122 research outputs found

    "Why should I believe this?" Deciphering the qualities of credible online customer reviews

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    Online customer reviews have been shown to have a powerful impact on the sales of a given product or service. However, the qualities of a ‘credible’ online customer review are still subject to debate. Existing research has highlighted the potential influence of a range of factors on the credibility of an online customer review, but relies heavily on quantitative methods and a ‘top down’ approach. In turn, this can reduce our understanding of the influence of these factors into merely discerning whether one pre-determined factor is more influential than another is. This paper adopted a ‘bottom up’ thematic analysis of individual qualitative interviews with a purposeful sample of consumers who regularly utilised online customer reviews. The findings uncovered a range of factors that influenced the credibility of an online customer review that were attached to a reader’s personal experience and to the content of a specific review, and inferred the existence of a reciprocal relationship between the constructs of review helpfulness and review credibility

    Perception and manipulation of game control

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    Humans have humorous conversations and interactions. Nowadays our real life existence is integrated with our life in social media, videogames, mixed reality and physical environments that sense our activities and that can adapt appearance and properties due to our activities. There are other inhabitants in these environments, not only human, but also virtual agents and social robots with which we interact and who decide about their participation in activities. In this paper we look at designing humor and humor opportunities in such environments, providing them with a sense of humor, and able to recognize opportunities to generate humorous interactions or events on the fly. Opportunities, made possible by introducing incongruities, can be exploited by the environment itself, or they can be communicated to its inhabitants

    Tune in to your emotions: a robust personalized affective music player

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    The emotional power of music is exploited in a personalized affective music player (AMP) that selects music for mood enhancement. A biosignal approach is used to measure listeners’ personal emotional reactions to their own music as input for affective user models. Regression and kernel density estimation are applied to model the physiological changes the music elicits. Using these models, personalized music selections based on an affective goal state can be made. The AMP was validated in real-world trials over the course of several weeks. Results show that our models can cope with noisy situations and handle large inter-individual differences in the music domain. The AMP augments music listening where its techniques enable automated affect guidance. Our approach provides valuable insights for affective computing and user modeling, for which the AMP is a suitable carrier application

    Are We Sitting Comfortably? Domestic Imaginaries, Laptop Practices, and Energy Use

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    The considerable literature on domestic energy consumption practices has tended to focus on either the (re)production and contestation of normative imaginaries, or the links between escalating standards and energy use. Far less has been written which links these related areas together. Accordingly, this paper is positioned at the intersection of debates on domestic consumption, energy use, and home cultures. Through a qualitative study of laptop use in the home, we illustrate how energy-intensive practices, such as ‘always-on-ness’, and changing computer ecologies and infrastructures, are intimately bound up with the reproduction of particular domestic imaginaries of family and home. A key insight in this paper is that a purely physiological conception of comfort would fail to explain fully why practices such as always-on-ness emerge, and thus we theorise comfort as an accomplishment comprised of inseparable temporal, bodily, spatial, and material elements. Ultimately, we argue here that comfort needs to be understood as a multivalent imaginary that is itself bound up in broader idealised notions of family and home in order to comprehend shifting practices, computing ecologies, and rising energy consumption

    Measures in Visualization Space

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    Postponed access: the file will be available after 2021-08-12Measurement is an integral part of modern science, providing the fundamental means for evaluation, comparison, and prediction. In the context of visualization, several different types of measures have been proposed, ranging from approaches that evaluate particular aspects of visualization techniques, their perceptual characteristics, and even economic factors. Furthermore, there are approaches that attempt to provide means for measuring general properties of the visualization process as a whole. Measures can be quantitative or qualitative, and one of the primary goals is to provide objective means for reasoning about visualizations and their effectiveness. As such, they play a central role in the development of scientific theories for visualization. In this chapter, we provide an overview of the current state of the art, survey and classify different types of visualization measures, characterize their strengths and drawbacks, and provide an outline of open challenges for future research.acceptedVersio

    When the going gets tough the beautiful get going: aesthetic appeal facilitates task performance.

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    The current studies examined the effect of aesthetic appeal on performance. According to one hypothesis, appeal would lead to overall decrements or enhancements in performance [e.g. Sonderegger & Sauer, (Applied Ergonomics, 41, 403-410, 2010)]. Alternatively, appeal might influence performance only in problem situations, such as when the task is difficult [e.g. Norman, (2004)]. The predictions of these hypotheses were examined in the context of an icon search-and-localisation task. Icons were used because they are well-defined stimuli and pervasive to modern everyday life. When search was made difficult using visually complex stimuli (Experiment 1), or abstract and unfamiliar stimuli (Experiment 2), icons that were appealing were found more quickly than their unappealing counterparts. These findings show that in a low-level visual processing task, with demand characteristics related to appeal eliminated, appeal can influence performance, especially under duress

    How kids see search: a visual analysis of internet search engines

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    Through previous studies into children’s internet search practice, we have gained insight into the taught strategies, information behaviour, and common errors children experience while searching. This paper analyses the visual structure of commonly-used internet search engines (ISEs) to explore how the interface and interaction design of ISEs may influence the search practices of children. Common features of ISEs are identified and the effects of query construction techniques on the visual presentation of information are reported. We use our observations to provide guidelines for the design and development of ISEs for childre
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