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In children-robot interactions, an impression of a robot's "social presence" (i.e., an interactive agent that feels like a person) links positively to an improved relationship with the robot. However, building relationships takes many exposures, and there is an intellectual gap in how social presence and familiarity collaborate in modulating children-robot relationships. We investigated whether social presence altered over time, how repeated exposure and social presence affected rapport, and how social presence would modulate children's attitudes toward the robot. Fourteen children (four female, age = 10.79 ± 1.12) interacted with a companion robot for four days in spontaneous interactions. The findings revealed that children who perceived the robot as having a higher social presence developed a stronger rapport than those who perceived a lower social presence. However, repeated encounters did not change the children's perceptions of the robot's social presence. Children rated higher rapport after repeated interactions regardless of social presence levels. This suggests that while a higher social presence initially elevated the positive relationship between children and the robot, it was the repeated interactions that continued solidifying the rapport. Additionally, children who perceived a higher social presence from the robot felt less relational uneasiness about their relationship with robots. These findings highlight the importance of robots' social presence and familiarity in promoting positive relationships in children-robot interaction.
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Robótica , Humanos , Criança , Feminino , Relações Interpessoais , Emoções , Atitude , Reconhecimento PsicológicoRESUMO
Information and communication technology (ICT) has a great impact on contemporary society and people's lives. Especially with the pervasive access to rapidly developing technology, the impact of ICT on society and human values, the norms of ICT use, and the ethical issues derived from them are beyond the past ethical framework and deserve more research attention. The purpose of this study was to explore the key factors that influence the decision-making behaviors of information professionals when they are faced with information ethics issues. The study adopted the analytic hierarchical process method to develop the evaluation framework and criteria for information professional ethics and employed the professional fields of library and information science and information technology as examples to compare whether information professionals in different fields make different judgments on the aforementioned decision-making criteria. The results of the study validated the professional information ethics hierarchy and criteria and contributed to the field of information ethics research by providing information on the aspects that need attention in the cultivation of professionals in different fields.
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This study shifts the focus away from demonstrating the existence of the effect toward understanding the mechanism by which the effect of AR operates in museum learning. By uncovering and describing the contingencies of AR from the perspectives of learner control, this study investigates how and when AR affects museum learning experiences, and to give insights into curation with AR. A between-subjects experiment was conducted with 48 college students divided into three groups. This study considered both qualitative and quantitative features of learner control and designed the AR control tools and experiment accordingly, and the findings supported the success of integrating the immersive technology of AR and the theoretical framework of learner control to construct museum exhibits. The results showed that visitors are willing to use the provided tools in museum AR and perform steadily in knowledge acquisition. In addition to offering more learner control in museums, AR promotes positive behaviors and attitudes. This study contributes to the field studies of learner control by linking learner control with the critical dimensions of AR-enhanced museum learning to provide more guidance in exhibit design. Based on the findings, practical suggestions on incorporating learner control in AR-based interactive exhibits are provided.
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Aprendizagem , Museus , Humanos , Atitude , EstudantesRESUMO
Taking advantage of the nature of games to deal with conflicting desires through contextual practices, this study illustrated the formal process of designing a situated serious game to facilitate learning of information ethics, a subject that heavily involves decision making, dilemmas, and conflicts between personal, institutional, and social desires. A simulation game with four mission scenarios covering critical issues of privacy, accuracy, property, and accessibility was developed as a situated, authentic and autonomous learning environment. The player-learners were 40 college students majoring in information science and computer science as pre-service informaticists. In this study, they played the game and their game experiences and decision-making processes were recorded and analyzed. The results suggested that the participants' knowledge of information ethics was significantly improved after playing the serious game. From the qualitative analysis of their behavioral features, including paths, time spans, and access to different materials, the results supported that the game designed in this study was helpful in improving participants' understanding, analysis, synthesis, and evaluation of information ethics issues, as well as their judgments. These findings have implications for developing curricula and instructions in information ethics education.
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This study investigated the cognition, information behaviors and preventive behaviors of Taiwanese citizens in the face of the COVID-19 pandemic. An online survey was administered and 610 valid responses were collected. The relationships between demographic variables and optimistic bias, social trust, information credibility, personal protective measures, avoidance of human contact, and immune system strengthening were examined. Results showed that optimistic bias existed, but there was no significant correlation between optimistic bias and personal protective measures. Laypersons had high trust in the government, but also optimistic bias. Gender was the most important predictor; with occupation and region of residence also interacting with different preventive behaviors. People in Taiwan may be overly optimistic in facing the epidemic; relevant information should be properly disclosed to help reduce this bias. Social trust in the government seems to be an important successful factor in the fight against COVID-19 in Taiwan.
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COVID-19 , COVID-19/epidemiologia , COVID-19/prevenção & controle , Cognição , Estudos Transversais , Humanos , Pandemias/prevenção & controle , SARS-CoV-2 , Inquéritos e QuestionáriosRESUMO
To support older users' accessibility and learning of the prevalent information and communication technologies (ICTs), libraries, as informal learning institutes, are committed to information literacy education activities with friendly interfaces. Chatbots using Voice User Interfaces (VUIs) with natural and intuitive interactions have received growing research and practical attention; however, older users report regular frustrations and problems in using them. To serve as a basis for the subsequent design and development of an automated dialog mechanism in senior-friendly chatbots, a between-subject user experiment was conducted with 30 older adults divided into three groups. The preliminary findings on their interactions with the voice chatbots designed with different error handling strategies were reported. Participants' behavioral patterns, performances, and the tactics they employed in interacting with the three types of chatbots were analyzed. The results of the study showed that the use of multiple error handling strategies is beneficial for older users to achieve effectiveness and satisfaction in human-robot interactions, and facilitate their attitude toward information technology. This study contributes empirical evidence in the genuine and pragmatic field of gerontechnology and expands upon voice chatbots research by exploring conversation errors in human-robot interactions that could be of further application in designing educational and living gerontechnology.
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The purpose of this paper is to investigate how optimistic bias, consumption cognition, news attention, information credibility, and social trust affect the purchase intention of food consumption. Data used in this study came from a questionnaire survey conducted in college students in Taipei and Beijing. Respondents in the two cities returned 258 and 268 questionnaires, respectively. Samples were analyzed through structural equation modelling (SEM) to test the model. Results showed that Taiwanese college students did not have optimistic bias but Chinese students did. The models showed that both Taiwanese and Chinese students' consumption cognition significantly influenced their purchase intention, and news attention significantly influenced only Chinese students' purchase intention. Model comparison analysis suggested significant differences between the models for Taiwan and mainland China. The results revealed that optimistic bias can be reduced in different social contexts as that of the Taiwan model and the mainland Chinese model found in this study were indeed different. This study also confirmed that people had optimistic bias on food safety issues, based on which recommendations were made to increase public awareness of food safety as well as to improve government's certification system.
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Storytelling is a mode of communication in human interaction and is pervasive in everyday life. Storytelling in marketing is also a managerial application as a marketing strategy. Researchers of consumer psychology and marketing have devoted great efforts to developing theories and conducting empirical studies on this approach. However, in addition to narrative theories, many researchers are mainly concerned about the effect of telling a good brand story and its applications, such as advertising design and presentation. However, for those products that usually lacks branding, such as agricultural products, knowledge remains scarce about the relative impact of storytelling in marketing. Few researchers have explicitly developed a valid tool for measuring the effect of storytelling in marketing. To aid storytelling research in consumer psychology, this article conceptualized a construct of the effectiveness of storytelling in agricultural marketing and developed a measure with further validation. This scale consisted of 13 items with four subscales: narrative processing, affect, brand attitude, and purchase intention. The findings of this study supported a structural model with strong order among the four dimensions and good model fit. A discussion of the results and the theoretical and practical implications for consumer psychology and marketing practice are also addressed.
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While business schools aim to train students to develop specialized professional competencies, knowledge, and skills related to management and corporate functions according to their major programs, entrepreneurship education in higher education intends to develop students' entrepreneurial competencies and intention. However, the entrepreneurial and managerial domains are not mutually exclusive but overlap to a certain extent. This study utilized the National Taiwan University (NTU) as a case to explore the effects of two paths of entrepreneurial education at NTU on the development of students' entrepreneurial competencies and intention. The aim of this study was to investigate differences in business school students' entrepreneurial competencies and intention between those who took the Creativity and Entrepreneurship Program (CEP) and those who did not, and to explore the context limits or facilitations in the entrepreneurship education of college students in different academic disciplines of management school. Results of the study showed that the CEP course did have positive impacts on all entrepreneurial competencies and intention, that the effectiveness on the attitude domains was more evident than that on the knowledge or skills domains, and that academic disciplines did have a context effect on students' entrepreneurial competencies and intention. This study sheds further light on the "black box" of context limits or facilitations in entrepreneurship education. Implications of the study are that it may lead to a complementary framework of effectively integrating the entrepreneurial program with the business and management courses, which would better facilitate students' learning of entrepreneurship competencies and may increase their intention to become future entrepreneurs.
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In the research field of cognitive aging, games have gained attention as training interventions to remediate age-related deficits. Cognitive training games on computer, video and mobile platforms have shown ample and positive support. However, the generalized effects are not agreed upon unanimously, and the game tasks are usually simple and decontextualized due to the limitations of measurements. This study adopted a qualitative approach of design-based research (DBR) to systematically review and pragmatically examine the regime, presentation and feedback design of a cognitive training game for older adults. An overview of the literature of cognitive aging and training games was conducted to form the theoretical conjectures of the design, and an iterative cycle and process were employed to develop a mobile game for older adults who are homebound or receiving care in a nursing home. Stakeholders, i.e., elderly users and institutional administrators, were invited to participate in the design process. Using two cycles of design and evaluation, a working prototype of an iPad-based app that accounted for the needs of elderly adults in terms of form, appearance and working function was developed and tested in the actual contexts of the participants' homes and an assisted living facility. The results showed that the cognitive training game developed in this study was accepted by the participants, and a high degree of satisfaction was noted. Moreover, the elements of the interface, including its size, layout and control flow, were tested and found to be suitable for use. This study contributes to the literature by providing design suggestions for such games, including the designs of the cognitive training structure, interface, interaction, instructions and feedback, based on empirical evidence collected in natural settings. This study further suggests that the effectiveness of cognitive training in mobile games be evaluated through field and physical testing on a larger scale in the future.