RETRACTED ARTICLE: A Quasi Experiment on the Effectiveness of Social Media Literacy Skills Training for Combating Fake News ProliferationXu, Xiao; Huang, Yinan; Apuke, Oberiri Destiny
doi: 10.1080/10447318.2024.2311973pmid: N/A
We, the Editors and Publisher of the International Journal of Human–Computer Interaction have retracted the following article: Xu, X., Huang, Y., & Apuke, O. D. (2024). A Quasi Experiment on the Effectiveness of Social Media Literacy Skills Training for Combating Fake News Proliferation. International Journal of Human–Computer Interaction, 1–11. https://doi.org/10.1080/10447318.2024.2311973 It has come to our attention that the authorship list for this manuscript was significantly changed following submission of the article. Further investigation identified substantial overlaps with the authors’ previous publications without adequate acknowledgement of the source via in-text quotations or citations. These overlaps are present in all sections of the article: Apuke, O. D., & Gever, C. V. (2023). A quasi experiment on how the field of librarianship can help in combating fake news. The Journal field of librarianship can help in combating fake news. The Journal of Academic Librarianship, 49(1), 102616. https://doi.org/10.1016/j.acalib.2022.102616 Zhang, L., Iyendo, T. O., Apuke, O. D., & Gever, C. V. (2022). Experimenting the effect of using visual multimedia intervention to inculcate social media literacy skills to tackle fake news. Journal of Information Science, 0(0).https://doi.org/10.1177/01655515221131797 Further substantial overlaps were identified with the authors’ previous publication without acknowledgment. These overlaps are present in the Introduction & background, Literature review, Methodology, Results, and Discussion: Zhao, H., Xu, J., Iyendo, T. O., Apuke, O. D., Tunca, E. A., & Gever, V. C. (2023). The effectiveness of using audio-visual based media intervention for promoting social media literacy skills to curtail fake news on social media: A quasi-experimental investigation. Information Development,0(0). https://doi.org/10.1177/02666669231217236 We have contacted the authors for a full explanation. Whilst they responded, they were unable to address the concerns raised. As verifying authorship is core to the integrity of published work and this substantial degree of content overlap without adequate attribution is a breach of our editorial policies, we are retracting the article from the journal. The corresponding author listed in this publication has been informed. We have been informed in our decision-making by our editorial policies and the COPE guidelines. The retracted article will remain online to maintain the scholarly record, but it will be digitally watermarked on each page as ‘Retracted’.
Visual Attention Distribution of Pilot Flying vs. Pilot Monitoring During Different Flight PhasesZuo, Yaxue; Qi, Jin; Maksimovic, Cedo; Chen, Bin; Hu, Jie; Zhao, Qianyou
doi: 10.1080/10447318.2024.2380949pmid: N/A
Abstract With the continuous maturation of technology and the deepening of human-centered design philosophy, eye tracking technology has gradually been applied in research studies for the optimization of flight deck design in commercial aviation. While these studies have focused solely on Pilot Flying (PF), without considering the visual attention distribution of Pilot Monitoring (PM). The purpose of this study was to analyze and compare the visual attention distribution of PF and PM during different flight phases, providing more comprehensive guidance and optimization suggestion to the flight deck design in commercial aviation. This study was conducted in the A320 full-motion flight simulator, with eye tracking technology recording eye movements of PF and PM in the same flight crew simultaneously. The result showed significant differences in three eye movement metrics between PF and PM, not only throughout the whole common manual circuit but also within specific flight phases. Additionally, the results indicated that in certain flight phases, PF and PM exhibited statistically significant correlations in certain eye movement metrics for specific areas of the flight deck. However, in most other instances, no statistically significant correlations were observed between the eye movement metrics of PF and PM. Therefore, the future design of flight decks may benefit from considering differentiation between PF and PM sides in certain flight phases or areas. Additionally, it can be beneficial to make dynamic adjustments to the current flight deck display and control interface while maintaining the existing layout design.
Enhancing Collaborative Shopping Experience Through Interactive Personalized Avatars and Shared Gaze in a Multi-User Augmented Reality EnvironmentXu, Shihui; Wu, Like; Liao, Wenjie; Fujimura, Shigeru
doi: 10.1080/10447318.2024.2381923pmid: N/A
Abstract Augmented Reality (AR) has been used to enhance the shopping experience. However, existing AR shopping systems mainly focus on the solo user’s experience, while lacking multi-user experience. To address the gap, we propose a novel approach to collaborative shopping in a multi-user AR environment. By integrating the interactive personalized avatars of customers and shared gaze cues between shopping companions, we aim to understand how these technologies can enhance the collaborative shopping experience. We recruited thirty participants to conduct a 2 (personalized avatar: static vs. interactive) times 2 (shared gaze: without vs. with) within-subject repeat user study. The quantitative results from questionnaires showed that both interactive personalized avatars and shared gaze cues had positive effects on participants’ perceptions of enjoyment, usefulness, communication, co-presence, and future use. The combination of two features further enhanced the communication and perceived co-presence between shoppers and was preferred by participants. The qualitative results showed that interactive personalized avatars and shared gaze cues can enhance the shopping experience and promote efficiency which is consistent with quantitative results.
Metaverse Technologies in Painting Education and Their Influence on Student Creativity and Self-ExpressionWu, Meishuang
doi: 10.1080/10447318.2024.2381926pmid: N/A
Abstract The role of this study is to establish the influence of multiverse technologies on the self-esteem and creative abilities of painting students. For this, a focus group of 75 first-year students of the City College of Xi’an Jiaotong University studying at the Core level program was created as part of the case study method. The results showed a high percentage of individuals who had previously encountered AI-generated artwork, with 81% saying yes, 17% saying no, and 2% responding not sure about their answer. As a result, 25% of students claimed that they had theoretical information about the use of the multiverse for educational purposes. The practical results of the research can be used in the development of future virtual galleries, taking into account both the positive and negative comments of respondents. Thus, future work may include supplementing the previous findings on consumer acceptance of the metaverse technology.
The Impact of Online and Offline Contexts on the Association Between Attachment Anxiety and Cognitive, Emotional and Behavioural Responses – A Test of the Mirroring and Transformation FrameworksHutchison, Timothy; Sherratt, Katherine; Tibber, Marc S.
doi: 10.1080/10447318.2024.2381927pmid: N/A
Abstract The role of attachment in shaping psychosocial processes has been studied extensively in the offline context, but little is known about parallel online processes. This study examined whether associations between attachment anxiety and responses to potentially negative partner behaviours (presented using vignette methodology) would be moderated as a function of whether hypothetical scenarios occur in online (face-to-face) or offline (social media) contexts. A total of 267 participants completed a measure of adult attachment (RAAS), and a relationship events questionnaire (R-REQ), in which participants rated their psychosocial responses to potentially distressing partner behaviours featured in online and offline scenarios (median age: 21 years; 81% female). Positive associations between attachment anxiety and cognitive, emotional, behavioural responses were seen across contexts; however, associations with emotional and behavioural (but not cognitive) responses were moderated by context, such that they were amplified in distress-matched online scenarios. These results suggest that social media represents a distinct context, with implications for computer-mediated communication and wellbeing links.
Gamification Attributes to Enhance Socio-Vocational Readiness Among People with Autism Spectrum Disorder and Intellectual Developmental Disabilities: A Conceptual PaperZlotnik, Sharon; Weiss, Patrice L.; Ben Refael, Yfat; Rosen, Rotem; Gal, Eynat; Hochhauser, Michal
doi: 10.1080/10447318.2024.2381928pmid: N/A
Abstract People with disabilities, such as autism spectrum disorder (ASD) and intellectual developmental disabilities (IDD) may experience obstacles in social, communication, vocational, and behavioral skills that limit their participation. Video modeling (VM) entails demonstrating desired behaviors through video simulation. Its effectiveness in encouraging adaptive behaviors in work-related social activities has been demonstrated for ASD and IDD. Gamification is the application of game attributes to nongame situations. Within health care, education, and rehabilitation, gamification has included simulations of real-life events to engage clients and improve function. In this conceptual paper, we examined the link between gamification’s intrinsic attributes and the VM paradigm through examples of our evolving VM studies for individuals with ASD and IDD. The discussed interfaces demonstrate gamification attributes that likely contributed to their usability and effectiveness. This conceptual framework illustrated a new perspective concerning the effectiveness of VM paradigms. We encourage clinicians and technology developers to consider the value of incorporating gamification when designing VM interventions to enhance independence in the daily lives of vulnerable populations. Embracing gamified VM can promote engaging interventions, enhancing skill acquisition across diverse populations.
From Uncertainty to Tenacity: Investigating User Strategies and Continuance Intentions in AI-Powered ChatGPT with Uncertainty Reduction TheoryChang, Yu-Hsin; Silalahi, Andri Dayarana K.; Lee, Kuan-Yin
doi: 10.1080/10447318.2024.2381930pmid: N/A
Abstract The introduction of ChatGPT in academia has raised significant concerns, particularly regarding issues like plagiarism and the ethical use of generative text for academic purposes. Existing literature has predominantly focused on ChatGPT adoption, leaving a notable gap in addressing the strategies users employ to mitigate these emerging challenges. To bridge this gap, this research utilizes the Uncertainty Reduction Theory (URT) to formulate user strategies for reducing uncertainty. These strategies include both interactive and passive approaches. Concurrently, the study identifies key sources of uncertainty, which include concerns related to transparency, information accuracy, and privacy. Additionally, it introduces the concepts of seeking clarification and consulting peer feedback as mediating roles to facilitate reduced uncertainty. We tested these hypotheses with a sample of Indonesian users (N = 566) using structural equation modeling via Smart-PLS 4.0 software. The results confirm that interactive Uncertainty Reduction Strategies (URS) are more effective in reducing uncertainty when using ChatGPT compared to passive URS. Transparency concerns, information accuracy, and privacy concerns are identified as factors that increase the level of uncertainty. In contrast, consulting peer feedback is the most effective strategy for reducing uncertainty compared to seeking clarification at the individual-system level. Insights from the mediating effects confirm that consulting peer feedback significantly mediates uncertainty sources to reduce uncertainty. The study discusses various strategies for the ethical use of ChatGPT by users in the educational context and contributes significantly to theoretical development.
Effect of Human Interaction Modalities on the Usability and Performance of a Robotic Cyber-Physical System for Construction Progress MonitoringHalder, Srijeet; Afsari, Kereshmeh; Reichard, Georg
doi: 10.1080/10447318.2024.2381931pmid: N/A
Abstract The construction industry has been slow to adopt advanced technologies like Cyber-Physical Systems (CPS), underscoring the necessity for a human-centered approach to their development. This study aims to understand the significance and impact of human-CPS interaction modalities on human perceptions of CPS, specifically in the use case of construction progress monitoring. A mixed-method approach comprising quantitative observations and qualitative interviews was employed to evaluate the system’s usability and performance with different human-CPS interaction modalities. The findings reveal variable levels of usability and performance across different human-CPS interaction modalities. Users expressed a preference for the three-dimensional immersive environment compared to a two-dimensional setting due to a better sense of presence. However, they experienced heightened cognitive load when utilizing novel interaction methods such as hand gestures and voice commands. Interestingly, despite this increased cognitive demand, users exhibited comparable performance in the assigned task, irrespective of their familiarity with the interaction modality. The results underscore the importance of human-centered design in CPS development. It contributes empirical evidence crucial for understanding and improving human-CPS interactions, thereby advancing the implementation of CPS in construction progress monitoring.
RealtimeGen: An Intervenable AI Image Generation System for Commercial Digital Art Asset CreatorsLi, Zejian; Zhang, Ying; Zhou, Shengzhe; Liu, Qi; Zhang, Jiesi; Xu, Haoran; Chen, Shuyao; Chen, Xiaoyu; Sun, Lingyun
doi: 10.1080/10447318.2024.2382508pmid: N/A
Abstract Recent advances in artificial intelligence-generated content (AIGC) have led to the rapid generation of high-quality images. AIGC has attracted the attention of commercial digital art asset creators. Traditional artist-led processes contrast with current AI tools that often reduce creators to passive roles. This study examines the integration of AI image generation into commercial digital art, emphasizing the importance of preserving creators’ creative autonomy. Our formative study (S1) involved interviews with commercial digital art creators, highlighting a need for greater control and transparency in AI-assisted painting. In response, we developed RealtimeGen, an integrated tool that merges human creativity with AI’s capabilities, allowing creators to intervene in the generative process. A user study (S2) comparing RealtimeGen with the popular AIGC tool Stable Diffusion was also carried out. The results showed its enhanced user experience and workflow compatibility. Our work contributes to understanding and improving AI-assisted painting workflows for commercial creators, offering them greater creative agency.
Exploring Connections Between Team Process and Automation Error ManagementDong, Xiaolu; Li, Zhizhong
doi: 10.1080/10447318.2024.2382517pmid: N/A
Abstract In complex social-technical systems, human teams are required to handle automation errors to maintain system performance. This study developed two path models that connected the team process variables with the automation error management process, based on data collected from a previous experiment. The models show that trust has negative effects on most of the management activities. Team situation awareness could facilitate the whole process by supporting information selecting activity during the analysis and planning stage. Better teamwork could assist the stages of error detection and analysis and planning. Teams with more balanced decision making and workload would find it easier to understand and handle an automation error. The results also reveal that forming an interpretation of the error is helpful but not a necessity for error management. Path models developed in this study provide a technical basis for better team processes in the face of automation error.