scholarly journals Understanding of Interactive Behaviors between Resist Film and Under-layer

2020 ◽  
Vol 33 (2) ◽  
pp. 139-144
Author(s):  
Hidetami Yaegashi ◽  
Arisa Hara ◽  
Soichiro Okada ◽  
Satoru Shimura
1998 ◽  
Vol 21 ◽  
pp. 692
Author(s):  
Karen E. Smith ◽  
Susan H. Landry ◽  
Cynthia L. Miller-Loncar ◽  
Paul R. Swank

2013 ◽  
Vol 36 (6) ◽  
pp. 591-602
Author(s):  
Jada L. Brooks ◽  
Diane Holditch-Davis ◽  
Lawrence R. Landerman

Author(s):  
Masayuki Inaba ◽  
Satoshi Kagami ◽  
Tatsuya Ishikawa ◽  
Fumio Kanehiro ◽  
Koji Takeda ◽  
...  

2019 ◽  
Vol 11 (3) ◽  
pp. 325-343 ◽  
Author(s):  
Chih-Huei Ko ◽  
Sou-Chin Wu ◽  
Chien-Yu Chen

Purpose Numerous studies have examined individual attitudes and behaviors in both face-to-face (FTF) communication and computer-mediated communication (CMC). However, little research has focused on differences between FTF communication and CMC with respect to idea generation for new product development or on the role of their individual characteristics. Thus, the purpose of this study is to examine the influences of FTF, CMC and brand knowledge on idea generation. Design/methodology/approach This study conducted a 4 × 2 quasi-experimental design to examine the effects of four types of interactive groups (low and high level of FTF × low and high level of CMC) and brand knowledge (low and high) on novel and practical idea generation. Data from168 members of the Mondeo Motor Club in Taiwan were assessed. Findings Participants with more FTF interaction were more likely to generate novelty ideas than practicality ideas. In addition, participants with high brand knowledge produced more novel and practical ideas compared with participants with low brand knowledge. However, the empirical findings did not support the moderating role of brand knowledge in the relationship between interactive behaviors and idea generations. Research limitations/implications The results of this study are relevant for facilitating the “novelty” and “practicality” ideas in virtual brand communities. However, this research examined a single community, which may limit the generalizability of its results to other virtual communities. Originality/value Few studies have focused on online idea generation from a consumer-to-consumer (C2C) interaction perspective. The results of this study can assist marketers to understand how C2C interactive behaviors differentiate the “novelty” and “practicality” ideas.


Author(s):  
Lorenzo Magnani ◽  
Emanuele Bardone ◽  
Michele Bocchiola

Our contention is that interactions between humans and computers have a moral dimension. That is to say, a computer cannot be taken as a neutral tool or a kind of neutral technology (Norman, 1993).1 This conclusion seems a bit puzzling and surely paradoxical. How can a computer be moral? All computational apparatuses can be generally considered as moral mediators, but for our considerations, computers are the best representative tools. First of all, they are the most widespread technological devices, they are relatively cheap in comparison to other technological utilities, and, very importantly, they can be easily interconnected all over the word through the Internet. This last feature allows people to keep in contact with each other and, consequently, to improve their relations. Computers require interactions with humans, but also allow interactions between humans. Since morality relates to how to treat other people within interactive behaviors, computers can help us to act morally in several ways. For instance, as the concept of moral mediators suggests, computers can help us to acquire new information useful to treat in a more satisfactory moral way other human beings.


Author(s):  
Zhongying Zhao ◽  
Shengzhong Feng ◽  
Yongquan Liang ◽  
Qingtian Zeng ◽  
Jianping Fan

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