms were highly correlated with average attractiveness ratings after an exposure of 10 s. Extreme attractiveness evaluations (both positive and negative) were faster than moderate evaluations, landing convergent evidence to the hypothesis of immediate impression. The findings also suggest considerable individual differences in evaluations and in the consistency of those evaluations. In Experiment 2, 24 of the 50 web pages from Experiment 1 were evaluated again for their attractiveness after 500 ms exposure. Subsequently, users evaluated the design of the web pages on the dimensions of classical and expressive aesthetics. The results showed high correlation between attractiveness ratings from Experiments 1 and 2. In addition, it appears that low attractiveness is associated mainly with very low ratings of expressive aesthetics. Overall, the results provide direct evidence in support of the premise that aesthetic impressions of web pages are formed quickly. Indirectly, these results also suggest that visual aesthetics plays an important role in users’ evaluations of the IT artifact and in their attitudes toward interactive systems.  相似文献   

19.
《Displays》2014,35(2):84-89
Common projection optics use Köhler illumination to achieve a required lighting. These systems always prevent the realization of a compact optical configuration along with a high lumen output. Based on conventional Köhler illumination, a modified Köhler illumination system for LED-based projection display is presented in this paper, which can significantly reduce the system volume while allowing for adequate and homogeneous illumination. Equipped with the proposed system, a pocket-sized CF-LCoS projector with a physical dimension of 27.4 mm × 19.4 mm × 9.6 mm is designed, simulated and analyzed. Compared to conventional approaches, this design could offer an average 43% volume reduction with acceptable tolerance. To the best of our knowledge, the screen uniformity of 90.2% and the light efficiency of 56.5% are competitive as compared with those of the currently commercialized pocket-sized CF-LCoS projectors.  相似文献   

20.
Many MMORPG offer players the possibility to become a member of a guild, a hierarchical organization of characters with common objectives. Guild membership can be beneficial to game progress, and offer opportunities for social interaction. In the current study we focus on the MMORPG World of Warcraft (WoW), with the main aim to examine whether guild commitment and players’ intention to remain in their guild can be predicted by players’ satisfaction, investments, and perceptions of alternatives to their guild. To this end, 165 WoW players completed an online questionnaire and answered questions related to their guild membership. They also completed the investment model scale which was reworded so all questions pertained to their guild and their fellow guild members. Results show that satisfaction level, quality of alternatives, and investment size significantly predict commitment level (p’s < .001), which in turn predicted likelihood of participants’ staying with their current guild (p < .001) and the number of guilds they had been a member of in the past (p < .001). Moreover, high levels of guild commitment were indicative of better mental health, whereas weekly hours of game play was negatively related to mental health. In the discussion, we conclude that interdependence theory and the investment model of commitment are applicable to online gaming environments, and we argue that commitment to one’s guild is one factor that could prevent the risks associated with online game play (i.e. problematic use).  相似文献   

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