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1.
An important challenge today is to support creativity while enabling geographically distant people to work together. In line with the componential theory of creativity, self-perception theory and recent research on the Proteus Effect, we investigate how avatars, which are virtual representations of the self, may be a medium for stimulating creativity. For this purpose, we conducted two studies with a population of engineering students. In the first study, 114 participants responded to online surveys in order to identify what a creative avatar may look like. This enabled us to select avatars representing inventors, which were perceived as creative by engineering students, and neutral avatars. In the second study, 54 participants brainstormed in groups of 3, in 3 different conditions: in a control face-to-face situation, in a virtual environment while embodying neutral avatars and in a virtual environment with inventor avatars. The results show that inventor avatars led to higher performance in fluency and originality of ideas. Moreover, this benefit proved to endure over time since participants allocated to inventor avatars also performed better in a subsequent face-to-face brainstorming. The prospects of using avatars for enhancing creativity-relevant processes are discussed in terms of theoretical and applicative implications.  相似文献   

2.
To face innovation challenges of the twenty-first century, companies should learn from proven successful strategies and draw on technological evolutions as well. Our proposal consists in aligning ideation to innovation strategies through the use of avatars in a virtual world. On the basis of the Persona method and the Proteus effect, we design avatars’ appearance so as to implement a Need-seeker or a Technology-driver innovation strategy. To test the effectiveness of this avatar-mediated innovation tool, we conducted an experiment in a French company. Two groups of highly qualified employees from the innovation department had to find applications for smart windows in public transportation. Both groups experienced immersion in a virtual transportation situation: one group embodied avatars resembling Inventors, whereas the other group embodied Personas representing users of public transportation. As expected, avatars’ appearance proved to influence the creative production: the Inventor condition led to a techno-centered ideation profile, oriented toward technological solutions, while the Persona condition led to more user-centered, needs-oriented ideas. Consistently, Inventors’ production tended to be better evaluated through industrial criteria and Personas’ production tended to be better evaluated by transportation users. We discuss the use of avatar-mediated creativity as a strategic tool for companies seeking to innovate.  相似文献   

3.
This article explores the relation between consistency of social cues and persuasion by an artificial agent. Including (minimal) social cues in Persuasive Technology (PT) increases the probability that people attribute human-like characteristics to that technology, which in turn can make that technology more persuasive (see, e.g., Nass, Steuer, Tauber, & Reeder, 1993). PT in the social actor role can be equipped with a variety of social cues to create opportunities for applying social influence strategies (for an overview, see Fogg, 2003). However, multiple social cues may not always be perceived as being consistent, which could decrease their perceived human-likeness and their persuasiveness. In the current article, we investigate the relation between consistency of social cues and persuasion by an artificial agent. Findings of two studies show that consistency of social cues increases people’s recognition and recall of artificial agents’ emotional expressions, and make those agents more persuasive. These findings show the importance of the combined meaning of social cues in the design of persuasive artificial agents.  相似文献   

4.
Research has indicated that many video games and virtual worlds are populated by unrealistic, hypersexualized representations of women, but the effects of embodying these representations remains understudied. The Proteus effect proposed by Yee and Bailenson (2007) suggests that embodiment may lead to shifts in self-perception both online and offline based on the avatar’s features or behaviors. A 2 × 2 experiment, the first of its kind, examined how self-perception and attitudes changed after women (N = 86) entered a fully immersive virtual environment and embodied sexualized or nonsexualized avatars which featured either the participant’s face or the face of an unknown other. Findings supported the Proteus effect. Participants who wore sexualized avatars internalized the avatar’s appearance and self-objectified, reporting more body-related thoughts than those wearing nonsexualized avatars. Participants who saw their own faces, particularly on sexualized avatars, expressed more rape myth acceptance than those in other conditions. Implications for both online and offline consequences of using sexualized avatars are discussed.  相似文献   

5.
This paper investigates whether the nature of an online environment can prime users to create avatars that emphasize particular characteristics. Participants created an avatar for one of three contrasting settings: blogging, dating or gaming. For the most part, avatars in blogging were created to accurately reflect their owners’ physical appearance, lifestyle and preferences. By contrast, participants in the dating and gaming treatments accentuated certain aspects of their avatar to reflect the tone and perceived expectations of the context. For instance, avatars in dating were made to look more attractive while avatars in gaming were made to look more intellectual. Yet, predominantly, these emphasized avatar attributes drew on participants’ self-image, and thus avatars were perceived by their owners as highly similar to themselves. The implications of these results are discussed against current frameworks of online identity and behavior. Most importantly, we use our results to extract design recommendations for improving avatar-driven applications.  相似文献   

6.
Our research studies the influence of positive affect on entrepreneurs' evaluations of opportunities (i.e. novelty assessments and entrepreneurial selection) as well as how this influence may be different for entrepreneurs belonging to cultural and creative industries. Drawing on arguments on the role of affect in cognition and considering the particular situational and individual-level factors of entrepreneurship in cultural and creative industries, we hypothesize that positive affect influences entrepreneurs' opportunity evaluation. We also hypothesize that this effect of positive affect is barely present for cultural and creative entrepreneurs. We test our hypotheses in a sample of nascent entrepreneurs who took part in entrepreneurship training programmes in six incubators in Spain, who we asked to evaluate their own opportunity. Our results show that positive affect positively impacts the perceived novelty and entrepreneurial selection of non-creative entrepreneurs though this impact is limited for cultural and creative entrepreneurs.  相似文献   

7.
A series of mobile phone prototypes, called The Swarm, have been developed in response to the user needs identified in a 3-year empirical study of young people’s use of mobile phones. The prototypes take cues from user led innovation and provide multiple avatars that allow individuals to define and manage their own virtual identity. This paper briefly maps the evolution of the prototypes and then describes how the pre-defined, colour-coded avatars in the latest version are being given greater context and personalization through the use of digital images. This not only gives ‘serendipity a nudge’ by allowing groups to come together more easily, but also provides contextual information that can reduce gratuitous contact.  相似文献   

8.
In this mixed-method study, we examined the design and potential impact of a mixed-reality integrated learning environment (MILE) in providing the simulated and immersive teaching practice for university teaching assistants. A virtual-reality-based learning platform integrating a Kinect-enabled sensorimotor interface was developed and used by twenty three university teaching assistants. Qualitative and quantitative data on the participants' participation behaviors, engagement, and perceptions were collected via video/screen recording, interview, surveys on teaching self-efficacy and sense of presence, and eye tracking. Results indicated that the MILE reinforced sense of presence and supported the performance of an ample range of virtual teaching tasks/actions with avatar-embodied live gesturing. The environmental fidelity in the mixed-reality learning spaces, the design and arrangement of virtual agents and avatars, and the affordance of embodied gesturing and walking are salient MILE design features that affected participants' sense of presence and their virtual teaching performance.  相似文献   

9.
The self-discrepancy between one’s actual self and one’s ideal self, which is associated with negative emotional states (e.g., depression) or unhealthy lifestyles (e.g., eating disorders), is mostly caused and intensified by exposure to unrealistic images of others (e.g., celebrities or magazine models). Drawing from regulatory focus theory, the current study examines whether creating self-resembling avatars, especially those that resemble our ideal selves, could counteract this negative effect of self-discrepancy. The results of a between-subject experiment (N = 95) indicated that user-created self-reflecting avatars made salient different mental images of their bodies based on whether they customized their avatars to look like their actual or ideal selves, and consequently influenced their perceptions toward their physical body through two different self-regulatory systems (i.e., promotion-focused and prevention-focused), with consequences for health outcomes. Theoretical and practical implications are discussed.  相似文献   

10.
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   

11.
With increasing growth of Internet commerce, online fraud accounts for as much as 20% of identity theft cases. The present study evaluated Privacy Bird®, a computer program that warns users of privacy preference violations by displaying a colored bird. Users rated their trust of, and willingness to give financial information to, web sites in three categories (financial, retail, and social networking) before and after using Privacy Bird. Privacy Bird improved participants’ privacy practices, increasing their trust in (and willingness to provide financial information to) web sites that yielded green birds, reducing it for sites that yielded red birds, and inducing further consideration of policies for sites that yielded yellow birds. These results suggest that e-commerce sites should address the privacy concerns of users and make salient the cues that inform users that their privacy is protected.  相似文献   

12.
In this paper we explore the use of shared representations to support creative activities, focussing on collaborative music making. We examine the effect that user interface features of shared representations have on mutual engagement and show that providing shared awareness mechanisms increases mutual engagement. In particular, we show through an empirical study of 78 participants that providing cues to identity and shared pointers increases mutual engagement between participants, but together these features can overwhelm users. We also demonstrate that support for free-form annotation and spatial interaction with shared representations mediates interaction and helps participants to manage their collaborative activity effectively. In this paper we develop several measures mutual engagement and demonstrate their use to assess the design of shared representations. A key contribution of this paper is the development of a measure of collocation of participant interaction which indicates mutual engagement. The findings of the study have implications beyond the domain of collaborative music making and we outline some design guidelines for mutually engaging shared representations.  相似文献   

13.
Abstract

This article addresses the challenges and limitations of co-creation processes in museums based on an exemplary case of the design of a Danish museum-related campaign on Facebook. The article adds to the ongoing discussion on the paradigm shift in the museum by analysing potential problematical issues of including multiple agents in creative processes in museums. It concludes that it is arduous to establish a truly creative co-creative process, when the design team needs to accommodate to a well-established artistic vision as well as to the limited resources of the museum and the other participants. We argue that one cannot in advance predict or ascertain that social media users will find a campaign compelling and want to participate and engage with the content, even if substantial resources have gone into its creation. Furthermore, the complexity of many art projects is likely to make their dissemination on social media difficult.  相似文献   

14.
Virtual environments are inherently social spaces, in which humans interact through avatars. However, the parameters which favor inter-individual social structuring in those settings are still far to be understood. Particularly, the putative influence of anthropomorphic similarity of visual aspect on social organization of avatars is a key issue to understand the cognitive processes used to form social interactions in virtual worlds. Using the highly popular massively multiplayer online role-playing game World of Warcraft as a model of socially-active virtual setting, we analyzed the social behavior of 11,649 avatars as a function of their visual aspect. Our results show that social structuring in virtual settings depends on proximity to human visual aspect. Social groups formed by human-like avatars display more homogeneity than what the optimal use of the interface would predict, while this effect is not observed for social groups formed by non-human avatars. Thus, immersion in virtual environments depends more on visually-triggered social dynamics (role-play) than on optimal use of the interface (game-play). Furthermore, social aspect may override the immediate reward of interface optimization, thus representing a major factor of immersion in virtual environments.  相似文献   

15.
Web sites are the main interface between online merchants and their customers. Despite the consequent importance of web-site design, there is little theoretical foundation that can be used to assess how web-design factors lead e-customers to revise their earlier beliefs. Our study examined web customers’ salient beliefs and the role of web-design elements in altering customers’ existing beliefs after their exposure to an e-commerce web site. Using salient beliefs and categories of web-design elements identified previously, we developed a conceptual model of belief revisions due to exposure to web-design elements and internal cues. The empirical analysis of the model indicated that web customers were influenced by the external cues from the design factors as well as the internal ones from their prior beliefs. Our findings have implications in designing web sites for e-commerce.  相似文献   

16.
Although avatars may resemble communicative interface agents, they have for the most part not profited from recent research into autonomous embodied conversational systems. In particular, even though avatars function within conversational environments (for example, chat or games), and even though they often resemble humans (with a head, hands, and a body) they are incapable of representing the kinds of knowledge that humans have about how to use the body during communication. Humans, however, do make extensive use of the visual channel for interaction management where many subtle and even involuntary cues are read from stance, gaze, and gesture. We argue that the modeling and animation of such fundamental behavior is crucial for the credibility and effectiveness of the virtual interaction in chat. By treating the avatar as a communicative agent, we propose a method to automate the animation of important communicative behavior, deriving from work in conversation and discourse theory. BodyChat is a system that allows users to communicate via text while their avatars automatically animate attention, salutations, turn taking, back-channel feedback, and facial expression. An evaluation shows that users found an avatar with autonomous conversational behaviors to be more natural than avatars whose behaviors they controlled, and to increase the perceived expressiveness of the conversation. Interestingly, users also felt that avatars with autonomous communicative behaviors provided a greater sense of user control.  相似文献   

17.
Many organizational analysis tasks are solved by collaborating teams. In technology-mediated collaborations, enabling relevant visual cues is a core issue with existing technology. We explore whether avatars can provide relevant cues in collaborative virtual environments. To do so, we develop a research prototype for a collaborative virtual environment that utilises avatars to improve workspace awareness in collaborative tasks. We test this solution through two studies, qualitative and quantitative, in which participants have to collaborate to jointly validate and correct a diagrammatic model of operational procedures.Our evaluations provide both positive and negative results about the proposed prototype. Collaboration patterns changed and became significantly easier, but, task performance was only slightly improved. Together, these findings inform both the ongoing development of collaborative 3D virtual environments and the role of technology-mediated collaboration for validating and fixing models of processes.  相似文献   

18.
Abstract

In this article, we elucidate a socio-culturally framed approach to supporting children's creative museum engagement. Specifically, we focus on social activities and socio-cultural resources that can act as boundary-permeating objects in mediating children's creative engagement and collaborative sense-making regarding cultural content within, across and beyond the spatio-material context of the museum. We contend that designing and organising children's creative engagement and collaborative sense-making in ways that cultivate boundary-crossing broadens opportunities for engagement and leverages children's creative potential and expansive learning. We build our argument by starting with a theoretical introduction to the design principles that constitute the Kids, Museums, and Technology Programme. We will illuminate the design principles of the programme with empirical examples and consider how the design principles and their situated construction can help us re-imagine museum exhibitions as hybrid, boundary-permeating spaces that afford novel transformative interactions, as well as new roles and identities for both children and museums.  相似文献   

19.
We study the problem of salient object subitizing, i.e. predicting the existence and the number of salient objects in an image using holistic cues. This task is inspired by the ability of people to quickly and accurately identify the number of items within the subitizing range (1–4). To this end, we present a salient object subitizing image dataset of about 14 K everyday images which are annotated using an online crowdsourcing marketplace. We show that using an end-to-end trained convolutional neural network (CNN) model, we achieve prediction accuracy comparable to human performance in identifying images with zero or one salient object. For images with multiple salient objects, our model also provides significantly better than chance performance without requiring any localization process. Moreover, we propose a method to improve the training of the CNN subitizing model by leveraging synthetic images. In experiments, we demonstrate the accuracy and generalizability of our CNN subitizing model and its applications in salient object detection and image retrieval.  相似文献   

20.
ContextBusiness process models support various stakeholders in managing business processes and designing process-aware information systems. In order to make effective use of these models, they have to be readily understandable.ObjectivePrior research has emphasized the potential of visual cues to highlight relevant matters in models such that stakeholders can use them more efficiently. What prior research does not explain is in how far visual cues can be customized to specific understanding tasks and how this influences cognition.MethodIn this paper, we address these questions with an experimental research design, in which we use eye-tracking equipment to capture how process experts use models to answer comprehension questions. As a treatment, we designed two manipulations of the secondary notation, namely coloring and layout, to direct attention to the elements relevant for the specific tasks.ResultsOur results indicate that both manipulations improve both eye-tracking-based measures and performance measures such as duration and efficiency, with color having the stronger effect.ConclusionsOur findings lay the foundation for novel features of process modeling tools that provide modifications of secondary notation in response to specific user queries. More generally, our research emphasizes the importance of the relevant region associated with a particular model understanding task.  相似文献   

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