Characterizing user behavior by social network analysis in social media has been an active research domain for a long time. However, much previous research has focused on the large-scale global social media such as Facebook, Wikipedia and Twitter. Comparatively, little research has been done for the local social media. In this paper, We study the user behavior by social network analysis in a campus-based social media platform for exchanging goods and services. We also study the correlation between social networks and users' exchanging behaviors. Finally, we discuss the implications of our findings and future work.
Auditory interfaces offer a solution to the problem of effective eyes-free mobile interactions. In this article, we investigate the use of multilevel auditory displays to enable eyes-free mobile interaction with indoor location-based information in non-guided audio-augmented environments. A top-level exocentric sonification layer advertises information in a gallery-like space. A secondary interactive layer is used to evaluate three different conditions that varied in the presentation (sequential versus simultaneous) and spatialisation (non-spatialised versus egocentric/exocentric spatialisation) of multiple auditory sources. Our findings show that: 1) Participants spent significantly more time interacting with spatialised displays; 2) using the same design for primary and interactive secondary display (simultaneous exocentric) showed a negative impact on the user experience, an increase in workload and substantially increased participant movement; and 3) the other spatial interactive secondary display designs (simultaneous egocentric, sequential egocentric, and sequential exocentric) showed an increase in time spent stationary but no negative impact on the user experience, suggesting a more exploratory experience. A follow-up qualitative and quantitative analysis of user behaviour support these conclusions. These results provide practical guidelines for designing effective eyes-free interactions for far richer auditory soundscapes.
Abstract. Wearable technologies are often used for supporting our daily lives instead of aiming to be entertaining. Yet it is in our daily lives that clothing is used to highlight our personas and engage others. In this paper, we describe what type of social acceptance issues might be worth to consider when it comes to entertaining and engaging wearable technology. Our user study with 10 participants was conducted by wearing a T-shirt that served as a display for an online game. The participants wore the T-shirt in their everyday surroundings. We gained a preliminary understanding on peoples' reactions and the suitability of this type of wearable technology for everyday usage. Our results indicate that established social boundaries for inappropriate attention influence the spectator experience with performative wearable technologies.
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