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1.
Noting that interactivity is often defined but seldom theorized in the literature, this article provides some pointers for developing theories about effects of interactivity, particularly as it applies to Web-based mass communication. It first makes the case that interactivity is an attribute of the technology and not that of the user. It exposes the tautology of studying the effects of perceived interactivity and calls for the consideration of ontological aspects that constitute interactivity while specifying its social and psychological effects. Theoretical explorations may be categorized in terms of three classes of outcome measures—behavioral, attitudinal, and cognitive—as we investigate the role played by interactivity in initiating action, changing attitudes, and altering the nature of information processing. These would result in theories about technology rather than psychology in that they help us specify direct and combination effects of interactivity, modality, navigability, and other technological attributes of the Web medium.  相似文献   

2.
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   

3.
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   

4.
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   

5.
代宝  刘业政 《现代情报》2015,35(4):159-163
本文通过对SNS用户玩社交网络游戏行为相关研究成果的系统分析,发现被用于社交网络游戏行为研究的理论主要有使用与满足理论、技术接受模型和心流体验理论等;社交网络游戏行为的动机主要为休闲娱乐、社交互动和自我展示;而社交网络游戏使用和持续使用的影响因素包括认知性因素、情感(体验)性因素、态度性因素、人格因素、社会性因素和技术性因素。  相似文献   

6.
王斌 《科技广场》2007,(11):179-181
实验是教学中的一个重要环节。在计算机组装实验中,多次拆装容易对计算机部件造成损坏。利用VRML技术可以构造虚拟场景并实现用户与虚拟场景的互动,对虚拟场景进行全方位的浏览和交互。采用虚拟现实技术对计算机组装实验进行仿真设计,可以很好地解决这些问题。本文介绍了基于VRML技术建立的虚拟计算机组装实验的设计和实现,并进一步叙述了优化应用的常用技巧。设计具有交互性好、实验沉浸感强的特点,达到了教学的目标。  相似文献   

7.
Marketers increasingly use social media platforms as a promotion channel, and doing this, they prefer highly interactive social media because it allows consumers to socialize and network better. However, in this media, attention is often restricted towards primary purpose only as a result of the level of interactivity, thereby affecting consumer response towards the advertisement(ad). In this setting, the study analyzes the role of media interactivity and the effects it has on the reaction of customers towards the social media ad. Further, the study also introduces the conditional role of message relevant aspects, such as message vividness and anthropomorphism, and examines the intervening role of flow experience. Results from a between-subjects study indicate that interactivity hurts the consumer ad reactions. It also suggests that the right use of message relevant aspects can mitigate these adverse effects. Thus, the study makes a significant contribution to the literature and practice regarding the effects of social media interactivity which is relatively recent and has been overlooked by past researchers.  相似文献   

8.
A major step in resolving conceptual ambiguity surrounding interactivity involves making a distinction between micro-level psychological processes and the macro-level societal effects that emerge from them. The proposition cuts against the epistemological grain of social sciences, such as psychology and sociology, which have ontological commitments to a particular level of analysis. The position advanced here suggests theories where processes operate at one level and generate effects that emerge at a higher level. Further, it is argued that the best place to begin looking at the process of interaction is at the level of the neural circuit, a realm far below discussions that center at the interpersonal or cultural levels.  相似文献   

9.
A major step in resolving conceptual ambiguity surrounding interactivity involves making a distinction between micro-level psychological processes and the macro-level societal effects that emerge from them. The proposition cuts against the epistemological grain of social sciences, such as psychology and sociology, which have ontological commitments to a particular level of analysis. The position advanced here suggests theories where processes operate at one level and generate effects that emerge at a higher level. Further, it is argued that the best place to begin looking at the process of interaction is at the level of the neural circuit, a realm far below discussions that center at the interpersonal or cultural levels.  相似文献   

10.
Flex技术研究     
Flex技术是集桌面应用程序的丰富界面效果与Web应用程序的广泛性、低成本及多媒体通信于一体的新一代互联网应用程序技术,具有高度的用户互动性和丰富的用户体验,是最领先和最成熟的RIA(富互联网应用程序)技术。主要讲述对Flex技术的初步认识。  相似文献   

11.
知识产权与技术创新:联动与效应分析   总被引:6,自引:0,他引:6  
阐述了知识产权和技术创新的逻辑关系;分析了知识产权和技术创新的联动;最后从专利保护期的角度研究了专利保护期对企业创新和社会收益的影响,并得到一系列有意义的结论.  相似文献   

12.
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   

13.
科技资源配置的新问题和对策分析   总被引:11,自引:1,他引:10  
丁厚德 《科学学研究》2005,23(4):474-480
国家科技资源配置存在急点、难点、热点、疼点,创新成效差,统筹乏力,资金投入不足,存在科技体制障碍。科技资金投入要建立制度保障,国家财政科技经费拨款占国家财政总支出的比例要达到5.5%左右,要建立对企业R&D投入冲抵所得税的税收制度。国家创新体系建设要有统筹管理部门,国家科技计划要统筹管理,突出重点,釆用基金制度管理国家科技计划,政府职能部门应从项目的直接管理中解放出来。  相似文献   

14.
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   

15.
使用WebGL技术和Oak3D引擎对三维地球进行了模拟。该模型与平台无关,简便高效,使用简单,具有良好的Web交互性,不需要任何浏览器插件支持,对互联网时代的3D可视化实现具有一定的参考价值。  相似文献   

16.
This study aims to examine whether a specific type of organizational culture is facilitated by significant management practice factors and enhances efficient technology transfer.A two-phase approach incorporating both exploratory and confirmatory factor analysis techniques in Structural Equation Modeling is employed to analyze the proposed relationships through the real-life context of the technology transfer activities of 223 Japanese manufacturing subsidiaries in Vietnam.The empirical results indicate that by implementing the significant management practice factors including—quality practice, training, management commitment, sharing/understanding, and team-based work—, the specific corporate culture is facilitated to form; which accelerates efficient technology transfer. These management practice factors have significantly positive impacting relationships as well as certain interrelationships on shaping specific corporate culture for efficiently technology transfer.It is suggested that international technology transfer executives could consider strategically applying these findings to foster speed and skill in achieving efficient technology transfer and create fundamental foundation to have strongly specific type of organizational culture at the same time. Both Vietnamese and Japanese staff should make the utmost effort to execute the methodical management practices, learn about each other's culture and overcome the barrier of cultural differences during technology transfer.  相似文献   

17.
靖可  赵希男 《科学学研究》2010,28(12):1792-1798
技术灾害对人类社会构成了严重威胁而且后果难以估量。在对现有技术灾害成因的经典理论进行研究和综述的基础上,发现各学派之间对技术灾害能否避免这一议题存在分歧的根源在于:研究基于不同的技术与技术系统,因此缺少对技术灾害的一般性认知。为此,首先通过界定技术与技术系统,重点分析了技术灾害的发生机理,对技术灾害进行本体研究;其次,通过定义技术灾害、划分技术灾害类型、识别技术灾害的典型特征对技术灾害进行界定。据此,形成技术灾害认知体系,为化解经典理论之争提供依据,同时也为我国开展技术灾害防范与应急相关研究提供理论基础。  相似文献   

18.
A growing number of enterprises begin to utilize user-generated content (UGC) to help build brand awareness and loyalty on social media platforms. Thus, it is important to investigate what makes UGC more helpful under the new social media environment. This study attempts to identify the influence mechanism of UGC helpfulness by examining the systematic impacts of argument quality and source reliability, especially considering the effects of creator interactivity. Using a dataset of product-related UGC in a popular social media app, our empirical study finds that the detailedness, readability, and objectivity of the content, as well as the social recognition and popularity of the creator, all have a significant impact on UGC helpfulness. Furthermore, the results indicate that creator interactivity plays a vital role in building UGC helpfulness by moderating other factors. This study contributes to both UGC and social media literature by proposing a comprehensive model to better understand UGC helpfulness. It also provides several practical insights for content creators to improve their online performances.  相似文献   

19.
《普罗米修斯》2012,30(2):387-389
This paper is concerned with one aspect of the assessment of a new technology — describing the temporal utilisation of the technology in use. The technologies that are considered here are barium meal radiology and fibre optic endoscopy, two major diagnostic procedures for the upper gastrointenstinal tract. The data employed relate to private fee-for-service medicine in Australia and have been collected under Australia's health insurance arrangements. Statistically significant differences in utilisation rates for these diagnostic procedures are found between the states of Australia. Also it is shown that per capita use of these procedures is rising at an annual rate of 2.4 per cent per annum. Although it is not possible from the data employed here to specify what factors have determined these utilisation rates, some possible explanations are considered. A secondary aspect of the paper is that it demonstrates how data from the Health Insurance Collection can be analysed despite the changes to health insurance arrangements introduced by the Commonwealth government since 1975–76.  相似文献   

20.
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   

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