Dave J. Hobbs’s research while affiliated with University of Bradford and other places

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Publications (26)


A Fuzzy Logic-Based Approach for Supporting Decision-Making Process in B2C Electronic Commerce Transaction
  • Chapter

January 2009

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6 Reads

Wen-Chen Hu

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Zakaria Maamar

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Dave Hobbs

The purpose of this article is to present an application of fuzzy logic to human reasoning about electronic commerce (e-commerce) transactions. This article uncovers some of the hidden relationships between critical factors such as security, familiarity, design, and competitiveness. We analyze the effect of these factors on human decision process and how they affect the Business-to-Consumer (B2C) outcome when they are used collectively. This research provides a toolset for B2C vendors to access and evaluate a user’s transaction decision process and also an assisted reasoning tool for the online user.


Figure 1: Variations of anger; photographs from (Ekman and Friesen, 1975b), courtesy of Paul Ekman.
Figure 2: The Uncanny Valley (adapted from Reichardt, 1978)
Table 2 : Categorisation error matrix
Figure 3: Controllable features of the virtual head modeled in VRML.
Figure 4: Variations of Anger (virtual head model).

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12. Designing avatars for social interactions
  • Chapter
  • Full-text available

January 2008

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836 Reads

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2 Citations

Download

A Fuzzy Logic-Based Approach for Supporting Decision-Making Process in B2C Electronic Commerce Transaction

January 2008

·

3 Reads

The purpose of this article is to present an application of fuzzy logic to human reasoning about electronic commerce (e-commerce) transactions. This article uncovers some of the hidden relationships between critical factors such as security, familiarity, design, and competitiveness. We analyze the effect of these factors on human decision process and how they affect the Business-to-Consumer (B2C) outcome when they are used collectively. This research provides a toolset for B2C vendors to access and evaluate a user’s transaction decision process and also an assisted reasoning tool for the online user.


A Fuzzy Logic-Based Approach for Supporting Decision-Making Process in B2C Electronic Commerce Transaction

January 2008

·

6 Reads

The purpose of this article is to present an application of fuzzy logic to human reasoning about electronic commerce (e-commerce) transactions. This article uncovers some of the hidden relationships between critical factors such as security, familiarity, design, and competitiveness. We analyze the effect of these factors on human decision process and how they affect the Business- to-Consumer (B2C) outcome when they are used collectively. This research provides a toolset for B2C vendors to access and evaluate a user’s transaction decision process and also an assisted reasoning tool for the online user.


A Fuzzy Logic-Based Approach for Supporting Decision-Making Process in B2C Electronic Commerce Transaction

April 2006

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273 Reads

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3 Citations

The purpose of this article is to present an application of fuzzy logic to human reasoning about electronic commerce (e-commerce) transactions. This article uncovers some of the hidden relationships between critical factors such as security, familiarity, design, and competitiveness. We analyze the effect of these factors on human decision process and how they affect the Business-to-Consumer (B2C) outcome when they are used collectively. This research provides a toolset for B2C vendors to access and evaluate a user’s transaction decision process and also an assisted reasoning tool for the online user.


A fuzzy logic-based system for assessing the level of business-to-consumer (B2C) trust in electronic commerce

May 2005

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104 Reads

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55 Citations

Expert Systems with Applications

The purpose of this paper is to present an application of fuzzy logic to human reasoning about electronic commerce (e-commerce) transactions. This paper uncovers some of the hidden relationships between critical factors such as security, familiarity, design, and competitiveness. We analyze the effect of these factors on human decision process and how they affect the Business-to-Consumer (B2C) outcome when they are used collectively. This research provides a toolset for B2C vendors to access and evaluate a user's transaction decision process, and also an assisted reasoning tool for the online user.


Close Encounters of the Virtual Kind: Agents Simulating Copresence

March 2005

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29 Reads

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13 Citations

Results of a field study of an open-access collaborative virtual environment in actual use suggested that awareness of others significantly increases the level of presence experienced by participants. Given the importance of copresence, this paper argues that, in the absence of other human collaborators in a collaborative virtual environment, copresence can potentially be simulated using agent technology. A controlled experiment deploying a prototype embodied conversational agent was conducted to investigate the potential of such agents to simulate copresence. This paper briefly introduces the concepts of presence and copresence, summarizes experiences drawn from the field study, reports on the controlled experiment, and discusses its results. Results suggest that even limited copresence as provided by the current prototype agent is sufficient to help users feel presence in the environment.


FIGURE 1: Microsoft's MSN ® Messenger FIGURE 2: The Virtual Messenger interface
Empathy and enjoyment in instant messaging

January 2005

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1,314 Reads

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20 Citations

Instant Messaging has become an effective way for many to chat with friends and colleagues. The Messaging tool typically shows a picture of each interlocutor, supports text chat and allows exchange of emoticons, small emotional representations of one's feelings. This paper investigates how different ways of visualising such emotions can affect the user's experience. In particular, two versions of an Instant Messaging tool were evaluated: one that relied solely on emoticons for emotional expression, and one that also featured an animated 3D character representation of the interlocutor, capable of displaying facial expressions. In a between-groups experiment (N=32) conducted in pairs, the animated character was found to increase involvement in the debate. Further, empathy was identified as a key component for creating a more enjoyable experience, which does however not necessarily imply a better performance. Directions for future research are suggested.


Embodiment and Copresence in Collaborative Interfaces

October 2004

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163 Reads

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150 Citations

International Journal of Human-Computer Studies

As collaborative computer systems are evolving, the use of spatial, three-dimensional interfaces for multiplayer games, groupware systems, and multi-user chat systems, for example, is increasing rapidly. This paper provides a theoretical underpinning for understanding the relevance of user embodiments and copresence within such three-dimensional collaborative computer interfaces. Firstly, the issue of embodiment is traced back through its origins in philosophy and psychology literature, and theories are identified, potentially helpful in understanding key issues concerning user embodiments in collaborative virtual environments. A hybrid avatar/agent model to achieve permanent user embodiments in such environments is discussed. Since copresence of other users within such environments has been shown to be an important factor for the experience of presence, a prototype embodied conversational agent has been designed to simulate copresence. A series of controlled experiments involving the prototype agent is discussed, highlighting the effects of simulated copresence on users’ experience of presence. Results suggest that, despite its shortcomings, the prototype agent does seem to have increased participants’ experience of presence. Evidence was found that even limited copresence as provided by the current prototype agent is sufficient to help users feel presence in the environment. The results seem to confirm that copresence simulated by agents can complement avatar technology and therefore that a hybrid avatar/agent model can potentially achieve permanent virtual presence of all participants.


Determining the factors which engender customer trust in business-to-consumer (B2C) electronic commerce

August 2004

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365 Reads

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27 Citations

This paper presents a study that focuses on the initial trust that is developed even before the occurrence of the first transaction between a consumer and an online company. The study reveals how initial trust is formed without any previous experience by interacting with the Web site interface. This study analyzes how important it is for the Web site to have a trusted interface to keep the customer interested in their business. The study tests the premise that "consumer initial trust is positively related to a trust inducing user interface" and investigates what other features are important in assessing whether or not purchase.


Citations (21)


... Natural human communication consists of voice, facial emotions, bodily postures, and gestures. Research in cognitive psychology suggests that intrinsic internal appearance enhances human sense of homogenous species and emotion recognition [44]. ...

Reference:

Factors Affecting Avatar Customization Behavior in Virtual Environments
The emotional avatar: Non-verbal communication between inhabitants of collaborative virtual environments
  • Citing Article
  • January 1999

... Since the influencing factors are complex, it is difficult to control the online store's business strategy. In fact, for such decision problems with uncertainty and ambiguity, we should be able to use fuzzy set theory to deal effectively and make the appropriate decisions (Bellman and Zadeh, 1970;Chen and Hwang, 1992;Akhter et al., 2003). ...

How users perceive trust in virtual environment
  • Citing Article
  • January 2003

... The term nonverbal communication is used to describe all human communication and interaction that does not include the spoken or written word. Recent work in analyzing and defining nonverbal communication has come from the field of animation linked to the creation of virtual environments as described, for example, by Fabri, Moore, and Hobbs (2008). Much of this is based on Argyle's (1996) classification of nonverbal communication. ...

12. Designing avatars for social interactions

... A choice of six avatar heads was available, each capable of displaying the "universal" facial expressions of emotion happiness, surprise, anger, fear, sadness and disgust [12] and a neutral face. Expressions were designed to be highly distinctive and recognizable [14]. All characters were based on identical animation sequences to ensure consistence and validity. ...

Mediating the Expression of Emotion in Educational CVEs: An Experimental Study

... The findings suggested that avatars with symbolic gestures could improve social presence (Ide et al., 2020). Fabri et al. chose six universal emotions and conveyed them by avatar faces, verifying virtual face representations can give rise to recognition rates compared with corresponding real photographs (Fabri, Moore, & Hobbs, 2002). These types of non-verbal interaction attempt to mimic face-to-face communication, such as meeting and brainstorming, in the real world, enhancing the presence and communication efficiency in the virtual environment. ...

Expressive Agents: Non-verbal Communication in Collaborative Virtual Environments

... ng standards and can run over various platforms. OnLive platform supports only audio conferencing but its client can be used as plug-in in a web page. RealNetworks solution can facilitate prerecorded streaming multimedia delivery and synchronisation. User-system interaction in computer based learning systems is provided through intelligent agents (Fabri et. al. 1999). In INVITE a set of functions, like avatar and object handling, mobile communication interaction and collaboration will be programmed through intelligent agents. Also agents can be reminders, guides, guards and translators of the users. The use of declarative language implementations provide more advantages than procedural ones and for ...

Agents for Networked Virtual Learning Environments
  • Citing Article

... It is strongly argued [17] that it is more effective to use simple but very recognisable virtual models to represent human faces in a VE, rather than trying to represent the human face photorealistically in the virtual environment. Furthermore, [24,25] suggest more complex virtual humans, from the point of view of the body and facial animation of the avatar, would increase the interaction between the participants and increase the sense of presence (the sense of being there). Garau, et al. [23] argue that even simple animated behaviours, such as eye gaze, are important during avatar conversations that could make a contribution to improving and enhancing the quality of the communication. ...

An Experimental Study of the Effect of Presence in Collaborative Virtual Environments
  • Citing Article
  • January 2002

... In virtual environment, emoticons are seen to have the same function as using actual nonverbal communication (Derks, Bos, & Von Grumbkow, 2008b;Lo, 2008;Preece & Ghozati, 2001). They reliably transmit attitudes and intents of a message, allow to reciprocate emotions and facilitate social connectedness (Fabri, Moore, & Hobbs, 2005;Hsieh, & Tseng, 2017;Huang, Yen, & Zhang, 2008;Lo, 2008). Emoticons are mostly used in communication with friends in informal conversations rather than in communication with strangers during the formal writing (Derks et al., 2008b;Rosen, Chang, Erwin, Carrier, & Cheever, 2010). ...

Empathy and enjoyment in instant messaging

... Regarding the combination of cognitive styles in collaborative learning, only a few studies have shown that mixed cognitive style groups perform better than homogeneous groups [23]. However, Further research is still needed on how to combine students with dierent cognitive styles in one group. ...

The role of cognitive style in educational computer conferencing
  • Citing Article
  • January 2004

Hilary Cunningham‐Atkins

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David Moore

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[...]

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Simon Sharpe

... Similarly, [76] proposes a model wherein trust is contingent upon three main elements: security measures, familiarity with the platform, and the design of the website. This model implies that consumers' trust in an online vendor is shaped by the perceived security of the transaction, their familiarity with the vendor, and the user-friendly design of the website. ...

A fuzzy logic-based system for assessing the level of business-to-consumer (B2C) trust in electronic commerce
  • Citing Article
  • May 2005

Expert Systems with Applications