研究生: |
陳華均 Chen, Hua-jiun |
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論文名稱: |
對話中的媒體“不”等式再探-互動同伴身分與使用者性別對人機互動中持續惱人行為的反應之影響 Reinvestigation of Media Inequality in Conversation - the Effects of Beliefs about Partner and User's Gender on Responses to Persistent Annoyance in HCI |
指導教授: | 許有真 |
口試委員: | |
學位類別: |
碩士 Master |
系所名稱: |
電機資訊學院 - 資訊系統與應用研究所 Institute of Information Systems and Applications |
論文出版年: | 2009 |
畢業學年度: | 97 |
語文別: | 中文 |
論文頁數: | 135 |
中文關鍵詞: | 電腦即社會成員 、媒體不等式 、持續性惱人行為 、對互動同伴的信念 、性別差異 |
外文關鍵詞: | Computers Are Social Actors, media inequality, persistent annoyance, belief about partner, gender differences |
相關次數: | 點閱:1 下載:0 |
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在人們與社會媒體的互動中,一些社會性暗示的存在促使人們產生下意識的(mindless)反應,因而不自覺地套用待人的行為和態度到電腦等媒體上。此現象稱為媒體等式(media equation)。相對於下意識的反應,對話的規劃行為(conversational planning)則常常是有意識的(mindful)反應。雖然大多數研究發現人機互動行為和人人互動行為相似,然而Shechtman 和 Horowitz (2003)的研究卻發現兩種互動在對話行為上有顯著差異。因此,本研究希望藉由探討其他對話情境,檢視對話行為是否一定會造成人機互動與人人互動之間的顯著差異。亦即,是否在對話的情境中,人們就不會下意識地用待人的方式對待電腦。
過去社會心理學研究發現,言語行為是人們在對付持續惱人行為時的優先反應策略。本研究以Mikolic, Parker 和 Pruitt (1997)為對付持續惱人行為(persistent annoyance)的言語反應所建立的古特曼量表(Guttman scale)為基礎,在互動同伴出現持續惱人行為的情境中,觀察人們的言語行為反應在人機互動與人人互動之間的差異情況。透過了解人們應對人機互動中的惱人行為的方式與人人互動中方式的差異,找出避免或降低其負面效應的方法。
本研究為一個2*2的實驗設計。兩個自變項為“對互動同伴的信念(人vs.電腦)”與“抱怨者(即受測者)的性別”。應變項包含二大項。一為受測者的對話資料,另一個則是受測者的情緒感受與對互動同伴的感知。研究利用共謀者扮演受測者在網路著色遊戲中的對手,並藉由霸佔受測者所需的顏色製造惱人行為。
對話資料的結果顯示,當受測者認為互動同伴是人時,有顯著較多目的在取得被佔用的顏色的對話。並且傾向先懷疑是其他原因而非對方行為造成自己所遭遇的情況。而性別並無造成任何對話相關應變項的顯著差異。自評情緒與對互動同伴的感知的結果顯示,喚起程度、生氣狀態都是人人組的分數較人機組的高。而互動同伴的聰明分數則是人機組顯著較人人組高。另外,在喚起程度和生氣狀態都是女性較男性高。除了應變項的結果之外,研究尚且發現原被告知互動同伴為人的受測者有容易質疑對方其實是像人的電腦的情形。
本研究的結果再次證實在對話行為上,人人互動與人機互動之間確實有不相似之處(媒體不等式)。研究發現人人組較不會直接懷疑對方刻意有惱人行為、內心顯著較不平靜(喚起程度高)、較生氣、容易質疑對方其實只是像人的電腦等,都符合一般認為人類應該較電腦友善、感性的想法。作者建議,在容易引發類似衝突或可能產生氣、尷尬等負面情緒的互動情境中,可考慮讓使用者認為互動同伴為電腦。相反的,當需要和電腦有較多社會性互動時,則可以讓使用者認為是在與人互動。然而,由於人人互動時也較可能因想和對方建立關係而花費較少時間與注意力在主要事項上,因此需要專心學習或工作時,互動同伴較適宜採用電腦的身分。
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