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Playing Human Computation Games for Mobile Information Sharing: The Influence of Personality and Perceived Information Quality
[chapter]
2013
Lecture Notes in Computer Science
Thus, this study aims to investigate the influence of individuals' personality and perceptions of information quality on intention to play HCG for mobile information sharing. ...
Applications that use gaming elements to harness human intelligence to tackle computational tasks are increasing in popularity and may be termed as Human Computation Games (HCGs). ...
Driven by these research gaps, the present study aims to examine the influence of individuals' personality traits and perceived of information quality on their intention to play, using our developed mobile ...
doi:10.1007/978-3-319-03599-4_18
fatcat:zbol2ossvbc5zgsau4an2ghstq
Sharing places
2008
Proceedings of the 10th international conference on Human computer interaction with mobile devices and services - MobileHCI '08
Higher cue frequencies resulted in higher perceived challenge and flow experienced in the game. The data also showed trends of heightened awareness and more behavioural engagement. ...
The effects of location Cueing frequency and Cueing mode (explicit or inferred closeness) on affinity, social presence, awareness, and game experience were explored. ...
Perceived similarity was also measured by percentage estimations: it read "Imagine meeting and getting to know this person who is playing this computer game with you. ...
doi:10.1145/1409240.1409298
dblp:conf/mhci/StapelKI08
fatcat:dlbqffxiirdpvcp2hhb3pi75cy
Making work fun: Investigating antecedents of perceived enjoyment in human computation games for information sharing
2014
Computers in Human Behavior
Human Computation Games for Mobile Information Sharing
Related Games Although HCGs have been introduced in various domain areas, they share a commonality in that they embrace the underlying concept of ...
[Insert Table 1 here]
Research Model and Hypotheses This study aims to investigate how motivational needs and perceived output quality influence perceived enjoyment of HCGs for information sharing. ...
We examine how individuals' perceived motivational needs and output quality influence their perceived enjoyment of human computation game (HCG) for information sharing. Increasing perceived motivational ...
doi:10.1016/j.chb.2014.06.023
fatcat:ssubvyqspvfntaggpl44yji5fa
Understanding Perceived Gratifications for Mobile Content Sharing and Retrieval in a Game-Based Environment
[chapter]
2009
Lecture Notes in Computer Science
The findings revealed that perceived gratifications factors related to self, personal status and relationship maintenance were significant predictors for content sharing while information quality was a ...
The confluence of mobile content sharing and pervasive gaming yields new opportunities for developing novel applications on mobile devices. ...
The confluence of social computing, mobile content sharing, and pervasive gaming yields new opportunities for developing novel, engaging applications for content sharing on mobile devices that can address ...
doi:10.1007/978-3-642-04875-3_22
fatcat:zyqi77c7gfen3bipw5z4hag7zi
Indagator: Investigating perceived gratifications of an application that blends mobile content sharing with gameplay
2010
Journal of the American Society for Information Science and Technology
Abstract The confluence of mobile content sharing and pervasive gaming yields new opportunities for developing novel applications on mobile devices. ...
The findings revealed that perceived gratification factors such as information discovery, entertainment, information quality, socialization, and relationship maintenance, and demographic variables such ...
This work was supported by the Singapore National Research Foundation Interactive Digital Media R&D Program, under research Grant NRF NRF2008IDM-IDM004-012. ...
doi:10.1002/asi.21305
fatcat:hyuec54lfvd2lll4m5dmqa2uom
Investigating ownership and the willingness to share information online
2007
Computers in Human Behavior
Participants' perception of information source and ownership was the independent variable. Sharing was higher for privately owned expertise than it was for organizationally owned content. ...
Networks offer the promise of sharing information. ...
We used a simple online business game called "The Lemonade Stand". In this game, participants made inventory, quality and pricing decisions in the management of a simple business. ...
doi:10.1016/j.chb.2006.03.013
fatcat:xyhwgg6ywzg4jilbmeke3c732q
The (Co-)Location Sharing Game
2019
Proceedings on Privacy Enhancing Technologies
We propose the first game-theoretic framework for analyzing the strategic behaviors, in terms of information sharing, of users of OSNs. ...
o f sharing vs. viewing (co)-location information and their preference for privacy vs. benefits. ...
Acknowledgments The authors are very grateful to Elisa Celis and Italo Dacosta for their useful insights. ...
doi:10.2478/popets-2019-0017
dblp:journals/popets/OlteanuHHH19
fatcat:awveon3vnrbw7iyyconavhr7ru
EyeCo: Effects of Shared Gaze on Social Presence in an Online Cooperative Game
[chapter]
2016
Lecture Notes in Computer Science
Our study findings highlight the positive influence of a shared gaze visualization on team cohesion and involvement towards increased perceived social presence among cooperating team members. ...
With our findings we want to inform game designers with insights on the inclusion of gaze-based interaction in remote gaming settings and whether this can strengthen the social bond between players. ...
Acknowledgements: The financial support by the Austrian Federal Ministry of Science, Research and Economy, the Austrian Ministry for Transport, Innovation and Technology and the federal governments Vorarlberg ...
doi:10.1007/978-3-319-46100-7_9
fatcat:6fj6ujw5arh2hod5qxu2ckkxfe
Narratives on Digital Bangladesh: Shared Meanings, Shared Concerns
2009
Social Science Research Network
For the key informants, information will play a critical role in determining competitiveness. ...
As for policy recommendations relating to Digital Bangladesh, key informants recommended government policies on: privatization, use of Bengali language in ICT, increased computer literacy, better quality ...
Annex C: List of Round ...
doi:10.2139/ssrn.1554146
fatcat:ml3xjbtgxzhydmsaeeu3ej2wga
Temporal Convergence in Shared Networked Narratives: The Case of Blast Theory's Day of the Figurines
2009
Leonardo: Journal of the International Society for the Arts, Sciences and Technology
While registering for the game, each participant selects a figu-Temporal Convergence in Shared Networked Narratives: The Case of Blast Theory's Day of the Figurines Steve Benford (computer scientist), ...
Research in the field of human-computer interaction (HCI) has produced various ac- counts of interaction time in narrative experiences, including studies of how players' engagement with long-term mobile ...
What is the value of scientific practices, techniques, inventions, aesthetics and knowledge for the artist? When does art become science and science, art? ...
doi:10.1162/leon.2009.42.5.443
fatcat:k3qxtl5vrzb35owp27zywerl6i
Shared Autonomy via Deep Reinforcement Learning
2018
Robotics: Science and Systems XIV
Controlled studies with users (n = 12) and synthetic pilots playing a video game, and a pilot study with users (n = 4) flying a real quadrotor, demonstrate the ability of our algorithm to assist users ...
This paper is a proof of concept that illustrates the potential for deep reinforcement learning to enable flexible and practical assistive systems. ...
To avoid the confounding effect of humans learning to play the game better over time, we counterbalanced the order of the two conditions that required human play (solo pilot, and assisted pilot). ...
doi:10.15607/rss.2018.xiv.005
dblp:conf/rss/ReddyDL18
fatcat:pd5wcvxrn5f5tayv7zyjhe54l4
Shared Autonomy via Deep Reinforcement Learning
[article]
2018
arXiv
pre-print
Controlled studies with users (n = 12) and synthetic pilots playing a video game, and a pilot study with users (n = 4) flying a real quadrotor, demonstrate the ability of our algorithm to assist users ...
This paper is a proof of concept that illustrates the potential for deep reinforcement learning to enable flexible and practical assistive systems. ...
To avoid the confounding effect of humans learning to play the game better over time, we counterbalanced the order of the two conditions that required human play (solo pilot, and assisted pilot). ...
arXiv:1802.01744v2
fatcat:yumet6eldzcezazll5cklgozxm
Information sharing online: a research challenge
2005
International Journal of Knowledge and Learning
We view information sharing as a promising target of research. technology and human practice have been evolving toward more opportunities and varied manners in which information can be shared. ...
We also review the major online technology genres of import for sharing. We suggest an initial map of constructs to chart future research on sharing. ...
The quality and reliability of the information shared, and its acceptance, its trust, and willingness to ask for it are all variable too. ...
doi:10.1504/ijkl.2005.006251
fatcat:4vbcwi2dwnante34thrkxbrm6a
Embodied Human Intersubjectivity: Imaginative Agency, To Share Meaning
2012
Cognitive Semiotics
Human beings live intersubjectively in communitiesl each with the rituals, beliefs, and language of a culture, along with a history of affective relationships and agreed habits for acting in cooperation ...
A theory of 'communicative musicality' employs key parameters of pulse, quality of movement, and narrative, applying them to poetry, music, dance, the prosody and rhetoric of language, and the regulation ...
The Self becomes a social Me, sharing symbols of jointly created significance (Mead 1934) , playing a game with the 'mirrors' of other minds (Bråten 2009 ). ...
doi:10.1515/cogsem.2012.4.1.6
fatcat:mc47ejpsavhgxn7ns47xbpsx7q
Embodied Human Intersubjectivity: Imaginative Agency, To Share Meaning
2009
Cognitive Semiotics
, and skill; perceiving the environment by engaging it with discrimination and care. ...
A theory of 'communicative musicality' employs key parameters of pulse, quality of movement, and narrative, applying them to poetry, music, dance, the prosody and rhetoric of language, and the regulation ...
The Self becomes a social Me, sharing symbols of jointly created significance (Mead 1934) , playing a game with the 'mirrors' of other minds (Bråten 2009 ). ...
doi:10.1515/cogsem.2009.4.1.6
fatcat:ixuv6hofjbgj5da3ssztmof4bu
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