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1.
This study investigates the benefits of simulated social interaction (social presence) through virtual agents for older users’ experience in retail Web sites, particularly with respect to age-related barriers to the adoption of online retailing. In Study 1, through four focus group interviews, we identified six social–psychological barriers to the adoption of online shopping among older users (mean age of 73 years). These included barriers relating to perceived risks, trust, social support, familiarity, experience, and search. In Study 2, a laboratory experiment with older users (mean age of 69 years) demonstrated that embedding a virtual agent that serves search and navigational/procedural support functions in the online store leads to increased perceived social support, trust, and patronage intention for the online store. Mediational analyses further revealed that the effect of virtual agents: (1) on trust is mediated by perceived social support; and (2) on patronage intentions is mediated in part by trust and perceived risks. The study provides important implications on the design of virtual agents for older users of e-commerce applications, and on building online trust and e-service patronage through virtual agents.  相似文献   

2.
Previous studies have sought insights into how websites can effectively draw sustained attention from internet users. Do different types of information presentations on webpages have different influences on users’ perceptions of the information? More precisely, can combinations of an ever greater number of advertising elements on individual websites increase consumers’ purchase intentions? The aim of this study is to explore changes in web advertising’s verbal and visual stimulation of surfers’ cognitive process, and to provide valuable information for the successful matching of advertising elements to one another. We examine optimal website design according to the personality-trait theory and resource-matching theory. Study 1 addresses the effects that combinations of various types of online advertising can have on web design factor, and to this end, we use a 2 (visual complexity: 3D advertising with an avatar, 2D advertising) × 2 (verbal complexity: with or without self-referencing that is an advertising practice to express product claims in words) factorial design. Study 2 treats personality traits (i.e., need-for-cognition and sensation seeking) as moderating variables to build the optimal portfolio regarding the “online-advertising effects” hypothesis. Our results suggest that subjects prefer medium-complex advertising comprising “3D advertising elements with an avatar” or “2D advertising elements with self-referencing”: high-sensation seekers and low-need-for-cognition viewers prefer the former, whereas low-sensation seekers and high-need-for-cognition viewers prefer the latter.  相似文献   

3.
The aims of this paper are to: (1) modify the theory of consumption values in order to investigate online game users’ perceived value of purchasable game items, and (2) develop a new construct – the “integrated value of purchasing game items” – based on the modified theory of consumption values. We found that the enjoyment, character competency, visual authority, and monetary values are appropriate for describing how online game users perceive the value of game items. Utilizing second order analysis, the “integrated value of purchasing game items” was developed. To show the validity of the new construct, we developed a research model and tested it using the results of 327 valid questionnaires. Results revealed that the new construct is statistically significant in affecting users’ intention to purchase game items.  相似文献   

4.
The aim of this study was to investigate the relationship between three Eysenckian personality dimensions – psychoticism, extroversion and neuroticism – and the Internet use. A sample of 427 Turkish university students completed the Eysenck’s Personality Questionnaire, an Internet survey which contained questions about interpersonal motives for Internet use and a scale for measuring the tendency for expressing one’s “true” self on the Internet. The results indicated that psychoticism was the only personality dimension related to establishing new relationships and having “Internet only” friends; and extroversion was the only personality dimension that is related to maintaining long-distance relationships, and supporting daily face-to-face relationships. The results supported the idea that for some individuals, Internet can be used as social substitute for face-to-face social interactions while for some others it can be used as a tool of social extension, depending on the user’s personality characteristics. Also, psychoticism and neuroticism were found to be positively associated with the expressing “true self” on the Internet, and it was shown that the relationship between psychoticism and Internet uses as social substitute is mediated by the tendency to express one’s true self on the Internet.  相似文献   

5.
Social networking sites (SNS) are quickly becoming one of the most popular tools for social interaction and information exchange. Previous research has shown a relationship between users’ personality and SNS use. Using a general population sample (N = 300), this study furthers such investigations by examining the personality correlates (Neuroticism, Extraversion, Openness-to-Experience, Agreeableness, Conscientiousness, Sociability and Need-for-Cognition) of social and informational use of the two largest SNS: Facebook and Twitter. Age and Gender were also examined. Results showed that personality was related to online socialising and information seeking/exchange, though not as influential as some previous research has suggested. In addition, a preference for Facebook or Twitter was associated with differences in personality. The results reveal differential relationships between personality and Facebook and Twitter usage.  相似文献   

6.
This study investigated whether sensory realism cues in violent games – blood color (red vs. blue), screams of pain (on vs. off), and player perspective (first-person vs. third-person) – affect players’ physiological arousal (i.e., skin conductance levels), spatial presence (i.e., sense of being physically “there”), and state aggression in a popular violent game (Half-Life 2), controlling for users’ prior game experiences. A path model (N = 160) was examined to see the mediation effects of arousal and presence between realism cues and state aggression. In line with the general aggression model, results showed that realistic blood color and screams increased arousal, but no effect was found for first-person perspective. Presence significantly affected users’ state aggression. However, contrary to our expectation based on the excitation transfer theory, arousal did not show any significant effect on aggression. In addition, presence mediated the influence of realistic blood color on state aggression. In the effects of graphic realism of violence on user aggression, presence did a crucial role. Implications and future studies were discussed.  相似文献   

7.
社交网络给每个社会中的人提供了自由表达个人情感、观点、兴趣、建议等言论的平台。用户在这些平台上发表的言论、所做的行为以及用户在平台上建立的社交圈子也给数据挖掘带来了新的数据和机会。提出了一种利用用户在微博上的公开数据信息实现对该用户的MBTI个性维度进行分类分析的方法。在该方法中,基于对用户微博数据的分析,提出了能够表征用户心理和行为的文本和非文本特征,然后采用三种机器学习的分类方法—提升决策树、支持向量机和贝叶斯逻辑递归来对微博用户的个性进行分类分析。实验结果表明,通过对微博数据的挖掘可以在不同MBTI个性维度上达到75%~90%的准确率。  相似文献   

8.
The purpose of this study was to investigate the efficacy of audio–visual synchrony in podcasting and its possible pedagogical benefits. ‘Synchrony’ in this study refers to the simultaneous playback of audio and video data streams, so that the transitions between presentation slides occur at “lecturer chosen” points in the audio commentary. Manufacturers of lecture recording software (e.g. ProfCast) would have us believe that the synchrony of image and audio should improve the learning experience. We have yet to see in the literature any empirical evidence to support this hypothesis. In our study, 90 participants in two groups undertook two electronic lectures (e-lectures) on two separate topics, the subject matter of neither was familiar to them beforehand. Each group experienced one “synchronous” presentation (e-lecture) of one of the topics, and one “separate” presentation (i.e. PowerPoint and audio files separately presented) of the other topic. Each group therefore experienced both “synchronous” and “separate” delivery and they were then given an MCQ test that assessed five levels of Bloom’s taxonomy. Results show no differences in innate ability between the two groups but the evidence supported our primary hypothesis in that statistically significantly higher test scores were seen when participants viewed a synchronous e-lecture; these scores were accounted for by subjects’ performance at three of the five levels of Bloom’s taxonomy. Qualitative ‘attitude’ survey results also displayed participant preference towards the synchronous over the asynchronous mode of delivery, and in spite of general acceptance of the proposed benefits of electronic proceedings, a majority preference towards traditional rather than electronic lectures. Despite this conservatism, this paper explores in more detail the potential benefits of podcasting via synchronous PowerPoint and voice.  相似文献   

9.
The rapid development of information and communication technology and the popularization of the Internet have given a boost to digitization technologies. Since 2001, The National Science Council (NSC) of Taiwan has invested a large amount of funding in the National Digital Archives Program (NDAP) to develop digital content. Some studies have indicated that most respondents had no confidence in particular digital archive websites. Thus, with the Technology Acceptance Model (TAM) as a theoretical basis, the focus of the present study was to identify the factors influencing usage. Extension of the roles of perceived playfulness and interface design was also explored to identify the reasons that digital archives might not be accepted by some users. The present study used a random sampling method to distribute questionnaires to digital archive users via e-mail. The Structural Equation Modeling (SEM) method was used to verify the appropriateness of the study model and whether the hypotheses were confirmed. Study results indicated that the “interface design” is an important factor that influences people to use the digital archives, and that it is separate from the “human factor” and the “human–computer interface” (HCI). Moreover, the results showed that HCI had a significant impact on the “perceived ease of use” and on “usage intentions.” However, the human factor interface showed a significant impact only on “perceived ease of use.” With respect to the hypotheses regarding “usage intentions,” the “perceived usefulness,” “perceived ease of use,” “attitude,” and “perceived playfulness” were not related to “usage intentions.” Therefore, it is necessary to consider the quality of interface design in the development of digital archives in order to promote usage.  相似文献   

10.
Dynamic images that possess beauty and are user-friendly can increase the use of digital technology. In addition to information conveyance, dynamic images also act as a communication bridge in the human–machine interface. Dynamic images are widely used in the application of digital media. Therefore, understanding the visual effects of dynamic images on viewers is a very important issue. From a visual communication design perspective, dynamic images influence not only image quality, but also the viewers’ perception and impression of the displayed image. In the contemporary age characterized by universal usage of dynamic images, designers should attain synchronized knowledge and understanding of relevant media technology so as to present preferred design quality in the management of digital design such as animation design, Web page design, multimedia design, and so on. The current study noted that psychological effects such as viewers’ visual attention, preferences, and understanding were more important than image quality. Therefore, this study adopted the viewpoint of “visual design” and conducted a perceptual evaluation of grating frequency and grating velocity. The pair-comparison method and scale method were adopted in the research methodology to simplify perceptual evaluations and enhance their validity. The purpose of this study was: (1) To propose recommendations for displaying dynamic images and improving image performance using perceptual evaluation methods. (2) To examine the influence of psychological factors on viewer’s comfort when they experience dynamic images. (3) To identify the best grating feature combinations that meet viewer’s psychological characteristics and propose recommendations for dynamic images design. The study concludes that it is useful to establish criteria for evaluating users’ perception and to, develop perceptual evaluations of dynamic images. It is recommended that designers find a balance between watching a moving imaging display “clearly” and watching it “comfortably” for successful reception by the viewer.  相似文献   

11.
This paper explains physicians’ acceptance, in terms of usage intentions, of a central component of health information technology: electronic health care records (EHCR systems). For this purpose, the original version of the Technology Acceptance Model (TAM), which included perceived usefulness, perceived ease of use, attitude towards usage, and usage intentions, is extended with trust and risk-related factors such as physicians’ perceptions of institutional trust, perceived risk, and information integrity. The results stress the special importance of attitudinal factors (attitude towards usage and perceived institutional trust) and cognitive instrumental processes (mainly, usefulness perceptions) in determining physicians’ intention to use EHCR systems. Perceptions of institutional trust exerted strong direct effects on physicians’ perceived usefulness, perceived ease of use, and attitude towards the use of EHCR systems. In addition, trust fully mediated the influences of perceived risk and information integrity perceptions on physicians’ acceptance of EHCR systems.  相似文献   

12.
Online simulation games provide an opportunity for people to express their personality through the design of their in-game virtual environment in a manner visible to third-party observers. We found that zero-acquaintance observers of these games can identify personality traits by simply looking at screenshots of the created virtual environment, and that the observed personality is closer to the self-reported “real” personality than “ideal” personality of the creator. These results contradict studies on avatar customization and personality, suggesting that spatial customization is more reflective of unintentional behavioral residue than conscious selective self-presentation.  相似文献   

13.
We examined sources of Internet anxiety; specifically modeling the ties from broad dispositional traits (computer anxiety, computer self-efficacy, and personal innovativeness with IT), beliefs about the work environment (about the adequacy of resources and trust in technology), and two forms of social support for IT (leader and peer support) to individuals’ anxiety about using Internet applications. We tested our model using respondents who participated in virtual teams during a 16-week period. Our findings suggested that Internet anxiety was affected both by the users’ personality and by beliefs that can be influenced by providing adequate resources to support the technology, encourage trust in technology, and working to assure users that leaders and peers are supportive of their using the technology. Our findings suggest that by providing appropriate resources and fostering a supportive environment, leaders could reduce Internet anxiety and thus influence the use of technology in the workplace in ways that benefit organizations.  相似文献   

14.
The present study explored the relationship between Facebook (FB) users’ self-monitoring and self-reported FB honesty and the content of users’ profiles. It was anticipated that high self-monitors would construct a more extraverted profile and honest FB users would construct a more conscientious profile. A content analysis of 53 cues on participants’ FB profiles (N = 100) was conducted. Supporting evidence was shown in a lens model analysis of FB user profiles and strangers’ (N = 35) impressions of users’ personality. User self-monitoring was uniquely associated with three FB cues: posting a profile picture at a younger age, posting more frequently, and using more shorthand in status updates. These three cues informed strangers’ estimations of user extraversion, but were unrelated to estimations of users’ conscientiousness. Honesty on FB was uniquely associated with three cues that informed strangers’ estimations of user conscientiousness: expressing positive affect and talking more about family in status updates, and having FB friends who expressed support in response to status updates. This study demonstrated that FB use and profile page construction were associated with FB users’ personality, and the construction of profiles affected strangers’ perceptions of FB users.  相似文献   

15.
Technology-acceptance tests are traditionally conducted after users have obtained at least a certain amount of experience with a technology. Taking college students who had no real interaction with a prospective eportfolio system, this study investigated both their perceptions of the system and the perceptions’ association with attitude towards and intention of using the system. A pre-implementation value-assessment model was proposed, and the results indicate that for prospective users, attitudes appear to have the strongest significant direct effect on usage intentions. Perceived functional value serves as the preliminary conditions that mediate the effect of the perceived epistemic value on attitude. Perceived contextual value influences users’ attitude and intention via the mediation of perceived epistemic value and perceived functional value. This model provides a systemic understanding of prospective users’ perceptions of the system, and such an understanding can help change agents to examine their assumptions about prospective users’ perceptions concerning the value and acceptance of a new technology.  相似文献   

16.
Common knowledge, whereby everybody knows something, and everybody knows that everybody knows it, and so on ad infinitum, is claimed to be central to coordination in organizations. However, this claim has so far not received empirical support, as a method to empirically compare common knowledge with other forms of knowledge has not been available. In this article, we present a novel method through which we empirically estimate the common knowledge premium—the level of users’ preference of common knowledge over “knowledge by all” (where everybody knows something, but not necessarily everybody knows that everybody knows it). Using the method we show that a “premium” of common knowledge over “knowledge by all” does exist consistently, across populations and measuring variations. The findings provide empirical support for the centrality of common knowledge. Implications of the study are discussed.  相似文献   

17.
Sociability is considered to be important to the success of social software. The goal of the current study is to identify factors that affect the users’ perception of the sociability of social software and to examine the impact of sociability on the users’ attitude and behavior intentions. In a pilot study, 35 web users were interviewed to gain understanding of how they use social software to supplement their social life and to explore the possible factors that influence the users’ utilization of social software. In the first study, a questionnaire was developed, and 163 valid responses were collected. From the factor analysis results, seven important factors for social software design emerged, which accounts for 63.3% of the total variance. In the second study, 246 participants were asked to evaluate one of ten popular social applications with respect to the seven factors, their perceived sociability, and their attitudes and intention regarding the use of the applications. Results show that sociability is influenced by social climate, benefits and purposes, people, interaction richness, self-presentation, and support for formal interaction. System competency is not a sociability factor, but it significantly influences the user’s experience. Sociability and system competency, when combined, can predict 43% of users’ attitude towards social software and 51% of their intentions to use social software.  相似文献   

18.
Due to the high perceived risk, building users’ initial trust is crucial to facilitating their adoption and usage of mobile banking. Drawing on the elaboration likelihood model (ELM), this research examined users’ initial trust in mobile banking. The results indicated that initial trust develops along a dual route including the central route and peripheral route. Self-efficacy as the elaboration likelihood moderates the effects of central cues and peripheral cues on initial trust. Central cues include information quality and service quality, whereas peripheral cues include system quality, structural assurance and reputation. The results imply that service providers need to employ differentiated strategies to build users’ initial trust in mobile banking.  相似文献   

19.
The risk of falls from height on a construction site increases under conditions which degrade workers’ postural control. At elevation, workers depend heavily on sensory information from their feet to maintain balance. The study tested two hypotheses: “sensory enhancement” – sub-sensory (undetectable) random mechanical vibrations at the plantar surface of the feet can improve worker’s balance at elevation; and “sensory suppression” – supra-sensory (detectable) random mechanical vibrations can have a degrading effect on balance in the same experimental settings.Six young (age 20–35) and six aging (age 45–60) construction workers were tested while standing in standard and semi-tandem postures on instrumented gel insoles. The insoles applied sub- or supra-sensory levels of random mechanical vibrations to the feet. The tests were conducted in a surround-screen virtual reality system, which simulated a narrow plank at elevation on a construction site. Upper body kinematics was assessed with a motion-measurement system. Postural stability effects were evaluated by conventional and statistical mechanics sway measures, as well as trunk angular displacement parameters.Analysis of variance did not confirm the “sensory enhancement” hypothesis, but provided evidence for the “sensory suppression” hypothesis. The supra-sensory vibration had a destabilizing effect, which was considerably stronger in the semi-tandem posture and affected most of the sway variables.Sensory suppression associated with elevated vibration levels on a construction site may increase the danger of losing balance. Construction workers at elevation, e.g., on a beam or narrow plank might be at increased risk of fall if they can detect vibrations under their feet. To reduce the possibility of losing balance, mechanical vibration to supporting structures used as walking/working surfaces should be minimized when performing construction tasks at elevation.  相似文献   

20.
Organizations rely on customer information to design new products and offer new services. However, people should not share their personal information online. We produced and tested a model of information disclosure. While prior work focused on the effects of trust and its relationship to risk in determining intent to disclose information, we assumed that information relevance was a critical antecedent to disclosure and that both relevance and trust could alleviate perceptions of risk associated with disclosure, thereby increasing peoples’ intentions to disclose information. We tested our model using 264 subjects in an experimental setting. The results showed the importance of relevance on intentions to disclose information – allowing us to draw implications for practice about voluntary information disclosure in online settings.  相似文献   

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