Week
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Date
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Required Readings
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1
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2/20
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Introduction (分組、介紹課程架構、reading、get to know each one of you)Endnote/Google Scholar
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2
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2/27
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Interactivity in communication
Sundar, S. S., Kalyanaraman, S., & Brown, J. (2003). Explicating web site interactivity: Impression formation effects in political campaign sites. Communication research, 30(1), 30-59.
Bucy, E. P., & Tao, C. C. (2007). The mediated moderation model of interactivity. Media Psychology, 9(3), 647-672.
Kiousis, S. (2002). Interactivity: a concept explication. New media & society, 4(3), 355-383.
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3
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3/5
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*The media equation
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- B. & Nass, C. (1996). The media equation: How people treat computers, television, and new media like real people and places. New York: Cambridge University Press.
Describe your experience of socially responding to computers or machines and reflect the reasons why you did that
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4
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3/12
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Interactivity in Human-AI/machine communication
Sundar, S. S. (2020). Rise of machine agency: A framework for studying the psychology of human–AI interaction (HAII). Journal of Computer-Mediated Communication, 25(1), 74-88.Bucy, E. P., & Tao, C. C. (2007). The mediated moderation model of interactivity. Media Psychology, 9(3), 647-672.
Lee, E.J., (2023) Minding the source: toward an integrative theory of human–machine communication, Human Communication Research, 2023;, hqad034, https://doi.org/10.1093/hcr/hqad034
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5
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3/19
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Foundation and Framework of Social media
- Granovetter, Mark S. (1973), "The strength of weak ties," The American Journal of Sociology, 78 (May), 1360-80.
- Milgram, Stanley (1967), "Small-world problem," Psychology Today, 1 (1), 61-67.
- Donath, J., & boyd, D. (2004). Public displays of connection. BT Technology Journal, 22, 71-82.
- Hogan, B. (2010). The Presentation of Self in the Age of Social Media: Distinguishing Performances and Exhibitions Online. Bulletin of Science, Technology & Society, 30, 377--‐386.doi: 10.1177/0270467610385893
Extension:
- Kane, G. C., Alavi, M., Labianca, G., Borgatti, S.P., & Center, L. (2014). What’s different about social media networks: A framework and research agenda. MISQ, 38 (1), 274--‐304.
- Bayer, J. B., Triệu, P., & Ellison, N. B. (2019). Social Media Elements, Ecologies, and Effects. Annual review of psychology, 71.
- Ellison, N. B., & Vitak, J. (2015). Social network site affordances and their relationship to social capital processes. The Handbook of the Psychology of Communication Technology, 205-227.
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6
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3/26
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Interactivity in social media: Facebook use
- Ellison, N. B., Steinfield, C., & Lampe, C. (2007). The benefits of Facebook "friends:" Social capital and college students??Use of online social network sites. Journal of Computer-Mediated Communication, 12, 1143-1168. doi: 10.1111/j.1083-6101.2007.00367.x
- Burke, M., & Kraut, R. E. (2016). The Relationship between Facebook Use and Well‐Being depends on Communication Type and Tie Strength. Journal of Computer‐Mediated Communication, 21(4), 265-281.
- Lin, J. H. (2019). Strategic social grooming: Emergent social grooming styles on Facebook, social capital and well-being, Journal of Computer-Mediated Communication, 24 (3), 90-107
- Lin, J.H., Cook, C., Yang, J. W. (in press) I wanna share this, but…: Explicating invested costs and privacy concerns of social grooming behaviors in Facebook and users'' well-being and social capital. Journal of Computer-Mediated Communication,
延伸書目:
- Lin, J. H. T., & Hsieh, Y. S. (2021). Longitudinal Social Grooming Transition Patterns on Facebook, Social Capital, and Well-Being. Journal of Computer-Mediated Communication, 26(6), 320-342.
- Appel, L., Dadlani, P., Dwyer, M., Hampton, K., Kitzie, V., Matni, Z. A., ... & Teodoro, R. (2014). Testing the validity of social capital measures in the study of information and communication technologies. Information, Communication & Society, 17(4), 398-416.
- boyd, d. m., & Ellison, N. B. (2007). Social network sites: Definition, history, and scholarship. Journal of Computer-Mediated Communication, 13, Article 11.
- Beer, D. D. (2008). Social network (ing) sites… revisiting the story so far: A response to danah boyd & Nicole Ellison. Journal of Computer‐Mediated Communication, 13(2), 516-529.
- Williams, D. (2006). On and off the 'net: Scales for social capital in an online era. Journal of Computer-Mediated Communication, 11, 593-628. doi: 0.1111/j.1083-6101.2006.00029.x
- Steinfield, C., Ellison, N. B., & Lampe, C. (2008). Social capital, self-esteem, and use of online social network sites: A longitudinal analysis. Journal of Applied Developmental Psychology, 29, 434-445. doi: 10.1016/j.appdev.2008.07.002
- Kramer et al., (2014). Let the Weakest Link Go! Empirical Explorations on the Relative Importance of Weak and Strong Ties on Social Networking Sites. Societies.
Online:http://www.mdpi.com/2075--‐4698/4/4/785/pdf
- Putnam, R. D. (2000). Bowling alone. New York: Simon & Schuster.
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7
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4/2
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Interactivity in video game
- Bowman, N. D. (2021). Interactivity as demand: Implications for interactive media entertainment. In C. Klimmt & P. Vorderer (Eds.), Oxford handbook of media entertainment. Oxford, UK: Oxford University Press.
- Lin, J-H. T., Wu, D-Y., & Bowman, N. D. (2022). Beat Saber as virtual reality exercising in 360 degrees: A moderated mediation model of playable angles on physiological and psychological outcomes. Media Psychology
- Cook, C. L. (2019). Between a troll and a hard place: The demand framework’s answer to one of gaming’s biggest problems. Media and Communication, 7(4), 176-185.
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8
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4/9
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Underlying mechanism: identification
(老師講授其他概念:flow)
- Cohen, J. (2001). Defining identification: A theoretical look at the identification of audiences with media characters. Mass Communication & Society, 4(3), 245-264.
- Klimmt, C., Hefner, D., & Vorderer, P. (2009). The Video Game Experience as "True" Identification: A Theory of Enjoyable Alterations of Players' Self-Perception. Communication Theory, 19(4), 351-+. doi: 10.1111/j.1468-2885.2009.01347.x
- Lin, J. H. (2013). Identification matters: A moderated mediation model of media interactivity, character identification, and video game violence on aggression. Journal of Communication, 63, 682-702. doi: 10.1111/jcom.12044
- Banks, J., & Bowman, N. D. (2016). Avatars are (sometimes) people too: Linguistic indicators of parasocial and social ties in player–avatar relationships. New Media & Society, 18(7), 1257-1276.
- 延伸書目:Van Looy, J., Courtois, C., De Vocht, M., & De Marez, L. (2012). Player identification in online games: validation of a scale for measuring identification in MMOGs. Media Psychology, 15(2), 197-221. doi: 10.1080/15213269.2012.674917
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9
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4/16
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Communication and VR technology experience:
Let’s experience all these interactive technology in DaYoung 320.
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10
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4/23
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Interactivity in VR: Presence
- Lombard, M. & Ditton, T. (1997). At the heart of it all: The concept of presence. Journal of Computer-Mediated Communication, 3(2).
- Lee, K. M. (2004). Presence, explicated. Communication theory, 14(1), 27-50.
- Lee, K. M. (2004). Why presence occurs: Evolutionary psychology, media equation, and presence. Presence: Teleoperators & Virtual Environments, 13(4), 494-505.
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11
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4/30
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VR: immersion, interactivity, and virtual body
- Slater, M. (2009). Place illusion and plausibility can lead to realistic behaviour in immersive virtual environments. Philosophical Transactions of the Royal Society B: Biological Sciences, 364(1535), 3549-3557.
- Biocca, F. (1997). The cyborg’s dilemma: Progressive embodiment in virutal environments. Journal of Computer-Mediated Communication, 3(2). https://doi.org/10.1111/j.1083-6101.1997.tb00070.x
- Won, A. S., Bailenson, J., Lee, J. & Lanier, J. (2015). Homuncular flexibility in virtual environments. Journal of Computer-Mediated Communication, 20(3). https://doi.org/10.1111/jcc4.12107
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12
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5/7
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Interactivity as embodiment: Proteus effect
- Yee, N., & Bailenson, J. (2007). The Proteus effect: The effect of transformed self-representation on behavior. Human communication research, 33(3), 271-290.
- Tajadura-Jiménez, A., Banakou, D., Bianchi-Berthouze, N., & Slater, M. (2017). Embodiment in a child-like talking virtual body influences object size perception, self-identification, and subsequent real speaking. Scientific reports, 7(1), 9637.
- Ahn, S. J., Bostick, J., Ogle, E., Nowak, K. L., McGillicuddy, K. T., & Bailenson, J. N. (2016). Experiencing nature: Embodying animals in immersive virtual environments increases inclusion of nature in self and involvement with nature. Journal of Computer-Mediated Communication, 21(6), 399-419.
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13
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5/14
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期末報告晤談
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14
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5/21
(全校停課)
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Social computing
- Egliston, B., & Carter, M. (2022). ‘The metaverse and how we’ll build it’: The political economy of Meta’s Reality Labs. New Media & Society, 14614448221119785.
- Egliston, B., & Carter, M. (2022). Oculus imaginaries: The promises and perils of Facebook’s virtual reality. New Media & Society, 24(1), 70-89.
- Egliston, B., & Carter, M. (2021). Critical questions for Facebook’s virtual reality: data, power and the metaverse. Internet Policy Review, 10(4).
- Carter, M., & Egliston, B. (2023). What are the risks of virtual reality data? Learning analytics, algorithmic bias and a fantasy of perfect data. New media & society, 25(3), 485-504.
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15
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5/28
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Interactivity and applications
- Peng, W., Lee, M., & Heeter, C. (2010). The effects of a serious game on role-taking and willingness to help. Journal of Communication, 60(4), 723-742. doi: 10.1111/j.1460-2466.2010.01511.x
- Lin, J.-H., & Wu, D.-W. (2018). Newsgames for the greater good: The effects of graphic realism and geographic proximity on knowledge acquisition and willingness to help. Journalism and Mass Communication Quarterly.
- Wu, D. Y., Lin, J. H. T., & Bowman, N. D. (2022). Watching VR advertising together: How 3D animated agents influence audience responses and enjoyment to VR advertising. Computers in Human Behavior, 133, 107255.
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16
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6/4
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期末報告 (課堂報告)
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17
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6/11
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Research paper revision
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18
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6/18
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Research paper revision + submission繳交期末報告 (期末周)
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