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Using Video Vignettes to Understand Perceptions of Leaders 利用视频短片了解对领导者的看法
IF 2.5 Q2 Computer Science Pub Date : 2023-11-28 DOI: 10.3390/mti7120110
Derek Moskowitz, Diana R. Sanchez, Brian Trinh
Video vignettes are one form of virtualized vignettes that may build upon traditional text vignettes and enable research participants to see and experience a unique scenario that is better translated visually than through a written text. This study examined using video vignettes to study perceptions of leaders. Participants watched virtualized, video vignettes depicting a male leader expressing either a masculine, gender-conforming expression or a feminine, gender-nonconforming expression. Participants evaluated these leaders on measures of leadership likability and leadership effectiveness. Results demonstrated that the videos of the masculine male leader were perceived as more likable and more effective than the videos of the feminine male leader. This relationship was not moderated by gender-related expectations the participants had. This finding reveals that there is a prototypical expectation that male leaders who depicted masculine expressions are more likable and effective. Additionally, we also found that the participant’s individual ideologies of gender-related expectations and conformity expectations were related to the results in unique ways. When the participant believed an ideal leader should have higher versus lower feminine traits, those participants also rated both leaders more positively regardless of the type of gender expression that was depicted in the video vignettes. In contrast, participants with strong expectations that others should conform to gender norms in social situations generally rated both leaders more negatively, regardless of the gender expression in the video vignette. The results are discussed in detail and the benefits of using virtualized and video vignettes are discussed.
视频小故事是虚拟化小故事的一种形式,它可以建立在传统文本小故事的基础上,使研究参与者能够看到并体验到一种独特的情景,这种情景比通过书面文本更好地进行视觉转化。本研究探讨了使用视频小故事来研究领导者的看法。参与者观看了虚拟化的视频小插曲,其中描述了一位男性领导者表现出的阳刚、符合性别的表达方式或阴柔、不符合性别的表达方式。参与者对这些领导者的领导形象和领导效果进行了评估。结果表明,与女性化男性领导者的视频相比,男性化男性领导者的视频被认为更讨人喜欢,也更有效。这种关系没有受到参与者与性别有关的期望的调节。这一发现揭示了一种原型期望,即表现阳刚的男性领导者更讨人喜欢、更有效率。此外,我们还发现,受试者个人对性别相关期望和一致性期望的意识形态以独特的方式与研究结果相关。当受试者认为理想的领导者应该具有较高的女性特质与较低的女性特质时,无论视频片段中描述的性别表现类型如何,这些受试者对这两种领导者的评价都更积极。与此相反,那些强烈期望他人在社会环境中应符合性别规范的受试者,无论视频片段中的性别表达方式如何,一般都会对这两位领导者给予更负面的评价。本文对结果进行了详细讨论,并探讨了使用虚拟化和视频小插图的好处。
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引用次数: 0
What Is the Psychological Role of the Virtual Self in Online Worlds? A Scoping Review 虚拟自我在网络世界中的心理作用是什么?范围审查
IF 2.5 Q2 Computer Science Pub Date : 2023-11-22 DOI: 10.3390/mti7120109
Adrià Gabarnet, Guillem Feixas, A. Montesano
Several studies have researched how people can use the anonymity of the Internet to explore different aspects of their identity. There are many different platforms where one can create a “virtual self” by actively choosing how one presents themselves to others, and each one is designed with different characteristics depending on their purpose: from socialization to professional networking or even entertainment. Different studies have usually focused on specific platforms, but there is no one comparing how people construe their virtual self across different online environments. In this review, we aimed to synthesize research studies carried out about the construal of one’s identity within online platforms and how it can relate to different aspects of participants’ offline identity, such as their self-esteem or self-concept clarity. Data were gathered from 34 publications that researched this topic across different kinds of online platforms. We conducted a quality assessment and a narrative synthesis, reporting and comparing the main findings, as well as identifying possible gaps in the literature. Many studies have explored the idea of people creating either an idealized or accurate version of themselves when construing their online identities. Others have also contemplated the possibility of exploring identities that diverge from both the actual and the ideal self or even an actively negative one. The latter was studied more in the context of video games and other avatar-mediated worlds. We found that people with low self-esteem create a more idealized virtual identity rather than a virtual self that is similar to their offline self. Other variables such as the purpose for using the online platform or self-concept clarity also had a role in virtual self construal, although the latter was only studied in the context of social media.
有几项研究探讨了人们如何利用互联网的匿名性来探索其身份的不同方面。在许多不同的平台上,人们可以通过主动选择向他人展示自己的方式来创建一个 "虚拟自我",而且每个平台都根据其目的设计了不同的特性:从社交到专业网络,甚至是娱乐。不同的研究通常集中在特定的平台上,但还没有人对人们如何在不同的网络环境中构建虚拟自我进行比较。在这篇综述中,我们的目的是对有关在网络平台中构建自我身份的研究进行综合,以及这些研究如何与参与者线下身份的不同方面(如自尊或自我概念的清晰度)相关联。我们从 34 篇研究该主题的出版物中收集了数据,这些出版物涉及不同类型的在线平台。我们进行了质量评估和叙事综述,报告并比较了主要研究结果,同时也找出了文献中可能存在的空白。许多研究探讨了人们在构建自己的网络身份时,是创造理想化的自我还是准确的自我这一观点。其他一些研究还探讨了探索既不同于现实自我也不同于理想自我的身份的可能性,甚至是积极消极的身份。对后者的研究更多的是在电子游戏和其他以化身为媒介的世界中进行的。我们发现,自卑的人创造的虚拟身份更理想化,而不是与离线自我相似的虚拟自我。其他变量,如使用网络平台的目的或自我概念的清晰度,也对虚拟自我的建构有影响,尽管后者只在社交媒体中被研究过。
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引用次数: 0
The Attendant Card Set: A Research and Design Tool to Consider Perspectives of Attendants versus Users When Co-Experiencing Technology 服务员卡组:在共同体验技术时考虑服务员与用户观点的研究与设计工具
IF 2.5 Q2 Computer Science Pub Date : 2023-11-18 DOI: 10.3390/mti7110107
Pia von Terzi, Sarah Diefenbach
Although many of our interactions with technology nowadays take place in public places (e.g., using a mobile phone in public transportation), research and design on Human-Computer Interaction (HCI) has paid little attention to how this kind of technology usage affects others present—and vice versa. To illustrate the perspective of the attendant, i.e., a person who is not interacting with technology themselves but co-experiencing it as listener or viewer, we developed the so-called Attendant Card Set (ACS). In two studies, an expert survey and a student workshop, we tested its practical applicability and usefulness. It showed not only that experts assess the cards positively, i.e., helpful, informative, and relevant, but also that the cards can be used with laypersons for perspective-taking, creative ideation, and discussions. Thus, analyzing and/or comparing the experience of different types with the help of the ACS provides a unique approach to the consideration of the attendant perspective in the research and development process. Limitations of the present research and opportunities for future tool applications are discussed. In addition to establishing this concept in HCI, we also see potential in the transferability to other areas and contexts such as the design of public space or non-technological products.
尽管如今我们与技术的许多互动都发生在公共场所(例如在公共交通中使用手机),但人机交互(HCI)的研究和设计却很少关注这种技术使用如何影响在场的其他人,反之亦然。为了说明服务员的视角,即自己不与技术互动,而是作为聆听者或观看者共同体验技术的人的视角,我们开发了所谓的 "服务员卡组"(ACS)。在专家调查和学生研讨会这两项研究中,我们对其实际适用性和实用性进行了测试。结果表明,专家们不仅对这些卡片给予了积极的评价,即有帮助、信息量大、相关性强,而且这些卡片还可以用于非专业人士的观点收集、创意构思和讨论。因此,在 ACS 的帮助下分析和/或比较不同类型的经验,为在研发过程中考虑相关视角提供了一种独特的方法。本文讨论了当前研究的局限性以及未来工具应用的机遇。除了在人机交互中确立这一概念,我们还看到了将其应用于其他领域和环境的潜力,例如公共空间或非技术产品的设计。
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引用次数: 0
Measuring the Impact of Augmented Prototyping Systems in Co-Design Activities 衡量增强原型制作系统在协同设计活动中的影响
IF 2.5 Q2 Computer Science Pub Date : 2023-11-18 DOI: 10.3390/mti7110108
Federico Morosi, N. Becattini, Giandomenico Caruso, G. Cascini
In recent years, research reached a very high level of development and validation of augmented prototyping systems in support of collaborative design activities. However, there is still great scepticism in companies when it comes to integrating these new technologies within a consolidated working model. Among others, the main barrier to overcome concerns the lack of understanding of the impact of AR systems on the key objectives of a business, such as improving its efficiency and revenue. For this reason, this paper aims to quantify these indicators by observing the technological impact not on a single design session but on an entire product development process, during which the aspects related to its integration are also considered. Thanks to the collaboration with a design agency, it was possible to compare parameters such as the lead time, number of iterations, person-hours and costs between two similar and realistic projects in which only one was supported by projection-based AR technology.
近年来,为支持协作设计活动而开发和验证增强原型系统的研究达到了很高的水平。然而,企业在将这些新技术整合到一个综合工作模式中时,仍然抱有很大的怀疑态度。其中,需要克服的主要障碍是对 AR 系统对企业关键目标(如提高效率和收入)的影响缺乏了解。因此,本文旨在通过观察技术对整个产品开发过程的影响,而不是对单一设计环节的影响,来量化这些指标。通过与一家设计机构合作,我们可以比较两个类似的现实项目之间的参数,如筹备时间、迭代次数、工时和成本,其中只有一个项目采用了基于投影的 AR 技术。
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引用次数: 0
Technological Immersion and Delegation to Virtual Agents 技术沉浸和委托虚拟代理
IF 2.5 Q2 Computer Science Pub Date : 2023-11-16 DOI: 10.3390/mti7110106
Ningyuan Sun, Jean Botev
Interacting with virtual agents in immersive settings is becoming increasingly common thanks to the proliferation of dedicated media devices, such as consumer-grade virtual and augmented reality headsets. These technologies offer many advantages, e.g., in terms of presence and engagement, and can impact user behavior and attitudes toward virtual agents. Recognizing and understanding these effects is essential, especially in critical contexts involving the delegation of high-stake decisions to virtual agents. This article presents two experiments that explore users’ delegatory behavior toward virtual agents experienced via different media devices that vary in their technological immersion, i.e., a device’s technical capacity to deliver immersive experiences. The experiments’ results suggest that technological immersion is not a significant factor in users’ delegation decisions. Thus, for virtual agents designed to carry out critical tasks, developers may focus on other relevant factors, such as agents’ trustworthiness or performance.
由于专用媒体设备(如消费级虚拟和增强现实头盔)的普及,在身临其境的环境中与虚拟代理互动变得越来越普遍。这些技术提供了许多优势,例如在临场感和参与度方面,同时也会影响用户的行为和对虚拟代理的态度。认识和理解这些影响至关重要,尤其是在涉及将高风险决策委托给虚拟代理的关键环境中。本文介绍了两个实验,探讨了用户通过不同媒体设备体验虚拟代理时的委托行为,这些设备的技术沉浸感(即设备提供沉浸式体验的技术能力)各不相同。实验结果表明,技术沉浸感并不是影响用户委托决策的重要因素。因此,对于旨在执行关键任务的虚拟代理来说,开发人员可以关注其他相关因素,如代理的可信度或性能。
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引用次数: 0
Feeling Connected: Technology-Mediated Communication and the Relationship between Modality and Affective Outcomes 感觉连接:技术介导的沟通和情态与情感结果的关系
Q2 Computer Science Pub Date : 2023-11-14 DOI: 10.3390/mti7110105
Tamara J. Skootsky, Diana R. Sanchez, Kentaro Kawasaki
The relationship between workplace communication and affective outcomes, specifically connectedness at work and affective organizational commitment, is one that warrants further investigation for practical usage in the increasingly multimodal workplace. This study considers the frequency of use across five communication modalities, that being face-to-face, email, phone calls, instant messaging, and video calls, in relation to affective outcomes, as well as their relationships with communication meaningfulness. Employed participants (n = 516) completed an online survey in which they self-reported weekly communication tendencies, experienced connectedness, and affective organizational commitment. The final sample consisted of participants across 20 different industries in the United States. The most respondents worked in Health Care and Social Assistance or Professional, Scientific, and Technical Services (15% each), followed closely by respondents from Educational Services or Finance and Insurance (13% each). Data collection took place in between October 2021 and January 2022. Generally, participants who reported more frequent communication at work reported higher levels of connectedness and higher affective organizational commitment. Employees who found their communication more meaningful (irrespective of frequency) felt the most emotionally connected. Unique benefits of different communication modalities, as well as implications for hybrid and remote organizations, are discussed.
工作场所沟通与情感结果之间的关系,特别是工作中的连通性和情感组织承诺之间的关系,值得进一步研究,以便在日益多样化的工作场所中得到实际应用。本研究考虑了面对面、电子邮件、电话、即时消息和视频通话这五种沟通方式的使用频率与情感结果的关系,以及它们与沟通意义的关系。受雇参与者(n = 516)完成了一项在线调查,他们在调查中自我报告了每周的沟通倾向、经验联系和情感组织承诺。最后的样本由来自美国20个不同行业的参与者组成。大多数答复者在保健和社会援助或专业、科学和技术服务部门工作(各占15%),紧随其后的是教育服务部门或金融和保险部门的答复者(各占13%)。数据收集于2021年10月至2022年1月期间进行。一般来说,在工作中沟通更频繁的参与者报告了更高水平的联系和更高的情感组织承诺。发现沟通更有意义的员工(无论频率如何)感觉情感上最紧密。讨论了不同通信方式的独特好处,以及对混合组织和远程组织的影响。
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引用次数: 0
Furthering the Development of Virtual Agents and Communication Robot Devices through the Consideration of the Temporal Home 基于时间家园的虚拟代理和通信机器人设备的进一步发展
Q2 Computer Science Pub Date : 2023-11-13 DOI: 10.3390/mti7110104
Andrew C. Pooley, Andrew May, Val Mitchell
This paper extends current research on Human–Robot Interaction (HRI) within Human–Computer Interaction (HCI), focusing on how future virtual agents and communication robots can support the temporal structures and routines within the home. We recruited representatives from 15 households with varied compositions, ranging from single inhabitants to full nest families. Drawing upon P.G. Wodehouse’s The Inimitable Jeeves as an inspiration, the methodology sought to imitate the relationship between a recruitment agency worker (researcher) and an employer (participant) seeking to hire a personal assistant (e.g., a virtual agent or communication robot device) for their home. A ‘household audit’ comprising a guided household tour and an architectural survey was conducted to ascertain the nuanced spatiotemporal routines within the home. The study analysed the responses of participants using the Labovian narrative schema, a traditional method in linguistics research. The findings were then examined through the lens of Reddy et al.’s temporal features of work to understand how domestic work unfolds within the home from a temporal perspective. We argue that the temporal concepts discussed by Reddy et al. provided valuable insights into the temporal dynamics of everyday activities and could inform the design of virtual agents and communication robotic devices to fulfil their roles as domesticated ‘personal assistants’.
本文扩展了当前人机交互(HCI)中人机交互(HRI)的研究,重点关注未来的虚拟代理和通信机器人如何支持家庭中的时间结构和例程。我们从15个不同组成的家庭中招募了代表,从单身居民到全巢家庭。以P.G.伍德豪斯(P.G. Wodehouse)的《不可模仿的吉夫斯》(The imimitable Jeeves)为灵感,该方法试图模仿招聘机构工作人员(研究人员)和雇主(参与者)之间的关系,他们希望为自己的家庭雇佣一个私人助理(例如,虚拟代理或通信机器人设备)。“家庭审计”包括有导游的家庭参观和建筑调查,以确定家中细微的时空规律。本研究使用语言学研究中的传统方法Labovian叙事图式(Labovian narrative schema)分析了参与者的反应。然后通过Reddy等人的工作的时间特征来检验这些发现,以从时间的角度来理解家务工作是如何在家庭中展开的。我们认为,Reddy等人讨论的时间概念为日常活动的时间动态提供了有价值的见解,可以为虚拟代理和通信机器人设备的设计提供信息,以履行其作为驯化“个人助理”的角色。
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引用次数: 0
Investigating the Support Provided by Chatbots to Educational Institutions and Their Students: A Systematic Literature Review 调查聊天机器人对教育机构及其学生提供的支持:系统的文献综述
Q2 Computer Science Pub Date : 2023-11-04 DOI: 10.3390/mti7110103
Dimitrios Ramandanis, Stelios Xinogalos
A chatbot, or else a conversational agent (CA), is a technology that is used in order to imitate the process of a conversation between a human being and a software application for supporting specific services. The utilization of this technology has been increasing considerably over the past five years, particularly in education where CAs are mostly utilized as teaching assistants that provide educational content. This paper aims to contribute to the existing body of knowledge by systematically reviewing the support provided by chatbots both to educational institutions and their students, investigating their capabilities in further detail, and highlighting the various ways that this technology could and should be used in order to maximize its benefits. Emphasis is given to analyzing and synthesizing the emerging roles of CAs, usage recommendations and suggestions, student’s desires, and challenges recorded in the literature. For this reason, a systematic literature review (SLR) was carried out using the PRISMA framework in order to minimize the common biases and limitations of SLRs. However, we must note that the SLR presented has specific limitations, namely using only Scopus as a search engine, utilizing a general search query, and selecting only journal articles published in English in the last five years.
聊天机器人或会话代理(CA)是一种技术,用于模仿人类与支持特定服务的软件应用程序之间的对话过程。在过去的五年中,这种技术的使用已经大大增加,特别是在教育领域,ca主要被用作提供教育内容的教学助理。本文旨在通过系统地回顾聊天机器人为教育机构及其学生提供的支持,进一步详细调查其能力,并强调该技术可以和应该使用的各种方式,以最大限度地发挥其效益,从而为现有的知识体系做出贡献。重点是分析和综合CAs的新角色、使用建议和建议、学生的愿望和文献中记录的挑战。出于这个原因,我们使用PRISMA框架进行了系统的文献综述(SLR),以尽量减少SLR的常见偏差和局限性。然而,我们必须注意到,所提出的SLR有特定的局限性,即仅使用Scopus作为搜索引擎,使用一般搜索查询,并且仅选择最近5年用英文发表的期刊文章。
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引用次数: 0
Design, Digital Humanities, and Information Visualization for Cultural Heritage 文化遗产设计、数字人文与信息可视化
Q2 Computer Science Pub Date : 2023-11-01 DOI: 10.3390/mti7110102
Raffaella Trocchianesi, Letizia Bollini
In this essay, we are interested in investigating some of the possible relations between design and digital humanities. In particular, we analyze the contribution that communication and interface design can bring to digital humanities. In a scene currently characterized by a heterogeneous set of activities and humanistic, technological, and cultural studies, the involvement of design seems confined to the development of digital instruments in accessing, exploring, and manipulating cultural data. How can design and the humanities work in an interdisciplinary way in order to shape new digital means to explore humanistic content? This essay presents four case studies (three of them developed by the authors), each of which suggests some methods and tools focused on the interdisciplinary relationships of scholars. The findings are both models of collaboration and models of digital architecture (data visualization) and showcase applied digital interactive platforms that present several paths to discovering different levels of content in the fields of art, psychology, literature, and history. In conclusion, this essay presents a manifesto focusing on ten points of virtuous relation between design humanities and the field of information visualization.
在这篇文章中,我们感兴趣的是调查设计和数字人文之间的一些可能的关系。我们特别分析了通信和界面设计对数字人文的贡献。在当前以各种各样的活动和人文、技术和文化研究为特征的场景中,设计的参与似乎仅限于数字工具的开发,以获取、探索和操纵文化数据。设计和人文学科如何以跨学科的方式合作,以塑造新的数字手段来探索人文内容?本文提出了四个案例研究(其中三个由作者开发),每个案例都提出了一些方法和工具,重点关注学者之间的跨学科关系。这些发现既是协作模型,也是数字架构模型(数据可视化),并展示了应用数字交互平台,为发现艺术、心理学、文学和历史领域不同层次的内容提供了几种途径。综上所述,本文提出了一份宣言,重点阐述了设计人文与信息可视化领域之间的十个良性关系。
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引用次数: 0
Exploring the Appeal of Car-Borne Central Control Platforms Based on Driving Experience 基于驾驶体验探索车载中控平台的吸引力
Q2 Computer Science Pub Date : 2023-10-29 DOI: 10.3390/mti7110101
Chih-Kuan Lin, Chien-Hsiung Chen, Kai-Shuan Shen
This study explored drivers’ emotion-based impressions of car-borne central control platforms (CBCCPs) for personal-use vehicles. Thus, this preference-based study examined experts’ and drivers’ opinions regarding the appeal of CBCCPs from the perspective of Miryoku engineering. To this end, this study analyzed data via the EGM (evaluation grid method (EGM) and quantification theory type I. Results: Drivers’ preferences for specific CBCCP design characteristics were categorized into the factors “legible”, convenient”, and “tasteful”, which comprised the core of the EGM semantic hierarchical diagram. In addition, the importance of CBCCPs’ appeal factors and characteristics was assessed through quantification theory type I. The findings of this study provide valuable insights for designers, manufacturers, and researchers interested in the design of CBCCPs. Additionally, the results of this study can contribute to research on applied psychology, human–computer interactions, and car interface design.
本研究探讨了驾驶员对车载中央控制平台(cbccp)的情感印象。因此,这项基于偏好的研究从Miryoku工程的角度考察了专家和司机对cbccp吸引力的看法。为此,本研究通过评价网格法(EGM)和量化理论类型i对数据进行分析。结果:驾驶员对特定CBCCP设计特征的偏好分为“易读”、“方便”和“有品位”三个因素,构成了EGM语义层次图的核心。此外,通过量化理论类型i评估了cbccp的吸引力因素和特征的重要性。本研究的发现为对cbccp设计感兴趣的设计师、制造商和研究人员提供了有价值的见解。此外,本研究结果对应用心理学、人机交互、汽车界面设计等方面的研究也有贡献。
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引用次数: 0
期刊
Multimodal Technologies and Interaction
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