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Effects of Pedagogical Agent's Personality and Emotional Feedback Strategy on Chinese Students' Learning Experiences and Performance: A Study Based on Virtual Tai Chi Training Studio Learning Feedback / Bian, Yulong / Yang, Chenglei / Guan, Dongdong / Xiao, Sa / Gao, Fengqiang / Shen, Chia / Meng, Xiangxu Proceedings of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.1 p.433-444
ACM Digital Library Link
Summary: In virtual learning environment, both personality and emotional features of animated pedagogical agents (APAs) may influence learning. To investigate this question, we developed four APAs with two distinct personality types and two sets of gestures expressing distinct emotional feedback. Effects of APAs' personality types and emotional feedback strategies on learning experiences and performance were assessed experimentally using a virtual Tai Chi training system. Fifty six participants completed the experiment. Results showed that positive emotional feedback strategy led to better learning experiences and performance than negative feedback strategy. Moreover, personality type had significant effect on learning. Choleric APAs led to better performance than Phlegmatic APAs. Personality types moderated the effect of emotional feedback on learning satisfaction. Our study demonstrates that APAs with distinct personality types and emotional feedback are important design parameters for virtual learning environments.

Virtual Team Networks: How Group Social Capital Affects Team Success in a Massively Multiplayer Online Game Games / Benefield, Grace A. / Shen, Cuihua / Leavitt, Alex Proceedings of ACM CSCW 2016 Conference on Computer-Supported Cooperative Work and Social Computing 2016-02-27 v.1 p.679-690
ACM Digital Library Link
Summary: Virtual teams have become a ubiquitous form of organizing, but the impact of social structures within and between teams on group performance remains understudied. This paper uses the case study of a massively multiplayer online game and server log data from over 10,000 players to examine the connection between group social capital (operationalized through guild network structure measures) and team effectiveness, given a variety of in-game social networks. Three different networks, social, task, and exchange networks, are compared and contrasted while controlling for group size, group age, and player experience. Team effectiveness is maximized at a roughly moderate level of closure across the networks, suggesting that this is the optimal level of the group's network density. Guilds with high brokerage, meaning they have diverse connections with other groups, were more effective in achievement-oriented networks. In addition, guilds with central leaders were more effective when they teamed up with other guild leaders.

Forming Online Support Groups for Internet and Behavior Related Addictions Session 1E: Applications / Shen, Chih-Ya / Shuai, Hong-Han / Yang, De-Nian / Lan, Yi-Feng / Lee, Wang-Chien / Yu, Philip S. / Chen, Ming-Syan Proceedings of the 2015 ACM Conference on Information and Knowledge Management 2015-10-19 p.163-172
ACM Digital Library Link
Summary: While online social networks have become a part of many people's daily lives, Internet and social network addictions (ISNAs) have been noted recently. With increased patients in addictive Internet use, clinicians often form support groups to help patients. This has become a trend because groups organized around therapeutic goals can effectively enrich members with insight and guidance while holding everyone accountable along the way. With the emergence of online social network services, there is a trend to form support groups online with the aid of mental health professionals. Nevertheless, it becomes impractical for a psychiatrist to manually select the group members because she faces an enormous number of candidates, while the selection criteria are also complicated since they span both the social and symptom dimensions. To effectively address the need of mental healthcare professionals, this paper makes the first attempt to study a new problem, namely Member Selection for Online Support Group (MSSG). The problem aims to maximize the similarity of the symptoms of all selected members, while ensuring that any two members are unacquainted to each other. We prove that MSSG is NP-Hard and inapproximable within any ratio, and design a 3-approximation algorithm with a guaranteed error bound. We evaluate MSSG via a user study with 11 mental health professionals, and the results manifest that MSSG can effectively find support group members satisfying the member selection criteria. Experimental results on large-scale real datasets also demonstrate that our proposed algorithm outperforms other baselines in terms of solution quality and efficiency.

Fluid Grouping: Quantifying Group Engagement around Interactive Tabletop Exhibits in the Wild Collaborative Tables, Walls & Rooms / Block, Florian / Hammerman, James / Horn, Michael / Spiegel, Amy / Christiansen, Jonathan / Phillips, Brenda / Diamond, Judy / Evans, E. Margaret / Shen, Chia Proceedings of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.1 p.867-876
ACM Digital Library Link
Summary: Interactive surfaces are increasingly common in museums and other informal learning environments where they are seen as a medium for promoting social engagement. However, despite their increasing prevalence, we know very little about factors that contribute to collaboration and learning around interactive surfaces. In this paper we present analyses of visitor engagement around several multi-touch tabletop science exhibits. Observations of 629 visitors were collected through two widely used techniques: video study and shadowing. We make four contributions: 1) we present an algorithm for identifying groups within a dynamic flow of visitors through an exhibit hall; 2) we present measures of group-level engagement along with methods for statistically analyzing these measures; 3) we assess the effect of observational techniques on visitors' engagement, demonstrating that consented video studies do not necessarily reflect visitor behavior in more naturalistic circumstances; and 4) we present an analysis showing that groups of two, groups with both children and adults, and groups that take turns spend longer at the exhibits and engage more with scientific concepts.

WonderLens: Optical Lenses and Mirrors for Tangible Interactions on Printed Paper Tangible Interactions / Liang, Rong-Hao / Shen, Chao / Chan, Yu-Chien / Chou, Guan-Ting / Chan, Liwei / Yang, De-Nian / Chen, Mike Y. / Chen, Bing-Yu Proceedings of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.1 p.1281-1284
ACM Digital Library Link
Summary: This work presents WonderLens, a system of optical lenses and mirrors for enabling tangible interactions on printed paper. When users perform spatial operations on the optical components, they deform the visual content that is printed on paper, and thereby provide dynamic visual feedback on user interactions without any display devices. The magnetic unit that is embedded in each lens and mirror allows the unit to be identified and tracked using an analog Hall-sensor grid that is placed behind the paper, so the system provides additional auditory and visual feedback through different levels of embodiment, further enhancing the interactivity with the printed content on the physical paper.

iMiner: Mining Inventory Data for Intelligent Management Demo Session 2 / Li, Lei / Shen, Chao / Wang, Long / Zheng, Li / Jiang, Yexi / Tang, Liang / Li, Hongtai / Zhang, Longhui / Zeng, Chunqiu / Li, Tao / Tang, Jun / Liu, Dong Proceedings of the 2014 ACM Conference on Information and Knowledge Management 2014-11-03 p.2057-2059
ACM Digital Library Link
Summary: Inventory management refers to tracing inventory levels, orders and sales of a retailing business. In the current retailing market, a tremendous amount of data regarding stocked goods (items) in an inventory will be generated everyday. Due to the increasing volume of transaction data and the correlated relations of items, it is often a non-trivial task to efficiently and effectively manage stocked goods. In this demo, we present an intelligent system, called iMiner, to ease the management of enormous inventory data. We utilize distributed computing resources to process the huge volume of inventory data, and incorporate the latest advances of data mining technologies into the system to perform the tasks of inventory management, e.g., forecasting inventory, detecting abnormal items, and analyzing inventory aging. Since 2014, iMiner has been deployed as the major inventory management platform of ChangHong Electric Co., Ltd, one of the world's largest TV selling companies in China.

Older Adults' Online Shopping Behavior in China Cross-Cultural Issues in E-commerce, Marketing and Branding / Shen, Caiyue / Zhou, Lian / Lin, Shuching CCD 2014: 6th International Conference on Cross-Cultural Design 2014-06-22 p.482-488
Keywords: Older adults in China; Online shopping; Consumer behavior
Link to Digital Content at Springer
Summary: The purpose of this study was to investigate the online shopping behavior of older adults in China. Participants were members of Taobao, aged 50-65. We observed the following interesting behaviors: For many, tablets or mobile phones are rarely used. "Search" is often used when they shop online. The participants are accustomed to search and rarely know of other webpages that can be browsed. Sometimes, the participants may get lost when multiple webpages are opened; then, they typically close all of the webpages and have to start again from the beginning. Additionally, the participants ask few questions, even if they have some difficulty in browsing a webpage. All of these behaviors can be explained by the attentional cognition of older adults.

The Relations between Interface Design of Digital Game-Based Learning Systems and Flow Experience and Cognitive Load of Learners with Different Levels of Prior Knowledge Cross-Cultural Design for Knowledge Sharing and Learning / Shen, Chun-Yi / Chu, Hao-Ping CCD 2014: 6th International Conference on Cross-Cultural Design 2014-06-22 p.574-584
Keywords: case studies; game-based learning; usability; interface design; flow experience
Link to Digital Content at Springer
Summary: Many studies have indicated that game-based learning has become an effective teaching strategy and a teaching tool. In the past decades, empirical studies showed that digital game-based could enhance learners' cognitive, affective and skills as learning objectives. Many studies have shown that learning process in which the flow experience for learning has a significant impact. In addition, researches have also pointed out that the multimedia materials presentation and system interface design would affect the learning of learners carrying out their cognitive load. Researchers indicated that learner's prior knowledge and learning strategies would influence the flow experience, learning outcomes and cognitive load of the learners. According to previous studies, the interface design of learning system would affect learner's learning, motivation, satisfaction, learning efficiency, and quality of interaction and so on. There are many studies have shown the system visibility, cognitive support, efficiency, user control, joyfulness are the important aspects of learning system design. Therefore, the purpose of this study was to explore digital game-based learning systems' visibility, cognitive support, efficiency, user control, and joyfulness for different prior knowledge learners' flow experience and cognitive load. The results show that there are significant differences on flow experience and cognitive load between learners with different prior knowledge. The usability of game-based learning system has significant effect on flow experience but not on cognitive load except joyfulness. Discussion and conclusion are provided in this study.

Friending your way up the ladder: Connecting massive multiplayer online game behaviors with offline leadership / Lu, Li / Shen, Cuihua / Williams, Dmitri Computers in Human Behavior 2014-06 v.35 n.0 p.54-60
Keywords: Leadership
Keywords: E-leadership
Keywords: MMOGs
Keywords: Online games
Keywords: Virtual worlds
Link to Article at sciencedirect
Summary: In what ways do the online behaviors of wizards and ogres map to players' actual leadership status in the offline world? What can we learn from players' experience in Massively Multiplayer Online games (MMOGs) to advance our understanding of leadership, especially leadership in online settings (E-leadership)? As part of a larger agenda in the emerging field of empirically testing the "mapping" between the online and offline worlds, this study aims to tackle a central issue in the E-leadership literature: how have technology and technology mediated communications transformed leadership-diagnostic traits and behaviors? To answer this question, we surveyed over 18,000 players of a popular MMOG and also collected behavioral data of a subset of survey respondents over a four-month period. Motivated by leadership theories, we examined the connection between respondents' offline leadership status and their in-game relationship-oriented and task-related-behaviors. Our results indicate that individuals' relationship-oriented behaviors in the virtual world are particularly relevant to players' leadership status in voluntary organizations, while their task-oriented behaviors are marginally linked to offline leadership status in voluntary organizations, but not in companies.

Developing a NFC-equipped smart classroom: Effects on attitudes toward computer science / Shen, Chien-wen / Wu, Yen-Chun Jim / Lee, Tsung-che Computers in Human Behavior 2014-01 v.30 n.0 p.731-738
Keywords: Learning technology
Keywords: E-classroom
Keywords: Near field communication
Keywords: Science education
Link to Article at sciencedirect
Summary: This study describes a smart classroom system that integrates near field communication (NFC) technology to automate attendance management, locate students, and provide real-time student feedback. The proposed system's attendance management feature can conserve time and reduce paper-work because students use their NFC-enabled smartphones or NFC smart cards to register their attendance automatically. Also, the system's student-positioning feature is particularly useful for teaching large classes because teachers typically experience difficulties in both recognizing students and familiarizing themselves with their students' learning progress. In addition, the real-time feedback function could be beneficial especially for Asian students because they are usually reluctant to express their opinions during class. This study also evaluates the proposed system's effect on students' attitude toward science education by applying relevant theories. Our case study of a computer science course shows that the attitudes of students toward computer science generally improved following the implementation of the proposed system. Because more than half of the measures from the aspects of learning computer science at school and importance of computer science are positive and significant, this indicates that students find computer science more interesting, expecting, exciting, beneficial, helpful, and appealing after the using the proposed system.

Why are children attracted to the Internet? The role of need satisfaction perceived online and perceived in daily real life / Shen, Cai-Xia / Liu, Ru-De / Wang, Dan Computers in Human Behavior 2013-01 v.29 n.1 p.185-192
Keywords: Internet use
Keywords: Self-determination theory
Keywords: Motivation
Link to Article at sciencedirect
Summary: From the perspective of self-determination theory, this study investigated the motivations for children's Internet use by examining how basic psychological need satisfaction, perceived online and perceived in daily real life, affects children's Internet use outcomes. A total of 637 elementary school students from China took participated in this study. The results from structural equation modeling showed that need satisfaction perceived online predicted higher levels of Internet use and more positive affect experienced online, whereas need satisfaction perceived in daily real life predicted less time spent online, less negative affect, and more positive affect. Both inherent properties of the experiences provided by the Internet and children's social backgrounds contribute to Internet use outcomes. This study supports self-determination theory in explaining children's Internet use motivations. Implications for efforts to encourage appropriate Internet use and directions for future research are discussed.

FloTree: a multi-touch interactive simulation of evolutionary processes Demo session / Chua, Kien Chuan / Qin, Yongqiang / Block, Florian / Phillips, Brenda / Diamond, Judy / Evans, E. Margaret / Horn, Michael S. / Shen, Chia Proceedings of the 2012 ACM International Conference on Interactive Tabletops and Surfaces 2012-11-11 p.299-302
ACM Digital Library Link
Summary: We present FloTree, a multi-user simulation that illustrates key dynamic processes underlying evolutionary change. Our intention is to create a informal learning environment that links micro-level evolutionary processes to macro-level outcomes of speciation and biodiversity. On a multi-touch table, the simulation represents change from generation to generation in a population of organisms. By placing hands or arms on the surface, visitors can add environmental barriers, thus interrupting the genetic flow between the separated populations. This results in sub-populations that accumulate genetic differences independently over time, sometimes leading to the formation of new species. Learners can morph the result of the simulation into a corresponding phylogenetic tree. The free-form hand and body touch gestures invite creative input from users, encourages social interaction, and provides an opportunity for deep engagement.

WALDEN: multi-surface multi-touch simulation of climate change and species loss in thoreau's woods Posters / Schneider, Bertrand / Tobiasz, Matthew / Willis, Charles / Shen, Chia Proceedings of the 2012 ACM International Conference on Interactive Tabletops and Surfaces 2012-11-11 p.387-390
ACM Digital Library Link
Summary: We present a case study of an interactive, multiple heterogeneous-display, multi-touch visualization for informal science education. Our visual simulation application, called WALDEN, has been developed using a Microsoft Surface and a large data wall. Multiple displays offer users the opportunity to interact with large visual datasets and observe complex visual simulations. We discuss the design of our system, findings from our case study, the shortcomings it revealed and how we plan to address them.

FlowBlocks: a multi-touch ui for crowd interaction Multi-touch / Block, Florian / Wigdor, Daniel / Phillips, Brenda Caldwell / Horn, Michael S. / Shen, Chia Proceedings of the 2012 ACM Symposium on User Interface Software and Technology 2012-10-07 v.1 p.497-508
ACM Digital Library Link
Summary: Multi-touch technology lends itself to collaborative crowd interaction (CI). However, common tap-operated widgets are impractical for CI, since they are susceptible to accidental touches and interference from other users. We present a novel multi-touch interface called FlowBlocks in which every UI action is invoked through a small sequence of user actions: dragging parametric UI-Blocks, and dropping them over operational UI-Docks. The FlowBlocks approach is advantageous for CI because it a) makes accidental touches inconsequential; and b) introduces design parameters for mutual awareness, concurrent input, and conflict management. FlowBlocks was successfully used on the floor of a busy natural history museum. We present the complete design space and describe a year-long iterative design and evaluation process which employed the Rapid Iterative Test and Evaluation (RITE) method in a museum setting.

The antecedents of online financial service adoption: the impact of physical banking services on Internet banking acceptance / Chiou, Jyh-Shen / Shen, Chung-Chi Behaviour and Information Technology 2012-09 v.31 n.9 p.859-871
Link to Article at Taylor & Francis
Summary: The cost-effectiveness of operations on the Web enables financial service firms to employ Web technology to replace or substantially reduce the need for personal interactions in the provision of their services. However, recent cases have shown that the use of Web technology in financial services may not be as promising as expected. This study utilises the constructs derived from transaction cost analysis (TCA), the technology acceptance model (TAM) and relationship marketing literature to develop a framework of the antecedents to using Internet banking. The model explicitly incorporates the impact of the experiences a customer has had with services provided by the physical bank whose Web services the customer is considering using. The results show that the major antecedent variables in TAM and the customers' specific assets already invested in the focal physical bank have a significant impact on customers' attitude towards the use and the intention to use a bank's Internet banking services. Our findings suggest that beyond the ease of use and usefulness of information system, companies have to take advantage of customer relationship built up in the offline environment that has the potential to influence customers' use intention towards Internet service. The study advances the technology acceptance literature in terms of explaining users' new-service-adoption behaviour by adding the concepts from TCA and customer relationship literature.

Of BATs and APEs: an interactive tabletop game for natural history museums Teaching with games / Horn, Michael / Leong, Zeina Atrash / Block, Florian / Diamond, Judy / Evans, E. Margaret / Phillips, Brenda / Shen, Chia Proceedings of ACM CHI 2012 Conference on Human Factors in Computing Systems 2012-05-05 v.1 p.2059-2068
ACM Digital Library Link
Summary: In this paper we describe visitor interaction with an interactive tabletop exhibit on evolution that we designed for use in natural history museums. We video recorded 30 families using the exhibit at the Harvard Museum of Natural History. We also observed an additional 50 social groups interacting with the exhibit without video recording. The goal of this research is to explore ways to develop "successful" interactive tabletop exhibits for museums. To determine criteria for success in this context, we borrow the concept of Active Prolonged Engagement (APE) from the science museum literature. Research on APE sets a high standard for visitor engagement and learning, and it offers a number of useful concepts and measures for research on interactive surfaces in the wild. In this paper we adapt and expand on these measures and apply them to our tabletop exhibit. Our results show that visitor groups collaborated effectively and engaged in focused, on-topic discussion for prolonged periods of time. To understand these results, we analyze visitor conversation at the exhibit. Our analysis suggests that social practices of game play contributed substantially to visitor collaboration and engagement with the exhibit.

Phylo-Genie: engaging students in collaborative 'tree-thinking' through tabletop techniques Designing for learners' complex needs / Schneider, Bertrand / Strait, Megan / Muller, Laurence / Elfenbein, Sarah / Shaer, Orit / Shen, Chia Proceedings of ACM CHI 2012 Conference on Human Factors in Computing Systems 2012-05-05 v.1 p.3071-3080
ACM Digital Library Link
Summary: Phylogenetic trees are representations of evolutionary relationships amongst species. Interviews of instructors and students have revealed that novice biologists have difficulty understanding phylogenetics. Moreover, misinterpretations of phylogenetics are common among college-level students. In this paper we present Phylo-Genie, a tabletop interface for fostering collaborative learning of phylogenetics. We conducted an experimental study with 56 participants, comparing students' conceptual learning and engagement using Phylo-Genie as: 1) a multi-touch tabletop interface and 2) a pen and paper activity. Our findings show that the tabletop implementation fosters collaborative learning by engaging users in the activity. We also shed light on the way in which our design principles facilitated engagement and collaborative learning in a tabletop environment.

Guild Play in MMOGs: Rethinking Common Group Dynamics Models / Ahmad, Muhammad Aurangzeb / Borbora, Zoheb / Shen, Cuihua / Srivastava, Jaideep / Williams, Dmitri Proceedings of the 2011 International Conference on Social Informatics 2011-10-06 p.145-152
Keywords: Guilds; MMOGs; Groups; Models of group evolution
Link to Digital Content at Springer
Summary: Humans form groups and congregate into groups for a variety of reasons and in a variety of contexts e.g., corporations in offline space and guilds in Massively Multiplayer Online Games (MMOGs). In recent years a number of models of group formation have been proposed. One such model is Johnson et al's [10] model of group evolution. The model is motivated by commonalities observed in evolution of street gangs in Los Angeles and guilds in an MMOG (World of Warcraft). In this paper we first apply their model to guilds in another MMOG (EQ2)¹ and found results inconsistent from the model's predictions, additionally we found support for the role of homophily in guild formation, which was ruled out in previous results, Alternatively, we explore alternative models for guild formation and evolution in MMOGs by modifying earlier models to account for the existence of previous relationships between people.

Topic aspect analysis for multi-document summarization Poster session 2: IR track / Shen, Chao / Wang, Dingding / Li, Tao Proceedings of the 2010 ACM Conference on Information and Knowledge Management 2010-10-26 p.1545-1548
ACM Digital Library Link
Summary: Query-based multi-document summarization aims to create a short summary given a collection of documents and a query. Most of the existing methods treat the query as one single sentence and rank the sentences in the documents based on their similarities with the query sentence. However, these methods lack of intensive analysis on the given query which typically consist of several topic aspects. In this paper, we propose a topic aspect extraction method to discover the aspect words and sentences contained in the query narrative texts and the input documents, and then incorporate these aspect words and sentences into a cross propagation model based on the sentence-term bipartite graph for document summarization. Experiments on DUC benchmark data show the effectiveness of our proposed approach on the topic-driven document summarization task.

Ontology-enriched multi-document summarization in disaster management Poster presentations / Li, Lei / Wang, Dingding / Shen, Chao / Li, Tao Proceedings of the 33rd Annual International ACM SIGIR Conference on Research and Development in Information Retrieval 2010-07-19 p.819-820
Keywords: disaster management, multi-document summarization, ontology
ACM Digital Library Link
Summary: In this poster, we propose a novel document summarization approach named Ontology-enriched Multi-Document Summarization (OMS) for utilizing background knowledge to improve summarization results. OMS first maps the sentences of input documents onto an ontology, then links the given query to a specific node in the ontology, and finally extracts the summary from the sentences in the subtree rooted at the query node. By using the domain-related ontology, OMS can better capture the semantic relevance between the query and the sentences, and thus lead to better summarization results. As a byproduct, the final summary generated by OMS can be represented as a tree showing the hierarchical relationships of the extracted sentences. Evaluation results on the collection of press releases by Miami-Dade County Department of Emergency Management during Hurricane Wilma in 2005 demonstrate the efficacy of OMS.

A digital library architecture supporting massive small files and efficient replica maintenance Posters / Shen, Chunhui / Lu, Weiming / Wu, Jiangqin / Wei, Baogang JCDL'10: Proceedings of the 2010 Joint International Conference on Digital Libraries 2010-06-21 p.391-392
Keywords: digital libraries, distributed system, replication, small file
ACM Digital Library Link
Summary: In this paper, we presented a service infrastructure based on distributed file system for massive storage in digital library. In addition, we addressed the small-file problem by merging small files into big ones, and proposed a novel dynamic replica number adjustment scheme to ensure the maximal availability and reliability in a limited storage space.

Next generation of HCI and education: workshop on UI technologies and educational pedagogy Workshops / Tse, Edward / Schöning, Johannes / Rogers, Yvonne / Shen, Chia / Morrison, Gerald Proceedings of ACM CHI 2010 Conference on Human Factors in Computing Systems 2010-04-10 v.2 p.4509-4512
Keywords: education, gestures, large displays, multi-touch, next generation hci, pedagogy
ACM Digital Library Link
Summary: Given the exponential growth of interactive whiteboards in classrooms around the world, and the recent emergence of multi-touch tables, tangible computing devices and mobile devices, there has been a need to explore how next generation HCI will impact education in the future. Educators are depending on the interaction communities to deliver technologies that will improve/adapt learning to an ever-changing world. In addition to novel UI concepts, the HCI community needs to examine how these concepts can be matched to contemporary paradigms in Educational pedagogy. The classroom is a challenging environment for evaluation, thus new interaction techniques need to be established to prove the value of new HCI interactions in the educational space. This workshop provides a forum to discuss key HCI issues facing next generation education ranging from whole class interactive whiteboards, small group interactive multi-touch tables, and individual personal response systems in the classroom.

The impact of perceived ease of use on Internet service adoption: The moderating effects of temporal distance and perceived risk / Shen, Chung-Chi / Chiou, Jyh-Shen Computers in Human Behavior 2010-01 v.26 n.1 p.42-50
Keywords: Internet consumer behavior
Keywords: Perceived ease of use
Keywords: Perceived risk
Keywords: Temporal distance
Link to Article at sciencedirect
Summary: Perceived ease of use is found to affect consumer's intention toward using an Internet-based service. However, to protect online transaction security, more security verification mechanisms are established which in turn increase the complexity and difficulty of using online services. This study proposed that the importance of perceived ease of use is depending on short- vs. long-term transaction expectation, product type, and whether security concern information is presented. In certain situations buyers or sellers of an Internet service may tolerate the inconvenience of using the Internet-based service. A 2 (verification requirement) × 2 (network externality) × 2 (short vs. long term) between-subject design was conducted on sellers of an auction site and a 2 (verification requirement) × 2 (product type) × 2 (with vs. without security concern information) between-subject design was conducted on buyers of an auction site. The results of two studies suggest that perceived ease of use increases the intention toward using online service when sellers expect that the Internet service usage is only for a short-term transaction or when buyers have no access of the security concern information on the website. In contrast, sellers prefer using an online service which requires a relatively high verification requirement when the purpose of using Internet service is for long-term transaction or when buyers have access of security concern information. The results also showed that perceived network externality positively affect sellers' intention toward using an auction website.

WeSpace: the design development and deployment of a walk-up and share multi-surface visual collaboration system Using tabletops for education, science, and media / Wigdor, Daniel / Jiang, Hao / Forlines, Clifton / Borkin, Michelle / Shen, Chia Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009-04-04 v.1 p.1237-1246
Keywords: collocated collaboration, horizontal display, multi-monitor interfaces, shared-display groupware
ACM Digital Library Link
Summary: We present WeSpace -- a collaborative work space that integrates a large data wall with a multi-user multi-touch table. WeSpace has been developed for a population of scientists who frequently meet in small groups for data exploration and visualization. It provides a low overhead walk-up and share environment for users with their own personal applications and laptops. We present our year-long effort from initial ethnographic studies, to iterations of design, development and user testing, to the current experiences of these scientists carrying out their collaborative research in the WeSpace. We shed light on the utility, the value of the multi-touch table, the manifestation, usage patterns and the changes in their workflow that WeSpace has brought about.

CThru: exploration in a video-centered information space for educational purposes Using tabletops for education, science, and media / Jiang, Hao / Viel, Alain / Bajaj, Meekal / Lue, Robert A. / Shen, Chia Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009-04-04 v.1 p.1247-1250
Keywords: multi-display environment, self-exploration, video-centered information space
ACM Digital Library Link
Summary: We present CThru, a self-guided video-based educational environment in a large multi-display setting. We employ a video-centered approach, creating and combining multimedia contents of different formats with a story-telling education video. With the support of new display form factors in the environment, viewing a sequential educational video thread is replaced by the immersive learning experience of hands-on exploration and manipulation in a multi-dimensional information space. We demonstrate CThru with an animation clip in cellular biology, supplementing visible objects in the video with rich domain-specific multimedia information and interactive 3D models. We describe CThru's design rationale and implementation. We also discuss a pilot study and what it revealed with respect to CThru's interface and the usage pattern of the tabletop and the associated large wall display.
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