86,922 research outputs found
The mechanics of trust: a framework for research and design
With an increasing number of technologies supporting transactions over distance and replacing traditional forms of interaction, designing for trust in mediated interactions has become a key concern for researchers in human computer interaction (HCI). While much of this research focuses on increasing users’ trust, we present a framework that shifts the perspective towards factors that support trustworthy behavior. In a second step, we analyze how the presence of these factors can be signalled. We argue that it is essential to take a systemic perspective for enabling well-placed trust and trustworthy behavior in the long term. For our analysis we draw on relevant research from sociology, economics, and psychology, as well as HCI. We identify contextual properties (motivation based on temporal, social, and institutional embeddedness) and the actor's intrinsic properties (ability, and motivation based on internalized norms and benevolence) that form the basis of trustworthy behavior. Our analysis provides a frame of reference for the design of studies on trust in technology-mediated interactions, as well as a guide for identifying trust requirements in design processes. We demonstrate the application of the framework in three scenarios: call centre interactions, B2C e-commerce, and voice-enabled on-line gaming
"A step into the abyss" Transmedia in the UK Games and Television Industries
This article uses a media industries studies perspective to investigate the current state of transmedia production in the UK. Analysing the discursive statements of a range of industry participants from both UK television and games industries, the article reveals a series of contradictions and misunderstandings that may be limiting the effectiveness of multi-platform projects. By comparing overlapping discursive patterns around attitudes to risk, measures of success, authorship between the two industries, and repeated concerns over the balance of creative and commercial imperatives, the article argues that existing hierarchies of power between media industries threaten to derail future convergence
Mediated Authentic Video: A Flexible Tool Supporting a Developmental Approach to Teacher Education
You Tube now has more searches than Google, indicating that video is a motivating and, potentially, powerful learning tool. This paper investigates how we can embrace video to support improvements in teacher education. It will draw on innovative approaches to teacher education, developed by the Open University UK, in order to explore in more depth the potential of video. It will use case studies from three continents, and draw on research from different sources, in order to highlight the successes and the challenges. Looking across the examples presented, the paper will describe models of teacher learning and video use, and demonstrate that video can add value to teacher development activities provided that appropriate support and mediation, consistent with the pedagogy that is being promoted, is in place. Sustainable Development Goal 4 emphasizes the importance of improving the quality of the experiences that children have in school. This requires new models for teacher education, and has become an urgent issue. Video could be a significant part of the solution
How consumers perceive vloggers? Exploring consumer’s perceptions and purchase intention applied to beauty and fashion industry
Con la evolución de los medios digitales y, en consecuencia, con la aparición de nuevas plataformas, los consumidores son más receptivos al contenido compartido en las redes sociales, como es el caso de YouTube, en busca de información para ayudarles en su toma de decisiones. De esta manera, la industria de la moda y la belleza es darse cuenta de la importancia de invertir en campañas de publicidad y de comunicación digitales y en este canal a través de influenciadores digitales. Por lo tanto, la investigación se centra en la red social YouTube y vloggers, aplicado en Portugal y España. Se persigue el objetivo de comprender la dinámica entre las percepciones de los consumidores sobre el contenido de belleza y moda vídeos y la intención de compra, así como entre la credibilidad de percionada vlogger y intención de compra.With the evolution of the digital age and consequently with the emergence of new platforms, consumers are more receptive to the shared content on social networks, for instance with YouTube, looking for information that helps them in their decision making. In this way, the fashion and beauty industry is realizing the importance of digital media and investing in communication and advertising campaigns with digital influencers. Therefore, the research focuses on the social network YouTube and vloggers, applied in Portugal and Spain. It is intended to understand the dynamics between the perceptions of consumers to the content of fashion and beauty videos and the intention of purchase as well as between the perceived credibility of vlogger and the intention of purchase
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Communicating, learning and the in-between: a study of the impact of open-access, informal online learning environments
1. The broad aim of this project has been to contribute understandings of the uses of computer-mediated communication in 'informal' (not leading to certification) yet institutionally-hosted online spaces. The project consisted of an investigation into engagement with communication and discussion tools provided by OpenLearn, the Open University's Open Content Initiative (http://www.open.ac.uk/openlearn).
2. The research focused on a selection of examples of asynchronous and synchronous communication situations within OpenLearn, including a selection of forums from the LearningSpace (http://openlearn.open.ac.uk) and various instances of synchronous communication using FM (FlashMeeting) that took place within the context of two pilot studies organised by the researcher in coordination with discipline-based colleagues.
3. Whilst the research was based on an action research orientation, the approach was predominantly exploratory and ethnographic methods (observation and participant observation) were used, complemented with semi-structured interviews, as appropriate. Thematic analysis was used within a grounded theory approach.
4. The study suggests 5 themes as core elements of engagement in CMC within an OER context: 'validation�; 'privacy�; 'trust�; 'purposefulness�; 'leadership'. The themes are mutually-dependent and each warrants more detailed investigation, and relevant topics are discussed.
5. In short, the study provides a contribution to enquiries on the impact of OERs in that it brings to light, from within a sample of learning situations across the 'informal�/�formal' space, a number of boundary issues concerning curriculum and, in particular, pedagogy. It suggests that a major aspect of the impact of OERs is that their availability is not only creating new challenges but also uncovering previously veiled tensions and questions regarding identity and boundaries.
6. A number of outputs have been generated, including two new projects that capitalise on understandings facilitated during the pilots carried out within the remit of this study
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AGENT: Alumni growth and engagement across new technologies
The AGENT project aims to use social networking technologies (LinkedIn and Facebook) to support the development of undergraduates’ employability and career development. The focus of the project is on e-mentoring by alumni to provide a ‘bridge’ between individuals whose social ties and connections are weakened by time and distance, whilst at the same time capitalising on the learning opportunities afforded by the widening of social networks. Social networking sites (SNSs) have been shown to provide students with the tools to make connections, build relationships and support personal development. From a social capital perspective, SNSs can support ‘weak ties’ by allowing students to grow a social network from which to draw resources in the form of information, knowledge, advice and expertise that an institution’s alumni can provide. Alumni are a key resource for building professional networking communities that can provide offline as well as online support to students. We report on an on-going JISC project –AGENT (Alumni Growth and Engagement across New Technologies) that explores how Web 2.0 technologies engage alumni, create the sense of belonging, develop more effective and mutually-beneficial alumni-student connections and associated positive social capital outcomes.Joint Information Systems Committee (JISC) 2011-201
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Out there and in here: design for blended scientific inquiry learning
One of the benefits of mobile technologies is to combine ‘the digital’ (e.g., data, information, photos) with ‘field’ experiences in novel ways that are contextualized by people’s current located activities. However, often cost, mobility disabilities and time exclude students from engaging in such peripatetic experiences. The Out There and In Here project, is exploring a combination of mobile and tabletop technologies in support for collaborative learning. A system is being developed for synchronous collaboration between geology students in the field and peers at an indoor location. The overarching goal of this research is to develop technologies that support people working together in a suitable manner for their locations. There are two OTIH project research threads. The first deals with disabled learner access issues: these complex issues are being reviewed in subsequent evaluations and publications. This paper will deal with issues of technology supported learning design for remote and co-located science learners. Several stakeholder evaluations and two field trials have reviewed two research questions:
1. What will enhance the learning experience for those in the field and laboratory?
2. How can learning trajectories and appropriate technologies be designed to support equitable co-located and remote learning collaboration?
This paper focuses on describing the iterative linked development of technologies and scientific inquiry pedagogy. Two stages within the research project are presented. The 1st stage details several pilot studies over 3 years with 21 student participants in synchronous collaborations with traditional technology and pedagogical models. Findings revealed that this was an engaging and useful experience although issues of equity in collaboration needed further research. The 2nd stage, in this project, has been to evaluate data from over 25 stakeholders (academics, learning and technology designers) to develop pervasive ambient technological solutions supporting orchestration of mixed levels of pedagogy (i.e. abstract synthesis to specific investigation). Middleware between tabletop ‘surface’ technologies and mobile devices are being designed with Microsoft and OOKL (a mobile software company) to support these developments. Initial findings reveal issues around equity, ownership and professional identity
Mapping knowledge transfer in early childhood education and care in South Africa
This pilot study explores through participative methods the implicit models, situated understandings and processes of early childhood care and education in South Africa in the context of poverty. The intention is to expose and reconcile potential tensions between ‘official’ Western and classed child-rearing practices and indigenous beliefs and realities of poor communities in KwaZulu-Natal
Effective Virtual Teams for New Product Development
At present, the existing literature shows that the factors which influence the effectiveness of virtual teams for new product development are still ambiguous. To address this problem, a research design was developed, which includes detailed literature review, preliminary model and field survey. From literature review, the factors which influence the effectiveness of virtual teams are identified and these factors are modified using a field survey. The relationship between knowledge workers (people), process and technology in virtual teams is explored in this study. The results of the study suggest that technology and process are tightly correlated and need to be considered early in virtual teams. The use of software as a service, web solution, report generator and tracking system should be incorporated for effectiveness virtual teams
Project Quality of Offshore Virtual Teams Engaged in Software Requirements Analysis: An Exploratory Comparative Study
The off-shore software development companies in countries such as India use a global delivery model in which initial requirement analysis phase of software projects get executed at client locations to leverage frequent and deep interaction between user and developer teams. Subsequent phases such as design, coding and testing are completed at off-shore locations. Emerging trends indicate an increasing interest in off-shoring even requirements analysis phase using computer mediated communication. We conducted an exploratory research study involving students from Management Development Institute (MDI), India and Marquette University (MU), USA to determine quality of such off-shored requirements analysis projects. Our findings suggest that project quality of teams engaged in pure off-shore mode is comparable to that of teams engaged in collocated mode. However, the effect of controls such as user project monitoring on the quality of off-shored projects needs to be studied further
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