How does Parallax Scrolling Influence User Experience? A Test of TIME (Theory of Interactive Media Effects)

2017 ◽  
Vol 34 (6) ◽  
pp. 533-543 ◽  
Author(s):  
Ruoxu Wang ◽  
S. Shyam Sundar
2021 ◽  
pp. 073953292110500
Author(s):  
Manu Bhandari ◽  
Matthew Emery ◽  
Sarah Scott ◽  
David Wolfgang

Online comments can affect news receivers’ news perceptions. But the role of individual online comment sources is still poorly understood. Using Sundar’s TIME (Theory of Interactive Media Effects) theory, this experiment examined the effects of commenter sex cues and news receiver sex on commenter credibility. Commenters with female (vs. male) names were rated higher in source credibility, and female news receivers were generally more likely to rate commenters higher on source credibility. Theoretical and practical implications are discussed.


2017 ◽  
pp. 86-109 ◽  
Author(s):  
S. Shyam Sundar ◽  
Jinyoung Kim ◽  
Andrew Gambino

Author(s):  
Hector Puente Bienvenido ◽  
Borja Barinaga ◽  
Jorge Mora-Fernandez

This chapter is focused on describing the history and the current relevance of user experience (UX) techniques that combine data science and AI in the research field of interactive and immersive storytelling, including virtual and augmented realities. It initially presents a brief history of interactive storytelling, video games, VR and AR, AI and data science, and the user experience (UX) techniques used in those areas. Later, the chapter describes the UX techniques in depth, using AI and data science that work best and are more useful for testing interactive media products, describing examples of its applications briefly. Finally, the chapter presents conclusions in relationship with utopias and dystopias regarding the future use of UX, AI, and data science in several areas such as edutainment, social media, media arts, and business, among others.


2020 ◽  
Vol 25 (1) ◽  
pp. 74-88 ◽  
Author(s):  
S Shyam Sundar

Abstract Advances in personalization algorithms and other applications of machine learning have vastly enhanced the ease and convenience of our media and communication experiences, but they have also raised significant concerns about privacy, transparency of technologies and human control over their operations. Going forth, reconciling such tensions between machine agency and human agency will be important in the era of artificial intelligence (AI), as machines get more agentic and media experiences become increasingly determined by algorithms. Theory and research should be geared toward a deeper understanding of the human experience of algorithms in general and the psychology of Human–AI interaction (HAII) in particular. This article proposes some directions by applying the dual-process framework of the Theory of Interactive Media Effects (TIME) for studying the symbolic and enabling effects of the affordances of AI-driven media on user perceptions and experiences.


2005 ◽  
Vol 34 (1) ◽  
pp. 5-32 ◽  
Author(s):  
Derek E. Baird ◽  
Mercedes Fisher

Raised in the “always on” world of interactive media, the Internet, and digital messaging technologies, today's student has different expectations and learning styles than previous generations. This net-centric generation values their ability to use the Web to create a self-paced, customized, on-demand learning path that includes multiple forms of interactive, social, and self-publishing media tools. First, we investigate the formation of a burgeoning digital pedagogy that roots itself in current adult and social learning theories, while integrating social networking, user experience design strategies, and other emerging technologies into the curriculum to support student learning. Next, we explore how current and emerging social networking media (such as Weblogs, iPod, RSS/XML, podcasting/audioblogs, wiki, Flickr, and other self-publishing media) can support neomillennial learning styles, facilitate the formation of learning communities, foster student engagement and reflection, and enhance the overall user experience for students in synchronous and asynchronous learning environments. The data included in this article are intended as directional means to help instructors and course designers identify social networking resources and other emerging technologies that will enhance the delivery of instruction while meeting the needs of today's neomillennial learning styles.


2021 ◽  
Vol 1 ◽  
pp. 1383-1390
Author(s):  
Susanne Jacobson ◽  
Jaakko Ranne

AbstractThis exploratory research paper discusses the importance of experiential qualities in products that have accessible and assistive uses. The focus is on products that may have an ambiguous user experience. Concepts of multisensory user experience and accessibility are presented as an introduction to the topic.The paper builds on the findings of a preliminary user study that was conducted in a joint multi-national and cross-industrial project that was externally funded. In the study, users’ experiences of an accessible means of transport, an elevator prototype with an interactive media surface, were explored. The study comprised a thinking aloud task and a design game.The demonstrated colours, lights and their movements created various kinds of associations among the participating users. The participants also ideated about the product’s alternative applications, some of which concerned accessibility, while others extended beyond it.The findings show that adding experiential product qualities enhances the user experience in terms of various associations and applications that extend beyond accessibility and the original use.


2020 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Hanna Lee ◽  
Yingjiao Xu ◽  
Anne Porterfield

PurposeThe purpose of this study was to investigate the relationship between consumers' perceived media characteristics, telepresence, attitudes and adoption intention towards augmented reality (AR)-based virtual fitting rooms (VFRs). Additionally, the mediating effect of telepresence was examined.Design/methodology/approachData were collected from 352 university students and analysed using structural equation modelling.FindingsEmpirical results suggest significant positive influences of media characteristics, including perceived interactivity and augmentation, on telepresence, which, in turn, influenced attitudes and adoption intention towards AR-based VFRs. Also, telepresence mediated the relationship between media characteristics and consumers' attitudes.Research limitations/implicationsData for this study were collected based on the subjects' one-time experience with a particular AR-based VFR. Therefore, the generalisation of the findings may be limited.Practical implicationsAn important implication is that the enhancement of rendering interactive and augmented features is crucial for adoption of AR-based VFRs considering the key role of interactivity and augmentation in inducing telepresence, attitudes and adoption intention.Originality/valueThe paper empirically tested the importance of unique media characteristics, telepresence and attitudes in consumers' adoption of AR-based VFRs through the lens of the theory of interactive media effects.


2021 ◽  
Vol 147 ◽  
pp. 102576
Author(s):  
Huiyue Wu ◽  
Tong Cai ◽  
Dan Luo ◽  
Yingxin Liu ◽  
Zhian Zhang

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