229,882 research outputs found

    Quantum interactive proofs with short messages

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    This paper considers three variants of quantum interactive proof systems in which short (meaning logarithmic-length) messages are exchanged between the prover and verifier. The first variant is one in which the verifier sends a short message to the prover, and the prover responds with an ordinary, or polynomial-length, message; the second variant is one in which any number of messages can be exchanged, but where the combined length of all the messages is logarithmic; and the third variant is one in which the verifier sends polynomially many random bits to the prover, who responds with a short quantum message. We prove that in all of these cases the short messages can be eliminated without changing the power of the model, so the first variant has the expressive power of QMA and the second and third variants have the expressive power of BQP. These facts are proved through the use of quantum state tomography, along with the finite quantum de Finetti theorem for the first variant.Comment: 15 pages, published versio

    Understanding Dialogue and Engagement Through Communication Experts’ Use of Interactive Writing to Build Relationships

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    Dialogic communication is an important public relations theory, yet scholarship has found few organizations using it to its full potential. Meanwhile, multiple overlapping definitions exist for related terms like engagement, interactivity, and responsiveness, causing potential confusion for researchers and professionals. This research reports the results of in-depth interviews with top digital public relations professionals regarding how they use interactive writing, a form of social media engagement, to build relationships. Through their own unprompted words, the research also describes how professionals use terms such as dialogue, engagement, interactivity, and responsiveness, and corresponding definitions, to refer to their daily work. Our model clarifies relationships between similar concepts and recommends areas of future research to advance theory informed by practic

    Spreading the virus : emotional tone of viral advertising and its effect on forwarding intentions and attitudes

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    iral advertising has attracted advertisers in recent years, yet little is known about how exactly it works from an information processing perspective. This study extends knowledge by exploring how the emotional tone (pleasant, unpleasant, coactive) of viral video ads affects attitude toward the ad, attitude toward the brand, and forwarding intentions. Results indicate that pleasant emotional tone elicits the strongest attitude toward the ad, attitude toward the brand, and intention to forward. The effects were weaker for coactive tone and weakest for negative emotional tone. These results challenge the common approach of shocking or scaring online users to motivate them to forward a viral video

    Exploring the Affective Loop

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    Research in psychology and neurology shows that both body and mind are involved when experiencing emotions (Damasio 1994, Davidson et al. 2003). People are also very physical when they try to communicate their emotions. Somewhere in between beings consciously and unconsciously aware of it ourselves, we produce both verbal and physical signs to make other people understand how we feel. Simultaneously, this production of signs involves us in a stronger personal experience of the emotions we express. Emotions are also communicated in the digital world, but there is little focus on users' personal as well as physical experience of emotions in the available digital media. In order to explore whether and how we can expand existing media, we have designed, implemented and evaluated /eMoto/, a mobile service for sending affective messages to others. With eMoto, we explicitly aim to address both cognitive and physical experiences of human emotions. Through combining affective gestures for input with affective expressions that make use of colors, shapes and animations for the background of messages, the interaction "pulls" the user into an /affective loop/. In this thesis we define what we mean by affective loop and present a user-centered design approach expressed through four design principles inspired by previous work within Human Computer Interaction (HCI) but adjusted to our purposes; /embodiment/ (Dourish 2001) as a means to address how people communicate emotions in real life, /flow/ (Csikszentmihalyi 1990) to reach a state of involvement that goes further than the current context, /ambiguity/ of the designed expressions (Gaver et al. 2003) to allow for open-ended interpretation by the end-users instead of simplistic, one-emotion one-expression pairs and /natural but designed expressions/ to address people's natural couplings between cognitively and physically experienced emotions. We also present results from an end-user study of eMoto that indicates that subjects got both physically and emotionally involved in the interaction and that the designed "openness" and ambiguity of the expressions, was appreciated and understood by our subjects. Through the user study, we identified four potential design problems that have to be tackled in order to achieve an affective loop effect; the extent to which users' /feel in control/ of the interaction, /harmony and coherence/ between cognitive and physical expressions/,/ /timing/ of expressions and feedback in a communicational setting, and effects of users' /personality/ on their emotional expressions and experiences of the interaction

    Quantum Interactive Proofs with Competing Provers

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    This paper studies quantum refereed games, which are quantum interactive proof systems with two competing provers: one that tries to convince the verifier to accept and the other that tries to convince the verifier to reject. We prove that every language having an ordinary quantum interactive proof system also has a quantum refereed game in which the verifier exchanges just one round of messages with each prover. A key part of our proof is the fact that there exists a single quantum measurement that reliably distinguishes between mixed states chosen arbitrarily from disjoint convex sets having large minimal trace distance from one another. We also show how to reduce the probability of error for some classes of quantum refereed games.Comment: 13 pages, to appear in STACS 200

    Knowledge sharing by entrepreneurs in a virtual community of practice (VCoP)

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    PurposeThis paper examines how entrepreneurs engage in a Virtual Community of Practice (VCoP) to share knowledge. Intensity of engagement is taken as a proxy to measure the strength of knowledge sharing.Design/methodology/approachThe archival data spanning over a three-year period from ‘Start-up-Nation©’ (a VCoP purposefully setup for entrepreneurs) is used for analysis. A set of indices are introduced to measure participants’ intensity of engagement in terms of message length, message frequency and reciprocity in the knowledge sharing process. Content analysis is employed to test a sample of ‘highly engaged’, ‘moderately engaged’, ‘low engaged’ and ‘not engaged’ discussion topics as part of the on-line discourse.FindingsWe find that entrepreneurs normally use short (fewer than 100 words) or medium (fewer than 250 words) message size to contribute to the discussions. In addition, we find that senior members and discussion moderators play important roles in igniting the ‘reciprocity’ behaviour in stimulating the interest of the community with the topic discussion. We also findthat highly engaged topics usually lead to further discussion threads.Originality/valueThis is the first study of its kind to explore how entrepreneurs engage in a VCoP to share their knowledge and experiences. The set of measurement indices tested here provide a tool for the owner, designer and moderator of the VCoP to measure the utility of their website in terms of its members’ participation. In addition, the set of textual and subjective interventions identified here enable the moderator (administrator) of a VCoP to design effective interventions to facilitate on-line discourse and augment the knowledge sharing process amongst its community members

    SAMP, the Simple Application Messaging Protocol: Letting applications talk to each other

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    SAMP, the Simple Application Messaging Protocol, is a hub-based communication standard for the exchange of data and control between participating client applications. It has been developed within the context of the Virtual Observatory with the aim of enabling specialised data analysis tools to cooperate as a loosely integrated suite, and is now in use by many and varied desktop and web-based applications dealing with astronomical data. This paper reviews the requirements and design principles that led to SAMP's specification, provides a high-level description of the protocol, and discusses some of its common and possible future usage patterns, with particular attention to those factors that have aided its success in practice.Comment: 12 pages, 3 figures. Accepted for Virtual Observatory special issue of Astronomy and Computin

    Benefits and limitations of text messages to stimulate higher learning among community providers: participants’ views of an mHealth intervention to support continuing medical education in Vietnam

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    BACKGROUND: A randomized controlled trial was conducted in 2015 to evaluate a mobile continuing medical education (mCME) intervention that provided daily text messages to community-based physicians’ assistants (CBPAs) in Thai Nguyen Province, Vietnam. Although the intervention failed to improve medical knowledge over a 6-month period, a companion qualitative study provided insights on the views and experiences of intervention participants. METHODS: We conducted focus group discussions (FGDs) and in-depth interviews (IDIs) among participants randomized to receive text messages containing either simple medical facts or quiz questions. Trained interviewers collected data immediately following the conclusion of the trial in December 2015. Using semi-structured question guides, respondents were queried on their views of the intervention, positive and negative, and perceived impacts of the intervention. During analysis, after learning that the intervention had failed to increase knowledge among participants, we also examined reasons for lack of improvement in medical knowledge. All analyses were performed in NVivo using a thematic approach. RESULTS: A total of 70 CBPAs engaged in one of 8 FGDs or an IDI. One-half were men; average age among all respondents was 40 years. Most (81%) practiced in rural settings and most (51%) focused on general medicine. The mean length of work experience was 3 years. All respondents made positive comments about the intervention; convenience, relevance, and quick feedback (quiz format) were praised. Downsides encompassed lack of depth of information, weak interaction, technology challenges, and challenging/irrelevant messages. Respondents described perceived impacts encompassing increased motivation, knowledge, collegial discussions, Internet use to search for more information, and clinical skills. Overall, they expressed a desire for the intervention to continue and recommended expansion to other medical professionals. Overreliance on the text messages, lack of effective self-study, and technical/language-based barriers may be potential explanations for intervention failure. CONCLUSION: As a form of mCME, daily text messages were well-received by community-level health care providers in Vietnam. This mCME approach appears very promising in low-resource environments or where traditional forms of CME are impractical. Future models might consider enhancements to foster linkages to relevant medical materials, improve interaction with medical experts, and tailor medical content to the daily activities of medical staff
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