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1.
This article attempts to clarify the murky conceptual water of “interactivity,” arguing that the term refers to two distinct phenomena: interactivity between people and interactivity between people and computers or networks. The former orients research on the process of interactivity. The latter orients research on the product of interactivity. That two distinct phenomena have been labeled with the same term causes problems when one wants to move from theorizing about interactivity in the abstract to investigating what effects interactivity has and then to operationalizing measurement terms. Studying interactivity-as-process entails a research focus on human interaction. Studying interactivity-as-product entails a research focus on user interactions with technology. In wading into the murky waters of what interactivity is, we must not lose sight of why it matters. In research focused on the opportunities and constraints for citizen participation in the political process afforded by communication technology, for example, interactivity is a variable of importance.  相似文献   

2.
The aim of our paper is to analyse the process of collaboration between independent firms linked by a technological agreement in the energy field, with a specific focus on the degree of codification of inter-organisational rules. Considering the agreement as a collection of different types of more or less codified rules, we show that their degree of codification and some other characteristics have an impact on the process of inter-firm cooperation.The paper first provides an analytical framework defining the concept and the types of rules relevant for our purpose. A rule is conceived to solve a problem of allocation or creation of resources; it serves a main function which can be of a cognitive, incentive or coordination nature; it is ambivalent, i.e. it entails side functions in addition to the main one. Two theoretical propositions are then developed and largely confirmed by our empirical research results based on two detailed case studies in the emerging field of fuel cell (FC) technology.  相似文献   

3.
Interactivity has been identified as a core concept of new media, yet despite nearly three decades of study and analysis, we scarcely know what interactivity is, let alone what it does, and have scant insight into the conditions in which interactive processes are likely to be consequential for members of a social system. This article attempts to address this deficiency by critiquing three self-defeating tendencies and an erroneous assumption of interactivity research, then proposes four basic propositions around which systematic knowledge regarding interactivity in society may be built. In the spirit of bridging mass and interpersonal processes, a model of interactivity is proposed to initiate discussion about the concept as a cross-level and multivalent phenomenon—one with both positive and negative consequences—and to spur more socially relevant research. For interactivity to succeed as a concept, it must have some meaningful social and psychological relevance beyond its technical status as a property of media systems or message exchanges.  相似文献   

4.
Fara P 《Endeavour》2006,30(1):13-18
Appreciating pictures entails a consideration not only of the people, objects and landscape that their artists have chosen to portray, but also an imagining of what has been excluded. The term 'Industrial Revolution' has been given multiple meanings, and this article (part of the Science in the Industrial Revolution series) explores some of these by exposing the messages concealed inside some of the most enduring images of the Revolution.  相似文献   

5.
Interactivity has been identified as a core concept of new media, yet despite nearly three decades of study and analysis, we scarcely know what interactivity is, let alone what it does, and have scant insight into the conditions in which interactive processes are likely to be consequential for members of a social system. This article attempts to address this deficiency by critiquing three self-defeating tendencies and an erroneous assumption of interactivity research, then proposes four basic propositions around which systematic knowledge regarding interactivity in society may be built. In the spirit of bridging mass and interpersonal processes, a model of interactivity is proposed to initiate discussion about the concept as a cross-level and multivalent phenomenon—one with both positive and negative consequences—and to spur more socially relevant research. For interactivity to succeed as a concept, it must have some meaningful social and psychological relevance beyond its technical status as a property of media systems or message exchanges.  相似文献   

6.
《Research Policy》2023,52(8):104700
The primary aim of Technology Transfer Offices (TTOs) is to enhance technology transfers, resulting in the commercialization of science. Technology transfer has typically been analyzed at the individual level of the core research staff or with the focus on the TTO as a whole, overlooking the fact that the university technology transfer is administered by intellectual property (IP) coordinators. This paper focuses on exposing a potentially crucial factor in technology transfer; the effects of cohorts based on imprinting. The imprinting theory implies that imprints are persistent and manifest themselves in the core activities of the IP coordinators' cohorts in the long term. We bring to light the effects of IP coordinators' cohorts on patenting and licensing, and test a conceptual model of inter-cohort variability. We analyze the patenting and licensing data of 18,393 patent cases and 845 licensed cases, handled by 63 IP coordinators. In combination with human resource data, we show that in the technology transfer process, IP coordinators’' cohorts matter. Using discriminant analysis, we demonstrate that some aspects of technology transfer activities are more typical for one cohort than the others. Variations between cohorts suggest that they are influenced by the prevailing practices inside the TTO at the time of hiring. Cohort patterns are also distinct in the two key technology transfer activities (patenting and licensing). Regression analysis shows that cohort effects remain resistant to erosion even when faced with subsequent changes as captured by organizational and individual time-period effects.  相似文献   

7.
Mobile social platform such as WeChat Moments has gained great popularity in China in the past few years. However, there are still a lack of studies that focus on Guanxi network building in the virtual social community. Drawing upon social capital theory and technology affordance theory, this study develops a research model to examine the influences of platform media richness and interactivity on users’ social capital and participation behaviors in the WeChat Moments. An empirical survey was conducted in China and 287 valid data were collected from WeChat users. Structural equation modelling analysis was used to test the research model. The empirical results suggest that platform interactivity and media richness are significant technology affordances that promote users’ Guanxi network, and their influences are mediated by social interaction and shared understanding. Furthermore, Guanxi network is positively associated with users’ active participation in the WeChat Moments. Theoretical and practical implications are illustrated in the final section.  相似文献   

8.
胡新根 《科技广场》2007,(1):120-122
本文研究了基于VRML的虚拟现实技术和Java编程技术实现三维虚拟场景漫游系统的方案,系统采用3DS MAX建模工具建模,深入探索了基于VRML虚拟场景中虚拟对象与用户交互的实现方式以及Java技术在基于VRML虚拟场景中交互行为的实现方法。  相似文献   

9.
Contemporary ICTs such as speaking machines and computer games tend to create illusions. Is this ethically problematic? Is it deception? And what kind of “reality” do we presuppose when we talk about illusion in this context? Inspired by work on similarities between ICT design and the art of magic and illusion, responding to literature on deception in robot ethics and related fields, and briefly considering the issue in the context of the history of machines, this paper discusses these questions through the lens of stage magic and illusionism, with the aim of reframing the very question of deception. It investigates if we can take a more positive or at least morally neutral view of magic, illusion, and performance, while still being able to understand and criticize the relevant phenomena, and if we can describe and evaluate these phenomena without recourse to the term “deception” at all. This leads the paper into a discussion about metaphysics and into taking a relational and narrative turn. Replying to Tognazzini, the paper identifies and analyses two metaphysical positions: a narrative and performative non-dualist position is articulated in response to what is taken to be a dualist, in particular Platonic, approach to “deception” phenomena. The latter is critically discussed and replaced by a performative and relational approach which avoids a distant “view from nowhere” metaphysics and brings us back to the phenomena and experience in the performance relation. The paper also reflects on the ethical and political implications of the two positions: for the responsibility of ICT designers and users, which are seen as co-responsible magicians or co-performers, and for the responsibility of those who influence the social structures that shape who has (more) power to deceive or to let others perform.  相似文献   

10.
In response to the research gap in the current literature regarding the low student retention of Massive Open Online Courses (MOOCs), this study uses task-technology fit theory to understand how MOOCs’ technological factors in three dimensions (i.e., course vividness, teacher subject knowledge, and interactivity) influence students’ revisiting of MOOCs. Going deeper, this study also takes course difficulty into consideration and investigates the interactive effects of course difficulty on the main factors identified above. The empirical results show that the vividness of course content, teacher subject knowledge, and MOOC interactivity can positively affect students’ intention to revisit MOOCs. However, the relationships between the three dimensional factors and student intention to revisit are affected in different ways by course difficulty. Specifically, the findings show that course difficulty negatively moderates the relationship between course content vividness and students’ intention to revisit, and positively moderates the relationship between teacher subject knowledge and students’ intention to revisit. In addition, course difficulty typically does not have a significant influence on the relationship between technology interactivity and students’ intention to revisit. Theoretical and practical implications are discussed.  相似文献   

11.
具有开放性、可供性等特征的数字技术使得传统企业形成了数字化转型企业开放式创新生态系统的新组织型态。然而,当前对其研究还处于概念探讨和特征归纳的初级阶段,急需对其构建研究形成系统性理论框架。因此,首先基于相关概念的梳理,尝试明晰“何为”数字化转型企业开放式创新生态系统,即其内涵界定;其次,结合当前开放式创新生态系统、数字化转型企业两大研究基础,厘清“为何”急需开展数字化转型企业开放式创新生态系统构建的研究;最后,初步提出包括“型态识别→构建动因→构建逻辑→构建过程”的研究框架,指出未来“如何”开展数字化转型企业开放式创新生态系统构建的研究,以期为数字化转型企业开放式创新生态系统构建研究夯实理论基础并指明未来研究方向。  相似文献   

12.
Interactivity, which is a key characteristic of the live streaming commerce environment, fosters users’ active attitudes and behaviors in communications and transactions. However, the literature on live streaming commerce, is scarce, and few studies examine how interactivity influences customers’ non-transactional behaviors from a dynamic perspective. In this setting, based on the stimulus-organism-response (S-O-R) framework, we developed a research model using real-time data to investigate the dynamic effect of interactivity on customer engagement behavior through tie strength in live streaming commerce, which is a relatively new derivative of social commerce. This study developed a text mining method to quantify constructs using a large-scale sample of 3,500,445 online review texts. Our empirical study found that interactivity has a curvilinear relationship with customer engagement behavior. Besides, tie strength plays an intermediary role between interactivity and customer engagement behavior. It was further observed that both tenure of membership and popularity have an important moderating relationship between interactivity and tie strength. The study enriches the relationship marketing theory and live streaming commerce literature. Moreover, this study is one of the first studies to use real-time online data for live streaming commerce research.  相似文献   

13.
The social question and answer (Q&A) community provides people with an effective tool to obtain high-quality information. From the perspective of reciprocal determinism and value co-creation, this study aims to investigate the formation mechanism of high-quality knowledge in the community. We develop a model to investigate how cognitive factors and community technological factors influence users’ knowledge co-creation behavior, thereby influencing knowledge quality in the community. A survey of 382 knowledge contributors in a social Q&A community shows that knowledge self-efficacy, topic richness, personalized recommendation, and social interactivity have a positive impact on users' knowledge sharing and integration behavior, which subsequently affect the community’s knowledge quality. Moreover, users' ratings moderate the influence of knowledge sharing on knowledge quality. This research demonstrates the synergistic effect of people and technology in knowledge co-creation, thus advances literature about value co-creation and content quality in online communities.  相似文献   

14.
One of the major problems in information retrieval is the formulation of queries on the part of the user. This entails specifying a set of words or terms that express their informational need. However, it is well-known that two people can assign different terms to refer to the same concepts. The techniques that attempt to reduce this problem as much as possible generally start from a first search, and then study how the initial query can be modified to obtain better results. In general, the construction of the new query involves expanding the terms of the initial query and recalculating the importance of each term in the expanded query. Depending on the technique used to formulate the new query several strategies are distinguished. These strategies are based on the idea that if two terms are similar (with respect to any criterion), the documents in which both terms appear frequently will also be related. The technique we used in this study is known as query expansion using similarity thesauri.  相似文献   

15.
This paper reports and discusses 'genomic designation' as a way of classifying people. In genomic designation the object of biomedical analysis--and the concomitant medical category that is subject to scientific, clinical, and social action--is delineated on a genomic basis, while the phenotype is decentralized and tabulated post factum. Unlike prominent sociological concepts such as biosociality or geneticization, where genetic proclivities for or explanations of phenotypic categories affect social processes, genomic designation treats characteristics of the genome as the essential referent of new categories of illness. I outline the relevant sociological literature and the shift to what Nikolas Rose has called the 'molecular gaze' before explicating the concept ofgenomic designation and its half-century history. I use 22q13 Deletion/Phelan-McDermid syndrome as an example of genomic designation: investigations into the deletion of genetic material at site q13 on the 22nd chromosome preceded and made practicable the delineation of a syndrome more than a decade later, even though the associated phenotype is not distinct enough for diagnosis. Finally, I discuss the implications of this turn to 'rigidly designate' kinds of people according to observations made at the level of the genome and outline directions for future research.  相似文献   

16.
To what extent is scientific research related to societal needs? To answer this crucial question systematically we need to contrast indicators of research priorities with indicators of societal needs. We focus on rice research and technology between 1983 and 2012. We combine quantitative methods that allow investigation of the relation between ‘revealed’ research priorities and ‘revealed’ societal demands, measured respectively by research output (publications) and national accounts of rice use and farmers’ and consumers’ rice-related needs. We employ new bibliometric data, methods and indicators to identify countries’ main rice research topics (priorities) from publications. For a panel of countries, we estimate the relation between revealed research priorities and revealed demands. We find that, across countries and time, societal demands explain a country's research trajectory to a limited extent. Some research priorities are nicely aligned to societal demands, confirming that science is partly related to societal needs. However, we find a relevant number of misalignments between the focus of rice research and revealed demands, crucially related to human consumption and nutrition. We discuss some implications for research policy.  相似文献   

17.
布倩楠  杨勇  滕茜  许鑫 《资源科学》2015,37(1):184-192
本文以上海市20个3A级及以上旅游景区(点)为研究对象,以游客和上海政府旅游部门在有关网络平台上发布的游记和要闻动态为研究样本,利用计算机平台统计景区(点)在样本中的出现次数,研究其在游客感知和政策重点中的冷热均衡状况及差异,并通过景区(点)在研究样本中的共现次数分析不同景区(点)间的联动效应及在不同类型样本中的差异性。研究结果显示,上海旅游景区(点)在游客感知和政府旅游部门要闻动态中都具有冷热不均衡性,热门景区(点)在不同样本类型中呈现较大差异,而非热门景区(点)则表现出较大的一致性;上海旅游景区(点)在政府旅游部门政策中的联动性与其在游客感知中体现的实际联动效应存在较大的差异,且在热门景区(点)中表现更为明显。进一步,本文在分析其联动差异及政府旅游部门政策措施关注和游客实际偏好差异的基础上提出了政策建议。  相似文献   

18.
In the mid-1990s, the Internet rapidly changedfrom a venue used by a small number ofscientists to a popular phenomena affecting allaspects of life in industrialized nations. Scholars from diverse disciplines have taken aninterest in trying to understand the Internetand Internet users. However, as a variety ofresearchers have noted, guidelines for ethicalresearch on human subjects written before theInternet's growth can be difficult to extend toresearch on Internet users.In this paper, I focus on one ethicalissue: whether and to what extent to disguisematerial collected online in publishedaccounts. While some people argue thatvulnerable human subjects must always be madeanonymous in publications for their ownprotection, others argue that Internet usersdeserve credit for their creative andintellectual work. Still others argue thatmuch material available online should betreated as ``published.' To attempt to resolvethese issues, I first review my own experiencesof disguising material in research accountsfrom 1992 to 2002. Some of the thorniestissues emerge at the boundaries betweenresearch disciplines. Furthermore, manyhumanities disciplines have not historicallyviewed what they do as human subjects research. Next, I explore what it means to do humansubjects research in the humanities. Inspiredby issues raised by colleagues in thehumanities, I argue that the traditional notionof a ``human subject' does not adequatelycharacterize Internet users. A useful alternatemental model is proposed: Internet users areamateur artists. The Internet can be seen as aplayground for amateur artists creatingsemi-published work. I argue that thisapproach helps make some ethical dilemmaseasier to reason about, because it highlightskey novel aspects of the situation,particularly with regard to disguisingmaterial. Finally, I conclude by proposing aset of practical guidelines regardingdisguising material gathered on the Internet inpublished accounts, on a continuum from nodisguise, light disguise, moderate disguise, toheavy disguise.  相似文献   

19.
Numerous studies have examined the decision-making process and the associated information search behaviour of tourists. However, very few have focused on how tourists make plans for their trips when travelling in groups. This paper adds to the knowledge of the decision-making process of tourist groups with a specific focus on intra-group interaction and the support of technology. This research adopted a mixed-methods approach, combining two studies. Study 1 employed a focus group to gain an understanding of the decision-making process within a tourist group, while Study 2 employed a questionnaire survey to explore how the use of technology in such a process varies among different categories of groups. Study 1 proposed a model for a group holiday decision-making process with four components: information acquisition, intra-group information sharing, knowledge transfer, and decision making. It was adapted from the “Infogineering Model” and the encoding and decoding theory in communication studies. Study 2 identified new influential factors on the use of technology by tourist groups for decision making. Ultimately, this research produced a number of theoretical implications, as well as practical implications in terms of how practitioners can better support Chinese tourists, family travellers, and tourists with little prior travel experience, and how technology can facilitate group holiday decision making.  相似文献   

20.
Artificial Intelligence (AI) is viewed as having potential for significant economic and social impact. However, its history of boom and bust cycles can make potential adopters wary. A cross-sectional, qualitative study was carried out, with a purposive sample of AI experts from research, development and business functions, to gain a deeper understanding of the adoption process. Technology Readiness Levels were used as a benchmark against which the experts could align their experiences. A model of AI adoption is proposed which embeds an extended version of the People, Processes, Technology lens, incorporating Data. The model suggests that people, process and data readiness are required in addition to technology readiness to achieve long term operational success with AI. The findings further indicate that innovative organizations should build bridges between technical and business functions.  相似文献   

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