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1 – 10 of over 7000Minjung Kang and Dong-Hee Shin
– The purpose of this paper is to examine how types of virtual brand community (VBC) benefits influence VBC loyalty through specific types of interaction.
Abstract
Purpose
The purpose of this paper is to examine how types of virtual brand community (VBC) benefits influence VBC loyalty through specific types of interaction.
Design/methodology/approach
The study targeted 250 brand community users to conduct an empirical analysis using SPSS 19.0.
Findings
Consumers’ perceived benefits (functional, experiential, and symbolic) were found to be the leading variables in inducing consumer loyalty. Brand community managers should not focus only on the benefits offered by the brand community, but also on how these benefits can be associated with human-to-computer and consumer-to-consumer (C2C) interaction.
Research limitations/implications
The virtual community (VC) has an important role as a marketing tool. As the VC within the virtual space has gradually been increasing, its importance has grown as well, therefore making research studies on heightening members’ brand community site loyalty important.
Originality/value
This study broadens and contextualizes our understanding of what type of VBC interaction can be further activated in the process of enhancing the members’ VBC loyalty, which is affected by consumers’ perceived benefits.
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To outline how psychology as one of the original approaches to human‐computer interaction (HCI) has formed a key part of the HCI literature, and to discuss the need for…
Abstract
Purpose
To outline how psychology as one of the original approaches to human‐computer interaction (HCI) has formed a key part of the HCI literature, and to discuss the need for psychological approaches to HCI and system development.
Design/methodology/approach
The contributions to the journal Human‐Computer Interaction is examined from the journal's start in 1985 up to the millennium. The analysis focuses the three main elements, task, user and computer, in the classic study “Psychology of human‐computer interaction” from 1983.
Findings
Provides information about authorship, and form and focus of research published. The paper concludes that already from the beginning, HCI researchers too narrowly used Card et al.'s analytical framework. Today it has developed into a sub‐theory within a multidisciplinary HCI science and in this role it continues to be an important cumulative factor in HCI.
Research limitations/implications
The main conclusion about the role of psychology in HCI only applies to the mainly US authors who published in the journal investigated in the given period. European research focusing on information technology and people may differ in important ways.
Practical implications
A much needed discussion of a central document of historical importance tying together many HCI researchers and a range of HCI studies.
Originality/value
This paper fulfils partly the need for meta‐analyses of the psychological approach to HCI.
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The purpose of this paper is to investigate whether flow experience, perceived enjoyment, and interaction affect people's behavioural intention to play online games and whether…
Abstract
Purpose
The purpose of this paper is to investigate whether flow experience, perceived enjoyment, and interaction affect people's behavioural intention to play online games and whether gender, age and prior experience have moderating effects on online game acceptance.
Design/methodology/approach
This study extends the theory of planned behaviour (TPB) with flow experience, perceived enjoyment, and interaction to propose a theoretical model to explain and predict people's behavioural intention to play online games. This model is examined through an empirical study involving 458 participants using structural equation modelling techniques. In addition, a competing model based on the technology acceptance model (TAM) is proposed to evaluate whether TPB is more suitable than TAM to explain the use of online games. The two action‐theoretical models are compared in terms of their predictive power and their practical utility.
Findings
Although both models explain the players' intention to play online games very well, the extended TPB model provides a better fit and explanatory power. Notably, this study finds that flow experience is a more important factor than perceived enjoyment in influencing customer acceptance of online games. Further analysis reveals that gender is a key moderator of online game acceptance.
Practical implications
Online game developers need to search for flow experience building strategies that might assist in engaging players. This study suggests that game developers should consider focusing more on establishing the interactions between players (social interaction) and online games (human‐computer interaction) in their marketing strategies.
Originality/value
This study is significant for two reasons. First, it synthesises the theory of planned behaviour with psychological and interaction factors and, second, it presents a blueprint for an entertainment‐oriented technology acceptance model.
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The purpose of this paper is to examine the effect of flow experience on users’ social commerce intention.
Abstract
Purpose
The purpose of this paper is to examine the effect of flow experience on users’ social commerce intention.
Design/methodology/approach
Based on the 287 valid responses collected from a survey, structural equation modeling was used to examine the research model.
Findings
The results indicated that social interaction, which includes human–computer interaction and human–human interaction, has a significant effect on the flow experience, which in turn affects social purchase and social sharing intention.
Research limitations/implications
The results imply that companies need to facilitate social interaction to improve users’ experience and promote their social commerce intention.
Originality/value
Although prior research has examined social commerce user behaviour from multiple perspectives such as trust, perceived value and technological perceptions, it has focused on the effect of cognitive beliefs and neglected the effect of affective beliefs such as flow experience. This research tries to fill the gap.
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The purpose of this paper is to explore characteristics of human‐computer interaction when the human body and its movements become input for interaction and interface control in…
Abstract
Purpose
The purpose of this paper is to explore characteristics of human‐computer interaction when the human body and its movements become input for interaction and interface control in pervasive computing settings.
Design/methodology/approach
The paper quantifies the performance of human movement based on Fitt's Law and discusses some of the human factors and technical considerations that arise in trying to use human body movements as an input medium.
Findings
The paper finds that new interaction technologies utilising human movements may provide more flexible, naturalistic interfaces and support the ubiquitous or pervasive computing paradigm.
Practical implications
In pervasive computing environments the challenge is to create intuitive and user‐friendly interfaces. Application domains that may utilize human body movements as input are surveyed here and the paper addresses issues such as culture, privacy, security and ethics raised by movement of a user's body‐based interaction styles.
Originality/value
The paper describes the utilization of human body movements as input for interaction and interface control in pervasive computing settings.
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Xia Zhang, Youchao Sun and Yanjun Zhang
Semantic modelling is an essential prerequisite for designing the intelligent human–computer interaction in future aircraft cockpit. The purpose of this paper is to outline an…
Abstract
Purpose
Semantic modelling is an essential prerequisite for designing the intelligent human–computer interaction in future aircraft cockpit. The purpose of this paper is to outline an ontology-based solution to this issue.
Design/methodology/approach
The scenario elements are defined considering the cognitive behaviours, system functions, interaction behaviours and interaction situation. The knowledge model consists of a five-tuple array including concepts, relations, functions, axioms and instances. Using the theory of belief-desire-intention, the meta-model of cognitive behaviours is established. The meta-model of system functions is formed under the architecture of sub-functions. Supported by information flows, the meta-model of interaction behaviours is presented. Based on the socio-technical characteristics, the meta-model of interaction situation is proposed. The knowledge representation and reasoning process is visualized with the semantic web rule language (SWRL) on the Protégé platform. Finally, verification and evaluation are carried out to assess the rationality and quality of the ontology model. Application scenarios of the proposed modelling method are also illustrated.
Findings
Verification results show that the knowledge reasoning based on SWRL rules can further enrich the knowledge base in terms of instance attributes and thereby improve the adaptability and learning ability of the ontology model in different simulations. Evaluation results show that the ontology model has a good quality with high cohesion and low coupling.
Practical implications
The approach presented in this paper can be applied to model complex human–machine–environment systems, from a semantics-driven perspective, especially for designing future cockpits.
Originality/value
Different from the traditional approaches, the method proposed in this paper tries to deal with the socio-technical modelling issues concerning multidimensional information semantics. Meanwhile, the constructed model has the ability of autonomous reasoning to adapt to complex situations.
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Rodrigo Freese Gonzatto and Frederick M.C. van Amstel
This research theorizes the condition of human beings reduced to being users (and only users) in human-computer interaction (HCI), a condition that favors them becoming objects or…
Abstract
Purpose
This research theorizes the condition of human beings reduced to being users (and only users) in human-computer interaction (HCI), a condition that favors them becoming objects or targets of commercial dark patterns, racialized profiling algorithms, generalized surveillance, gendered interfaces and heteromation.
Design/methodology/approach
The reconceptualization of the users’ condition is done by confronting HCI theories on users with a dialectical-existential perspective over human ontology. The research is presented as a conceptual paper that includes analyzing and revising those theories to develop a conceptual framework for the user oppression in HCI.
Findings
Most HCI theories contribute to the user oppression with explicit or implicit ontological statements that denies their becoming-more or the possibility of users developing their handiness to the full human potential. Put together, these statements constitute an ideology called userism.
Social implications
HCI needs to acknowledge its role in structuring oppression not just in sexism, racism, classism and ableism, but also the specific relation that pertains to HCI: userism. Similar to other fields, acknowledging oppression is the first step toward liberating from oppression.
Originality/value
The user is an existential condition for HCI theories, yet few theories can explain in depth how this condition affects human development. From the dialectical-existential perspective, the user condition can be dehumanizing. Computers may intensify existing oppressions through esthetic interactions but these interactions can be subverted for liberation.
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Service robotics, a branch of robotics that entails the development of robots able to assist humans in their environment, is of growing interest in the hospitality industry…
Abstract
Purpose
Service robotics, a branch of robotics that entails the development of robots able to assist humans in their environment, is of growing interest in the hospitality industry. Designing effective autonomous service robots, however, requires an understanding of Human–Robot Interaction (HRI), a relatively young discipline dedicated to understanding, designing, and evaluating robotic systems for use by or with humans. HRI has not yet received sufficient attention in hospitality robotic design, much like Human–Computer Interaction (HCI) in property management system design in the 1980s. This article proposes a set of introductory HRI guidelines with implementation standards for autonomous hospitality service robots.
Design/methodology/approach
A set of key user-centered HRI guidelines for hospitality service robots were extracted from 52 research articles. These are organized into service performance categories to provide more context for their application in hospitality settings.
Findings
Based on an extensive literature review, this article presents some HRI guidelines that may drive higher levels of acceptance of service robots in customer-facing situations. Deriving meaningful HRI guidelines requires an understanding of how customers evaluate service interactions with humans in hospitality settings and to what degree those will differ with service robots.
Originality/value
Robots are challenging assumptions on how hospitality businesses operate. They are being increasingly deployed by hotels and restaurants to boost productivity and maintain service levels. Effective HRI guidelines incorporate user requirements and expectations in the design specifications. Compilation of such information for designers of hospitality service robots will offer a clearer roadmap for them to follow.
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Victoria L. Rubin, Yimin Chen and Lynne Marie Thorimbert
Conversational agents are natural language interaction interfaces designed to simulate conversation with a real person. This paper seeks to investigate current development and…
Abstract
Purpose
Conversational agents are natural language interaction interfaces designed to simulate conversation with a real person. This paper seeks to investigate current development and applications of these systems worldwide, while focusing on their availability in Canadian libraries. It aims to argue that it is both timely and conceivable for Canadian libraries to consider adopting conversational agents to enhance – not replace – face‐to‐face human interaction. Potential users include library web site tour guides, automated virtual reference and readers' advisory librarians, and virtual story‐tellers. To provide background and justification for this argument, the paper seeks to review agents from classic implementations to state‐of‐the‐art prototypes: how they interact with users, produce language, and control conversational behaviors.
Design/methodology/approach
The web sites of the 20 largest Canadian libraries were surveyed to assess the extent to which specific language‐related technologies are offered in Canada, including conversational agents. An exemplified taxonomy of four pragmatic purposes that conversational agents currently serve outside libraries – educational, informational, assistive, and socially interactive – is proposed and translated into library settings.
Findings
As of early 2010, artificially intelligent conversational systems have been found to be virtually non‐existent in Canadian libraries, while other innovative technologies proliferate (e.g. social media tools). These findings motivate the need for a broader awareness and discussion within the LIS community of these systems' applicability and potential for library purposes.
Originality/value
This paper is intended for reflective information professionals who seek a greater understanding of the issues related to adopting conversational agents in libraries, as this topic is scarcely covered in the LIS literature. The pros and cons are discussed, and insights offered into perceptions of intelligence (artificial or not) as well as the fundamentally social nature of human‐computer interaction.
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