教學大綱 Syllabus

科目名稱:互動傳播與科技

Course Name: Interactive Communication and Technology

修別:選

Type of Credit: Elective

3.0

學分數

Credit(s)

5

預收人數

Number of Students

課程資料Course Details

課程簡介Course Description

The seminar in Interactive Communication and Technology will focus on the development of theories and research trends/topics in literature regarding interactive communication science including human-computer interaction and communication technology (AI, digital games, virtual reality, and social media). Students will learn the core theories originated and evolved in interactive communication research. In addition, students will examine phenomena in these interactive media forms and their effects on human emotions, well-being, cognition, and emotions. Furthermore, we will look at how interactive communication apply into different areas.

核心能力分析圖 Core Competence Analysis Chart

能力項目說明


    課程目標與學習成效Course Objectives & Learning Outcomes

    The goals of the course are threefold: First, understand the seminal constructs in interactive science. In addition, be familiar with related research published in “flagship” journals including Journal of Communication, Journal of Computer-Mediated Communcation, Communication Research, Human Communication Research. Mainstream journals dedicated to interactive science including New Media and Society, Media Psychology, Journal of Media Psychology, and HCI conference papers. Second, be able to critically analyze and interpret how scholars in these fields frame research issues and investigate the effects of interactive media on human being. Third, be able to build logical and precise argument to contribute to advance the knowledge of this field, theoretically and empirically. All students should be able to propose a clear-designed, well-argued research proposal at the end of the semester.
     

    *重要:這堂課第一堂會詳細解釋課程結構目標、並分組。欲修課的學生,務必於第一週出席上課,第一週未出席的同學,無法繼續修習本課程

    博士班學生另需要輪流依照每週主題,找相關領域新文獻做簡單摘要報告。

    每周課程進度與作業要求 Course Schedule & Requirements

    教學週次Course Week 彈性補充教學週次Flexible Supplemental Instruction Week 彈性補充教學類別Flexible Supplemental Instruction Type

    Week

    Date

    Required Readings

    1

    2/20

    Introduction (分組、介紹課程架構、readingget to know each one of youEndnote/Google Scholar

    2

    2/27

    Interactivity in communication

    Sundar, S. S., Kalyanaraman, S., & Brown, J. (2003). Explicating web site interactivity: Impression formation effects in political campaign sites. Communication research30(1), 30-59.

    Bucy, E. P., & Tao, C. C. (2007). The mediated moderation model of interactivity. Media Psychology9(3), 647-672.

    Kiousis, S. (2002). Interactivity: a concept explication. New media & society4(3), 355-383.

    3

    3/5

    *The media equation

      1. 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.
        •  *Chapter 1
          •  *Chapter 23

    Describe your experience of socially responding to computers or machines and reflect the reasons why you did that

    4

    3/12

    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 Communication25(1), 74-88.Bucy, E. P., & Tao, C. C. (2007). The mediated moderation model of interactivity. Media Psychology9(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

     

     

    5

    3/19

    Foundation and Framework of Social media

    1. Granovetter, Mark S. (1973), "The strength of weak ties," The American Journal of Sociology, 78 (May), 1360-80.
    2. Milgram, Stanley (1967), "Small-world problem," Psychology Today, 1 (1), 61-67.
    3. Donath, J., & boyd, D. (2004). Public displays of connection. BT Technology Journal, 22, 71-82.
    4. 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:

    1. 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.
    2. Bayer, J. B., Triệu, P., & Ellison, N. B. (2019). Social Media Elements, Ecologies, and Effects. Annual review of psychology71.
    3. 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.

    6

    3/26

    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 Communication21(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 Communication26(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 & Society17(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 Communication13(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.

    7

    4/2

    Interactivity in video game

    1. 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.
    2. 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
    3. 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 Communication7(4), 176-185.

    8

    4/9

    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 & Society18(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

    9

    4/16

    Communication and VR technology experience:

    Let’s experience all these interactive technology in DaYoung 320.

    10

    4/23

     

    Interactivity in VR: Presence

    1. Lombard, M. & Ditton, T. (1997). At the heart of it all: The concept of presence. Journal of Computer-Mediated Communication, 3(2).
    2. Lee, K. M. (2004). Presence, explicated. Communication theory14(1), 27-50.
    1. Lee, K. M. (2004). Why presence occurs: Evolutionary psychology, media equation, and presence. Presence: Teleoperators & Virtual Environments13(4), 494-505.

    11

    4/30

    VR: immersion, interactivity, and virtual body

    1. Slater, M. (2009). Place illusion and plausibility can lead to realistic behaviour in immersive virtual environments. Philosophical Transactions of the Royal Society B: Biological Sciences364(1535), 3549-3557.
    2. 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
    3. 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

    12

    5/7

    Interactivity as embodiment: Proteus effect

    1.  Yee, N., & Bailenson, J. (2007). The Proteus effect: The effect of transformed self-representation on behavior. Human communication research33(3), 271-290.
    2. 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 reports7(1), 9637.
    3. 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 Communication21(6), 399-419.

    13

    5/14

    期末報告晤談

    14

    5/21

    (全校停課)

    Social computing

    1. 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.
    2. Egliston, B., & Carter, M. (2022). Oculus imaginaries: The promises and perils of Facebook’s virtual reality. New Media & Society24(1), 70-89.
    3. Egliston, B., & Carter, M. (2021). Critical questions for Facebook’s virtual reality: data, power and the metaverse. Internet Policy Review10(4).
    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 & society25(3), 485-504.

    15

     

    5/28

    Interactivity and applications

    1. 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
    2. 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.
    3. 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 Behavior133, 107255.

    16

    6/4

    期末報告 (課堂報告)

    17

    6/11

    Research paper revision

    18

    6/18

    Research paper revision + submission繳交期末報告 (期末周)

    授課方式Teaching Approach

    50%

    講述 Lecture

    30%

    討論 Discussion

    20%

    小組活動 Group activity

    0%

    數位學習 E-learning

    0%

    其他: Others:

    評量工具與策略、評分標準成效Evaluation Criteria

    Course leading                                             20

    Group paper summarizing                   20

    Class Participation                                              20

    Original Research Paper                                 40

    Extra Credit                              up to 5%

    指定/參考書目Textbook & References

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