107 research outputs found
Networked Minds Social Presence Inventory:\ud |(Scales only, Version 1.2)\ud Measures of co-presence, social presence,\ud subjective symmetry, and intersubjective symmetry
This document includes all the items that comprise the Networked Minds Social Presence Inventory. For more information on the scale, please consult the Guide to the Networked Minds Inventory on this repository
Guide to the Networked Minds Social Presence Inventory v. 1.2
This document introduces the Networked\ud
Minds Social Presence Inventory. The\ud
inventory is a self-report measure of social\ud
presence, which is commonly defined as the\ud
sense of being together with another in a\ud
mediated environment. The guidelines\ud
provide background on the use of the social\ud
presence scales in studies of users’ social\ud
communication and interaction with other\ud
humans or with artificially intelligent agents\ud
in virtual environments
Internal Consistency and Reliability of the Networked Minds\ud Measure of Social Presence
This study sought to develop and test a measure\ud
of social presence. Based on review of current\ud
definitions and measures, a synthesis of the\ud
theoretical construct that meets the criteria and\ud
dimensions [1] is proposed for a broad successful\ud
measure of social presence. An experiment was\ud
conducted to test the internal consistency and\ud
criterion validity of the measures as determined by\ud
theory, specifically the ability of the measure to\ud
distinguish levels of social presence that almost all\ud
theories suggest exist between (1) face-to-face\ud
interaction and mediated interaction, and (2)\ud
different levels of mediated interaction
Cognitive Modeling of Video Game Player User Experience
This paper argues for the use of cognitive modeling to gain a detailed and dynamic look into user experience during game play. Applying cognitive models to game play data can help researchers understand a player's attentional focus, memory status, learning state, and decision strategies (among other things) as these cognitive processes occurred throughout game play. This is a stark contrast to the common approach of trying to assess the long-term impact of games on cognitive functioning after game play has ended. We describe what cognitive models are, what they can be used for and how game researchers could benefit by adopting these methods. We also provide details of a single model - based on decision field theory - that has been successfUlly applied to data sets from memory, perception, and decision making experiments, and has recently found application in real world scenarios. We examine possibilities for applying this model to game-play data
Beyond user experience: What constitutes algorithmic experiences?
© 2019 Elsevier Ltd Algorithms are progressively transforming human experience, especially, the interaction with businesses, governments, education, and entertainment. As a result, people are growingly seeing the outside world, in a sense, through the lens of algorithms. Despite the importance of algorithmic experience (AX), few studies had been devoted to investigating the nature and processes through which users perceive and actualize the potential for algorithm affordance. This study proposes the Algorithm Acceptance Model to conceptualize the notion of AX as part of the analytic framework for human-algorithm interaction. It then tests how AX shapes the satisfaction with and acceptance of algorithm services. The results show that AX is inherently related to human understanding of fairness, transparency, and other conventional components of user-experience, indicating the heuristic roles of transparency and fairness regarding their underlying relations of user experience and trust. AX can influence the user perception of algorithmic systems in the context of algorithm ecology, offering useful insights into the design of human-centered algorithm systems. The findings provide initial and robust support for the proposed Algorithm Acceptance Model
In Platforms We Trust?Unlocking the Black-Box of News Algorithms through Interpretable AI
With the rapid increase in the use and implementation of AI in the journalism industry, the ethical issues of algorithmic journalism have grown rapidly and resulted in a large body of research that applied normative principles such as privacy, information disclosure, and data protection. Understanding how users’ information processing leads to information disclosure in platformized news contexts can be important questions to ask. We examine users’ cognitive routes leading to information disclosure by testing the effect of interpretability on privacy in algorithmic journalism. We discuss algorithmic information processing and show how the process can be utilized to improve user privacy and trust
KIMA - A holographic telepresence environment based on cymatic principles
KIMA is a holographic surround-sound installation that visualizes telepresence as both a phonetic and a synaesthetic phenomenon. The performance piece is based on the physical conditions of cymatics-the study of physically visible sound wave patterns. Two environments, a quad surround and a holographic interface, build the framework of a telematic experience that illustrates communication as wave forms while focusing on the relationship between sound and matter. © 2013 Oliver Gingrich, Alain Renaud, Eugenia Emets
Teleportal Face-To-Face System.
A teleportal system which provides remote communication between at least two users. A projective display and video capture system provides video images to the users. The video system obtains and transmits 3D images which are stereoscopic to remote users. The projective display unit provides an augmented reality environment to each user and allows users to view, unobstructed, the other local users, and view a local site in which they are located. A screen transmits to the user the images generated by the projective display via a retro-reflective fabric upon which images are projected and reflected back to the users eyes
Nudge for Deliberativeness: How Interface Features Influence Online Discourse
Cognitive load is a significant challenge to users for being deliberative.
Interface design has been used to mitigate this cognitive state. This paper
surveys literature on the anchoring effect, partitioning effect and
point-of-choice effect, based on which we propose three interface nudges,
namely, the word-count anchor, partitioning text fields, and reply choice
prompt. We then conducted a 2*2*2 factorial experiment with 80 participants (10
for each condition), testing how these nudges affect deliberativeness. The
results showed a significant positive impact of the word-count anchor. There
was also a significant positive impact of the partitioning text fields on the
word count of response. The reply choice prompt showed a surprisingly negative
affect on the quantity of response, hinting at the possibility that the reply
choice prompt induces a fear of evaluation, which could in turn dampen the
willingness to reply.Comment: CHI 2020, 10 page
- …