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Design with myself: A brain–computer interface design tool that predicts live emotion to enhance metacognitive monitoring of designers 与自己一起设计:预测现场情绪的脑机接口设计工具,加强对设计师的元认知监控
IF 5.4 2区 计算机科学 Q1 Social Sciences Pub Date : 2024-01-26 DOI: 10.1016/j.ijhcs.2024.103229
Qi Yang , Shuo Feng , Tianlin Zhao , Saleh Kalantari

Metacognitive monitoring, defined as the self-awareness and management of cognitive processes, influences creative design. Yet, there are few tools to enhance metacognitive monitoring through biofeedback. To address the gap, we present “Multi-Self”, a BCI-VR design tool for enhancing metacognitive monitoring in architectural design. Multi-Self evaluates designers’ emotions responses (valence and arousal) to their work, providing real-time, visual biofeedback. A proof-of-concept pilot study with 24 participants was conducted to assess the tool’s feasibility and usability. While feedback accuracy responses were mixed, most participants found the tool useful, reporting that it sparked metacognitive monitoring, encouraged exploration of the design space, and helped to modulate subjective uncertainty.

元认知监控被定义为认知过程的自我意识和管理,它影响着创意设计。然而,通过生物反馈增强元认知监测的工具却很少。为了填补这一空白,我们推出了 "Multi-Self"--一种用于增强建筑设计中元认知监控的生物识别-虚拟现实设计工具。Multi-Self "可评估设计师对其工作的情绪反应(情绪价值和唤醒),提供实时、可视的生物反馈。为了评估该工具的可行性和可用性,我们对 24 名参与者进行了概念验证试点研究。虽然对反馈准确性的反应不一,但大多数参与者都认为该工具很有用,认为它激发了元认知监控,鼓励了对设计空间的探索,并有助于调节主观不确定性。
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引用次数: 0
Computational models of cognition for human-automated vehicle interaction: State-of-the-art and future directions 人机交互的认知计算模型:最新进展与未来方向
IF 5.4 2区 计算机科学 Q1 Social Sciences Pub Date : 2024-01-24 DOI: 10.1016/j.ijhcs.2024.103230
Christian P. Janssen , Martin Baumann , Antti Oulasvirta

We discuss the state-of-the-art and future directions of the development, evaluation, and application of computational cognitive models for human-automated vehicle interaction. The capabilities of automated vehicles are rapidly increasing and changing human interaction with and around the vehicle. Yet, at the same time, fully automated vehicles that do not require human interaction are not available. Therefore, systems are needed in which the human and the vehicle interact together. We discuss how computational cognitive models that can describe, predict, and/or anticipate human behavior and thought can play a crucial role in this regard. Such research comes from many different disciplines including cognitive science, human-computer interaction, human factors, transportation research, and artificial intelligence. This special issue brings together state-of-the-art research from these fields. We identify four broader directions for future research: (1) to continue Allen Newell's research agenda for cognitive modeling, but now apply it to the field of human-automated vehicle interaction; (2) to move from isolated theory-slicing to integrated theories, (3) to consider cognitive models both for analysis of interaction and for use in embedded systems; (4) to move from models that mostly describe to models that can predict.

我们讨论了用于人与自动驾驶汽车交互的计算认知模型的开发、评估和应用的最新进展和未来方向。自动驾驶汽车的功能正在迅速增强,并改变着人类与车辆及车辆周围的互动。但与此同时,不需要人机交互的全自动驾驶汽车还没有出现。因此,我们需要人车共同互动的系统。我们将讨论能够描述、预测和/或预知人类行为和思想的计算认知模型如何在这方面发挥关键作用。此类研究来自许多不同的学科,包括认知科学、人机交互、人为因素、交通研究和人工智能。本特刊汇集了这些领域的最新研究成果。我们为未来的研究确定了四个更广泛的方向:(1) 继续艾伦-纽厄尔(Allen Newell)的认知建模研究议程,但现在要将其应用到人机交互领域;(2) 从孤立的理论切片转向综合理论;(3) 考虑将认知模型既用于分析交互,也用于嵌入式系统;(4) 从主要描述的模型转向可以预测的模型。
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引用次数: 0
Nudging human drivers via implicit communication by automated vehicles: Empirical evidence and computational cognitive modeling 通过自动驾驶车辆的隐性通信对人类驾驶员进行提示:经验证据和计算认知模型
IF 5.4 2区 计算机科学 Q1 Social Sciences Pub Date : 2024-01-19 DOI: 10.1016/j.ijhcs.2024.103224
Arkady Zgonnikov , Niek Beckers , Ashwin George , David Abbink , Catholijn Jonker

Understanding behavior of human drivers in interactions with automated vehicles (AV) can aid the development of future AVs. Existing investigations of such behavior have predominantly focused on situations in which an AV a priori needs to take action because the human has the right of way. However, future AVs might need to proactively manage interactions even if they have the right of way over humans, e.g., a human driver taking a left turn in front of the approaching AV. Yet it remains unclear how AVs could behave in such interactions and how humans would react to them. To address this issue, here we investigated behavior of human drivers (N = 19) when interacting with an oncoming AV during unprotected left turns in a driving simulator experiment. We measured the outcomes (Go or Stay) and timing of participants’ decisions when interacting with an AV which performed subtle longitudinal nudging maneuvers, e.g. briefly decelerating and then accelerating back to its original speed. We found that participants’ behavior was sensitive to deceleration nudges but not acceleration nudges. We compared the obtained data to predictions of several variants of a drift-diffusion model of human decision making. The most parsimonious model that captured the data hypothesized noisy integration of dynamic information on time-to-arrival and distance to a fixed decision boundary, with an initial accumulation bias towards the Go decision. Our model not only accounts for the observed behavior but can also flexibly generate predictions of human responses to arbitrary longitudinal AV maneuvers, and can be used for both informing future studies of human behavior and incorporating insights from such studies into computational frameworks for AV interaction planning.

了解人类驾驶员与自动驾驶汽车(AV)交互时的行为有助于未来自动驾驶汽车的开发。对此类行为的现有研究主要集中在自动驾驶汽车因人类拥有路权而需要采取行动的情况。然而,未来的自动驾驶汽车可能需要主动管理交互行为,即使它们拥有优先于人类的路权,例如,人类驾驶员在驶近的自动驾驶汽车前左转。然而,目前仍不清楚自动驾驶汽车在此类交互中的行为方式,也不清楚人类会如何应对。为了解决这个问题,我们在驾驶模拟器实验中调查了人类驾驶员(19 人)在无保护左转时与迎面而来的自动驾驶汽车互动的行为。我们测量了参与者在与自动驾驶汽车互动时的结果("走 "或 "留")和决策时机。自动驾驶汽车会进行微妙的纵向推移动作,例如短暂减速,然后加速回到原来的速度。我们发现,参与者的行为对减速暗示敏感,而对加速暗示不敏感。我们将获得的数据与人类决策漂移-扩散模型的几个变体的预测进行了比较。能捕捉到数据的最简洁的模型假定,到达时间和距离固定决策边界的动态信息的整合是嘈杂的,最初的积累偏向于围棋决策。我们的模型不仅能解释观察到的行为,还能灵活预测人类对任意纵向视听操纵的反应,可用于为未来的人类行为研究提供信息,并将这些研究的见解纳入视听交互规划的计算框架。
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引用次数: 0
Automatically adapting system pace towards user pace — Empirical studies 自动调整系统节奏以适应用户节奏 - 经验研究
IF 5.4 2区 计算机科学 Q1 Social Sciences Pub Date : 2024-01-19 DOI: 10.1016/j.ijhcs.2024.103228
Andy Cockburn , Alix Goguey , Carl Gutwin , Zhe Chen , Pang Suwanaposee , Stewart Dowding

An interactive application’s overall pace of interaction is a combination of the user’s pace and the system’s pace, and if the system’s pace is mismatched to the user’s pace (e.g., timeouts or animations are too fast or slow for the user), usability and user experience can be impaired. Through a series of four studies, we investigated whether users prefer systems where the system’s pace better matches their own pace. All of the studies used common drag-and-drop interactions with hierarchical folder widgets, in which a folder would expand when the cursor hovered over it for a timeout period. If the system pace in these interactions is too fast (i.e., the timeout is too short), then the user’s performance and subjective experience is likely to be impaired because of unintended expansions; and if the system pace is too slow (i.e., the timeout is too long), then performance and experience could be impaired by unnecessary delay before folders expand. The first experiment was designed to validate the premise that fast-paced users prefer a fast system pace to a slow one (and the inverse for slow-paced users), and results confirmed this premise. The second study used the first experiment’s data to look for measures of user pace that could enable automatic adaptation of system pace, and also examined whether participants adjusted their pace towards that of the system. The study found reliable measures of user pace and showed that participants do entrain to the system’s pace. The third and fourth studies examined whether users would prefer a system that adapted its pace to the user over a system that used a static baseline pace. Results indicated that a majority of fast-paced users preferred the adaptive interface, but that slow-paced users generally preferred the static baseline interface. We discuss several design implications, including opportunities for systems to improve user experience for fast users by automatically adapting system pace to user pace.

交互式应用程序的整体交互节奏是用户节奏和系统节奏的组合,如果系统节奏与用户节奏不匹配(例如,超时或动画对用户来说过快或过慢),可用性和用户体验就会受到影响。通过四项系列研究,我们调查了用户是否更喜欢系统的节奏与自己的节奏更匹配的系统。所有研究都使用了常见的拖放与分层文件夹部件的交互方式,其中当光标悬停在文件夹上一段时间后,文件夹就会展开。如果这些交互中的系统节奏太快(即超时时间太短),那么用户的性能和主观体验很可能会因为意外扩展而受损;如果系统节奏太慢(即超时时间太长),那么性能和体验可能会因为文件夹扩展前不必要的延迟而受损。第一个实验旨在验证快节奏用户更喜欢快系统节奏而不是慢系统节奏(慢节奏用户则相反)的前提,实验结果证实了这一前提。第二项研究利用第一项实验的数据,寻找能够自动适应系统节奏的用户节奏测量方法,同时还考察了参与者是否会根据系统节奏调整自己的节奏。这项研究发现了可靠的用户步调测量方法,并表明参与者确实会根据系统的步调进行调整。第三项和第四项研究考察了用户是否更喜欢根据用户调整节奏的系统,而不是使用静态基准节奏的系统。结果表明,大多数快节奏用户更喜欢自适应界面,但慢节奏用户一般更喜欢静态基线界面。我们讨论了几种设计含义,包括系统通过自动调整系统节奏以适应用户节奏来改善快节奏用户体验的机会。
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引用次数: 0
You, me, and HPV: Design research to explore attitudes towards cervical self-sampling 你、我和人乳头瘤病毒:探索宫颈自我采样态度的设计研究
IF 5.4 2区 计算机科学 Q1 Social Sciences Pub Date : 2024-01-17 DOI: 10.1016/j.ijhcs.2024.103221
Doireann Peelo Dennehy , Muireann Mc Mahon , Stephanie Murphy , Sarah Foley , Kellie Morrissey

Cervical cancer screening has the potential to save lives, but it can also produce strong anxiety and self-stigma in those who are screened. Although there has been a recent turn towards women's health in design, the potential for design to ameliorate experiences of cervical screening remains underexplored. In this paper, we report on a design research study with 15 Irish women that qualitatively unpacked their attitudes towards screening, their social learning processes, mediated through technology, and how they live with and give meaning to health-related information related to the topic of cervical screening and which they procure online. Following this, we developed NALA, a product-service-system that aimed to 1) allow self-sampling for HPV via menstrual blood, and 2) provide information around the topic of HPV, cervical cancer, and screening. This paper presents NALA, a preliminary evaluation of the system, and concludes with provocations for continuing design research in the area of digital design for women's health.

宫颈癌筛查有可能挽救生命,但也会给接受筛查的人带来强烈的焦虑和自我耻辱感。尽管近来在设计中开始关注女性健康,但设计在改善宫颈癌筛查体验方面的潜力仍未得到充分发掘。在本文中,我们报告了一项针对 15 名爱尔兰妇女的设计研究,该研究从定性角度分析了她们对筛查的态度、她们通过技术媒介进行社会学习的过程,以及她们如何与宫颈筛查主题相关的健康信息相处并赋予其意义,这些信息都是她们在网上获取的。在此基础上,我们开发了产品服务系统 NALA,其目的是:1)允许通过经血进行 HPV 自我采样;2)围绕 HPV、宫颈癌和筛查主题提供信息。本文介绍了 NALA 和对该系统的初步评估,最后提出了在妇女健康数字设计领域继续开展设计研究的建议。
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引用次数: 0
Conversation-based hybrid UI for the repertory grid technique: A lab experiment into automation of qualitative surveys 基于对话的混合用户界面(UI),适用于复述网格技术:定性调查自动化实验室实验
IF 5.4 2区 计算机科学 Q1 Social Sciences Pub Date : 2024-01-14 DOI: 10.1016/j.ijhcs.2024.103227
Yunxing Liu, Jean-Bernard Martens

A frequent use of conversational user interfaces (CUIs) today is improving the users’ experience with online quantitative surveys. In this paper, we explore the use of CUIs in qualitative surveys. As a concrete use case, we adopt a specific, well-structured, qualitative research method called the repertory grid technique (RGT). We developed a hybrid user interface (HUI) that combines a graphical user interface (GUI) with a CUI to automate the distinct stages in a RGT survey. A pilot study was used to verify the feasibility of the approach and to fine-tune interface aspects of an initial prototype. In this paper, we report the results of a within-subject lab experiment with 24 participants that aimed to establish the performance and UX in a realistic context of a more advanced prototype. We observed a small decrease in UX in some hedonistic aspects, but also confirmed that the HUI performs similarly to a human agent in most pragmatic aspects. These results provide support for our hypothesis that automating qualitative surveys is possible with proper interface design. We hope that our work can inspire other researchers to design additional tools for qualitative survey automation, especially now that generative AI systems, such as ChatGPT, open up interesting new ways for computer systems to interact with users in natural language.

如今,对话式用户界面 (CUI) 的一个常用功能是改善用户在线定量调查的体验。在本文中,我们将探讨 CUI 在定性调查中的应用。作为一个具体的使用案例,我们采用了一种特定的、结构良好的定性研究方法,即复述网格技术(RGT)。我们开发了一种混合用户界面 (HUI),它将图形用户界面 (GUI) 与 CUI 结合在一起,实现了 RGT 调查不同阶段的自动化。我们利用试点研究验证了该方法的可行性,并对初始原型的界面方面进行了微调。在本文中,我们报告了一项有 24 名参与者参加的主体内实验室实验的结果,该实验旨在确定更先进原型在现实环境中的性能和用户体验。我们观察到用户体验在某些享乐主义方面略有下降,但也证实 HUI 在大多数实用性方面的表现与人类代理类似。这些结果为我们的假设提供了支持,即通过适当的界面设计,定性调查是可以实现自动化的。我们希望我们的工作能激励其他研究人员为定性调查自动化设计更多的工具,尤其是现在像 ChatGPT 这样的生成式人工智能系统为计算机系统用自然语言与用户交互开辟了有趣的新途径。
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引用次数: 0
Cognitive training based on human-computer interaction and susceptibility to visual illusions. Reduction of the Ponzo effect through working memory training 基于人机交互的认知训练与视觉幻觉易感性。通过工作记忆训练减少庞佐效应
IF 5.4 2区 计算机科学 Q1 Social Sciences Pub Date : 2024-01-13 DOI: 10.1016/j.ijhcs.2024.103226
Hanna Bednarek , Magdalena Przedniczek , Radosław Wujcik , Justyna M. Olszewska , Jarosław Orzechowski

The main objective of the current study was to test the efficiency of adaptive cognitive training programs based on human-computer interaction. More specifically, the influence of this training on resistance to orientation visual illusions (Poggendorff, Zӧllner) and metric visual illusions (Ebbinghaus, Müller-Lyer, Ponzo) was tested. In addition, the second goal of the study was to verify whether Witkin's field dependence/independence, defined as an individual's ability to identify parts of an organized visual field as elements separate from that field, moderates the influence of cognitive training on visual illusion resistance. 250 participants aged 19–32 took part in the experiment. In addition to a passive control group, three training groups were used: a working memory-training group, an attention-training group, and a perception-training group. The groups were homogeneous in terms of gender, age, and proportion of field-dependent and field-independent individuals. All groups received about three weeks of adaptive cognitive training, consisting of 18 sessions of 30 min per day. The results showed that, in general, field-dependent participants appeared to be more susceptible to visual illusions than field-independent ones. Most importantly, working memory training appeared to be effective in reducing susceptibility to the Ponzo illusion.

本研究的主要目的是测试基于人机交互的自适应认知训练计划的效率。更具体地说,我们测试了这种训练对方位视错觉(Poggendorff, Zӧllner)和度量视错觉(Ebbinghaus, Müller-Lyer, Ponzo)抵抗力的影响。此外,研究的第二个目标是验证维特金的视野依赖性/独立性(定义为个体将有组织视野中的部分识别为独立于该视野的元素的能力)是否会调节认知训练对视错觉抵抗力的影响。250 名 19-32 岁的参与者参加了实验。除被动对照组外,实验还使用了三个训练组:工作记忆训练组、注意力训练组和知觉训练组。各组的性别、年龄以及依赖现场和不依赖现场的人数比例均相同。所有小组都接受了为期三周的适应性认知训练,每天 18 节课,每节课 30 分钟。结果表明,一般来说,依赖视野的受试者似乎比不依赖视野的受试者更容易受到视错觉的影响。此外,研究还证明,工作记忆(WM)训练能有效降低依赖视野的受试者对庞佐幻觉的易感性。
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引用次数: 0
I'm not upset–I get it: Effects of co-workers' stress cues on help-seekers' social diction and empathy in telecommuting 我不难过,我明白:远程办公中同事的压力暗示对求助者社交辞令和移情的影响
IF 5.4 2区 计算机科学 Q1 Social Sciences Pub Date : 2024-01-12 DOI: 10.1016/j.ijhcs.2024.103218
Ning Zhang , Bin Yu , Jun Hu , Min Li , Pengcheng An

In both remote and physical work environments, it is commonplace for help-seeking messages to be rejected by other colleagues. This paper investigates how signifying co-workers’ stress status would influence the social diction and empathy of help-seekers in the context of rejection. 36 participants were recruited to perform help-seeking tasks with virtual co-workers via a professional mobile messaging application (Trillian). Their device was tailored with a vibrotactile mechanism (TacStatus), which could signify different emotional states of the co-workers: no-cue, relaxed, normal, and stressful. Independent sample Friedman nonparametric tests were conducted to analyze the social diction and empathy of the participants in their messages for help-seeking and responses to the co-workers’ rejection. This study revealed that stress cues have observable impacts on the social diction and empathy of help-seekers. Stressful and relaxed cues were found to evidently shape the social diction of help-seekers. When faced with a relaxed co-worker, the help-seeker felt disappointed and unaccepted after being rejected. By contrast, when confronted with a stressful cue, help-seekers tended to exhibit relatively more positive emotions after been rejected. This study attempts to reveal the mechanism through which stress cues influence professional messaging interactions and collaboration. The findings could provide implications for the design of socio-emotional cues in the context of messaging.

在远程和实际工作环境中,求助信息遭到其他同事拒绝的情况司空见惯。本文研究了在被拒绝的特定情况下,同事的压力状态会如何影响求助者的社交措辞和同理心。本文招募了 36 名参与者,让他们通过专业移动信息应用程序(Trillian)与虚拟同事执行求助任务。他们的设备配有振动触觉装置(TacStatus),可以表示同事的不同情绪状态:无提示、放松、正常和紧张。研究人员进行了独立样本弗里德曼非参数检验,以分析参与者在求助信息和对同事拒绝的回应中的社交辞令和移情。研究结果表明,压力线索对求助者的社交辞令和移情有可观察到的影响。研究发现,压力暗示和放松暗示明显地影响着求助者的社交表达。当求助者面对压力等负面暗示时,他们在被拒绝后往往会表现出积极的情绪。另一方面,当求助者面对轻松的同事时,则会在被拒绝后感到失望和不被接受。本研究试图揭示压力线索影响职业移动信息互动与协作的机制。研究结果可为移动即时通讯中社会情感线索的设计提供有价值的启示。
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引用次数: 0
The role of individual differences in human-automated vehicle interaction 个体差异在人机交互中的作用
IF 5.4 2区 计算机科学 Q1 Social Sciences Pub Date : 2024-01-11 DOI: 10.1016/j.ijhcs.2024.103225
Christopher R. Fisher , Megan B. Morris , Christopher A. Stevens , Garrett Swan

As more automation is integrated into vehicles, understanding how humans interact with these new technologies is becoming increasingly important given the high cost of errors. Cognitive models have the potential to provide insights into human-automated vehicle interaction and inform risk assessment, user interface design, and risk mitigation interventions. We argue that accounting for individual differences is necessary in order to derive the full benefits of cognitive models. We describe several methods for modeling individual differences and demonstrate potential pitfalls of using a one-size-fits-all model. In addition, we explain how modeling individual differences is important for risk assessment, designing robust user interfaces and automated systems, and designing effective risk mitigation interventions. Finally, we use a simulation study to demonstrate possible benefits of modeling individual differences in unmanned vehicle management.

随着越来越多的自动化技术集成到汽车中,考虑到高昂的错误成本,了解人类如何与这些新技术互动变得越来越重要。认知模型有可能为人类与自动驾驶汽车的互动提供见解,并为风险评估、用户界面设计和风险缓解干预提供信息。我们认为,要充分发挥认知模型的优势,就必须考虑个体差异。我们介绍了几种为个体差异建模的方法,并展示了使用 "一刀切 "模型的潜在隐患。此外,我们还解释了个体差异建模对于风险评估、设计强大的用户界面和自动化系统以及设计有效的风险缓解干预措施的重要性。最后,我们利用一项模拟研究来证明在无人驾驶车辆管理中建立个体差异模型可能带来的益处。
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引用次数: 0
Developing and validating a scale for motivation in participating in time-bounded collaborative events 开发并验证参与有时间限制的合作活动的动机量表
IF 5.4 2区 计算机科学 Q1 Social Sciences Pub Date : 2024-01-11 DOI: 10.1016/j.ijhcs.2024.103223
Marcelo Gattermann Perin , Leandro de Almeida Melo , Cleidson Ronald Botelho de Souza , Any Caroliny Duarte Batista de Almeida , Fernando Figueira Filho

Time-bounded collaborative events bring together participants from different backgrounds to address a problem by creating a computational artifact over a short period of time (e.g., one or two days). Examples of these events include hackathons, game jams, codefests, ideathons, etc. Time-bounded events present minimal restrictions for participation, with hundreds of people attending an increasing number of events each year. There are different reasons why people decide to participate in time-bounded collaborative events. While several studies focused on studying the motivations to participate in these events, there is no consensus on how to measure this motivation. This paper aims to develop and validate a measure of motivation that addresses the participants’ willingness to attend a time-bounded collaborative event. The construction process of our scale used quantitative and qualitative analysis techniques. Our model of motivation is composed of a set of 20 questions that are grouped into five sub-constructs that measure different motivations: Technical, Personal Curiosity, Personal Ideation, Social Teamwork, and Business Connections. Our results show that our measure has internal reliability and convergent and discriminant validity. Our findings contribute to a broader understanding of the motivations for participating in time-bounded collaborative events and provide some implications for the research and practice of such events.

有时间限制的合作活动将来自不同背景的参与者聚集在一起,通过在短时间内(例如一到两天)创建计算工具来解决某个问题。这类活动的例子包括黑客马拉松、游戏竞赛、代码节、思想马拉松等。有时间限制的活动对参与的限制最小,每年都有成百上千的人参加越来越多的活动。人们决定参加有时间限制的协作活动的原因各不相同。虽然有几项研究侧重于研究参与这些活动的动机,但对于如何衡量这种动机还没有达成共识。本文旨在开发并验证一种衡量参与者参加有时限协作活动意愿的动机量表。我们的量表在构建过程中使用了定量和定性分析技术。我们的动机模型由一组 20 个问题组成,分为五个子结构,分别测量不同的动机:技术、个人好奇心、个人想法、社会团队合作和业务联系。我们的研究结果表明,我们的测量具有内部可靠性、收敛性和判别性。我们的研究结果有助于人们更广泛地了解参与有时间限制的合作活动的动机,并为此类活动的研究和实践提供了一些启示。
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引用次数: 0
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