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1.
Social TV, a new interactive television service, has been rapidly developing. With the conceptual model of sociability, this study empirically investigates the effects of perceived sociability on the motivations and attitudes toward Social TV. A model is created to validate the relationship of perceived sociality to social presence, usability, and intention. Empirical findings show the key influence of sociability on users’ acceptance and intent to continue using Social TV. Implications of the findings are discussed in terms of building a theory of sociability and providing practical insights into developing a meaningful sociable TV interface. 相似文献
2.
本文旨在探讨如何使用Skype公司提供的二次软件开发包SkypeKit来开发具备音频和视频功能的即时通讯系统。介绍Skype的工作原理及使用SkypeKit开发的主要步骤和典型功能。操作系统平台为Windows,开发环境为Visual Studio 2008,开发语言为C++。 相似文献
3.
Investigating factors that influence social presence and learning outcomes in distance higher education 总被引:1,自引:0,他引:1
There are many factors that influence distance learning especially in higher education where collaborative and communicative discourse is necessary for pursuing knowledge. Social presence, among other factors, is an important concept to be facilitated, developed and sustained in distance higher education as it promotes and supports discourse based learning. This study examines the relationship among demographic and other variables, social presence and learning satisfaction. Results showed demographic variables, such as gender, online learning experience and work status were not significant factors in terms of influencing on either social presence or learning satisfaction. While media integration and instructor’s quality teaching were significant predictors of both social presence and learning satisfaction, interactivity among participants was a predictor of social presence but not of learning satisfaction. Along with the study findings, some implications were discussed for online learning practitioners in higher education setting. 相似文献
4.
周建军 《数字社区&智能家居》2006,(9):80-81
基于网络的协同工作是办公自动化的高层次应用,也是其发展的趋势。而计算机通信交流技术则是网络协同办公的技术的核心。本文介绍了计算机通信交流技术在协同办公中的作用,进而对其最基础与重要的的即时通讯技术进行概述,介绍了局域网即时通讯技术的主流技术,并给出了架构实例。 相似文献
5.
企业级即时通讯技术及其应用 总被引:1,自引:0,他引:1
周建军 《数字社区&智能家居》2006,(26)
基于网络的协同工作是办公自动化的高层次应用,也是其发展的趋势。而计算机通信交流技术则是网络协同办公的技术的核心。本文介绍了计算机通信交流技术在协同办公中的作用,进而对其最基础与重要的的即时通讯技术进行概述,介绍了局域网即时通讯技术的主流技术,并给出了架构实例。 相似文献
6.
Many of the instruments for measuring user-perceived system quality and user information satisfaction were developed in the context of mainframe, PC and wire-based technologies of a bygone era. With the proliferation of wireless technologies, users are increasingly interfacing and interacting with mobile commerce (m-commerce) systems. It is therefore important to develop new instruments and scales, which are directly targeted for these new interfaces and applications. User satisfaction is commonly acknowledged as one of the useful proxy measures of system success. This study addresses the concern for an effective m-commerce system design by means of the conceptualization and measurement of an m-commerce user satisfaction (MCUS) construct. In this article, we introduce and define this construct of MCUS, provide empirical validation of the construct and its underlying dimensionality, develop a standardized instrument with desirable psychometric properties for measuring MCUS, and explore the measure’s theoretical and practical application. This empirically validated instrument will be useful to researchers in developing and testing m-commerce systems theories, as well as to organizations in designing better-accepted m-commerce systems. 相似文献
7.
《International journal of human-computer studies》2013,71(9):919-932
Modern mobile devices support accessing Web-based social networking services from the user interface (UI) of Web browsers, applications, and mobile widgets. While effectively accessing these services, people may find it tedious to switch between multiple user interfaces in order to be aware of the latest content. Aiming for an improved user experience, we experimented with integration of these services into mobile devices' main user interface. The integrated content is presented beyond application silos and automatically filtered to highlight the relevant elements. A mobile system called LinkedUI was developed and deployed in one lab test and one field study. Three findings emerge from these studies. Firstly, it is feasible to construct an alternative device UI that supports integration of Web content across applications and services via hyperlinking. Time, publisher (e.g., contacts), content types, and geographical locations are key dimensions for association of content. Secondly, the alternative device UI enables better usability of accessing social networking services than accessing them from individual Web sites on mobile devices. It helps people to be aware of the latest content during microbreaks. Thirdly, automatic filtering, on the basis of one user's data, is one promising approach to identifying relevant content. Given filtered content, most people using the automatic filtering approved the functionality and experienced a better sense of control that is arguably due to the reduced information volume. 相似文献
8.
《Behaviour & Information Technology》2012,31(10):1060-1073
A significant body of research examines media use and user satisfaction, and these studies are mostly focused on the choice of a specific media. The purpose of the present study is to investigate the effects of media capabilities and individual characteristics on social presence, and the subsequent impact on user satisfaction. Drawing on Media Synchronicity Theory, we propose a research model that identifies five physical media capabilities as the determinants of social presence (i.e. the degree to which individuals feel connected to others in online communities), and we then assess the effect of social presence on user satisfaction. Our results suggest that (1) certain media capabilities and (2) extraversion have a positive impact on whether individuals feel connected to others in online communities (i.e. computer-mediated communications). In addition, our moderation analysis shows that extraversion affects social presence differently across communication tasks, suggesting that social presence is a result of the dynamic interaction between media capabilities, the individual, and the task. These results should be of interest to organisations that rely upon virtual meetings to accomplish tasks, as well as to media developers who seek media capabilities that promote a feeling of connected communication between individuals in virtual space. 相似文献
9.
Sari Kujala Virpi RotoKaisa Väänänen-Vainio-Mattila Evangelos KarapanosArto Sinnelä 《Interacting with computers》2011,23(5):473-483
The goal of user experience design in industry is to improve customer satisfaction and loyalty through the utility, ease of use, and pleasure provided in the interaction with a product. So far, user experience studies have mostly focused on short-term evaluations and consequently on aspects relating to the initial adoption of new product designs. Nevertheless, the relationship between the user and the product evolves over long periods of time and the relevance of prolonged use for market success has been recently highlighted. In this paper, we argue for the cost-effective elicitation of longitudinal user experience data. We propose a method called the “UX Curve” which aims at assisting users in retrospectively reporting how and why their experience with a product has changed over time. The usefulness of the UX Curve method was assessed in a qualitative study with 20 mobile phone users. In particular, we investigated how users’ specific memories of their experiences with their mobile phones guide their behavior and their willingness to recommend the product to others. The results suggest that the UX Curve method enables users and researchers to determine the quality of long-term user experience and the influences that improve user experience over time or cause it to deteriorate. The method provided rich qualitative data and we found that an improving trend of perceived attractiveness of mobile phones was related to user satisfaction and willingness to recommend their phone to friends. This highlights that sustaining perceived attractiveness can be a differentiating factor in the user acceptance of personal interactive products such as mobile phones. The study suggests that the proposed method can be used as a straightforward tool for understanding the reasons why user experience improves or worsens in long-term product use and how these reasons relate to customer loyalty. 相似文献
10.
Consumers increasingly rely on online reviews to make purchase decisions. However, the process through which consumers are influenced by online reviews is not well understood. To fill the gap, we apply the social influence theory to theoretically explain and analyze this opinion change process. Specifically, we identify antecedents and consequences of two types of social influence from online user reviews: informational and value-expressive influence. From a survey conducted in a controlled laboratory environment, we found that perceived review quality positively impacts informational influence, while perceived review quality, consistency, and social presence jointly impact value-expressive influence. Interestingly, informational influence impacts both perceived decision quality and perceived usefulness of the website, while value-expressive influence only impacts perceived usefulness of the website. Surprisingly, consumer characteristics, including prior product expertise and self-monitoring, do not have significant effects on the formation of social influence online. 相似文献
11.
A closer look on social presence as a causing factor in computer-mediated collaboration 总被引:1,自引:0,他引:1
Miriam WeinelMaria Bannert Jörg ZumbachH. Ulrich Hoppe Nils Malzahn 《Computers in human behavior》2011,27(1):513-521
So far, research in computer-mediated collaboration has investigated various factors influencing the amount of social presence experienced in online settings. This experimental study broadens the perspective and investigates social presence as a causing factor on participants’ perception on task, medium and collaboration. Therefore an experiment with between subject design was conducted, with manipulation of three different levels of social presence: Full (f2f), medium online and low social presence (each n = 20). Participants had to solve an online puzzle in dyads.Findings mainly confirm a favourable influence of social presence on the perception of task and collaboration. Additionally, this study supports the importance of considering the reciprocal nature of social presence. 相似文献
12.
《Ergonomics》2012,55(13-14):1441-1461
A fundamental assumption in this paper is that user satisfaction depends on product design. The approach consists of 5 steps: (1) define user satisfaction, (2) decompose product design elements, (3) conduct experiments, (4) develop relationship models, and (5) analyse critical design features. In order to demonstrate the practicability of this approach, relationship models were developed based on experimental data using a total of 60 subjects (30 American and 30 Korean subjects). In addition, critical design features and their common properties were identified for audio/visual consumer products. Similarities and differences between American and Korean consumers were discussed. The resulting relationship models can be used to predict user satisfaction and provide significant remedies for design change. 相似文献
13.
Question Answering Systems (QAS) are receiving increasing attention from IS researchers, particularly those in the information retrieval and natural language processing communities. Evaluation of an IS's success and user satisfaction are important issues, especially for emerging online service systems using the Internet. Although many QAS have been implemented, little work has been done on the development of an evaluation model for them. Our purpose was to develop a validated instrument to measure user satisfaction with QAS (USQAS). The proposed validated instrument was intended as a reference for the design of QAS from a user's perspective. 相似文献
14.
This study extends the Technology Acceptance Model 3 (TAM 3) within the context of the rapidly evolving area of social media. Since social media requires the user’s active participation and processing of information as well as the creation of user-generated content, this timely study introduces the two relevant constructs of social media involvement and social media satisfaction that are associated with TAM 3. This study then develops three alternative conceptual models and empirically validates each of them using datasets obtained from the United States and Saudi Arabia. The LISREL analysis results show that the Dual Mediation Impact model is the best-fit model for both datasets. Further, the results show that a user’s social media involvement and social media satisfaction are dual mediators of the TAM 3 factors on social media usage intention. While the two country data show some differences in the strength of the relationships in the Dual Mediation Impact model, the identified model provides a common framework for global use. Implications and future research directions are discussed. 相似文献
15.
《Ergonomics》2012,55(13-14):1423-1440
The look-and-feel of the mobile phone was investigated using a consumer survey. Seventy-eight participants evaluated the design of 50 different mobile telephones on the perceived scale of image/impression characteristics, including: luxuriousness, simplicity, attractiveness, colourfulness, texture, delicacy, harmoniousness, salience, rigidity, and overall satisfaction. Stepwise multiple linear regression analysis were used to evaluate results. The results showed that the image and impression characteristics of the products were closely related to the human-product interface specifications as well as overall shape of the product. Design variables such as texture, use of surface curvature, surface treatment, operating sound, and control response ratio were perceived as important by customers. This study also suggested a series of statistical processes for selecting and screening the critical design variables closely related to the customer's impression of a product. The product evaluation and analysis methods could be generalized to other consumer products. 相似文献
16.
Javier A. Bargas-Avila Jonas Ltscher Sbastien Orsini Klaus Opwis 《Computers in human behavior》2009,25(6):1241-1250
In recent years, Intranets have become increasingly important to their companies. Substantial investments have been made to provide crucial information and workflows to employees. In this context the question of quality assurance arises: how can user satisfaction with the Intranet be measured? This article presents the development of a questionnaire to measure user satisfaction with the Intranet. After a first validation of the instrument (18 items) in an international insurance company (N1=881), a final set of 13 items remained. These were tested with the Intranet of a national retail company (N2=1350). The final version showed a high internal consistency (Cronbach α) of .89, good item difficulties (.36–.73) and discriminatory power coefficients (.48–.73), as well as a moderate average homogeneity of .44. An exploratory factor analysis revealed two factors, “Content Quality” and “Intranet Usability”, explaining 56.54% of the variance. Meanwhile, the survey was translated into 10 languages: Chinese, English, French, German, Italian, Japanese, Portuguese, Russian, Slovenian, and Spanish. 相似文献
17.
The shift from a product-based to a knowledge-based economy has resulted in an increased demand for knowledge workers who are capable of higher-order thinking and reasoning to solve intricate problems in the workplace. This requires organizations to introduce knowledge management systems (KMS) for employees and has fueled predictions and speculations about what makes KMS effective. Unfortunately, there are very few empirical studies that examine this issue. Thus, this paper develops a validated instrument to measure user satisfaction as a surrogate measure of KMS effectiveness. Based on a survey of 147 respondents practicing mostly in four international semiconductor manufacturing companies in the Hsin-Chu Science-based Industrial Park in Taiwan suggests a 16-item instrument that measures four dimensions of user satisfaction with knowledge management systems (USKMS) is well-validated. The instrument and comprehensive model proposed in this paper would be valuable to researchers and practitioners interested in designing, implementing, and managing knowledge management systems. 相似文献
18.
Nadav Aharony Wei Pan Cory Ip Inas Khayal Alex Pentland 《Pervasive and Mobile Computing》2011,7(6):643-659
We introduce the Friends and Family study, a longitudinal living laboratory in a residential community. In this study, we employ a ubiquitous computing approach, Social Functional Mechanism-design and Relationship Imaging, or Social fMRI, that combines extremely rich data collection with the ability to conduct targeted experimental interventions with study populations. We present our mobile-phone-based social and behavioral sensing system, deployed in the wild for over 15 months. Finally, we present three investigations performed during the study, looking into the connection between individuals’ social behavior and their financial status, network effects in decision making, and a novel intervention aimed at increasing physical activity in the subject population. Results demonstrate the value of social factors for choice, motivation, and adherence, and enable quantifying the contribution of different incentive mechanisms. 相似文献
19.
Given increasing investment in an IT (information technology) artifact (i.e., online service website), it is becoming important to retain existing customers. In order to help link website design and investment decisions to the strategy for retaining customers, we propose a model by extending the user satisfaction perspective into research on online service continuance. We empirically tested the model within the context of a social network service. The analysis results found that website information satisfaction and system satisfaction play key roles in forming continuance intention through perceived usefulness and perceived enjoyment. It is also noted that computer anxiety serves as an important moderator toward continuance intention. Theoretical and practical implications are offered for better understanding of the role of the IT artifact in online service post-adoption phenomena. 相似文献
20.
Stephen Reysen Jason D. Lloyd Iva Katzarska-Miller Brett M. Lemker Russell L. Foss 《Computers in human behavior》2010
Low and high status member posts from online fan message board posts were examined. Low status members, as compared to high status members, were found to use more intimacy and immediacy social presence cues, including: praise for the group, self-disclosure, friendly and positive affective language, first person singular pronouns, and present tense verbs. Low status members were less likely than high status members to use articles, larger words, and discrepancy words. Lastly, low status members were rated as more likeable than high status members. The results suggest that low status members may strategically use social presence cues as a means of ingratiating themselves to the group. 相似文献