查看更多>>摘要:Text entry has long been an indispensable part of people's lives; notwithstanding, in virtual reality (VR), an efficient and handy text entry method for such an environment is still wanted. There are two negative factors in the very majority of existing text entry methods: 1) constrained by twodimensional mapping; 2) must manipulate with both hands to ensure efficiency. Few are employing the three-dimensional space a virtual environment provides, with which text entry could perform much better; also, even with several methods enabling one-hand manipulation, the tradeoff is off-balance when sacrificing performance. Therefore, we propose an innovative text entry method to achieve a faster speed, higher accuracy, and better user experience. We design a crosslike layout to reduce the average distance of spatial displacement when selecting characters. In selecting and entering characters, a user simply rotates the wrist and points the embodied controller to one of the seven character blocks in the virtual environment; afterward, within the selected block, the user enters the target character or auto-completion candidate word via two basic trackpad interactions, touching and clicking. We evaluate our CrossKeys mainly based on two criteria: efficiency, task load, and three tasks: learnability and performance test, fatigue test, and evaluation of in-motion performance. To evaluate efficiency, we analyze words per minute (WPM) and error rate (NCER, TER); to evaluate task load, we analyze NASA-TLX and Simulator Sickness Questionnaire (SSQ) results. According to the data from our participants after only 2 hours of first-time training, our CrossKeys performs well with an average WPM of 17.73, a peak WPM of 24.73, and an error rate (NCER) of 0.30% along with a low task load.
查看更多>>摘要:With rapid technological advancements, AI has emerged as a potential performer of some leadership functions, supplementing or even substituting certain human leadership. The collaborative leadership dynamics between humans and AI remain underexplored. This study investigated the effects of human consideration (high versus low) and AI structure (high versus low) behaviors on task performance, subjective experiences, and neural activation in a human-AI co-lead scenario. A total of 80 participants engaged in quality inspection tasks that were co-led by human and AI leaders, with 20 participants randomly allocated to each behavior combination. The results revealed that high AI structure was associated with increased job-related satisfaction, employee engagement, and leader trust, while low AI structure slightly facilitated task completion speed (about 6.80%). High human consideration increased the trust in and satisfaction with the human leader. Overall, the combination of high consideration in the human leader and high structure in the AI leader enhanced leadership effectiveness and diversification of work methods (with 30% of participants choosing inspection methods other than AI suggestions). Low-structure AI leader behavior led to increased neural activation during the human-leading process in the prefrontal cortex, which was associated with increased attention, motivation, and semantic processing.
查看更多>>摘要:Game-based learning, electronic books (e-books), and animations offer different advantages and serve distinct purposes. Consequently, this study aimed to propose an entertaining animated ebook by seamlessly integrating these three information technologies. Additionally, customization was incorporated into the entertaining animated e-book to accommodate learners' diverse preferences. In other words, a Customizable Entertaining Animated E-book (CEAE) was implemented in this study, which also aimed to investigate the influences of gender differences on their reactions to the CEAE. Results indicated that the CEAE could reduce gender differences, in terms of test performance and task performance. However, differences between males and females still existed in learning behavior and gaming behavior. More specifically, males and females preferred to use different scaffolding hints and choose different gaming modes. Based on these findings, we introduced a framework, which could work as a valuable reference for instructors to implement e-books, GBL, and animations in educational settings. This framework could also provide guidelines for designers to personalize entertaining animated e-books.
查看更多>>摘要:In recent years, learning approaches such as flipped classroom model and technologies such as augmented reality has emerged as innovations that have the potential to transform learning approaches and environments. In this study, it is aimed to compile the current research trends of the studies aiming to reveal the effects of augmented reality technologies integrated into the flipped classroom model with the systematic review method. It is considered that the results to be obtained by systematically examining the applicability of augmented reality technologies integrated into the flipped classroom model are important in terms of guiding future research. For this purpose, studies published in Web of Science (WOS), Scopus and ERIC databases were examined based on the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) guidelines and 14 studies were selected according to the criteria. These studies were subjected to content analysis and the results were presented with visual tools such as tables and graphs. The findings show that the interest in augmented reality technologies integrated into the flipped classroom model has increased significantly in recent years and that augmented reality can be effectively integrated into education. It has been determined that the flipped classroom model offers students the opportunity to focus on their individual needs by allowing them to learn at their own pace and plays an important role in the teaching process by combining these advantages with the features of augmented reality such as concretization, making the learning process remarkable and effective. More research is needed to understand the effects of augmented reality applications integrated into the flipped classroom model, which stands out as an approach that brings a new perspective to the field.
查看更多>>摘要:At the intersection of social digitization and population aging, the challenge of older adults fitting into digital life is becoming more prominent. To understand how to help older adults adopt digital life, this study builds upon the Technology Acceptance Model (TAM) and developed the Digital Technology Motivation Interaction Model (DTMIM) to study the complex effects of autonomous motivation (perceived usefulness, perceived ease of use, perceived enjoyment), controlled motivation, and digital feedback on WeChat adoption among older adults, as well as the urbanrural differences. The results of the questionnaire survey and Fuzzy-set Qualitative Comparative Analysis (fsQCA) show that: First, no single construct is a necessary condition for a high (non-high) attitude toward using (ATU) or high (non-high) actual using (AU). Second, we identified two configurations that trigger high ATU including the autonomy-motivation type and digital feedback under motivational synergy, and three configurations that enable high AU including motivational synergy type, digital feedback under autonomous extrinsic motivation, and digital feedback under motivational synergy. Third, the configurations of high ATU and high AU show significant differences between urban and rural areas. Autonomy motivation plays a universal role in urban older adults' WeChat adoption, while digital feedback is critical for rural older adults. The configuration analysis of DTMIM and urban-rural differences is not only an adaptive improvement of TAM but also provides new methods and perspectives for future research on the adoption of digital technology.
查看更多>>摘要:Despite a growing body of literature on performance goals and learning, limited studies have explored their influence on English translation education within the context of Digital Game-Based Learning (DGBL). To address this gap, this study developed a DGBL system to assist students in learning English translation techniques, and compared the effects of students' different performance goal orientations (performance-approach versus performance-avoidance goals) on their learning performance, in-game performance, self-efficacy, fear of failure, and learning perceptions. The participants were 56 university students, who were divided into a performance-approach group (PAPG) and a performance-avoidance group (PAVG). The study used quantitative analysis with data from English translation technique tests, log data from gaming sessions, and three questionnaires. It was found that the PAPG exhibited significant improvements in relatively difficult translation techniques (i.e., conversion), while the PAVG showed notable improvements in relatively simple translation techniques (i.e., polysemy). Furthermore, the PAPG outperformed the PAVG in in-game performance related to polysemy. This study enhances our understanding of the impact of performance goal orientations on both learning and in-game performance in English translation education, particularly within the context of DGBL.
查看更多>>摘要:This study aims to evaluate the usability of two Food Delivery Apps (FDAs) available in the market with a sample of older adults. We performed a usability study of basic tasks required to purchase groceries with 12 participants (Mage = 70.92, SD = 4.56). Results showed that interaction experience with both apps was similar. Most participants could perform the tasks, but not efficiently. Tasks that took the longest mean time were adding the first product to the cart and scheduling the delivery service. We found 22 interface barriers for FDA1 and 23 for FDA2. The most frequent errors were caused by a lack of a clear roadmap to guide the purchase process, unclear feedback when adding products, information overload, and difficulty distinguishing interactive buttons from text/icons and mandatory actions from optional ones. System Usability Scale results were below the suggested cut-off point of 68. We provide recommendations that could help design accessible FDAs for older adults and make them easier to use for everyone.
查看更多>>摘要:Streamers have become a crucial component of consumers' live shopping experience. Reviewers will transfer their emotions about the streamer to the product-after review. We innovatively verified the reverse effect of reviewers' sentiment tendency toward streamer on the product sustained sale in the streamer's live streaming. Results from a field data set and three lab experiments show that reviewers' positive sentiment tendency toward the streamer has a negative effect on the readers' purchase intention when the streamer resale this product in his live streaming. While reviewers' negative sentiment tendency toward the streamer can enhance readers' purchase intention to the product resold in the streamer's live streaming. These effects are separately mediated by readers' trust in the review and their empathy to the streamer. And the two mediators are moderated by the streamer's expertise. Our findings expand the literatures about reviews' emotions and suggest implications for streamers, retailers, and review platforms faced with the task of managing live-shopping reviews.
查看更多>>摘要:Metaphorical auditory displays are increasingly recognized for data presentation and self-reflection. This article presents the design and evaluation of RainMind, a web-based soundscape application that represents physiological data with dynamic natural sounds for daily stress reflection. Based on different combinations of auditory display with visualization, we identified three modes: the Visual-Aided Mode (VAM), the Audio-Aided Mode (AAM), and the Audio-Visual Mode (AVM). Through a within-subject study involving 30 participants, we conducted a mixed-methods evaluation to assess the task load, engagement, and user experience among the three modes. The findings indicated that the combination of dynamic natural soundscapes with visualization (AVM) contributes to a lower task load compared to the other two modes. Moreover, dynamic natural soundscapes as metaphors for stress data significantly enhanced engagement and user experience of self-reflection compared to static natural sounds. Based on our study, we discuss the potential of leveraging dynamic natural soundscapes as a new way of data-driven self-reflection.
查看更多>>摘要:Spreadsheets are a widespread functional programming paradigm that offer liveness and directness of interaction. However, spreadsheets are notoriously error-prone and difficult to debug. To overcome this limitation and improve the expressive power of spreadsheets, we propose an extension to the spreadsheet paradigm in the form of sheet-defined lambdas - user-defined functions that abstract computations on the sheet. This concept was developed and deployed in our web-based spreadsheet application named Lattice. We evaluate this approach through a user study which compared the user experience of programming in a spreadsheet with and without lambdas, as well as the difference in performance between learner (N=12) and experienced (N=12) programmers. The study measured participant task performance (task time, success rate and number of errors) and the quality of their user experience of using Lattice (video recordings of use, interviews and questionnaire responses). Our findings indicate that programming with lambdas is not only more efficient than writing formulas in a conventional way, but also provides a rewarding hedonic experience. However, we found that learners perceived the concept of functional abstractions with lambdas as difficult to comprehend; while experienced programmers noted potential utilitarian advantages that aid in managing the complexity of a spreadsheet program. The results obtained in this work contribute to a better understanding of humanspreadsheet interaction and can inform the future design of user-friendly computational systems.