48 research outputs found
Personalidad en interacción: como los Cinco Grandes se relacionan con la recepción de narrativas interactivas
In this study, we explore how users’ personalities affect their responses to interactive narratives. In particular, we analyze the relationship between personality traits and relevant variables in narrative reception: identification with characters, enjoyment, self-perceived physiological sensations, emotional experience and content. Experimental participants (N=310) answered the NEOFFI personality questionnaire and watched a movie in one of four experimental conditions that combined modality (interactive vs. linear) and content (happy vs. tragic end). Results suggest that personality traits influence users’ responses to fiction and interactivityEn este trabajo, exploramos como la personalidad de los usuarios afecta su respuesta a las narrativas interactivas. En particular, analizamos la relación entre los rasgos de personalidad y variables relevantes en recepción de narrativas: identificación con los personajes, disfrute, sensaciones fisiológicas, emociones y contenido. Los participantes (N=310) respondieron el inventario NEO-FFI de la personalidad y vieron una película en una de las cuatro condiciones experimentales en las que se combinó modalidad (interactiva vs. no interactiva) y contenido (final feliz vs. trágico). Los resultados sugieren que la personalidad influye las respuestas
de los usuarios a las ficciones y a la interactividadS
Empirical study on flow experience in China tourism e-commerce market
Purpose: While tourism e-commerce develops rapidly in China, these channels are truly new
to both web providers and web consumers, understanding the nature of these media attaches
greater importance. This study investigates the mediation effects of flow experience on the
relationship between motivation and behavior intention in tourism e-commerce.
Design/methodology/approach: Based on the technology acceptance model, an empirical
study is designed to test this relationship. We estimated the measurement model with 13
manifest indicators and 4 latent constructs by CFA to assess the reliability and validity of the
construct measures, then tested hypotheses by OLS regression and a formal three-step
mediation procedure.
Findings: Overall, the results reveal that trust is incorporated in motivation and play it’s role
together with other motivations; telepresence and concentration are confirmed in flow
experience, and both partially mediated the relationship.
Research limitations/implications: This study demonstrates that to improve consumers’
usage adoption, marketers should pay much attention to not only consumers’ motivation but
also the areas such as flow experiencePeer Reviewe
What Habbo Goers Do in Practice? Decomposing Attitudinal Beliefs.
The popularity of social virtual worlds (SVWs) stems from the proficiency of designing appealing
activities. In a volitional use context, hedonic outcomes, such as pleasure and enjoyment, along with
social interactivity are fundamental attitudinal beliefs fostering the success of SVW. As such, the
attitudinal beliefs affecting attitude toward using SVWs with multiple functions is worth studying. The
practitioners should however focus on the actual behavioural success factors beyond using SVWs.
Using Habbo as an example, this study paper develops a research framework and examines how
attitude toward using SVWs mediates Habbo goers’ attitudinal beliefs on the actual behavioural
incentives. Based on a review of prior literature a decomposed theory of planned behaviour suggested
by Taylor and Todd (1995) is employed. The research model is tested with data collected from 1225
active Habbo goers. The main findings of the study suggest that while the Habbo goers desire for
social interaction within Habbo the construct of attitude toward using the service fails to reflect it.
This indicates that following the omission of discovering the proper attitudinal beliefs behind the
actual behavioural factors investments may well be los
Dalcroze meets technology : integrating music, movement and visuals with the Music Paint Machine
peer reviewedNew interactive music educational technologies are often seen as a ‘force of change’, introducing new approaches that address the shortcomings (e.g. score-based, teacher-centred and disembodied) of the so-called traditional teaching approaches. And yet, despite the growing belief in their educational potential, these new technologies have been problematised with regard to their design, reception, implementation and evaluation. A possible way to optimise the realisation of the educational potential of interactive music educational technologies is to connect their use to music educational approaches that stood the test of time and as such may inspire technologies to become a bridge between tradition and innovation. This article describes an educational technology (the Music Paint Machine) that integrates the creative use of movement and visualisation to support instrumental music teaching and learning. Next, it connects this application to such an established music educational method, the Dalcroze approach. Through the lens of a set of interconnected aspects, it is shown how the Music Paint Machine’s conceptual design aligns to the underlying principles of this approach. In this way, it is argued that integrating Dalcroze-inspired practices is a plausible way of realising the didactic potential of the system. An appendix with example exercises is provided
Eliciting Touristic Profiles: A User Study on Picture Collections
Eliciting the preferences and needs of tourists is challenging, since people
often have difficulties to explicitly express them, especially in the initial
phase of travel planning. Recommender systems employed at the early stage of
planning can therefore be very beneficial to the general satisfaction of a
user. Previous studies have explored pictures as a tool of communication and as
a way to implicitly deduce a traveller's preferences and needs. In this paper,
we conduct a user study to verify previous claims and conceptual work on the
feasibility of modelling travel interests from a selection of a user's
pictures. We utilize fine-tuned convolutional neural networks to compute a
vector representation of a picture, where each dimension corresponds to a
travel behavioural pattern from the traditional Seven-Factor model. In our
study, we followed strict privacy principles and did not save uploaded pictures
after computing their vector representation. We aggregate the representations
of the pictures of a user into a single user representation, i.e., touristic
profile, using different strategies. In our user study with 81 participants, we
let users adjust the predicted touristic profile and confirm the usefulness of
our approach. Our results show that given a collection of pictures the
touristic profile of a user can be determined.Comment: Accepted at UMAP 2020 (full paper
User’s Perceived IS Slack Resources and their Effects on Innovating with IT
While adaptation research significantly extends our understanding of how users adapt in reacting to new technology, scant attention has been given to the phenomenon of second-wave, proactive innovations, following the implementation of a disruptive information technology (IT). A proactive user behavior with IT voluntarily steps out of the defined job requirements and creates a new application of IT in the work. This paper conceptualizes a concept called innovating with IT (IwIT) as a post-implementation behavior which refers to user innovations that are proactively conducted with IT in one’s work process or deliverables. The paper draws on proactivity literature and takes a novel “slack” respective to understand what could facilitate IwIT. An integrative model that explores the relationship between user’s perceived IS slack resources and IwIT has been developed. This project contributes to existing IS research by presenting a new and complementary approach to existing research on adaptive behaviors