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Ahmad, Muneeb Imtiaz; Mubin, Omar; Orlando, Joanne
doi: 10.1080/10447318.2017.1300750pmid: N/A
One of the known challenges in Children–Robot Interaction (cHRI) is to sustain children’s engagement during long-term interactions with robots. Researchers have hypothesized that robots that can adapt to children’s affective states and can also learn from the environment can result in sustaining engagement during cHRI. Recently, researchers have conducted a range of studies where robots portray different social capabilities and have shown that it has positively influenced children’s engagement. However, despite an immense body of research on implementation of different adaptive social robots, a pivotal question remains unanswered: Which adaptations portrayed by a robot can result in maintaining long-term social engagement during cHRI? In other words, what are the appropriate and effective adaptations portrayed by a robot that will sustain social engagement for an extended number of interactions? In this article, we report on a study conducted with three groups of children who played a snakes and ladders game with the NAO robot to address the aforementioned question. The NAO performed 1) game-based adaptations, 2) emotion-based adaptations, and 3) memory-based adaptation. Our results showed that emotion-based adaptations were found out to be most effective, followed by memory-based adaptations. Game adaptation didn’t result in sustaining long-term social engagement.
doi: 10.1080/10447318.2017.1301041pmid: N/A
The growing importance of social media and research interest in the field makes it imperative to consider the measures used to assess social networking site (SNS) use. The Facebook Intensity Scale has seen prolific use since its development; however, it has been criticized by some scholars. Jenkins-Guarnieri, Wright, and Johnson (2013) suggested another scale, the Social Media Use Integration Scale (SMUIS), which was developed to be suitable for use across different SNS platforms. They advised further research to confirm its psychometric properties, testing it on a more diverse sample than US college students and on social media other than Facebook. In this study, EFAs and a CFA were conducted to examine the validity of the SMUIS on Facebook and LinkedIn in the African context. The results provide preliminary evidence of the reliability and validity of the SMUIS for diverse age ranges. Further testing of the scale on LinkedIn is recommended.
Petrie, Helen; Othman, Mohd Kamal; Power, Christopher
doi: 10.1080/10447318.2017.1304606pmid: N/A
Smartphone technologies are now used to deploy audio and multimedia guides in cultural spaces, including historic churches. It is important to measure what effect the use of such technologies has on visitor experience of the cultural space and the usability and user experience of the guide. An “in the wild” study was conducted to investigate visitor experience in a historic church, with two versions of a multimedia iPhone Guide and with a traditional paper guide. The Church Experience Scale (CES) and the Multimedia Guide Scale (MMGS) were used to measure the experience of 59 visitors to Holy Trinity Church, Stratford-upon-Avon, known as Shakespeare’s church. A total of 40 visitors used an iPhone guide, 21 a free choice version and 19 a guided tour version, and 19 visitors used a paper guide. Results showed that participants with a smartphone guide had a significantly more positive visitor experience and spent significantly longer on their visit to the church. There was a significant correlation between length of visit and the Enjoyment, Intellectual Stimulation, and Curiosity factor of the CES, but further work is needed to understand the direction of causality in this relationship. The usability and user experience of the multimedia guide conditions did not differ from each other, but the results of the MMGS showed that both guides could be improved in terms of general usability and quality of interaction. Challenges of conducting a study “in the wild” of a smartphone app in a cultural space are discussed.
doi: 10.1080/10447318.2017.1304607pmid: N/A
Given the growth of and competition among mobile messenger applications (MMAs), attracting users’ attention and enhancing their loyalty have become large challenges for MMA service providers. This study provides a theoretical view for understanding the mechanisms that lead to user loyalty toward MMAs. Although emotions and the dedication-constraint model are the two main research disciplines via which the formation of user loyalty has been investigated, few studies have unified these two disciplines. A theoretical model is developed by synthesizing emotional responses and the dedication-constraint model. Based on the ambivalent view of emotions, we examine the exact effects of positive and negative emotions on user loyalty to MMA. Moreover, we identify an encompassing set of antecedents to affective and calculative commitments in the MMA context. A structural equation modeling (SEM) method is used to test the research model based on a sample of 300 KakaoTalk users in South Korea. Our findings reveal that user loyalty to MMAs is jointly shaped by dedication- and constraint-based mechanisms and emotional responses. The findings indicate that affective commitment significantly influences user loyalty, both directly and indirectly, through positive emotions. However, calculative commitment has significant positive effects on positive emotions and user loyalty, but it is also positively related to negative emotions. Perceived usefulness, perceived enjoyment, and trust significantly influence affective commitment to MMAs, while social norms significantly affect calculative commitment to MMAs. Theoretical and managerial implications and future research directions are subsequently discussed.
Kim, Woojoo; Xiong, Shuping; Liang, Zhuoqian
doi: 10.1080/10447318.2017.1305051pmid: N/A
The aim of this study was to investigate the effect of different loading symbols and loading durations on online video viewers’ perception of waiting time. Sixty young adults participated in this study and their subjective ratings on waiting time perception for forty-eight different loading symbols (4 progress functions × 2 shapes × 2 embellishments × 3 durations) were obtained through a 7-point Likert scale. Each participant chose the best loading symbols in terms of waiting time perception at the end of the experiment. Results showed that duration and the progress function practically affect the viewers’ waiting time perception, and shape and embellishment do not. Loading symbols of power and inverse power progress functions are perceived as shorter than those of the repetitive and linear progress functions. It is recommended to show loading progress and use manipulated progress functions, and design factors such as shape and embellishment are considered to be less important for designing a better loading symbol. The findings of this study may serve as a useful input for video service providers and symbol designers in creating shortly perceived loading symbols.
Mirri, Silvia; Prandi, Catia; Roccetti, Marco; Salomoni, Paola
doi: 10.1080/10447318.2017.1321218pmid: N/A
This work presents a study inviting new reflections on our daily walking experiences as mediated by modern GIS-based route-mapping software tools, which has culminated into ColorPath: an app that allows walkers to follow creative urban paths computed on the basis of their walking preferences and expressed under the form of a color. In particular, users may indicate their preference to follow a route as obtained as an urban mix of: pleasurable landscapes (blue), historical buildings and places (red), and parks and gardens (green). ColorPath computes a corresponding path to be followed. Drawing on a new trend that explores the relations between GIS-enabled computerized navigations and sociocultural practices, ColorPath has been built on top of OpenTripPlanner (OTP) and exploits OpenStreetMap (OSM) data. Studies of 10 people’s use of ColorPath propose insights on how walkers reflect on the differences (pros and drawbacks) between “colored” routes and traditional shortest paths computed by routinary route recommendation algorithms.
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