scholarly journals Toxic Text in Personas: An Experiment on User Perceptions

2021 ◽  
Vol 13 (4) ◽  
pp. 453-478
Author(s):  
Joni Salminen ◽  
◽  
Soon-gyo Jung ◽  
João M. Santos ◽  
Bernard J. Jansen ◽  
...  
Keyword(s):  
2019 ◽  
Vol 28 (4) ◽  
pp. 993-1005 ◽  
Author(s):  
Gitte Keidser ◽  
Nicole Matthews ◽  
Elizabeth Convery

Purpose The aim of this study was to examine how hearing aid candidates perceive user-driven and app-controlled hearing aids and the effect these concepts have on traditional hearing health care delivery. Method Eleven adults (3 women, 8 men), recruited among 60 participants who had completed a research study evaluating an app-controlled, self-fitting hearing aid for 12 weeks, participated in a semistructured interview. Participants were over 55 years of age and had varied experience with hearing aids and smartphones. A template analysis was applied to data. Results Five themes emerged from the interviews: (a) prerequisites to the successful implementation of user-driven and app-controlled technologies, (b) benefits and advantages of user-driven and app-controlled technologies, (c) barriers to the acceptance and use of user-driven and app-controlled technologies, (d) beliefs that age is a significant factor in how well people will adopt new technology, and (e) consequences that flow from the adoption of user-driven and app-controlled technologies. Specifically, suggested benefits of the technology included fostering empowerment and providing cheaper and more discrete options, while challenges included lack of technological self-efficacy among older adults. Training and support were emphasized as necessary for successful adaptation and were suggested to be a focus of audiologic services in the future. Conclusion User perceptions of user-driven and app-controlled hearing technologies challenge the audiologic profession to provide adequate support and training for use of the technology and manufacturers to make the technology more accessible to older people.


Author(s):  
Ragan Wilson ◽  
Christopher B. Mayhorn

With virtual reality’s emerging popularity and the subsequent push for more sports media experiences, there is a need to evaluate virtual reality’s use into more video watching experiences. This research explores differences in experiences between Monitor (2D) video and HMD (360-Degree) video footage by measuring user perceptions of presence, suspense, and enjoyment. Furthermore, this study examines the relationship between presence, game attractiveness, suspense, and enjoyment as explored by Kim, Cheong, and Kim (2016). Differences were assessed via a MANOVA examining specifically presence, suspense, and enjoyment while the relationships were explored via a confirmatory factor analysis. Results suggest that there was a difference between Monitor (2D) video and HMD (360-Degree) in regard to spatial presence, engagement, suspense, and enjoyment, but the previous model from Kim et al. (2016) was not a good fit to this study’s data.


2021 ◽  
Vol 10 ◽  
Author(s):  
Catherine C. Pollack ◽  
Diane Gilbert-Diamond ◽  
Jennifer A. Emond ◽  
Alec Eschholz ◽  
Rebecca K. Evans ◽  
...  

Abstract Influencer marketing may be amplified on livestreaming platforms (e.g., Twitch) compared with asynchronous social media (e.g., YouTube). However, food and beverage marketing on Twitch has not been evaluated at a user level. The present study aimed to compare users’ self-reported exposure to food marketing and associated attitudes, consumption and purchasing behaviours on Twitch compared with YouTube. A survey administered via social media was completed by 621 Twitch users (90 % male, 64 % white, 69 % under 25 years old). Of respondents, 72 % recalled observing at least one food or beverage advertisement on Twitch. There were significant differences in the recall of specific brands advertised on Twitch (P < 0⋅01). After observing advertised products, 14 % reported craving the product and 8 % reported purchasing one. In chat rooms, 56 % observed conversations related to food and 25 % participated in such conversations. There were significant differences in the number of users who consumed various products while watching Twitch (P < 0⋅01). Of users who frequented YouTube (n 273), 65 % reported negative emotions when encountering advertising on YouTube compared with 40 % on Twitch (P < 0⋅01). A higher proportion felt Twitch's advertising primarily supported content creators (79 v. 54 %, P < 0⋅01), while a higher proportion felt that YouTube's advertising primarily supported the platform (49 v. 66 %, P < 0⋅01). The findings support that food marketing exposures on Twitch are noticeable, less bothersome to users and influence consumption and purchasing behaviours. Future studies are needed to examine how the livestreaming environment may enhance advertising effectiveness relative to asynchronous platforms.


Author(s):  
Sean Oesch ◽  
Ruba Abu-Salma ◽  
Oumar Diallo ◽  
Juliane Krämer ◽  
James Simmons ◽  
...  

2017 ◽  
Vol 15 (1) ◽  
pp. 58-78
Author(s):  
Pimkamol Maleetipwan-Mattsson ◽  
Thorbjörn Laike ◽  
Maria Johansson

Purpose The purpose of this paper is to differentiate human responses to different light switch designs to determine the effects of these common interfaces on user perceptions and use of electric lighting in public buildings. Design/methodology/approach Empirical studies were conducted to assess and examine user perceptions with regard to design characteristics of light switches, and occupants’ use of electric lighting was examined through field observations made in a public toilet. Findings The results point to the possibility of identifying characteristics of light switches that attract user attention and thereby encourage energy-saving behaviour in public buildings. A light switch perceived as simple but oversized affected occupants to turn off the lights more frequently when leaving the space under study as compared to switches of normal size. Research limitations/implications Information on user perceptions of light switches may be limited by the assessments being carried out only in controlled environments. Assessing user perceptions in field observations is thus desirable, as it will provide more information on the perceptions in actual settings. Practical implications Effective design of user interfaces could provide a means of lowering energy use from electric lighting by affecting the behaviour of users. Using user perceptions to define critical design characteristics could contribute to design improvements in the interfaces with respect to users’ viewpoints. Originality/value This paper contributes to the subject with a basic, field-based approach to formulating an understanding of how design via user perceptions may encourage energy-saving behaviour.


1996 ◽  
Vol 7 (2) ◽  
pp. 133-147 ◽  
Author(s):  
James A. Rodger ◽  
Parag C. Pendharkar ◽  
David J. Paper

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