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The rapid growth of online social network services (SNSs) leads to new research questions. Unlike in other online communities, people in SNSs expect to gratify social-emotional needs rather than informational needs, and they are connected in a person-to-person manner which is more direct and interpersonal. The author argued that the factors influencing(More)
Online game addiction is a new mental disorder. This disorder is difficult to describe because of its comprehensive nature. Many online game players have problems controlling their playing time. They cannot stop playing a game that they enjoy. This research surveyed the past literature on "flow" and time disorder theory. A time distortion experiment was(More)
Motivation and pressure are considered two factors impacting vocational senior high school student learning. New communication technology, especially mobile communication technology, is supposed to be effective in encouraging interaction between the student and the instructor and improving learning efficiency. Social presence and information richness theory(More)
In this study, we sought to clarify the effects of users' cultural background and cultural context on human-robot team collaboration by investigating attitudes toward and the extent to which people changed their decisions based on the recommendations of a robot collaborator. We report the results of a 2×2 experiment with nationality (Chinese vs. US)(More)
This study investigates the effects of culture, robot appearance and task on human-robot interaction. We propose a model with culture (Chinese, Korean and Ger-man), robot appearance (anthropomorphic, zoomorphic and machinelike) and task (teaching, guide, entertainment and security guard) as factors, and analyze these factors' effects on the robot's(More)