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1.
《Behaviour & Information Technology》2012,31(7):735-746
Most studies on user aggression in virtual worlds have mainly focused on the causes of aggressive behaviour, but only a few have focused on the factors that relieve it. This study was conducted to determine the causes of aggression relaxation and aggravation in virtual worlds, using an approach that significantly differs from that used in previous research. We examined the mechanisms that affect aggravation and relaxation of virtual aggression, and suggested ways to resolve problems with aggression. A survey was conducted with 112 Second Life users to examine how commitment, belief, avatar attachment, desensitisation, and addiction were related to self-control and control disorder, and how the two latter factors affected virtual aggression. The survey also examined how virtual aggression influenced the intention for attacking behaviour in the real world. The results showed that (1) belief is a positive predictor of self-control, which has a negative impact on virtual aggression, (2) addiction is a positive predictor of control disorder, and (3) anger in virtual worlds is significantly connected to aggression in the real world. 相似文献
2.
Abstract The purpose of this study is to provide guidelines for teachers to carry out cross‐national educational projects in schools through the introduction of virtual environments as a means of reshaping classroom‐based activities. The theoretical foundations of the study are rooted in computer supported collaborative learning and the community of learners model. The case of Euroland is discussed as a successful example of mixing a face‐to‐face community with a larger community, which populates a virtual space. The virtual space used in this project features two pieces of software – a discussion forum and a three‐dimensional virtual world – each of which are considered to be complementary. Students (ranging from 9 to 14 years old) from seven schools located in two European countries (Italy and The Netherlands) participated in the project. The development of Euroland took place across three temporal phases. These are described through four indicators, considered as relevant practices that are easily observed. The first indicator relates to the use of tools embedded within the virtual environments, very exploratory in the first phase, becoming more and more integrated in the phases that follow. The second indicator relates to the quality of interaction with partners at a distance, initially based on a simple representation and awareness of them, ultimately becoming more precise and detailed. The third indicator relates to the development of a sense of belonging to a community, initially limited to the in‐the‐classroom community and then progressively extended to the virtual community as indicated by the increased amount of time devoted to navigation and online activities and an increased use in quoting instances of activities in online life. The final indicator refers more specifically to the range of educational strategies' teachers should use in such contexts. As results of the analysis of how the indicators are set during each phase, teachers' guidelines are established. Teacher guidelines are given by differentiating between in‐classroom and online contexts with the aim of obtaining the best possible results in accomplishing a project‐like Euroland. 相似文献
3.
Jian-Wei Lin 《Behaviour & Information Technology》2018,37(5):445-461
Recently, some studies proposed methods to promote socially shared regulation of learning (SSRL) level within a team because high SSRL levels enable an effective collaboration. Meanwhile, several studies also proposed methods in online collaboration to enhance individual self-regulated learning (SRL). Notably, most existing studies focused on proposing methods and tools either for enhancing SSRL level within a team or for enhancing individual SRL. A computer-supported collaborative learning (CSCL) environment with proper supports is promising for simultaneously enhancing the SSRL level within a team and individual SRL because SSRL and SRL have an inseparable relation and mutually influence during collaborative process. Based on the existing principles and theories, this work adopts the supports of group awareness and peer evaluation in CSCL with project-based learning. Group awareness (GA) can reveal collaborative behaviour of group members and regulate their participation while peer assessment (PE), which can appraise member’s contribution, can encourage individual responsibility and refine regulatory strategies. This study finds that the proposed group awareness and peer assessment (GAPE) (i.e. the experimental class) moderately reduces the free-rider effect and enhanced SSRL level and individual SRL, compared with NO-GAPE (i.e. the control group). Furthermore, this study also confirms that the perceived SSRL level can effectively predict individual SRL. 相似文献
4.
Identity and the different roles identities play in social question-answering communities have long been discussed from both a theoretical and empirical standpoint. Identity is usually analysed in ways that emphasise a transaction, and many studies use third-party raters to assign value judgements to these factors, which may not be relevant to a community. In this article, we examine identity in Stack Overflow, a question and answer site dedicated to solving computer-programming problems, which has a competitive community run reputation system. Profiles on Stack Overflow are highly customizable, allowing users to choose the level of personal information they want to share: from extensive to none. We develop a categorisation scheme using grounded theory to develop definitions of identity, and analyse behaviour based on these definitions. We find that the choice of identity is diverse within the community and that there is a correlation with identifiers and increased reputation earning among the general population. An analysis of elite users, however, indicates that identity is closely tied to membership length, but not to performance. The results indicate that allowing identity choices does affect system efficacy or user outcomes. 相似文献
5.
LIN Qing-song 《数字社区&智能家居》2008,(30)
构建虚拟学习社区出发点就是为了探索一种在非正式群体虚拟群体环境下促进高水平研究型人才学术交往的理想模式。尤其以学术交流为主的虚拟学习社区,其学术性、创新性、平等性的特点,为学习者开展协作学习、知识建构和学术交流发展提供了一个有效的学习环境。但正是由于它的虚拟性,带来了很多很难避免的诚信问题。该文就是在虚拟学习社区涵义的研究上,从虚拟学习社区存在的信任问题出发,通过认真研究和系统分析,从不同的层面对学术交流虚拟学习社区的诚信问题进行了论述。 相似文献
6.
This article takes stock of the current state of research on knowledge processes in virtual teams (VTs) and consolidates the extent research findings. Virtual teams, on the one hand, constitute important organisational entities that facilitate the integration of diverse and distributed knowledge resources. On the other hand, collaborating in a virtual environment creates particular challenges for the knowledge processes. The article seeks to consolidate the diverse evidence on knowledge processes in VTs with a specific focus on identifying the factors that influence the effectiveness of these knowledge processes. The article draws on the four basic knowledge processes outlined by Alavi and Leidner (2001) (i.e. creation, transferring, storage/retrieval and application) to frame the investigation and discuss the extent research. The consolidation of the existing research findings allows us to recognise the gaps in the understanding of knowledge processes in VTs and identify the important avenues for future research. 相似文献
7.
为了实现虚拟小区的交互漫游,在系统实现过程中采用了几种方式的交互技术,文中对这些交互技术进行了讨论和实现。阐述了在虚拟小区中交互漫游的两种方式,即由用户交互控制视点和由计算机自动控制视点的方式,并对这两种交互漫游方式给出了VRML编码的具体实现;最后采用外部编程接口(EAI)实现了用户界面中的二维平面图和三维场景图的交互。 相似文献
8.
《Behaviour & Information Technology》2012,31(5):603-615
Extant studies generally recognise that virtual community building is an effective marketing programme for forging deep and enduring affective bonds with consumers. This study extends previous research by proposing and testing a model that investigates key mediating processes (via trust, satisfaction and identification) that underlie the relationship between virtual community participation and consumer loyalty intentions. The authors test the hypotheses using data obtained from three large online retailing stores. Virtual community participation significantly enhances loyalty intentions, through both social mechanisms (via community identification) and psychological mechanisms (via trust and satisfaction). Moreover, the findings provide insights into the complex relationship between the two mechanisms in online shopping settings. Community identification is a pivotal factor for enhancing customer loyalty intentions. The results advance understanding of the process by which virtual community building facilitates the development of business-to-consumer relationships in the computer-mediated environment. The authors discuss the managerial implications of the findings, as well as avenues for further research. 相似文献
9.
Nan Feng Zhenjing Su Dahui Li Chundong Zheng Minqiang Li 《Information & Management》2018,55(8):1061-1070
Previous studies of spam focus on how to develop effective and efficient algorithms and technologies to monitor, identify, and filter spam to minimize its negative consequences. Few studies have examined the social and psychological impacts of spam on social media users and participants of virtual brand communities (VBCs). This paper develops and tests a research model to explain the mechanism of how review spam influences customer participation in VBCs. We collected both objective data and subjective data from smartphone users in China. We also developed a measure of review spam using objective data. We found that hyper review had positive effects on membership and influence (two dimensions of sense of virtual communities (SOVC)), while the effects of defaming review on membership and influence were negative. Neither hyper view nor defaming review impacted immersion (the third dimension of SOVC). Further, non-review had negative effects on all three dimensions of SOVC that positively influenced future customer participation. 相似文献
10.
随着信息技术和互联网技术的发展,虚拟学习社区为学习者提供一个开放的学习环境,是满足时代教育要求的强有力的平台,成为学习者网络交流、网络学习的重要手段。如何利用虚拟学习社区来提高学习者的学习效率成为当前研究的热点和重点。本文基于虚拟学习社区,提出一种智能的个性化推荐学习算法,使学习者能够方便、有效、智能、反思性学习,为构建虚拟学习社区提供理论技术支撑,以便更好地指导虚拟学习社区的学习实践。 相似文献
11.
该文从VR和WEB技术的发展入手,对基于WEBVR技术的三维虚拟社区的特点以及发展前景进行了分析,同时介绍了RIA技术体系特点。并据此提出了基于WEBVR和RIA技术的三维虚拟社区的技术架构,详细介绍了基于WEBVR技术和RIA技术的三维虚拟社区的信息组织、存储以及交互等关键技术问题。最后介绍了WEBVR和RIA技术在未来网络交互中具有的广泛应用前景。 相似文献
12.
Jennifer Lock Petrea Redmond Lindy Orwin Alwyn Powell Sandra Becker Paula Hollohan Carol Johnson 《Journal of Computer Assisted Learning》2020,36(6):957-968
Makerspaces are locations where people with common interests can work on projects, share ideas, tools and expertise to make or create. There is an abundance of “how to” guides and research studies on physical makerspaces, little research focuses on describing the virtual making processes and the experiences therein. This qualitative study explores the experiences of seven participants who engaged in a synchronous virtual makerspace. Meeting once a month over 16 weeks, members of the International Maker Educator Network participated in the making of a robot. This case study describes how the virtual making occurred, the personal experiences of the makers, technology used to support virtual making, and the affordances and inhibitors of virtual making. Data are analysed through the lens of a professional learning community and the People, Means and Activities makerspace framework. The paper concludes with implications for virtual making in practice and future research opportunities. 相似文献
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为了提高科技论文管理平台中学术信息资源的利用效率和个性化推荐的质量,深入介绍了社区挖掘算法在SNS科技论文管理平台中的应用,根据用户提供的个人信息以及发表的论文信息,构建树形关系结构,计算用户之间的相似程度;利用粒子群优化算法的思想寻找精英粒子,进行虚拟社区划分。通过确立社区主题和分析邻居用户的动态更新,对社区内的用户进行个性化推荐。实验结果表明,改进后的系统大大提高了个性化推荐的精度,增加了用户满意度。 相似文献
15.
微博网络是新兴的覆盖海量用户、涉及广泛话题并具有复杂重叠社群结构的多模网络。在深入研究微博网络各类实体和属性内在联系的基础上,提出了以用户-话题关系为主要划分原则的重叠社群表达模型及相应的社群结构发现算法。该方法不仅考虑网络中的用户-话题关系,还融合了这一网络特有的用户关注关系、博文评论与转发关系等所形成的复合网络关系。同时,改进了传统的社群隶属矩阵表述模型,通过引入虚拟社群,使隶属矩阵不仅合理反映个体对社群的隶属度,同时标识了个体在社群中的核心度。通过基于新浪微博数据集的实验验证,结果表明:该模型与方法能够高效合理地刻画该数据集包含的重叠社群结构,实验结果具有良好的可解释性,所提出的模型和算法可以有效地应用于类似多模网络社群划分和演化分析研究中。 相似文献
16.
Lisbeth Tonteri Miia Kosonen Hanna-Kaisa Ellonen Anssi Tarkiainen 《Computers in human behavior》2011,27(6):2215-2223
Sense of virtual community (SOVC) reflects the feeling that individual members have of belonging to an online social group. Yet there is a lack of investigation focusing on its individual-level antecedents. We argue that in order to enhance understanding of how SOVC develops we first need to distinguish between the individual expectations, actions, and the resulting community-related feelings. Drawing upon the uses and gratifications approach, we explore the community members’ expected benefits, their linkages with different types of community participation and consequently with the experienced SOVC. We tested the hypotheses on a sample of 395 members of a virtual community hosted by a Finnish business newspaper. The findings suggest that both forms of participation – reading and posting messages – have a positive impact on SOVC, but the expected benefits differ. Participation by reading messages is mainly driven by the expectation of cognitive benefits, while posting messages seems to be largely driven by the anticipation of both social and personal integrative benefits. Our study contributes by providing a refined SOVC conceptualization and operationalization for virtual-community research, and by opening up the individual-level actions that build up a sense of virtual community. 相似文献
17.
Kyungwoo Kang Myungjae Kwak Seung Kyoon Shin 《Journal of Computer Information Systems》2018,58(2):110-121
This study investigates the underlying motivational factors of knowledge exchange intentions (intention to obtain and to provide knowledge) within virtual community contexts. Perceived virtual network structures, namely virtual network connectivity (CN) and virtual network closeness (CL), are suggested as the important antecedents of knowledge sharing intentions in the context of virtual knowledge exchange communities. Anonymity (AN), one of the unique characteristics of virtual communities, but controversial due to its multi-faceted effects, is considered in a structural model as a factor having an impact on a virtual network structure. Data collected from participants of virtual communities through online surveys are analyzed using Partial Least Squares (PLS) structural equation modeling (SEM) to empirically test the proposed hypotheses. The results reveal that both CN and CL have a significant impact on both of the knowledge exchange intentions although CL shows an opposite direction of the impact. The results also show that AN has a significant impact on CL as expected but not on CN. Implications of this study may shed some light on better understanding community participants’ intentions to obtain and provide knowledge, along with the impact of anonymity on the perceived network structure. 相似文献
18.
基于数据挖掘技术的虚拟社区成员行为研究 总被引:7,自引:1,他引:7
虚拟社区的研究对于社区的建设、管理和发展都具有重要意义。然而目前对虚拟社区和社区中的成员行为的定量研究还不多见,本文抽样采集了某一典型虚拟社区中的成员文章数据,在进行预处理中,利用关联规则的数据挖掘技术对其进行了挖掘,从而获取了虚拟社区中一些潜在的行为规律,并给出这些行为规律的相应描述,其研究结果具有一定的意义,对虚拟社区的建设、发展和管理起到预见和指导作用。 相似文献
19.
Empirical studies of online debate almost universally observe a “dominant” minority of posters. Informed by theories of deliberative democracy, these are typically framed negatively—yet research into their impact on debate is scant. To address this, a typology of what we call super‐participation (super‐posters, agenda‐setters and facilitators) is developed and applied to the http://www.moneysavingexpert.com/ forum. Focusing on the first of these, we found 2,052 superposters (0.4%) contributing 47% of 25m+ posts. While superposters were quantitatively dominant, qualitative content analysis of the discursive practices of 25 superposters (n=40,044) found that most did not attempt to stop other users from posting (curbing) or attack them (flaming). In fact, in contradiction to the received wisdom, super‐posters discursively performed a range of positive roles. 相似文献
20.
《Behaviour & Information Technology》2012,31(5):555-586
A professional virtual community provides an interactive platform for enterprise experts to create and share their empirical knowledge cooperatively, and the platform contains a tremendous amount of hidden empirical knowledge that knowledge experts have preserved in the discussion process. Therefore, enterprise knowledge management highly prioritises how to verify the empirical knowledge effectively before archiving it into enterprise knowledge repository for reuse. This work develops a novel scheme of ontology-based empirical knowledge verification for professional virtual community to assist domain experts in a professional virtual community to verify the logics of empirical knowledge, thus ensuring the quality of empirical knowledge and providing accurate knowledge decision support for knowledge workers. In particular, this work has the following objectives: propose an empirical knowledge verification model for a professional virtual community, design an ontology-based empirical knowledge verification process, develop techniques related to the ontology-based empirical knowledge verification and implement an ontology-based empirical knowledge verification mechanism with an illustrative example of securities trading. Results of this study facilitate efforts within the professional virtual community to verify empirical knowledge in order to provide knowledge workers with logic-correct empirical knowledge for decision support. 相似文献