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1.
This exploratory study aims to achieve a better understanding of the users-related factors that affect the choice of routes in public transport (PT). We also look at what can motivate route and modes changes towards alternatives in a real situation. We investigated the experience of 19 users of PTs, using the critical incident technique (Flanagan in Psychol Bull 51(4):327, 1954). We asked participants to report incidents (i.e. situations) in cases they were very satisfied or dissatisfied with their choice. For both situations, the case of their usual route and case of an alternative were considered. A total of 91 incidents were collected and analysed using a multiple correspondences analysis. Additionally, users’ profiles were characterized and superposed to the analysis of incidents content. The main results are as follows. First, the user’s choice of PT route depends on the context (i.e. aim of the travel, time of day). Second, taking an alternative to the usual PT route or using a route combining different transport modes is determined by the context and by factors related to the pleasantness of the travel (e.g. to accompany a friend along the travel). Finally, depending on the user’s profile (i.e. combination of attitude towards PT and demographic variables), the factors taken into account to make the choice of a PT route are related to the efficiency or the pleasantness of the trip. These results show the importance of the contextual factors and the users’ profiles in route choice. They suggest that these factors should be further taken into account in new tools and services for mobility.  相似文献   

2.
Adolescence is a period of increased risk experience and ever more often these occur online. The current study aims to investigate whether adolescents' online and offline risk experiences are driven by the same general propensity to risks. Data from a representative study of N = 19,406 (50% girls) internet-using 11–16 year olds (M = 13.54, SD = 1.68) youth in Europe were subjected to the current analyses. Three confirmatory factor analyses were applied to measures of offline and online risk experiences (five each). A bi-factor model of a general risk factor and two specific factors of online and offline risks was shown to provide the best theoretical and empirical fit. All risk experiences loaded significantly on the general risk factor while additionally all offline risks loaded significantly on the offline risk factor. However, none of the online risks loaded significantly on the online risk factor. Online risks could not be explained by factors that go beyond a general propensity to experience risks suggesting that new technologies do not bring with them a new type of risk propensity driven by that environment. Interventions should target risk and protective factors that can account for adolescents’ experiences across risk types (online and offline).  相似文献   

3.
Reflection on personal experience is described as a means to learn from experience, enable self-development and improve professional practice amongst other things. Recently there has been a move in HCI to explore new ways technology may support us in doing this. However, within this community there is little use made of existing literature to evaluate how well such tools support this reflection. In this paper we present a case study of the development of a ‘levels of reflection’ framework for the purposes of evaluating a wearable digital camera (SenseCam) to support teachers’ and tutors’ reflective practice. The framework enabled us to rate and compare reflection achieved by participants in different situations, and to explore the relationship between the ways images were used by participants and the level of reflection this led to, with implications for designing future SenseCam use to better support teachers’ and tutors’ reflection on experience. Beyond our particular case study, we suggest that the framework and associated methodological approach for rating reflection is of value to those within the HCI community interested in designing for reflection on experience. Rating reflection in this way can enable new tools or techniques for supporting reflection to be explored over time, across similar situations or with adaptations, and to build understandings of how reflection is being most effectively supported – ultimately inspiring the design of future technologies by building up an understanding of the most effective ways of supporting reflection on experience.  相似文献   

4.
There is significant interest among marketers and academics to understand how to segment online consumers to better fulfill their needs. Previous literature on brick-and-mortar shopping has advocated demographic variables as simple yet valuable indicators to understand consumers and segment them accordingly. However, research in the online shopping context has produced mixed findings about the effects of demographics, which limit their utility to online merchants. As an attempt to address the ambiguity, the study proposes a more comprehensive approach to investigate the effects of demographic variables in the online shopping context. This is done by considering the demographic variables in combinations and using clickstream data to more accurately derive online shoppers’ surfing behaviour for segmentation purposes. Following this approach, our study investigates the effects of the demographic variables of gender, age, income, and education, based on the theories of media naturalness and consumer trait and involvement. The results reveal various effects of age, income, and education on online consumers’ needs being reflected in their store visit strategies. Implications are suggested for e-commerce research and practice.  相似文献   

5.
In this paper we establish some new generalizations and refinements of Hölder’s inequality and some related inequalities. We also show that many existing inequalities related to the Hölder inequality are special cases of the inequalities presented.  相似文献   

6.
With the development of e-commerce, shopping on-line is becoming more and more popular. The explosion of reviews have led to a serious problem, information overloading. How to mine user interest from these reviews and understand users’ preference is crucial for us. Traditional recommender systems mainly use structured data to mine user interest preference, such as product category, user’s tag, and the other social factors. In this paper, we firstly use LDA+Word2vec model to mine user interest. Then, we propose a social user sentimental measurement approach. At last, three factors, including user topic, user sentiment and interpersonal influence, are fused into a recommender system (RS) based on probabilistic matrix factorization. We conduct a series of experiments on Yelp dataset, and experimental results show the proposed approach outperforms the existing approaches.  相似文献   

7.
Live-streaming shopping becomes increasingly popular recently. However, little research explored why live-streaming shopping is so successful in continuously promoting sales and engaging consumers. Based on the Stimulus-Organism-Response framework, we explore the effects of five distinct characteristics (information richness, interactivity, vividness, social presence, and newness) of live-streaming shopping on consumers’ continuous participation intentions, and investigate the underlying organism from both the momentary states (i.e., perceived diagnosticity, perceived enjoyment, and perceived social support) and the reflective state (i.e., memorable experience). The results of a multi-method empirical study indicate that the memorable experience is a strong indicator of continued shopping behaviors.  相似文献   

8.
Cognition, Technology & Work - Due to the argued benefits of passenger comfort, cost savings, and road safety, the bus sector is showing increasing interest in advanced driver-assistance...  相似文献   

9.
This study explores the effect of advergame speed, brand placement strength and consumers’ persuasion knowledge on brand recall from the perspectives of attention and elaboration. Results show that low-speed advergames result in high brand recall as compared to high-speed advergames. A two-way interaction effect between advergame speed and brand placement strength reveals that for a low-speed advergame, a prominent brand placement results in higher brand recall than a subtle brand placement; for a high-speed advergame, there is no difference in brand recall between a prominent brand placement and a subtle brand placement. Further, for a low-speed advergame with prominent brand placement, subjects with high persuasion knowledge report higher brand recall than subjects with low persuasion knowledge. However, for a high-speed advergame with prominent brand placement, there is no difference in brand recall between subjects with high persuasion knowledge and subjects with low persuasion knowledge. Implications are provided.  相似文献   

10.
Flow has been identified as a desirable phenomenon because it can lead to a favorable attitude toward specific information technologies. In the present study, we argue that it can also result in potential adverse consequences such as Internet addiction. Based on the flow theory, the present study examines the dual effects of flow experience on high school students’ Internet addiction and exploratory behavior. The present study also examines the effects of parental interventions on the dual causal processes. A research model was developed and empirically tested on data collected from 1203 high school students in central China. The structural equation modeling analysis demonstrates that flow experience has positive impacts on both high school students’ Internet addiction and exploratory behavior. In addition, parental support significantly lessens high school students’ Internet addiction and enhances their exploratory behavior. Theoretical and practical implications are also discussed.  相似文献   

11.
ABSTRACT

ESports refers to professional video gaming that is typically broadcasted with a live commentary on TV or the Internet. Despite the rapid growth of eSports industry and its potential for a valuable advertising platform, there has not been much discussion about effective advertising strategies for the placement of virtual ads in eSports. Based on previous research, one advertisement factor (i.e. ad animation) and one in-game factor (i.e. in-game dynamics) are identified and tested in an experiment (N?=?116) with a 2 (ad animation: static vs. animated ads)?×?2 (in-game dynamics: battle vs. non-battle scenes) mixed design. The results show that both ad animation and in-game dynamics have a significant impact on viewers’ visual attention, in terms of fixation count and duration measured by an eye-tracking device. The results also show a significant interaction in which the impact of ad animation on fixation duration is more magnified when in-game play is less busy (i.e. non-battle scenes), compared to when it is busy (i.e. battle scenes). Theoretical implications based on the limited-capacity model, as well as practical implications for practitioners are discussed.  相似文献   

12.
Location-Based Services (LBS) use positioning technology to provide individual users the capability of being constantly reachable and accessing network services while ‘on the move’. However, privacy concerns associated with the use of LBS may ultimately prevent consumers from gaining the convenience of ‘anytime anywhere’ personalized services. We examine the adoption of this emerging technology through a privacy lens. Drawing on the privacy literature and theories of technology adoption, we use a survey approach to develop and test a conceptual model to explore the effects of privacy concerns and personal innovativeness on customers’ adoption of LBS. In addition, as a number of IS researchers have shown that customers differ in their decision making for continued adoption as compared to initial decision making, we test the research model separately for potential and experienced customers. The results indicate that privacy concerns significantly influence continued adoption as compared to initial adoption. The implications for theory and practice are discussed.  相似文献   

13.
This research conducted focus group interviews and a questionnaire survey to investigate the potential demand of drivers for anger intervention systems (AISs) and explore the effects of demographic factors and personality traits on the preference and attitudes toward AISs. Results indicate that drivers prefer auditory intervention over tactile and visual interventions. Moreover, they favor emotion recording features but also have negative attitudes about accuracy and system security. In addition, age and some personality traits (i.e., types of driving anger and categories of driving anger expressions) play an important role in predicting the preference of intervention modalities or attitudes toward AISs and provide a new perspective on designing customized intervention systems. The outcome of this research provides practical implications regarding the design of in-vehicle anger intervention systems for the automotive industry to reduce drivers’ anger and improve driving safety.  相似文献   

14.
The automatic segmentation of news items is a key for implementing the automatic cataloging system of news video.This paper presents an approach which manages audio and video feature infomation to automatically segment news items.The integration of audio and visual analyses can overcome the weakness of the approach using only image analysis techniques.It makes the approach more adaptable to various situations of news items.The proposed approach detects silence segments in accompanying audio,and integrates them with shot segmentation results,as ewll as anchor shot detection results,to determine the boundaries among news items,Expeimental results show that the integration of audio and video features is an effective approach to solving the problem of automatic segmentation of news items.  相似文献   

15.
This study examined how operating elderly or young avatars affected shoppers’ product perceptions and purchasing behaviors. It also investigated how virtual shopping experiences translated into prosocial behavior regarding a nonprofit organization supporting the elderly. Operating elderly avatars influenced shoppers’ product choice and walking speed while shopping compared to operating younger avatars. In addition, operating elderly avatars positively affected participants’ attitudes and willingness to donate to and volunteer for a nonprofit organization supporting the elderly. Statistical interactions between avatar age and a shopper’s ageism on behavioral and persuasion outcomes were also confirmed, and these findings implied an assimilation/contrast effect influenced by a shopper’s preexisting prejudices toward the elderly.  相似文献   

16.
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   

17.

This experimental study explores how game experience differs between players with different gameplay histories within the same game universe. We are interested in how prolonged engagement with a game series affects the gameplay experience in relation to the most recent game version in the series. A total of 54 participants were divided into four groups depending on their gaming experience, namely non-gamers, new-gamers, old-gamers and core-gamers. They played the mobile version of Super Mario Run, and questionnaire data was collected after the gameplay session. The results of the study showed that not only the players’ personal gameplay history but also the length of experience or degree of familiarity with the game universe affected the experience of playing a new game in the same game universe. Additionally, familiarity with the game universe had a positive impact on the feeling of competence, immersion, emotions and flow.

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18.
This study seeks to promote learning in computer-based learning environments utilizing students’ self-directed metacognitive prompts. Such prompts are based on the idea of instructing students to design their own metacognitive scaffolds and learn with them afterward. In a pre-post experimental design, students in the experimental group (n = 35) were instructed to configure their own metacognitive prompts before learning whereas students in the control group (n = 35) learned without prompts. Log file analysis of navigation behavior indicates that students who learned with their individually designed, self-directed prompts visited relevant webpages significantly more often and spent a longer time on them compared with students in the control group. Moreover, participants in the experimental group attained better transfer performance immediately after learning. The long-term effect in transfer performance was even greater in a follow-up learning session conducted after three weeks without any instructional support in either group. These results are consistent with theories of metacognition and self-regulated learning and indicate that self-directed prompts can lead to sustainable effects.  相似文献   

19.
Cybersex is a constellation of partnered, online sexual activities; yet, researchers have not considered the relationship between participants. In this study, we examined cybersex within three partner contexts that differ in their degree of anonymity: primary partner, someone known who was not a partner (known non-partner), and stranger. Participants were 105 men and 264 women who reported at least one cybersex experience. They completed an online survey that included measures of the incidence, frequency, and desired frequency of cybersex within each partner context. Significantly more men and women reported that they had engaged in cybersex with a primary partner compared to a known non-partner and stranger. Participants also desired significantly more frequent cybersex in this context. Compared to the women, the men desired significantly more frequent cybersex overall but only engaged in more frequent cybersex with a stranger. Within partner contexts, there was a positive association between desired and enacted frequency. In addition, participants who desired more frequent cybersex within one partner context also desired more frequent cybersex within other partner contexts. The findings suggest that to fully understand cybersex experience it is necessary to consider gender and the degree of anonymity in the partner context.  相似文献   

20.
Automated driving has the potential to improve the safety and efficiency of future traffic and to extend elderly peoples’ driving life, provided it is perceived as comfortable and joyful and is accepted by drivers. Driving comfort could be enhanced by familiar automated driving styles based on drivers’ manual driving styles. In a two-stage driving simulator study, effects of driving automation and driving style familiarity on driving comfort, enjoyment and system acceptance were examined. Twenty younger and 20 older drivers performed a manual and four automated drives of different driving style familiarity. Acceptance, comfort and enjoyment were assessed after driving with standardised questionnaires, discomfort during driving via handset control. Automation increased both age groups’ comfort, but decreased younger drivers’ enjoyment. Younger drivers showed higher comfort, enjoyment and acceptance with familiar automated driving styles, whereas older drivers preferred unfamiliar, automated driving styles tending to be faster than their age-affected manual driving styles.

Practitioner Summary: Automated driving needs to be comfortable and enjoyable to be accepted by drivers, which could be enhanced by driving style individualisation. This approach was evaluated in a two-stage driving simulator study for different age groups. Younger drivers preferred familiar driving styles, whereas older drivers preferred driving styles unaffected by age.  相似文献   


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