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1.
ABSTRACT

Aesthetic techniques are increasingly used by marketeers to create enticing digital products. In this paper, I work with the aesthetic experiences of one audience group to consider the psychological impact of living in a culture where digital devices are deliberately designed to influence behaviour. I argue that aesthetic encounters can help with understanding the impact of the interplay between visual stimulus, affect and digital culture, in ways that may support situated understandings of mental distress in a digital age. I show how audiences respond to the artist-led research project Are We All Addicts Now? arguing that they generate ideas connected to submersion and being overwhelmed as a means of reporting on their own personal experiences of living in a digital culture that seeks to influence behaviour. The findings may have value for designers, curators and artists invested in understanding the experiential impact of digital devices.  相似文献   

2.
Chaomei Chen 《AI & Society》1997,11(1-2):48-62
Standard psychological scaling methods have been widely used as knowledge elicitation tools to uncover structural characteristics of a given domain. However, these methods traditionally rely on relatedness ratings from human experts, which is often time-consuming and tedious. We describe an integrated approach to knowledge elicitation and representation using Latent Semantic Analysis and Pathfinder Network Scaling techniques. The semantic structure of a subject domain can be automatically characterised from a collection of published documents in the domain. The method is illustrated with an example of organising a digital library in accordance to latent semantic structures.  相似文献   

3.
Digital inequality is one of the most critical issues in the “information age”, few studies have examined the social inequality in information resources and digital use patterns. In the rural areas, such information communication technology (ICT) facilities could not guarantee that users can easily access information technology and overcome the so-called “digital divide.” This research aims to discover the psychological factors that influence information and communication technology (ICT) adoption behavior, as well as confirm whether “information literacy” and “digital skills” have moderator effects in the research model. Using a survey of 875 participants and a structural equation modeling approach, we find that task characteristics and social interaction improve media richness, media experience, and media technostress, which in turn enhance ICT adoption behavior. The proposed theoretical model shows that the impact of ICT adoption behavior is moderated by information literacy and digital skills. The findings of this research can offer guidelines for policy makers and educators who evaluate a community's ICT adoption behavior so as to provide proper access to ICT and promote its visibility by incorporating ICT in educational activities.  相似文献   

4.
Recovery is a necessary factor in avoiding work-related strain and in feeling prepared for the next day of work. In order for recovery to be successful, an individual must experience psychological detachment from work, relaxation, mastery experiences and a sense of control, all of which have been argued to be assisted by digital game use. However, it is unclear whether these associations will be greater for certain digital game genres, or whether this would extend to other recovery-related outcomes, for instance work home interference (WHI), where the stress from work interferes with home-life. These factors may be vital in determining whether interventions aimed at improving recovery using digital games would be effective, and what form these should take. The present research surveyed 491 participants and found that the total number of hours spent playing digital games per week was positively correlated with overall recovery. Correlations varied with genre, highlighting the importance of game characteristics in this relationship: first person shooters and action games were most highly correlated with recovery. Moreover, digital game use was not related to a reduction in work–home interference. When restricting the analysis to gamers who report to have developed online relationships, online social support mediated the relationship between digital game use and recovery. Results are discussed in terms of how digital games may be utilised to improve recovery and reduce work-related stress.  相似文献   

5.
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   

6.
In this article the question is raised whether artificial intelligence has any psychological relevance, i.e. contributes to our knowledge of how the mind/brain works. It is argued that the psychological relevance of artificial intelligence of the symbolic kind is questionable as yet, since there is no indication that the brain structurally resembles or operates like a digital computer. However, artificial intelligence of the connectionist kind may have psychological relevance, not because the brain is a neural network, but because connectionist networks exhibit operating characteristics which mimic operant behavior. Finally it is concluded that, since most of the work done so far in AI and Law is of the symbolic kind, it has as yet contributed little to our understanding of the legal mind.  相似文献   

7.
在"以人为本"科学发展观的思想指导下,通过对不同目标人群的心理特点和生理特点的分析,论述了在针对不同人群进行产品设计时需要特别注意的重点和应该采用的方法。  相似文献   

8.
为了避免数字量检测软件滤波造成的系统阻塞,借助μC/OS-Ⅱ时钟中断和事件标志设计了一种数字量输入检测方法。给出了该方法的技术原理和特点,详细介绍了数字量检测的软件实现。该数字量检测方法不阻塞系统,易实现、功能全。  相似文献   

9.
基于字符拓扑结构的文本数字水印技术   总被引:3,自引:0,他引:3  
提出了一种新的基于人类心理认知特征的文本数字水印技术,通过改变字符(或者字符串)字形的拓扑结构,设计出语义上相同的字符(或者字符串)的多种字形,并对这些字形的拓扑结构进行恰当的编码,利用字符(或者字符串)的拓扑结构来携带数字水印信息.该技术同时具有携带隐藏信息容量大、鲁棒性强、视觉影响小、抗攻击能力强的特点.  相似文献   

10.
In online social networks, users tend to select information that adhere to their system of beliefs and to form polarized groups of like minded people. Polarization as well as its effects on online social interactions have been extensively investigated. Still, the relation between group formation and personality traits remains unclear. A better understanding of the cognitive and psychological determinants of online social dynamics might help to design more efficient communication strategies and to challenge the digital misinformation threat. In this work, we focus on users commenting posts published by US Facebook pages supporting scientific and conspiracy-like narratives, and we classify the personality traits of those users according to their online behavior. We show that different and conflicting communities are populated by users showing similar psychological profiles, and that the dominant personality model is the same in both scientific and conspiracy echo chambers. Moreover, we observe that the permanence within echo chambers slightly shapes users' psychological profiles. Our results suggest that the presence of specific personality traits in individuals lead to their considerable involvement in supporting narratives inside virtual echo chambers.  相似文献   

11.
This study analyses the behavioral, physiological, and psychological effects of digital manuals presented by a retinal imaging display (RID) on workers in the manufacturing industry. An RID consists of wearable glasses that enable users to view a digital image overlaying the real world. We conducted an experiment in which subjects assembled an object by referring to different types of manuals. The experimental results suggest that an RID enables users to conveniently examine real objects against information in the manual, reduces the information‐processing load while performing tasks, and supports effortless performance of tasks. However, using a monochrome picture manual with an RID increases the information‐processing load. On the other hand, a full‐color RID movie manual generates additional responses in users, such as psychological satisfaction.  相似文献   

12.
卓灵  孙昕 《计算机应用研究》2020,37(9):2822-2826
数字集群系统具有组呼和半双工通信等特点,针对传统用户分类方法不能满足数字集群用户分类需求的问题,提出一种基于改进RFM模型的数字集群用户分类方法。首先引入平均讲话时长属性建立RVS(recency vitality speak)模型;然后采用层次分析法确定RVS模型参数的权重;最后,利用K-means++聚类算法对数字集群用户进行分类。仿真结果表明,使用提出的用户分类方法,数字集群用户分类的准确度可达到87.9%以上。  相似文献   

13.
The present study explores the relation among different characteristics of preadolescents and their video game habits and preferences. Specifically, the predictive power of age, gender, and psychological adjustment on time spent playing video games and game preference was explored. Children ages 10–15 were given two surveys: a video game habits survey and the BASC-II self-report assessment of personality. Results confirm previous findings of significant gender differences in both time spent playing video games and game type preference. For preadolescents, males were found to spend more time overall playing video games, but for both males and females time spent playing increased with age. No relation was found between time spent playing video games and negative psychological adjustment, as assessed by the BASC-II. Game type preference was predicted by several psychological characteristics. For example, females’ positive feelings about the self were associated with increased likelihood of electing First Person Shooters as a favored game type, and males’ internalizing difficulties were associated with decreased likelihood of electing Massively Multiplayer Online Role Playing Games (MMORPGs). The current findings confirm previous results with preadolescents, an under-studied age group, and lend novel insight into the psychological processes that contribute to video game preference.  相似文献   

14.
Technological advances in electronic markets, particularly product digitization, have transformed customer-product interactions. For example, altered ownership perceptions in the digital domain affect product acquisition, usage and disposition. This study’s goal is to explore how consumers conceptualize ownership of digital possessions in order to help marketers develop tailored positioning and commercialization strategies. Comparing physical books and e-books, we contribute to the literature on electronic markets, which neglects a consumer-focused perspective on digital possessions. Using focus groups with U.S. consumers, we identify six themes surrounding perceptions of psychological digital ownership, which mainly portray a constricted sense of ownership, limiting usage experience, and value perceptions. However, we also find that ease of disposition favors e-book usage. Typical assumptions about younger consumers’ preference for digital products were not supported. Based on our findings, we offer two managerial approaches: (1) enhancing the digital product experience or (2) emancipating digital products from their physical correlates.  相似文献   

15.
中职学校的学生,大部分是一般普通高中都考不上的差生,有的还是令人头痛的“双差生”,这些学生整体素质较低,学习倦怠、缺乏兴趣,学习被动、懒于思考,学习呆板、忽视创新。面对这样的群体,作为一名中职教师,要正确认识和把握中职学生存在的学习心理问题,在实际工作中要根据学科特点,研究适合的教学教法,帮助中职学生克服其学习心理问题,增强学习能力,提高学习效率和质量。  相似文献   

16.
于君  刘弘 《微机发展》2011,(10):222-225
对群体行为的模拟一直是动画研究领域的重点,如何表现出个体运动的独立性以及群体运动的整体性是群体行为模拟的难点所在,同时传统的群体动画制作手段工作量大,制作出的效果不能满足人们的需求。针对此问题文中将人工蜂群算法应用于群体行为模拟路径规划中,并针对群体动画的特征进行修改,从而产生一种新的简单、高效的制作群体动画的方法。仿真实验表明改进后的人工蜂群算法能够真实模拟出群体在运动过程中的心里状态及群体运动行为。  相似文献   

17.
Design principles emerging from the cognitive theory of multimedia learning can be applied to engage cognitive processing, and teaching methods that have evolved from variation theory can encourage thinking through comparisons in mathematics education. Applying these principles and teaching methods in designing digital material should be a sound proposition. However, there is a disconnection between research in digital educational material and classroom practices. Teachers often have doubts about the effectiveness of the materials. Thus, this paper presents a design-based research of developing a digital material for algebra concept learning. We collaborated with two experienced teachers and a subject expert from a university, and designed some digital learning material that was presented to 68 students through an iterative redesign development cycle; the effectiveness of the final product was tested on another group of 66 students the following year. Characteristics of an optimal design generated from the data collected are presented in this paper. The characteristics may have useful practical implications for instructional designers and teachers and contribute to improvements in the design of digital learning materials.  相似文献   

18.
数字音频信号的脆弱水印嵌入算法   总被引:34,自引:0,他引:34  
该文给出了量化系数嵌入水印比特信息的基本原理,在此基础上提出了数字音频信号的脆弱水印嵌入算法。该算法充分利用离散子波变换的多分辨率特性,通过等概率随机量化音频信号不同子带的子波系数嵌入视觉可辨别的水印-二值图像。仿真实验结果表明,该文提出的数字音频信号脆弱水印嵌入算法对有损压缩、滤波和重新采样等操作具有很强的敏感性。  相似文献   

19.
Despite the dynamic and interactive features of digital text, the visual design guidelines for digital text are similar to those for printed text. The purpose of this study was to develop visual design guidelines for improving learning from dynamic and interactive digital text and to validate them by controlled testing. Two structure design guidelines (for enhancing text structure comprehension) and two selective-attention design guidelines (for maintaining the learners' attention on the essential contents) were developed based on the psychological and instructional, technological foundations that can affect the visual design of digital text. In this study, a 2 × 2 factorial design with 141 university students was used to examine the effectiveness of the visual design guidelines. The university students had 20 min to study a piece of digital text with the structure design guidelines, selective-attention design guidelines, both, or no design guidelines applied. Both the structure and selective-attention design guidelines had a positive influence on text structure understanding, essential contents comprehension and usability of digital text. The suggested visual design guidelines were found to be useful for enhancing text comprehension.  相似文献   

20.
魏苗  练秋生 《传感技术学报》2011,24(7):1022-1026
宽带感知需要超宽的射频前端,非常快的数字处理设备,传统的频谱检测机制承受着巨大的压力.利用宽带频谱中信号频谱的稀疏特性以及实际稀疏数据观察值成组出现,即组稀疏的特性,将压缩传感算法应用于宽带频谱感知,通过阈值判断,对欠采样下的信号进行重构,进而进行频谱感知,提出了基于压缩传感的频谱协方差感知算法,当压缩比为0.1时系统...  相似文献   

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