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1.
The internet is becoming a common platform for individuals to seek and assess information. How heuristic cues in an online environment such as website background color influence information persuasiveness, however, is somewhat underexplored. This study examines the effect of such cues based on the MAIN model and color/gender-related stereotypes. A 2 (health message topic: breast cancer vs. prostate cancer) × 2 (website background color: pink vs. blue) × 2 (audience gender: female vs. male) between-subjects experiment (N = 224) was conducted, and the results revealed significant three-way interaction effects that men and women’s perceptions of message credibility, informativeness, as well as their attitudes toward cancer screening were affected by message topic and background color.  相似文献   

2.
For online consumer reviews to serve as decision-making aids, users have to first trust the reviewer. However, unlike face-to-face communication, where trust develops overtime, consumers have to rely on personal profile information to establish confidence in the reviewer in online shopping context. These personal profile characteristics may serve as cues of source credibility. This study adopts a 2 (number of trusted members: small, large) × 2 (profile picture: without, with) × 2 (review valence: negative, positive) between-participants experiment to explore how two personal profile characteristics, reputation cue and profile picture, influence cognitive trust and affective trust towards the reviewer and perceived review credibility respectively and in a combinatory manner. The findings of the study showed that reputation cue and profile picture cue contributed differently to users’ affective trust and cognitive trust towards the reviewer. Reputation cue, generated by the system, was found to influence both affective and cognitive dimensions of trust, whereas the self-generated cue of profile picture affected only affective trust. Reputation cue had a direct influence on perceived review credibility, whereas the influence of profile picture on perceived review credibility was dependent upon review valence. The implications of these findings are discussed in the paper.  相似文献   

3.
Social networking sites such as Facebook provide new ways of sharing news stories that allow users to act as opinion leaders in their networks, encourage discussion, and potentially increase their involvement in current events. This study identifies the particular features of Facebook that facilitate the discussion of news and tests their effects on involvement and feelings of influence. Participants (N = 265) in a 3 (Broadcast level: news feed vs. wall post vs. direct message) × 3 (Elaboration: opinion vs. question vs. no comment) × 2 (Involving-friends: tag vs. no tag) between-subjects factorial experiment were randomly assigned to share a story from a news website on Facebook. Results show that user involvement in the news content depends on the social affordances of the site, particularly those that allow for audience customization and those that drive network feedback. Asking the network’s opinions and targeting specific friends led to greater involvement in the news content. Discussion through comments led to a greater sense of influence and greater involvement for those sharing the news story. These findings highlight the importance of encouraging individuals to act as sources of information in their networks to drive engagement in current events in the changing news landscape.  相似文献   

4.
Acknowledging the lack of studies examining both visual and linguistic anthropomorphic cues and the underlying mechanisms of their effects, we investigated how the different modalities of anthropomorphic cues in a health website influenced information disclosure. In a 2 (visual cues: human vs. non-human image) × 2 (linguistic cues: conversational vs. impersonal language) × 2 (question type: less vs. more sensitive questions) between-subjects experiment (N = 254), participants registered with a mock-up health website. We assessed a behavioral outcome of not disclosing personal information and psychological outcomes of social perception and self-awareness as potential mediators. Results revealed distinctive effects of the two modalities of the anthropomorphic cues. Anthropomorphic images, on one hand, increased public and private self-awareness, and public self-awareness in turn led to less information disclosure. Anthropomorphic language, on the other hand, heightened social perception and promoted information disclosure, but social perception did not predict the disclosure. These results indicate unique underlying mechanisms of the effects of anthropomorphism: priming effect of visual cues, and communicative effects of linguistic cues.  相似文献   

5.
We investigate how to effectively manage online wait using a waiting screen with progress cues in different cultures. A research model is developed based on uncertainty reduction model, resource allocation model, color psychology, and Hofstede’s cultural model. Two controlled lab experiments (n = 269 subjects each) were conducted in U.S. and Taiwan. We found that high hedonic valence and high time affordance were more effective to induce greater enjoyment and less uncertainty respectively, resulting in shorter perceived waiting time. We also found the significant background color effect and interaction effects between culture and progress cue design.  相似文献   

6.
Sex role stereotyping by players in first-person shooter games and other online gaming environments may encourage a social environment that marginalizes and alienates female players. Consistent with the social identity model of deindividuation effects (SIDE), the anonymity of online games may engender endorsement of group-consistent attitudes and amplification of social stereotyping, such as the adherence to gender norms predicted by expectations states theory. A 2 × 3 × 2 virtual field experiment (N = 520) in an online first-person shooter video game examined effects of a confederate players’ sex, communication style, and skill on players’ compliance with subsequent online friend requests. We found support for the hypothesis that, in general, women would gain more compliance with friend requests than men. We also found support for the hypothesis that women making positive utterances would gain more compliance with friend requests than women making negative utterances, whereas men making negative utterances would gain more compliance with friend requests than men making positive utterances. The hypothesis that player skill (i.e., game scores) would predict compliance with friend requests was not supported. Implications for male and female game players and computer-mediated communication in online gaming environments are discussed.  相似文献   

7.
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   

8.
Using a 2 × 3 mixed between-within subjects experiment (N = 102), we tested how the presence of online comments affects self-other differences and perceptions of media bias, as well as factors predicting subjects’ likelihood of commenting on an online news story. We found that (a) presence of comments lowers self-other differences and consequently attenuates the third-person effect, and (b) perceptions of media bias significantly predict likelihood of commenting. Additionally, we found that subjects were more likely to comment on stories they found biased against their position as a form of corrective action, and that subjects were more likely to share and like stories they found biased in favor of their position as a form of promotional action.  相似文献   

9.
Visual interface cues on many websites can influence Internet users' psychology, especially their perceptions about the site as well as its content (Sundar, 2008). Specifically, presence of commonly used interface cues (e.g., personalization, bandwagon cues) can substantially influence users' attitudes and their behavioral intentions toward websites and their content. This study examined the effect of personalization feature and bandwagon cues (i.e., star ratings, reviews) in a restaurant recommendation website, measuring (a) to what extent users positively perceive and plan on revisiting or sharing the site, and (b) to what degree users favored the recommended restaurant and plan to visit them. A 2 (personalization feature: present vs. absent) × 2 (bandwagon cues: high vs. low) between-subjects experiment showed that personalization feature and bandwagon cues increased positive perceptions and their behavioral intentions toward both the website and the recommended restaurant. Moreover, results revealed that users' perceived relevance as well as perceived novelty mediated the effects of interface cues on their attitudinal and behavioral consequences. Further, the impact of the interface cues on user psychology significantly differed as a function of the other cues. Theoretical and practical implications for future research on the effect of interface cues on user psychology are discussed.  相似文献   

10.
Online gaming addiction has been increasingly recognized as a mental disorder. However, the predictive factors that lead to online gaming addiction are not well established. The aim of this study was to identify factors that may influence the development of online gaming addiction. A total of 263 patients with problematic online gaming addiction (255 males (97%) and 8 females (3%), age: mean = 20.4 ± 5.8 years) and153 healthy comparison subjects (118 males (77%) and 35 females (23%), age: 21.2 ± 5.5 years, range) were recruited for participation in the current study. Hierarchical logistic regression analyses among each set of variables were conducted. Individual factors (sex and age), cognitive factors (IQ and perseverative errors), psychopathological conditions (ADHD, depression, anxiety, and impulsivity), and social interaction factors (family environment, social anxiety, and self-esteem) were evaluated in a stepwise fashion. All four factors were associated with online gaming addiction, with psychopathological conditions being the strongest risk factors for the addiction. Individual factors, psychological factors, and social interactions were associated with the development of pure online gaming addiction. As before, psychological factors (attention, mood, anxiety and impulsivity) were the strongest risk factors for online gaming addiction in patients with pure online gaming addiction. Psychopathologies, including ADHD and depression, were the strongest factors associated with the development of online gaming addiction in individuals.  相似文献   

11.
The explosive growth of social media has intrigued many scholars to inquire into why people willingly share information with others. However, relatively little attention has been devoted to how people determine which information they share in the networked environment. In this study, a 2 (network density – dense vs. sparse) × 2 (knowledge – expert vs. novice) × 3 (information valence – negative vs. neutral vs. positive) online experiment was performed to examine how the three factors interact and cross over in shaping individuals’ perceptions of the value of information for themselves and for others in the network. Results show that individuals’ perceptions of information value are influenced not just by their level of knowledge, but also by how the network environment is structured. Implications for the findings are discussed.  相似文献   

12.
In Web 2.0 environment, the influence of customers’ voices is increasing. Many companies have built their online brand communities for listening to the diverse voices of the customer (VOC) and promoting customer’s engagement. The information obtained from these brand communities is exploited for organizational innovation. However, the VOC with negative contents could possibly present threats to a firm in an online context. In this study, we develop a research model that includes the types of customer expectations, opinion leader engagement, negative valence of VOC, interaction, and innovation. Subsequently, we empirically validate the effects of customer expectations on the interactions among community members and organizational innovation by using a dataset from MyStarbucksIdea.com. The results show that the effects of VOC on the interaction within a brand community and organizational innovation are different depending on the types of expectation in the VOC. Opinion leaders’ engagement positively affects the interaction among community members. Moreover, the negative valence of VOC affects the relationships between customer expectations and interactions, and results in a possible threat within an online brand community. The research results give some insight into managing the brand community and analyzing the VOCs so as to achieve organizational innovation.  相似文献   

13.
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   

14.
We investigate a statistical model for integrating narrowband cues in speech. The model is inspired by two ideas in human speech perception: (i) Fletcher’s hypothesis (1953) that independent detectors, working in narrow frequency bands, account for the robustness of auditory strategies, and (ii) Miller and Nicely’s analysis (1955) that perceptual confusions in noisy bandlimited speech are correlated with phonetic features. We apply the model to detecting the phonetic feature [ +  /   sonorant] that distinguishes vowels, approximants, and nasals (sonorants) from stops, fricatives, and affricates (obstruents). The model is represented by a multilayer probabilistic network whose binary hidden variables indicate sonorant cues from different parts of the frequency spectrum. We derive the Expectation-Maximization algorithm for estimating the model’s parameters and evaluate its performance on clean and corrupted speech.  相似文献   

15.
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   

16.
Digital video is becoming increasingly popular in higher education with faculty digitally recording and broadcasting lectures for students to learn-on-demand, such as iTunes University or YouTube. Students have discovered accelerated playback features in popular computer software and use it to reduce the amount of time watching video-enhanced instruction. In the current study, 147 undergraduate students were randomly assigned to one of six video treatments based on a 3 Video Speed (1.0 = Normal vs. 1.25 = Fast vs. 1.50 = Very Fast) × 2 Captions (Captions Present vs. Captions Absent) × 2 Trial (Trial 1 vs. Trial 2) design. Results show no significant difference on learner performance across treatments based on Video Speed. Captions were found to have a significant negative effect on learner performance. A significant difference was found on learner satisfaction in favor of a normal Video Speed. The findings suggest that learners might be able to accelerate Video Speeds up to 1.5 times the normal speed, but are generally less satisfied with the learning experience.  相似文献   

17.
High school students’ learning outcomes was examined comparing exploratory vs. worked simulations. The effects of added icons and students’ executive functions were also examined. In Study 1, urban high school students (N = 84) were randomly assigned to one of four versions of a web-based simulation of kinetic molecular theory that varied in instructional format (exploratory vs. worked simulation) and representation (added icons vs. no added icons). Learning was assessed at two levels: comprehension and transfer. For transfer, a main effect was found for instructional format: the exploratory condition yielded greater levels of transfer than the worked simulation. Study 2 used the same conditions and a more complex simulation, the ideal gas law, with a similar sample of students (N = 67). For transfer, an interaction between instructional format and executive functions was found: Whereas students with higher levels of executive functions had better transfer with the exploratory condition, students with lower levels of executive functions had better transfer with the guided simulations. Results are discussed in relation to current theories of instructional design and learning.  相似文献   

18.
Second-screen viewing—the use of smartphones, tablets, and laptops while watching television—has increased dramatically in the last few years. Using multiple resource theory and threaded cognition theory, this study investigated the effects of second-screen viewing on cognitive load, factual recall and comprehension of news. Second, we examined the effects of relevant (i.e., looking up information related to the news story) and irrelevant (i.e., looking up information unrelated to the story) second-screen viewing on learning from news. Results from an experiment (N = 85) showed that second-screen viewing led to lower factual recall and comprehension of news content than single-screen viewing. These effects were mediated by cognitive load: second-screen viewing led to a higher cognitive load than single-screen viewing, with higher cognitive load, in turn, leading towards lower factual recall and comprehension of news content. Contrary to our expectations, we found no statistically significant differences between effects of relevant and irrelevant second-screen viewing.  相似文献   

19.
The present study aimed at extending research on multimedia design principles by investigating their validity as a function of learners’ reading comprehension and scientific literacy. Students (N = 125; age: M = 15.11 years) learned about cell reproduction during their regular Biology lessons in one of six conditions resulting from cross-varying multimedia (text only vs. text plus animations) and text modality (spoken vs. written vs. spoken and written). Recall and transfer were assessed immediately after learning and again 1 week later. Overall, adding animations to text as well as using spoken rather than written text improved only immediate recall; in addition, a multimedia effect for delayed recall was observed for learners with higher levels of scientific literacy. A redundant presentation of text proved harmful especially for delayed performance measures. Reading comprehension did not moderate multimedia design effects. Students with more suitable cognitive prerequisites were better able to maintain performance from the immediate to the delayed tests. Future multimedia research should further investigate the boundary conditions that moderate multimedia effectiveness.  相似文献   

20.
With respect to human performance and power efficiency, the gear system in typical multi-speed bicycles is often biased and redundant. A preliminary user survey in this study reveals that the average utilization of each shift for a multi-speed gear system is less than 40%. This study attempts to measure the optimal pedaling rates for given power output levels as well as design the optimal number of gears and the corresponding gear ratios.Heart rate, ratings of perceived exertion and electromyogram of quadriceps femoris for five male subjects are measured at three different power output levels (40, 80 and 120 W) and four different pedaling rate levels (40, 60, 80 and 100 rpm). Various riding conditions including slope gradient and cruising velocity are also converted to the equivalent power output level.The optimal pedaling rates for the given power output are 40 rpm for 40 W power output level, 40 – 60 rpm for 80 and 120 W power output levels. By using a heuristic rule which finds the least number of gears and the most efficient gear ratio under the given physiological condition, a four speed gear system with the ratio of 0.26–0.38, 0.38–0.53, 0.53–0.7 and 0.7–1.0 is recommended as the most efficient gear system. Based on the optimal gear ratio suggested in this study, an ergonomic gear system using a novel/unique type of planet gear sets (US patent No. 5 378 201) is developed.Relevance to industryA bicycle's gear system is frequently designed without ergonomic expertise in terms of performance and efficiency. This study provides guidelines, design specifications, and performance measures to design an efficient bicycle gear system. This study also contributes valuable finding regarding the optimal performance during bicycle riding, thereby facilitating the efficiency and effectiveness of human exercise using a bicycle.  相似文献   

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