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 Pages: 14 pages || Words: 3502 words || 
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1. Cai, Li., Prabu, David., Lu, Tingting., Liu, Kaiya., Cortese, Juliann. and Seo, Mihye. "Testing the Boundaries of the Media Equation in a Computer Game Situation: When an Evaluation by a Human Means More Than an Evaluation by a Computer" Paper presented at the annual meeting of the International Communication Association, Marriott Hotel, San Diego, CA, May 27, 2003 Online <.PDF>. 2009-11-27 <http://www.allacademic.com/meta/p111675_index.html>
Publication Type: Conference Paper/Unpublished Manuscript
Review Method: Peer Reviewed
Abstract: The purpose of this study was to examine some of the boundary conditions of the Media Equation hypothesis, which states that people treat media like real-life. To test this, participants were made to believe that their opponent in a computer game of air hockey was a human or a computer agent. With this manipulation we had predicted that a positive evaluation by a human would be considered more accurate than a positive evaluation by a computer. The data amply support this prediction. We had also predicted that respondents would resist a negative evaluation by a human more than they would a negative evaluation by a computer, in an effort to save face. The data, however, do not support this contention. The viability of social presence as an explanatory mechanism was examined. The results were encouraging, though not overwhelmingly in favor of a strong role of social presence, at least in the form in which it is conceptualized in this paper.

 Pages: 31 pages || Words: 10218 words || 
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2. Liu, Xun. and Larose, Robert. "Computers Are People, Too: A New Perspective of Human-Computer Interaction" Paper presented at the annual meeting of the International Communication Association, TBA, San Francisco, CA, May 23, 2007 Online <PDF>. 2009-11-27 <http://www.allacademic.com/meta/p172721_index.html>
Publication Type: Conference Paper/Unpublished Manuscript
Abstract: This study extended the computers as social actors perspective and further asked the question: What kind of relationship people have developed with their computers. An online survey was conducted with 86 college students participated. The findings indicated that people might develop diverse relationships with their computers. The computer-computer relationship types identified in this study were: social relationship, working relationship, acquaintance, mixed relationship and enemy. The natures of these relationships were: warm, love-hate, neutral and cold. People also developed emotional ties with their computers. The interactions between human-computer relationship type, human-computer relationship nature, computer use and computer activities were examined. The finding suggested that human-computer relationship type and nature do influence computer use. This study proposed a new perspective on human-computer interaction. Theoretical and practical implications were discussed.

 Words: 240 words || 
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3. Callegaro, Mario. and Peytcheva, Emilia. "Electronic Voting Machines – A Comparison Applying the Principles of Computer-human Interaction and Computer-assisted Questionnaires Design" Paper presented at the annual meeting of the American Association for Public Opinion Research, Sheraton Music City, Nashville, TN, Aug 16, 2003 <Not Available>. 2009-11-27 <http://www.allacademic.com/meta/p116328_index.html>
Publication Type: Conference Paper/Unpublished Manuscript
Review Method: Peer Reviewed
Abstract: According to Election Data Services the percentage of electronic voting machines per county doubled between 1998 and 2002 to 16 percent-, yet a full replacement of the traditional voting procedure is very unlikely. In its essence, an electronic voting machine is a computer assisted self-interviewing device (CASI) giving the voter the opportunity to review and change his/her vote before submitting it. The different types of voting machines allow for different kinds of interaction, such as using a touch screen technology, using a dial wheel, touching a paper panel, or pressing a button on an LCD screen. Each machine provides feedback for blank ballots and under-voting and prevents selecting more choices than the maximum allowed. Some machines even have advanced functions such as increasing the font for visually impaired voters and/or allowing for listening of the voting options rather than reading. The common features electronic voting machines share with CASI and ACASI devices allow for theoretical and empirical predictions of the advantages and disadvantages this technology can provide. The paper presents an overview of the different types of voting machines and based on established theories and results from CASI and ACASI studies, examines and compares characteristics of the machines currently used and computer-human interaction mechanisms, their potential effects, and unexplored applications. Furthermore, possibilities such as prediction of candidates’ name order effect, already existing in the literature, and computer literacy effect on voting are discussed.

 Pages: 33 pages || Words: 7573 words || 
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4. Gong, Li. "How social is social responses to computers?: The function of the degree of anthropomorphism in computer representations" Paper presented at the annual meeting of the NCA 93rd Annual Convention, TBA, Chicago, IL, Nov 15, 2007 Online <APPLICATION/PDF>. 2009-11-27 <http://www.allacademic.com/meta/p191651_index.html>
Publication Type: Conference Paper/Unpublished Manuscript
Abstract: Testing the assumption that more anthropomorphism in computer representations elicits more social responses from people, a between-participants experiment (N=168) manipulated 12 computer agents to represent four levels of anthropomorphism: low, medium, high, and real human images. Social responses were assessed with users’ social judgment and homophily perception of the agents, conformity in a social choice dilemma task, and competency and trustworthiness ratings of the agents. Linear polynomial trend analyses revealed significant linear trends for almost all the measures. As the agent became more anthropomorphic to being human, it received more social responses from users.

 Pages: 17 pages || Words: 4034 words || 
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5. Nam, Yoonjae. "Semiotic Analysis of Sounds in Computer System and a Semiotic Model for Human-Computer Interaction" Paper presented at the annual meeting of the NCA 94th Annual Convention, TBA, San Diego, CA, Nov 20, 2008 Online <PDF>. 2009-11-27 <http://www.allacademic.com/meta/p256619_index.html>
Publication Type: Conference Paper/Unpublished Manuscript
Abstract: This paper compares three types of auditory interfaces in personal computing environments: (1) verbal messages (speech sounds), (2) earcons (musical sounds); and (3) auditory icons (natural sounds) based on Peirce’s theory of signs. In addition, this paper shows how auditory interfaces are conceptualized as sign systems and attempts to apply semiotic models to HCI environment in order to provide proper objects to design more usable interactive systems between human and computers.

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