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Web-programming is a huge field of different technologies and concepts. Each technology implements a web-application requirement like content generation or client-server communication. Different technologies within one application are organized by concepts, for example architectural patterns. The thesis describes an approach for creating a taxonomy about these web-programming components using the free encyclopaedia Wikipedia. Our 101companies project uses implementations to identify and classify the different technology sets and concepts behind a web-application framework. These classifications can be used to create taxonomies and ontologies within the project. The thesis also describes, how we priorize useful web-application frameworks with the help of Wikipedia. Finally, the created implementations concerning web-programming are documented.
Technical products have become more than practical tools to us. Mobile phones, for example, are a constant companion in daily life. Besides purely pragmatic tasks, they fulfill psychological needs such as relatedness, stimulation, competence, popularity, or security. Their potential for the mediation of positive experience makes interactive products a rich source of pleasure. Research acknowledged this: in parallel to the hedonic/utilitarian model in consumer research, Human-Computer Interaction (HCI) researchers broadened their focus from mere task-fulfillment (i.e., the pragmatic) to a holistic view, encompassing a product's ability for need-fulfillment and positive experience (i.e., the hedonic). Accordingly, many theoretical models of User Experience (UX) acknowledge both dimensions as equally important determinants of a product's appeal: pragmatic attributes (e.g., usability) as well as hedonic attributes (e.g., beauty). In choice situations, however, people often overemphasize the pragmatic, and fail to acknowledge the hedonic. This phenomenon may be explained by justification. Due to their need for justification, people attend to the justifiability of hedonic and pragmatic attributes rather than to their impact on experience. Given that pragmatic attributes directly contribute to task-fulfillment, they are far easier to justify than hedonic attributes. People may then choose the pragmatic over the hedonic, despite a true preference for the hedonic. This can be considered a dilemma, since people choose what is easy to justify and not what they enjoy the most. The present thesis presents a systematic exploration of the notion of a hedonic dilemma in the context of interactive products.
A first set of four studies explored the assumed phenomenon. Study 1 (N = 422) revealed a reluctance to pay for a hedonic attribute compared to a pragmatic attribute. Study 2 (N = 134) demonstrated that people (secretly) prefer a more hedonic product, but justify their choice by spurious pragmatic advantages. Study 3 (N = 118) confronted participants with a trade-off between hedonic and pragmatic quality. Even though the prospect of receiving a hedonic product was related to more positive affect, participants predominantly chose the pragmatic, especially those with a high need for justification. This correlation between product choice and perceived need for justification lent further support to the notion that justification lies at the heart of the dilemma. Study 4 (N = 125) explored affective consequences and justifications provided for hedonic and pragmatic choice. Data on positive affect suggested a true preference for the hedonic - even among those who chose the pragmatic product.
A second set of three studies tested different ways to reduce the dilemma by manipulating justification. Manipulations referred to the justifiability of attributes as well as the general need for justification. Study 5 (N = 129) enhanced the respective justifiability of hedonic and pragmatic choice by ambiguous product information, which could be interpreted according to latent preferences. As expected, enhanced justifiability led to an increase in hedonic but not in pragmatic choice. Study 6 (N = 178) manipulated the justifiability of hedonic choice through product information provided by a "test report", which suggested hedonic attributes as legitimate. Again, hedonic choice increased with increased justifiability. Study 7 (N = 133) reduced the general need for justification by framing a purchase as gratification. A significant positive effect of the gratification frame on purchase rates occurred for a hedonic but not for a pragmatic product.
Altogether, the present studies revealed a desire for hedonic attributes, even in interactive products, which often are still understood as purely pragmatic "tools". But precisely because of this predominance of pragmatic quality, people may hesitate to give in to their desire for hedonic quality in interactive products - at least, as long as they feel a need for justification. The present findings provide an enhanced understanding of the complex consequences of hedonic and pragmatic attributes, and indicate a general necessity to expand the scope of User Experience research to the moment of product choice. Limitations of the present studies, implications for future research as well as practical implications for design and marketing are discussed.
Dualizing marked Petri nets results in tokens for transitions (t-tokens). A marked transition can strictly not be enabled, even if there are sufficient "enabling" tokens (p-tokens) on its input places. On the other hand, t-tokens can be moved by the firing of places. This permits flows of t-tokens which describe sequences of non-events. Their benefiit to simulation is the possibility to model (and observe) causes and effects of non-events, e.g. if something is broken down.
Based on dual process models of information processing, the present research addressed how explicit disgust sensitivity is re-adapted according to implicit disgust sensitivity via self-perception of automatic behavioral cues. Contrary to preceding studies (Hofmann, Gschwendner, & Schmitt, 2009) that concluded that there was a "blind spot" for self- but not for observer perception of automatic behavioral cues, in the present research, a re-adaption process was found for self-perceivers and observers. In Study 1 (N = 75), the predictive validity of an indirect disgust sensitivity measure was tested with a double-dissociation strategy. Study 2 (N = 117) reinvestigated the hypothesis that self-perception of automatic behavioral cues, predicted by an indirect disgust sensitivity measure, led to a re-adaption of explicit disgust sensitivity measures. Using a different approach from Hofmann et al. (2009), the self-perception procedure was modified by (a) feeding back the behavior several times while a small number of cues had to be rated for each feedback condition, (b) using disgust sensitivity as a domain with clearly unequivocal cues of automatic behavior (facial expression, body movements) and describing these cues unambiguously, and (c) using a specific explicit disgust sensitivity measure in addition to a general explicit disgust sensitivity measure. In Study 3 (N = 130), the findings of Study 2 were replicated and display rules and need for closure as moderator effects of predictive validity and cue utilization were additionally investigated. The moderator effects give hints that both displaying a disgusted facial expression and self-perception of one- own disgusted facial expression are subject to a self-serving bias, indicating that facial expression may not be an automatic behavior. Practical implications and implications for future research are discussed.
Virtual Goods + ODRL 2012
(2012)
This is the 10th international workshop for technical, economic, and legal aspects of business models for virtual goods incorporating the 8th ODRL community group meeting. This year we did not call for completed research results, but we invited PhD students to present and discuss their ongoing research work. In the traditional international group of virtual goods and ODRL researchers we discussed PhD research from Belgium, Brazil, and Germany. The topics focused on research questions about rights management in the Internet and e-business stimulation. In the center of rights management stands the conception of a formal policy expression that can be used for human readable policy transparency, as well as for machine readable support of policy conformant systems behavior up to automatic policy enforcement. ODRL has proven to be an ideal basis for policy expressions, not only for digital copy rights, but also for the more general "Policy Awareness in the World of Virtual Goods". In this sense, policies support the communication of virtual goods, and they are a virtualization of rules-governed behavior themselves.