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1.
The purpose of this study was to examine the influence of online collaborative learning experiences on students' digital collaboration skills and on the sustainability of e-collaboration in schools' culture—comparing individualistic versus collectivistic cultures. In addition, we explored how the leadership experience of schools' ICT coordinators was predicted by their sense of professionalism and cognitive, emotional and social aspects of perceived learning (PL), while leading the collaborative projects. The participants were ICT coordinators from 513 Israeli schools; 214 of whom were Hebrew-speakers, and 299 Arabic-speakers. The participants were asked to complete an online questionnaire, which included multiple-choice and open-ended questions. The results showed significant differences between a variety of the coordinator-related variables as a function of learning culture (more individualistic vs.more collectivistic). Coordinators' leadership experience was a powerful predictor of students' digital collaboration skills, but did not predict the sustainability of e-collaboration. Coordinators' emotional PL predicted the sustainability of collaboration in both schools with more individualistic and with more collectivistic learning cultures. The implications of the findings for educational theory and practise are discussed.  相似文献   

2.
This research compared social networking site (SNS) use in a collectivistic culture, China, and an individualistic culture, the United States (US). Over 400 college student participants from a Southwestern University in Chongqing, China, and 490 college participants from a Midwestern University in the US completed a survey about their use of SNSs – time spent, importance and motives for use. They then rated themselves on a variety of personal characteristics, namely the Big Five Personality factors, Loneliness, Shyness and Life Satisfaction. Results revealed cultural differences in SNS use. US participants spent more time in SNS, considered them to be more important and had more friends in SNSs than did Chinese participants. Self-ratings of personal characteristics also differed in the two cultures as did the personal characteristics that predicted SNS use. In general, personal characteristics were less effective in predicting SNS use in China than in the US. Findings suggest that in collectivistic cultures the importance of the family, friends and one’s groups may be partly responsible for Chinese participants’ lesser use of SNSs, whereas in individualistic cultures the importance of self and having more but less close and enduring friendships may be partly responsible for US participants’ greater use of SNSs. Personal characteristics predicted SNS use in both cultures but were stronger predictors in an individualistic culture than in a collectivistic, consistent with the emphasis on self in the former and on family, friends and one’s groups in the latter. Future research is needed to identify whether cultural values always take precedence over personal characteristics and motives in determining behavior in the virtual world.  相似文献   

3.
An increasing proportion of information technology (IT)/information system adoption research collects data using online surveys. However, a paucity of research assesses the equivalence of paper-based versus Internet-based surveys in collectivistic cultures. Furthermore, no theoretical or empirical research investigates how cultural differences between collectivistic and individualistic cultures influence the measurement equivalence (ME) of these survey modes. To explore these issues, online and paper-based surveys with comparable samples were carried out in both an individualistic (the USA) and a collectivistic culture (China). Confirmatory factor analysis was conducted to examine the ME across both survey modes in these different cultures. Results indicate that the relatively larger satisficing discrepancy between paper and online surveys causes respondents in collectivistic cultures to have an increased likelihood of providing responses that vary as compared to respondents in individualistic cultures. The disparate responses, in turn, result in increased measurement variance between the two survey modes. The findings of this study bridge a gap in the literature and address the question of how culture influences online satisficing behaviour and how that behaviour causes measurement invariance across survey modes. This study also explains the possible underlying mechanisms by which different national cultures exert their influence on survey results. The findings provide important implications for IT researchers, especially those in collectivistic cultures or those who need to collect data in collectivistic cultures using online surveys or mixed-mode surveys that include an online survey mode.  相似文献   

4.
Previous work has examined how technology can support health behavior monitoring in social contexts. These tools incentivize behavior documentation through the promise of virtual rewards, rich visualizations, and improved co-management of disease. Social influence is leveraged to motivate improved behaviors through friendly competition and the sharing of emotional and informational support. Prior work has described how by documenting and sharing behaviors in these tools, people engage in performances of the self. This performance happens as users selectively determine what information to share and hide, crafting a particular portrayal of their identity. Much of the prior work in this area has examined the implications of systems that encourage people to share their behaviors with friends, family, and geographically distributed strangers. In this paper, we report upon the performative nature of behavior sharing in a system created for a different social group: the local neighborhood. We designed Community Mosaic (CM), a system with a collectivistic focus: this tool asks users to document their behaviors using photographs and text, but not for their own benefit—for the benefit of others in their community. Through a 6-week deployment of CM, we evaluated the nature of behavior sharing in this system, including participants’ motivations for sharing, the way in which this sharing happened, and the reflexive impact of sharing. Our findings highlight the performative aspects of photograph staging and textual narration and how sharing this content led participants to become more aware and evaluative of their behaviors, and led them to try to eat more healthfully. We conclude with recommendations for behavior monitoring tools, specifically examining the implications of users’ perceived audience and automated behavioral tracking on opportunities for reflection-through-performance.  相似文献   

5.
There has been growing interest on agents that represent people’s interests or act on their behalf such as automated negotiators, self-driving cars, or drones. Even though people will interact often with others via these agent representatives, little is known about whether people’s behavior changes when acting through these agents, when compared to direct interaction with others. Here we show that people’s decisions will change in important ways because of these agents; specifically, we showed that interacting via agents is likely to lead people to behave more fairly, when compared to direct interaction with others. We argue this occurs because programming an agent leads people to adopt a broader perspective, consider the other side’s position, and rely on social norms—such as fairness—to guide their decision making. To support this argument, we present four experiments: in Experiment 1 we show that people made fairer offers in the ultimatum and impunity games when interacting via agent representatives, when compared to direct interaction; in Experiment 2, participants were less likely to accept unfair offers in these games when agent representatives were involved; in Experiment 3, we show that the act of thinking about the decisions ahead of time—i.e., under the so-called “strategy method”—can also lead to increased fairness, even when no agents are involved; and, finally, in Experiment 4 we show that participants were less likely to reach an agreement with unfair counterparts in a negotiation setting. We discuss theoretical implications for our understanding of the nature of people’s social behavior with agent representatives, as well as practical implications for the design of agents that have the potential to increase fairness in society.  相似文献   

6.
The current research extends our knowledge of the main effects of attitude, subjective norm, and perceived control over the individual's technology adoption. We propose a critical buffering role of social influence on the collectivistic culture in the relationship between attitude, perceived behavioral control, and Information Technology (IT) adoption. Adoption behavior was studied among 132 college students being introduced to a new virtual learning system. While past research mainly treated these three variables as being in parallel relationships, we found a moderating role for subjective norm on technology attitude and perceived control on adoption intent. Implications and limitations for understating the role of social influence in the collectivistic society are discussed.  相似文献   

7.
The effects of physical embodiment and physical presence were explored through a survey of 33 experimental works comparing how people interacted with physical robots and virtual agents. A qualitative assessment of the direction of quantitative effects demonstrated that robots were more persuasive and perceived more positively when physically present in a user׳s environment than when digitally-displayed on a screen either as a video feed of the same robot or as a virtual character analog; robots also led to better user performance when they were collocated as opposed to shown via video on a screen. However, participants did not respond differently to physical robots and virtual agents when both were displayed digitally on a screen – suggesting that physical presence, rather than physical embodiment, characterizes people׳s responses to social robots. Implications for understanding psychological response to physical and virtual agents and for methodological design are discussed.  相似文献   

8.
Previous research has established that individuals from collectivistic cultures tend to conform more than their counterparts from individualistic cultures do [Bond, R., & Smith, P.B. (1996). Culture and conformity: A meta-analysis of studies using Asch’s (1952b, 1956) line judgment task. Psychological Bulletin 119(1) 111–137]. However, there is presently a dearth of research exploring the degree to which this kind of cross-cultural difference is also present in computer-mediated communication (CMC) contexts where group members are never met face-to-face (f-t-f). A normative social influence paradigm of line-length judgment (based on Asch [Asch, S.E., (1955). Opinions and social pressure. Scientific American 193(5) 31–35]) was employed to investigate the effects of communication medium (f-t-f against CMC) and culture (participants from individualistic cultures against those from collectivist cultures). A communication type × culture interaction was found, in which the expected cultural differences were demonstrated only in the face-to-face conditions, being absent in computer-mediated conditions.  相似文献   

9.
Learning from rewards generated by a human trainer observing an agent in action has been proven to be a powerful method for teaching autonomous agents to perform challenging tasks, especially for those non-technical users. Since the efficacy of this approach depends critically on the reward the trainer provides, we consider how the interaction between the trainer and the agent should be designed so as to increase the efficiency of the training process. This article investigates the influence of the agent’s socio-competitive feedback on the human trainer’s training behavior and the agent’s learning. The results of our user study with 85 participants suggest that the agent’s passive socio-competitive feedback—showing performance and score of agents trained by trainers in a leaderboard—substantially increases the engagement of the participants in the game task and improves the agents’ performance, even though the participants do not directly play the game but instead train the agent to do so. Moreover, making this feedback active—sending the trainer her agent’s performance relative to others—further induces more participants to train agents longer and improves the agent’s learning. Our further analysis shows that agents trained by trainers affected by both the passive and active social feedback could obtain a higher performance under a score mechanism that could be optimized from the trainer’s perspective and the agent’s additional active social feedback can keep participants to further train agents to learn policies that can obtain a higher performance under such a score mechanism.  相似文献   

10.
Respondents of online surveys may exhibit some answering behaviors, which lead to inconsistent survey results between online surveys and traditional paper surveys. Extant research has not yet devoted sufficient effort to the mechanisms of different answering behaviors on the inconsistent results, especially in cross-cultural survey contexts. For this reason, this study examines how shirking behavior (i.e., a form of disengaged behavior that the respondents expend insufficient mental effort on the questionnaire) and socially desirable responding result in incomparable responses between online surveys and paper surveys. We especially investigate how the cultural constructs of individualism and collectivism relate to shirking and social desirability. Our results reveal two different pathways leading to inconsistent results across different survey modes. Respondents from collectivistic cultures are more likely to shirking in online surveys. Consequently, they are more likely to provide varying responses than respondents from individualistic cultures. Collectivists are more likely to engage in impression management in paper surveys than in online surveys, while individualists have a greater tendency to provide inflated assessments of their skills and abilities in both survey modes.  相似文献   

11.
The ability to recognize facial emotions is target behaviour when treating people with social impairment. When assessing this ability, the most widely used facial stimuli are photographs. Although their use has been shown to be valid, photographs are unable to capture the dynamic aspects of human expressions. This limitation can be overcome by creating virtual agents with feasible expressed emotions. The main objective of the present study was to create a new set of dynamic virtual faces with high realism that could be integrated into a virtual reality (VR) cyberintervention to train people with schizophrenia in the full repertoire of social skills. A set of highly realistic virtual faces was created based on the Facial Action Coding System. Facial movement animation was also included so as to mimic the dynamism of human facial expressions. Consecutive healthy participants (n = 98) completed a facial emotion recognition task using both natural faces (photographs) and virtual agents expressing five basic emotions plus a neutral one. Repeated-measures ANOVA revealed no significant difference in participants’ accuracy of recognition between the two presentation conditions. However, anger was better recognized in the VR images, and disgust was better recognized in photographs. Age, the participant’s gender and reaction times were also explored. Implications of the use of virtual agents with realistic human expressions in cyberinterventions are discussed.  相似文献   

12.
Interacting with public displays involves more than what happens between individuals and the system; it also concerns how people experience others around and through those displays. In this paper, we use “performance” as an analytical lens for understanding experiences with a public display called rhythIMs and explore how displays shift social interaction through their mediation. By performance, we refer to a situation in which people are on display and orient themselves toward an audience that may be co-located, imagined, or virtual. To understand interaction with public displays, we use two related notions of collectives—audiences and groups—to highlight the ways in which people orient to each other through public displays. Drawing examples from rhythIMs, a public display that shows patterns of instant messaging and physical presence, we demonstrate that there can be multiple, heterogeneous audiences and show how people experience these different types of collectives in various ways. By taking a performance perspective, we are able to understand how audiences that were not physically co-present with participants still influenced participants’ interpretations and interactions with rhythIMs. This extension of the traditional notion of audience illuminates the roles audiences can play in a performance.  相似文献   

13.
Earlier research showed that artificial social agents can influence human behavior. This article argues that, especially under certain circumstances, people are sensitive to persuasion by (artificial) social agents. For example, when people feel socially excluded, they are motivated to increase their social connections with others. It was hypothesized that socially excluded people would attribute more human-likeness and be persuaded more by an artificial agent than socially included people. These hypotheses were investigated in two studies in which participants were either socially included or excluded, after which they performed an energy-saving task while receiving social feedback from an artificial agent. Results did not support the expectation that socially excluded people ascribe more human-likeness to an artificial agent, but they did show the expected effects on behavior change, indicating the importance of including a person’s psychological state in the design of human–agent interactions. Also, in line with earlier findings, female participants were more susceptible to the agent’s feedback than male participants, indicating that a user’s gender may also determine the effectiveness of persuasive technology.  相似文献   

14.
With the increased presence of social media tools such as LinkedIn and Facebook, social network information is now commonplace. Social media websites prominently display the social distance or so-called “degrees of separation” among users, effectively allowing people to view their shared social ties with others, including prospective teammates they have not met. Through the presentation and manipulation of social network information, this longitudinal experiment investigated whether dispositional and relational variables contribute to “swift trust” among new virtual teammates. Data from 74 participants were collected to test a path analytic model predicting that social ties and propensity to trust influence perceptions of a new teammate’s trustworthiness (ability, benevolence, and integrity) as well as the willingness to trust that new teammate when given the opportunity to do so. Path analysis indicated good model fit, but showed no significant evidence that social ties or propensity to trust affect perceived trustworthiness at the initial point of team engagement. Additionally, only one component of perceived trustworthiness (perceived ability) and propensity to trust were found to predict trusting behavior towards a new, unknown, teammate.  相似文献   

15.
The paper suggests a mathematical model of agents’ cooperation in dynamics, which employs agents’ utility functions and cognitive dissonance of their relations. The model is based on the theories of social psychologists investigating the behavior of people in small social groups and explaining the principles of their functioning and stability. We illustrate the suggested model via simulation of virtual soccer game of agents (robots). The performed simulation allows to model diverse aspects of agents’ cooperation and selfish behavior.  相似文献   

16.
FreeWalk is a social interaction platform where people and agents can socially and spatially interact with one another. FreeWalk has evolved to support heterogeneous interaction styles including meetings, cross-cultural encounters, and evacuation drills. Each of them is usually supported by an individual virtual environment. This evolution extended the capability to control social interaction. The first prototype only provides people with an environment in which they can gather to talk with one another while the third prototype provides them with a whole situation to behave according to their assigned roles and tasks. FreeWalk1 is a spatial videoconferencing system. In this system, the positions of participants make spontaneous simultaneous conversations possible. Spatial movements are integrated with video-mediated communication. FreeWalk1 is able to make social interaction more casual and relaxed than telephone-like telecommunication media. In contrast to conventional videoconferencing systems, people formed concurrent multiple groups to greet and chat with others. In FreeWalk2, a social agent acts as an in-between of people to reduce the problem of the low social context in virtual spaces. When the agent notes an awkward pause in a conversation, it approaches those involved in the conversation with a suggestion for a new topic to talk about. We used this agent to support cross-cultural communication between Japan and US. Our agent strongly influenced people's impressions of their partners, and also, their stereotypes about their partner's nationality. FreeWalk3 is a virtual city simulator to conduct virtual evacuation drills. This system brings social interaction into crisis management simulation. People can join a virtual scene of a disaster at home. Social agents can also join to play their roles assigned by simulation designers. The system architecture has a split control interface to divide control of multiple agents into high-level instruction for them and simulation of their low-level actions. The interface helps simulation designers to control many agents efficiently.  相似文献   

17.
3D virtual worlds are becoming increasingly popular as tool for social interaction, with the potential of augmenting the user’s perception of physical and social presence. Thus, this technology could be of great benefit to older people, providing home-bound older users with access to social, educational and recreational resources. However, so far there have been few studies looking into how older people engage with virtual worlds, as most research in this area focuses on younger users. In this study, an online experiment was conducted with 30 older and 30 younger users to investigate age differences in the perception of presence in the use of virtual worlds for social interaction. Overall, we found that factors such as navigation and prior experience with text messaging tools played a key role in older people’s perception of presence. Both physical and social presence was found to be linked to the quality of social interaction for users of both age groups. In addition, older people displayed proxemic behavior which was more similar to proxemic behavior in the physical world when compared to younger users.  相似文献   

18.
Autonomous agents developed by experts are embedded with the capability to interact well with people from different cultures. When designing expert agents intended to interact with autonomous agents developed by non-game theory agents (NGTE), it is beneficial to obtain insights on the behavior of these NGTE agents. Is the behavior of these NGTE agents similar to human behavior from different cultures? This is an important question as such a quality would allow an expert agent interacting with NGTE agents to model them using the same methods that are used to model humans from different cultures. To study this point, we evaluated NGTE agents behavior using a game called the Trust–Revenge game, which is known in social science for capturing different human tendencies. The Trust–Revenge game has a unique subgame-perfect equilibrium strategy profile, however, very rarely do people follow it. We compared the behavior of autonomous agents to the actions of several human demographic groups—one of which is similar to the designers of the autonomous agents. We claim that autonomous agents are similar to human players from various cultures. This enables the use of approaches, developed for handling cultural diversity among humans, to be applied for interaction with NGTE agents. This paper also analyzes additional aspects of autonomous agents behavior and whether composing autonomous agents affects human behavior.  相似文献   

19.
The notion of trust has been virtually absent from most work on how people assess and choose their information sources. Based on two empirical cases this study shows that software engineers and users of e-commerce websites devote a lot of attention to considerations about the trustworthiness of their sources, which include people, documents, and virtual agents. In the project-based software engineering environment trust tends to be a collaborative issue and the studied software engineers normally know their sources first-hand or have them recommended by colleagues. Outside this network people are cautious and alert to even feeble cues about source trustworthiness. For example, users of e-commerce websites—generally perceived as single-user environments—react rather strongly to the visual appearance of virtual agents, though this is clearly a surface attribute. Across the two cases people need access to their sources in ways that enable them to assess source trustworthiness, access alone is not enough.  相似文献   

20.
Recent studies have demonstrated that people show social reactions when interacting with human-like virtual agents. For instance, human users behave in a socially desirable way, show increased cooperation or apply human-like communication. It has, however, so far not been tested whether users are prone to mimic the artificial agent’s behavior although this is a widely cited phenomenon of human–human communication that seems to be especially indicative of the sociality of the situation. We therefore conducted an experiment, in which we analyzed whether humans reciprocate an agent’s smile. In a between-subjects design, 104 participants conducted an 8-min small-talk conversation with an agent that either did not smile, showed occasional smiles, or displayed frequent smiles. Results show that although smiling did not have a distinct impact on the evaluation of the agent, the human interaction partners themselves smiled longer when the agent was smiling.  相似文献   

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