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1.
Many studies have shed light on general computer-mediated communication, instant messaging (IM), and emotion or emoticons, but little is known specifically about the impacts of emoticons in task-oriented IM communication in the workplace. Therefore, the current study addresses this issue by conducting an exploratory experiment to (1) categorize workplace IM messages into coherent groups, (2) identify the most commonly used emoticons (emblems) for expressing positive, negative, and neutral emotions in the case company, (3) test the differences in the emotional effects of the received text messages with and without emoticons on the reader/s, and (4) examine the intention to use emoticons in IM in the workplace. The results showed that (1) negative emoticons could cause a negative effect in both simplex and complex task-oriented communication, (2) positive emoticons only created a positive effect in complex communication and for female employees in simplex communication, and (3) there is no significant difference between task-oriented messages with or without neutral emoticon. Furthermore, the intention of using emoticons was not statistically significant in terms of gender, but it has a higher tendency on female employees. The corresponding suggestions provided by this research may help increase our understanding on the effect of emoticon use in IM in the workplace.  相似文献   

2.
Affective computing holds the promise of creating effortless, integrated, and automatic ways of communicating emotions within our intimate social network. This could augment awareness systems and connectedness devices, reducing loneliness and improving health and well-being. Through two experiments, we investigate the effects of quantity and automaticity of emotion communication on perceived intimacy in mediated settings. In the first experiment (N=48), we manipulated the number of communicated emoticons. Results show that increases in communicated emoticon quantity lead to strong increases in perceived intimacy. In the second experiment (N=34), we compare automatic and user-initiated communication of emoticons. Results show that user-initiated communication of emoticons is experienced as more intimate than automatic communication. These results are discussed in light of the interpersonal process model of intimacy and can help the design of applications aimed at improving social interactions through affective communication technology.  相似文献   

3.
The goal of this study is to explore how experiencing flow with IM, an Internet-based communication technology, can facilitate an individual’s perception on creativity. We argue that certain capabilities in IM, telepresence and perceived control, provide users a means to experience flow. We further investigate whether flow and its outcomes, positive affect and exploratory behavior have any influence on the perception of creativity of the users. Using an online survey with 207 observations we found that user’s perceived control over the technology and its ability to transport the user to a virtual environment were shown to facilitate the experience of flow. We found that flow in itself does not influence perceived expected creativity in its users but does indirectly influence perceived expected creativity through exploratory behavior and positive affect. From these initial findings we believe that our study provides implications for both users and designers on IT. Furthermore, managers can apply the findings during implementation and use of interactive information technologies for communications in the workplace.  相似文献   

4.
Animated icons may offer substantial advantage over static icons for human-computer communication. Nonetheless, problems and challenges remain. For example, the constant motion of animated icons can be distracting or tedious for users. Another challenge relates to the ease of learning and use of iconic interfaces in general: how can icons provide more helpful information to users regarding their intended use? In this research note, we describe animated icons we have implemented which attempt to address these issues.  相似文献   

5.
The use of emoticons, particularly on smart mobile devices, has become increasingly popular among young people in recent years. The emoticon is not just a form of information transmission; it also represents a new way of life and a new trend among young people. The aim of this study was to understand the role of emoticons in the daily lives of Chinese young people, investigate how mediated communication has been improved by smart mobile devices and discover users’ preferred types of emoticon. First, a review of the literature on emoticons was conducted to explore the relationship between the evolution of the emoticon and young people’s everyday lives. Next, in-depth interviews were conducted, which yielded novel findings regarding emoticon use. Finally, a questionnaire was used to obtain data on emoticon use for statistical analysis. The findings revealed four key dimensions of emoticon use that were relevant to the research questions: accuracy, sociability, efficiency and enjoyment. These four dimensions help us to better understand the development of emoticons and their influence on the lifestyles of young people. The findings are expected to provide inspiration and suggest directions for improving the design of smart communication.  相似文献   

6.
Mobile instant messaging is experiencing immense growth, and using emoticons has become a prevalent and highly popular means of communication. The small digital images are ubiquitous, from smartphone applications to social media, and people delight in sending them. Drawing from construal level theory, the aim of this research is to examine the underlying mechanism that drives the usage of emoticons and its usage enjoyment. People with experience using mobile instant messaging were recruited to participate in an online survey, resulting in 202 usable questionnaires. The research model was tested empirically. Covariance-based structural equation modelling was used to analyze the data. The findings highlight that the determinants of individual’s emoticon usage are driven by a dual-route path. One is the self-concept route, where self-image congruity between emoticons and individuals drives psychological ownership, which in turn influences word of mouth (WOM) intention and perceived enjoyment of emoticon use. The other is the utility route, driven by emoticons’ familiarity and perceived synchronicity. The findings reveal the importance of emoticon usage through a contextual lens that shows that a dual-route path has a prominent impact upon these digital-based communication behaviours, which provides important managerial implications.  相似文献   

7.
Some scholars worry that Instant Messaging (IM), by virtue of the ease with which users can initiate and participate in online conversations, contributes to an increase in task interruption. Others argue that workers use IM strategically, employing it in ways that reduce interruption. This article examines the relationship between IM and interruption, using data collected via a (U.S.) national telephone survey of full-time workers who regularly use computers (N = 912). Analysis of these data indicates that IM use has no influence on overall levels of work communication. However, people who utilize IM at work report being interrupted less frequently than non-users, and they engage in more frequent computer-mediated communication than non-users, including both work-related and personal communication. These results are consistent with claims that employees use IM in ways that help them to manage interruption, such as quickly obtaining task-relevant information and negotiating conversational availability.  相似文献   

8.
Instant messaging (IM) was first introduced in the late 1990s. It has a relatively short history of adoption compared to other electronic media such as e-mail. In the first few years, the majority of IM users were teenagers. Only a relatively small portion of adult Internet users used IM. Recently as the young IM users gradually enter the workforce, an increasing popularity of IM among working professionals is expected. Consequently, the use of IM in the workplace for job-related task becomes more likely. The potential impact of IM will also become a more important organizational issue. This study compares the use of IM versus e-mail as the communication tool to facilitate group task for geographically dispersed teams. An experiment using 44 teams in the United States was conducted. The results show that teams using e-mail are more effective in terms of generating ideas than teams using IM. There are no significance differences between the two communication methods, in terms of task difficulty, playfulness, and ease of use.  相似文献   

9.
《Computer》2003,36(10):11-13
Presence technology has long been an integral part of instant messaging. The technology lets users determine if their contacts are online, signed onto their IM applications, and ready to receive messages. This makes IM different from traditional forms of communication, in which users send out messages or calls without knowing whether the recipient is present to receive them. Now, presence technology is starting to appear in numerous programs other than IM. For example, Microsoft is adding presence to Word, Excel, and other applications. In addition, IBM is adding presence capabilities to Lotus Notes 6.5. Thus, for example, when the scheduled starting time for a user's meeting arrives, the system could show people that the user is unavailable.  相似文献   

10.
This study is an empirical investigation of problematic instant messaging (IM) use among university students in Singapore. It adapts Caplan's (2005) theoretical framework of problematic Internet use (PIU) to the context of problematic IM use by linking pre-existing human dispositions to cognitive-behavioral symptoms and negative outcomes of improper IM use. Four new factors—oral communication apprehension, polychronicity, perceived inconvenience of using offline communication means, and trait procrastination—were tested as predictors of problematic IM use. The results provided strong support for Caplan's theoretical framework of PIU and indicated that oral communication apprehension and perceived inconvenience of using offline means were significant predictors of problematic IM use, whereas polychronicity and trait procrastination were not. The implications of these findings are discussed.  相似文献   

11.
People are adapting their self-presentation strategies to utilize both online and offline communication in their interactions with strangers, co-workers, family, and friends. One way people communicate online is through the use of instant messaging, which includes the use of graphical representations of people called buddy icons. This project presents the results of a survey of the buddy icons 93 participants were currently using in their instant messaging interactions. It examines the extent to which self-presentation theory (Goffman 1959) can explain the choices people are making about how to self-present elements of their identity online. The icons were categorized and users were asked why they choose them as well as when and whether they change them with different interaction partners. Results show that male users select different categories of buddy icons than females but that most users select buddy icons that are human like, low on photorealism, and consistent with their biological sex. Users also reported that they rarely change their icons and that they selected human buddy icons when they want to increase social presence.  相似文献   

12.
《Information & Management》2004,41(6):719-729
Based on the belief–attitude–performance chain, this study combines Davis’s technology acceptance model (TAM) and the information behavior model to develop an extended TAM for Internet use. The theoretical model was tested via a questionnaire survey of 203 Taiwanese office workers. The empirical results not only confirmed TAM, but also showed that the relevance of information needs strongly determines perceived usefulness, perceived ease of use, and user attitudes toward Internet use for information seeking, as well as strongly influencing individual performance during the information use stage. More importantly, relevance has greater positive effect on perceived performance and perceived usefulness for enterprise Intranet users than for simple/interactive Intraweb users. Enterprise Intranet users have more positive attitudes toward the Internet and more positive perceptions of system effectiveness for supporting office tasks than simple/interactive Intraweb users. Furthermore, perceived ease of use is the strongest determinant of user attitude toward Internet use in both enterprise Intranet and simple/interactive Intraweb applications. Overall, the extended TAM explains the behavior of enterprise Intranet users better than that of simple/interactive Intraweb users. Limitations of this study are discussed.  相似文献   

13.
Electronic mail (e-mail) and instant messaging (IM) systems represent two communication technologies that are potentially substitutable. A unique feature of e-mail and IM is that their value to an individual user increases as the number of other people adopting the system grows. This is referred to as a positive network externality. This externality makes it difficult for consumers to switch to other systems because of the potential loss of connectivity with network members. Further, as this externality grows, it has unintended negative consequences in the form of spim and spam. Including these three network externality effects – positive, cross-impact, and negative – the present study investigates the determinants of electronic communication system use based on an extended Technology Acceptance Model. The study findings suggest that user perceptions regarding network externalities have a positive impact on use of electronic communication systems while perceptions of problems associated with unsolicited messages and perceived usefulness of alternative systems do not significantly affect system use. This study contributes to our understanding of the factors that affect use of existing and newer alternative communication technologies.  相似文献   

14.
The nearly ubiquitous use of online social networks generally entails substantial personal disclosure and elicits significant privacy concerns. This research uses Social Exchange Theory and the impression management (IM) literature to examine how privacy concerns can be counterbalanced by the perceived social benefits afforded by a social network’s ability to support IM. We frame social network use as an attempt to engage in IM, and we highlight the importance of a social network’s IM affordances in predicting social benefits from, and disclosure through, a social network. We test our model with a sample of 244 Facebook users, finding support for the proposed relationships and yielding the following contributions. First, this research provides a novel positioning of perceived IM affordances as a primary driver of both perceived social benefits and IM disclosure propensity. Second, this research illuminates that trust in both the social network provider and social network peers influences privacy concerns, social benefits, and perceived IM affordances. Our theory has important implications for researchers and practitioners interested in privacy issues within social networks.  相似文献   

15.
Emoticons seem to enrich computer-mediated communication by improving enjoyment, perceived richness and usefulness of information (Huang, Yen, & Zhang, 2008). Despite their extensive use over the last decades, the way emoticons affect subsequent emotional/cognitive processing is not fully understood. Here we conducted a masked priming experiment that explored the time course of the masked affective priming effect while recording event-related potentials. Type of prime (emoticon vs. word) and prime valence (positive vs. negative) were manipulated to assess their influence in the processing of positive/negative target words. Results showed a masked affective priming effect in early (N2) and late temporal windows (LPC). This effect was observed in early components for negative target words and in later components for positive target words. Furthermore, it was restricted to those targets preceded by emoticon primes. Thus, the processing of emoticons seems to be privileged when compared with the words to which they refer.  相似文献   

16.
Olfaction is an associative and emotional sense. The brain processes odors together with internal states, and odor-related memories contain strong emotional contents. This study focuses on people's emotional interpretations of odors, and proposes an olfactory application that uses odors as emoticons to convey emotions. This application offers an olfactory route for emotion communication, which can enhance communication experiences. Nine odor emoticons were designed, and validated through experiments. The effects of odor emoticons were also examined. A prototype system—Olfacticon—that emits odor emoticons was developed and applied in two contexts: online text chatting and voicemail receiving. Results suggested that odor emoticons induced more chatting, were easy to use, and helped participants perceive and convey emotions.  相似文献   

17.
Extending the reach of business processes   总被引:1,自引:0,他引:1  
A business process is a systematic set of activities by which an enterprise conducts its affairs. Various technologies-including pagers, cell phones, pocket PCs, instant messaging (IM), and the short message service (SMS)-have emerged that people can use to communicate even when they are on the move or far away. Many such devices support synchronous communication as well as proactively "pushing" messages to users. However, these devices have no mechanism to control or structure the information that users are exchanging, and they arc not integrated with business processes based on workplaces. To address these problems, we have designed and implemented PerCollab, a middleware system that facilitates structured collaboration between various communication devices for business processes and pushes tasks to users.  相似文献   

18.
This paper investigates the addition of spatial auditory feedback as a tool to assist people with visual impairments in the use of computers, specifically in tasks involving iconic visual search. In this augmented interface, unique sounds were mapped to visual icons on the screen. As the screen cursor traversed the screen, the user heard sounds of nearby icons, spatially, according to the relative position of each icon with respect to the screen cursor. A software prototype of the design was developed to evaluate the performance of users in the search of icons within the proposed interface. Experiments were conducted with simulated visual impairments on volunteer participants to evaluate if the addition of spatial auditory feedback makes the interface more accessible to users with impaired vision. Results demonstrated that spatialization of icon sounds provides additional remote navigational information to users, enabling new strategies for task completion. Directions for future research are discussed and prioritized.  相似文献   

19.
《Information & Management》2016,53(6):752-766
Given the increasingly intense competition for social networking sites (SNSs), ensuring sustainable growth in user base has emerged as a critical issue for SNS operators. Contrary to the common belief that SNS users are committed to using one SNS, anecdotal evidence suggests that most users use multiple SNSs simultaneously. This study attempts to understand this phenomenon of users’ multi-homing on SNSs. Building upon optimum stimulation level (OSL) theory, uses and gratifications theory, and literature on choice complementarity, a theoretical model for investigating SNS users’ multi-homing intention is proposed. An analysis of survey data collected from 383 SNS users shows that OSL positively affects users’ perceived complementarity between different SNSs in gratifying their four facets of needs, namely, interpersonal communication, self-presentation, information, and entertainment. Among the four dimensions of perceived complementarity, only interpersonal communication and information aspects significantly affect users’ intention to multi-home on SNSs. The results from this study offer theoretical and practical implications for understanding and managing users’ multi-homing use of SNSs.  相似文献   

20.
Metaphors could be used to help older adults build mental models of Information and Communication Technology (ICT) applications and services and thereby reduce the number of interaction problems, but currently, metaphors generally are not tailored to these older adults, and their construction remains vague. Inspired by concrete icons, this study proposes concrete metaphors to help novice older adults understand ICT applications and services and retains their knowledge over time. A new communication application based on concrete metaphors was designed, developed, and comparatively tested against another application based on abstract metaphors over a period of 9 days. The results indicated that the application with concrete metaphors contributed to fewer perception and cognition errors, higher usage intention, higher satisfaction, and higher preference compared to the application with abstract metaphors. In addition, the advantage of concrete metaphors was lasting, unlike concrete icons. These findings indicated that concrete metaphors could be an icebreaker or stepping stone to draw novice older adults into the information society. To further increase the impact of concrete metaphors, representing real-world operations is an essential challenge.  相似文献   

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