共查询到20条相似文献,搜索用时 15 毫秒
1.
Jennifer Stromer-Galley 《The Information Society》2013,29(5):391-394
This article attempts to clarify the murky conceptual water of “interactivity,” arguing that the term refers to two distinct phenomena: interactivity between people and interactivity between people and computers or networks. The former orients research on the process of interactivity. The latter orients research on the product of interactivity. That two distinct phenomena have been labeled with the same term causes problems when one wants to move from theorizing about interactivity in the abstract to investigating what effects interactivity has and then to operationalizing measurement terms. Studying interactivity-as-process entails a research focus on human interaction. Studying interactivity-as-product entails a research focus on user interactions with technology. In wading into the murky waters of what interactivity is, we must not lose sight of why it matters. In research focused on the opportunities and constraints for citizen participation in the political process afforded by communication technology, for example, interactivity is a variable of importance. 相似文献
2.
The need for quick, timely, and accurate information is critical in emergency events. During mass emergencies, people assemble information from both official and unofficial sources. As digital access expands, people will increasingly incorporate information from digital sources into decision making and assess it against the local circumstances they experience. If we extrapolate what such behavior means for the future, we can see that information management under emergency conditions will need to become increasingly socially distributed. The key question then is how to assess the quality of information: how “good” or “bad” it is; whether it is “misinformation” or “disinformation.” Borrowing from Simon's notion of satisficing, the authors argue that people's assessment of information helpfulness and credibility is a function of the “everyday analytic” skills they employ during mass emergencies. To facilitate the critical work of “everyday analysts,” we outline a research agenda for the development of analytical support tools. 相似文献
3.
Erik P. Bucy 《The Information Society》2013,29(5):373-383
Interactivity has been identified as a core concept of new media, yet despite nearly three decades of study and analysis, we scarcely know what interactivity is, let alone what it does, and have scant insight into the conditions in which interactive processes are likely to be consequential for members of a social system. This article attempts to address this deficiency by critiquing three self-defeating tendencies and an erroneous assumption of interactivity research, then proposes four basic propositions around which systematic knowledge regarding interactivity in society may be built. In the spirit of bridging mass and interpersonal processes, a model of interactivity is proposed to initiate discussion about the concept as a cross-level and multivalent phenomenon—one with both positive and negative consequences—and to spur more socially relevant research. For interactivity to succeed as a concept, it must have some meaningful social and psychological relevance beyond its technical status as a property of media systems or message exchanges. 相似文献
4.
Erik P. Bucy 《The Information Society》2004,20(5):373-383
Interactivity has been identified as a core concept of new media, yet despite nearly three decades of study and analysis, we scarcely know what interactivity is, let alone what it does, and have scant insight into the conditions in which interactive processes are likely to be consequential for members of a social system. This article attempts to address this deficiency by critiquing three self-defeating tendencies and an erroneous assumption of interactivity research, then proposes four basic propositions around which systematic knowledge regarding interactivity in society may be built. In the spirit of bridging mass and interpersonal processes, a model of interactivity is proposed to initiate discussion about the concept as a cross-level and multivalent phenomenon—one with both positive and negative consequences—and to spur more socially relevant research. For interactivity to succeed as a concept, it must have some meaningful social and psychological relevance beyond its technical status as a property of media systems or message exchanges. 相似文献
5.
电子邮件在商务活动中日渐普及,然而目前研究英文商务电子邮件的文献仍然甚少;作者从五家不同的进出口贸易公司搜集100封真实的商务电子邮件作为语料,分别从它们的书写、词汇和句法三个层面进行分析,旨在探讨英文商务电子邮件这一以电脑为媒介的交流方式所呈现出的语言特征。 相似文献
6.
腾讯QQ等即时通信(Instant Messaging,简称IM)软件是目前使用最普遍的网络人际传播工具之一.本文通过路径分析方法,以182名大学生QQ用户为研究样本,来探索QQ人际传播对现实人际关系和孤独感的影响,并建构了大学生QQ人际传播模型.研究结果表明,在QQ人际传播模型中:首先,QQ私密话题的谈论和QQ亲密表情的使用,是QQ人际传播“深度”交谈的主要形式,激发了自我表露这一中介变量,进而促进了现实人际关系;随着人际关系的发展,能够减弱孤独感.其次,联系与人际交往动机、QQ私密话题的谈论和QQ亲密表情的使用,共同促进了QQ人际交往行为,进而减弱了孤独感;但普通的QQ人际交往行为无法促进现实人际关系. 相似文献
7.
Real friends: how the Internet can foster friendship 总被引:1,自引:0,他引:1
Adam Briggle 《Ethics and Information Technology》2008,10(1):71-79
Dean Cocking and Steve Matthews’ article “Unreal Friends” (Ethics and Information Technology, 2000) argues that the formation
of purely mediated friendships via the Internet is impossible. I critique their argument and contend that mediated contexts,
including the Internet, can actually promote exceptionally strong friendships according to the very conceptual criteria utilized
by Cocking and Matthews. I first argue that offline relationships can be constrictive and insincere, distorting important
indicators and dynamics in the formation of close friends. The distance of mediated friendships mitigates this problem by promoting the courage to be candid. Next, I argue that the offline world
of largely oral exchanges is often too shallow and hasty to promote deep bonds. The deliberateness of written correspondence acts as a weight to submerge friendships to greater depths and as a brake to enhance attentiveness
to and precision about one’s own and one’s friend’s character. Nonetheless, close friendships may fail to develop on the Internet.
Insofar as this failure occurs, however, it would be for reasons other than those identified by Cocking and Matthews. 相似文献
8.
当今世界已步入电子社会的时代,人们开始期盼计算机像人一样具有情感,能与人进行自然和谐、亲切生动的智能交互。情感计算旨在通过赋予计算系统识别、理解、表达和适应人的情感的能力,来建立和谐人机环境,并使计算机具有更高的、全面的智能。开展情感计算研究,既有助于构建和谐的电子社会,也有益于推进心理科学的发展,让已经到来的电子社会和蓬勃发展的心理科学相得益彰。 相似文献
9.
Robyn Brothers 《Ethics and Information Technology》2000,2(2):91-97
In response to the attractive moral and politicalmodel of cosmopolitanism, this paper offers anoverview of some of the conceptual limitations to thatmodel arising from computer-mediated, interest-basedsocial interaction. I discuss James Bohman'sdefinition of the global and cosmopolitan spheres andhow computer-mediated communication might impact thedevelopment of those spheres. Additionally, I questionthe commitment to purely rational models of socialcooperation when theorizing a computer-mediated globalpublic sphere, exploring recent alternatives. Andfinally, I discuss a few of the political andepistemic constraints on participation in thecomputer-mediated public sphere that threaten thecosmopolitan ideal.``Nature should be thanked for fostering socialincompatibility, enviously competitive vanity, andinsatiable desires for possessions and even power.Without these desires, all man's excellent naturalcapacities would never be roused to develop.' Theultimate destiny for mankind, according to Kant whowrote these words in 1784, is to achieve through theuse of reason a `cosmopolitan existence' or ``thematrix within which all the original capacities of thehuman race may develop.' Ironically, however, as Habermas andothers have realized, Kant's carefully developedvision for `perpetual peace' among nations and `worldcitizenship' is now murky even as the electronicallymediated infrastructure of that matrix is rapidlydeveloping. Globalization as a process has intensifiedto the point where a new social, political, andeconomic condition has taken hold in the global arena.Recently this condition has been termed ``globality' –a term denoting a networked world characterized byspeed, mobility, risk, insecurity, andflexibility. And a debate is forming around thequestion of whether we are still in late modernity andexperiencing the culmination of modernity's inherentlyglobalizing tendency or instead we have entered thenetworked age, in which the tension between collectiveand transformative identities and the networking logicof dominant institutions and organizations heralds theend of civil society. Inthis paper assume the latter but wish to explorefurther the political and epistemic constraints onparticipation in the computer-mediated public sphere.These constraints seem certain to impact the viabilityof a cosmopolitan public sphere. In the first sectionI shall discuss James Bohman's definition of theglobal and cosmopolitan spheres and howcomputer-mediated communication (hereafter CMC) mightimpact the development of those spheres. In the secondsection, I question the commitment to purely rationalmodels of social cooperation when theorizing a globalpublic sphere. I explore recently proposed alternativeways of thinking about this issue in section three.And finally, I discuss a few of the political andepistemic constraints on participation in thecomputer-mediated public sphere that threaten thecosmopolitan ideal. 相似文献
10.
传统的射击训练由于受经费、场地、安全等因素影响,很难在群众中普及.本文结合大屏幕投影、人机交互等虚拟现实技术,设计了一个虚拟影像靶射击训练系统.在一个大屏幕投影系统中,射击者手持模拟枪械对虚拟的三维影像靶射击,系统利用红外摄像头对射击位置进行实时检测,判断是否击中目标.在射击过程中,场景与射击者是相对变化的,增强了射击... 相似文献
11.
S. Shyam Sundar 《The Information Society》2013,29(5):385-389
Noting that interactivity is often defined but seldom theorized in the literature, this article provides some pointers for developing theories about effects of interactivity, particularly as it applies to Web-based mass communication. It first makes the case that interactivity is an attribute of the technology and not that of the user. It exposes the tautology of studying the effects of perceived interactivity and calls for the consideration of ontological aspects that constitute interactivity while specifying its social and psychological effects. Theoretical explorations may be categorized in terms of three classes of outcome measures—behavioral, attitudinal, and cognitive—as we investigate the role played by interactivity in initiating action, changing attitudes, and altering the nature of information processing. These would result in theories about technology rather than psychology in that they help us specify direct and combination effects of interactivity, modality, navigability, and other technological attributes of the Web medium. 相似文献
12.
S. Shyam Sundar 《The Information Society》2004,20(5):385-389
Noting that interactivity is often defined but seldom theorized in the literature, this article provides some pointers for developing theories about effects of interactivity, particularly as it applies to Web-based mass communication. It first makes the case that interactivity is an attribute of the technology and not that of the user. It exposes the tautology of studying the effects of perceived interactivity and calls for the consideration of ontological aspects that constitute interactivity while specifying its social and psychological effects. Theoretical explorations may be categorized in terms of three classes of outcome measures—behavioral, attitudinal, and cognitive—as we investigate the role played by interactivity in initiating action, changing attitudes, and altering the nature of information processing. These would result in theories about technology rather than psychology in that they help us specify direct and combination effects of interactivity, modality, navigability, and other technological attributes of the Web medium. 相似文献
13.
Charles Ess 《Ethics and Information Technology》2002,4(1):11-22
``The diversity of cultures in this world isreally important. It's the richness that wehave which, in fact, will save us from beingcaught up in one big idea'.Tim Berners-Lee (inventor of the Web)addressing the 10th International World WideWeb Conference, Hong Kong.``Globalization must not be a new version ofcolonialism. It must respect the diversity ofcultures which, within the universal harmony ofpeoples, are life's interpretative keys'.Pope John Paul II.``It is the stillest words that bring on thestorm. Thoughts that come on doves' feet guidethe world'.The Stillest Hour, Thus Spoke Zarathustra. 相似文献
14.
Recent studies have shown that adolescents use the Internet not only to maintain social relationships with distant relatives and friends but also to create new relationships online; some of these friendships become integrated into their social circle. Research has focused mainly on the effect of the Internet on existing relationships or the nature of online-only ties, so studies comparing the quality of online and face-to-face relationships are missing. The goal of this study is to bridge this gap. In keeping with previous studies on social association, we argue that the quality of social relationships is dependent on duration and diversity of topics and activities carried together. Time is important, as it facilitates the development of a collective shared history and identity. Intimacy develops through the participation in shared activities and discussion of diverse issues of personal concern. Using a representative sample of the adolescent population in Israel, we find that closeness to a friend is a function of social similarity, content and activity multiplexity, and duration of the relationships. Friendships originated in the Internet are perceived as less close and supportive because they are relatively new and online friends are involved in less joint activities and less topics of discussion. The implications of the findings are discussed. 相似文献
15.
语音作为人机交互的有效手段之一,其研究也越来越成熟且接近实用,将语音技术应用到导航系统中,可以使驾驶者无需双手便可以与车载导航系统进行交互,极大地提高了行车的安全性和车载导航系统的易用性。结合国内已研发出的某语音云,研究了针对导航特殊场景的应用,建立了声控导航语句规则库,并应用到某导航系统中,取得了较好的效果。 相似文献
16.
Recent studies have shown that adolescents use the Internet not only to maintain social relationships with distant relatives and friends but also to create new relationships online; some of these friendships become integrated into their social circle. Research has focused mainly on the effect of the Internet on existing relationships or the nature of online-only ties, so studies comparing the quality of online and face-to-face relationships are missing. The goal of this study is to bridge this gap. In keeping with previous studies on social association, we argue that the quality of social relationships is dependent on duration and diversity of topics and activities carried together. Time is important, as it facilitates the development of a collective shared history and identity. Intimacy develops through the participation in shared activities and discussion of diverse issues of personal concern. Using a representative sample of the adolescent population in Israel, we find that closeness to a friend is a function of social similarity, content and activity multiplexity, and duration of the relationships. Friendships originated in the Internet are perceived as less close and supportive because they are relatively new and online friends are involved in less joint activities and less topics of discussion. The implications of the findings are discussed. 相似文献
17.
18.
顾客导向是指满足顾客需求并建立长期顾客关系的理念。人工智能技术在服务领域的深入布局改变了整个市场的互动方式,使顾客导向的理论内涵、研究层面、情境应用得到新的拓展。本文首先对该领域研究热点与高被引文献进行可视化分析,然后按照“概念界定—影响因素—作用机制—边界条件”的链条厘清人机交互下顾客导向的研究进展,最后围绕研究框架图,未来研究可重点关注人工智能技术应用与配置优化对多层面顾客导向的影响机制、顾客旅程视角下顾客导向的动态变化、契约视角下人机合作顾客导向对顾客服务绩效作用机制、人工智能顾客导向与多角度绩效的边界条件。本文丰富了顾客导向的理论体系,对促进中国企业合理配置人工智能资源,推进中国式现代化具有重要启示。 相似文献
19.
探究智能技术对智能商业中价值共创的作用机理。基于价值共创理论,采用多案例研究方法,以达闼科技(北京)有限公司和中国平安保险(集团)股份有限公司为研究对象,以多种来源的一手数据和二手数据相互验证,从动态、整体的视角研究智能商业背景下企业如何应用人工智能(AI)技术实现价值共创。研究发现,AI技术的应用使企业突破了“价值识别—价值创造—价值实现”的传统线性范式,企业价值共创各环节活动呈现“交互—反馈—增强”的非线性价值共创模式。其中,交互是起点,提供用户信息及行为数据基础;反馈是关键,提高价值创造效率;而增强是独特价值,也是更高起点的价值共创的开始。 相似文献
20.
目前国内对客服机器人应用的研究多以一般性电子服务为对象或者聚焦于奢侈品行业和社交网站等,对头部电商平台客服机器人的用户体验研究不足。为此,基于技术接受模型和信息系统成功模型,结合电商领域客服机器人特征,构建包含信息质量、系统质量、感知有用性、感知易用性、感知享受、用户满意度、持续使用意愿等7个变量的客服机器人用户持续使用意愿模型,通过问卷调查法收集数据,采用结构方程模型实证检验用户持续使用客服机器人意愿的影响因素。结果表明:信息质量、感知有用性、感知享受对用户满意度有显著的正向影响;系统质量、感知易用性对满意度的直接促进作用不显著,但可分别通过信息质量、感知有用性对用户满意度产生一定积极影响;用户满意度是持续使用意愿的重要预测因素。据此提出相关组织应加强机器人问题理解、意图识别等核心技术研发,定期维护系统、关注界面功能设计,并形成用户画像,以满足用户的个性化需求,同时建立客观的服务评价功能体系,合理开发附加功能或服务以增进平台趣味性,提升人机交互体验。 相似文献