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    <link>http://dspace.cityu.edu.hk:80/handle/2031/764</link>
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    <pubDate>Wed, 01 May 2013 16:29:21 GMT</pubDate>
    <dc:date>2013-05-01T16:29:21Z</dc:date>
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      <title>Wiki-enabled emergent knowledge processes through acceleration of stigmergic collaboration</title>
      <link>http://dspace.cityu.edu.hk:80/handle/2031/6117</link>
      <description>Title: Wiki-enabled emergent knowledge processes through acceleration of stigmergic collaboration
Authors: Zhong, Yu (鍾鈺)
Abstract: ﻿As we move further into a knowledge economy, many processes can be labelled as 
emergent knowledge processes" (Markus et al. 2002; Majchrzak 2006). These processes 
involve building knowledge in an unstructured and dynamic manner through diverse 
human participation. Unfortunately, such processes are generally not well supported by 
existing IT systems, such as executive information systems, expert systems or electronic 
communication systems (Davenport 2005; McAfee 2006; Wagner 2006). To address the 
unique requirements of IT systems supporting emergent knowledge processes, this study 
proposes and evaluates the use of wiki technology and the "wiki way" of collaboration 
(Leuf and Cunningham 2001; Reinhart 2005). As such, it combines a design theoretic 
approach (Markus et al. 2002) with an empirical evaluation. This research addresses the 
collaboration in wikis through a new lens by viewing a wiki and its participants as an 
emergent complex system. Previous work, in contrast, has primarily focused on 
understanding contributors’ activities from a psychological or internal community 
perspective. 
This dissertation draws on the literature of stigmergic collaboration (Grassé 1959; Parunak 
2005) which establishes that individuals can collaborate without direct communication if 
the work product itself represents or contains coordination stimuli. Based on stigmergic 
theory, the research demonstrates the wiki way as a promising alternative to achieve more 
effective emergent knowledge processes through the application and acceleration of the 
mechanism of stigmergy. Stigmergy distinctively relies on the iterative interaction of agent 
and environment through ongoing and mutual modification or stimulation (Marsh and Onof 2008). The agents modify the environment through physical manipulation or encode 
signs directly into or upon it. In turn, the environment plays the role of medium which acts 
as a cue triggering further actions from agents (Elliott 2007). In such a system, wiki 
technology and the "wiki way" promise increased efficiency and effectiveness to motivate 
participants to contribute content collectively. Furthermore, the diversified contributions 
can be easily integrated into the environment (wiki), thus attracting additional 
participation. Moreover, on a level above the local interactions of participants and 
environment, wiki and its participants together can be considered as a stigmergic system. 
Such a system is often described as "self-organizing" and exhibiting "emergent 
behaviour" (Parunak 2005; Kelly 1995). In particular, the emergent dynamic is a 
distinguishing factor of stigmergy. The emergent capacity of stigmergy means that such 
systems are evolvable, adaptable to the dynamics and able to develop new behaviour. 
This dissertation tests the feasibility and effectiveness of the proposed approach through 
an in-depth investigation of the phenomenon in the context of Wikipedia, one of the most 
popular and successful wiki applications (Tapscott &amp; Williams 2006). Drawing on the 
framework of stigmergy, the study systematically identifies significant factors in 
Wikipedia that harness the principles of stigmergic collaboration based on empirical 
analysis of longitudinal data from a sample of Wikipedia articles. The "emergent 
behaviour" in Wikipedia is further evaluated and modelled on the system level based on 
the data of Wikipedia statistic websites. The statistical results strongly support the research 
model and expectations. The findings entail significant implications for both research and 
practice. In terms of research, it provides a better understanding for the underlying 
mechanism of the wiki way of collaboration by bringing in a stigmergic perspective. It also identifies critical features in wikis to enable and accelerate stigmergic collaboration. 
For practice, it offers design guidelines for building up effective wiki collaboration to 
support emergent knowledge processes.
Notes: CityU Call Number: HD30.2 .Z863 2009; viii, 112 leaves   30 cm.; Thesis (M.Phil.)--City University of Hong Kong, 2009.; Includes bibliographical references (leaves 107-112)</description>
      <pubDate>Thu, 01 Jan 2009 00:00:00 GMT</pubDate>
      <guid isPermaLink="false">http://dspace.cityu.edu.hk:80/handle/2031/6117</guid>
      <dc:date>2009-01-01T00:00:00Z</dc:date>
    </item>
    <item>
      <title>Effects of emoticons on the acceptance of negative feedback in a virtual team</title>
      <link>http://dspace.cityu.edu.hk:80/handle/2031/6116</link>
      <description>Title: Effects of emoticons on the acceptance of negative feedback in a virtual team
Authors: Zhao, Yi (趙易)
Abstract: ﻿In virtual teams, delivering negative performance feedback is very common and 
unavoidable, because it helps improve both individual and team performance. 
However, due to the negative feedback’s face-threatening nature, people usually 
feel uncomfortable and become defensive when receiving negative feedback. This 
problem is especially salient in virtual teams where many effective nonverbal 
strategies (aka facework) such as smile can not be used to alleviate the face-threats 
caused by negative feedback. Therefore, this research investigates how to deliver 
negative feedback effectively to make it more acceptable by virtual team members. 
Emoticons, surrogates for nonverbal cues, are expected to influence virtual team 
members' acceptance of negative feedback by extending feedback providers' 
abilities to conduct nonverbal facework. This research investigates how the use of 
two types of emoticons (i.e., liking and disliking emoticons) in negative feedback 
influences virtual team members' feedback acceptance, and how the effects of 
emoticons are affected by the specificity of the negative feedback. 
The research is conducted in the context of virtual teams adopting text-based 
computer-mediated communication. Based on the politeness theory, the feedback 
process model, and the dissonance reduction theory, it is hypothesized that the use 
of liking emoticons increases the perceived good intention of the feedback provider 
and decreases the perceived feedback negativity, only when the feedback is specific; 
and that the use of disliking emoticons decreases the perceived good intention of 
the feedback provider and increases the perceived feedback negativity, only when 
the feedback is unspecific. Perceived good intention of the feedback provider is in 
turn positively associated with people's feedback acceptance, while perceived 
feedback negativity is negatively related with the feedback acceptance. 
A laboratory experiment with a sample of 198 Hong Kong local undergraduate 
students was conducted to test all hypotheses, and all aforesaid hypotheses are 
supported by the empirical data.
Notes: CityU Call Number: HD66 .Z47 2010; vii, 78 leaves : ill.   30 cm.; Thesis (M.Phil.)--City University of Hong Kong, 2010.; Includes bibliographical references (leaves 62-70)</description>
      <pubDate>Fri, 01 Jan 2010 00:00:00 GMT</pubDate>
      <guid isPermaLink="false">http://dspace.cityu.edu.hk:80/handle/2031/6116</guid>
      <dc:date>2010-01-01T00:00:00Z</dc:date>
    </item>
    <item>
      <title>The effects of advising strength on users' trust/distrust beliefs in online recommendation agents : the moderating role of brand familiarity</title>
      <link>http://dspace.cityu.edu.hk:80/handle/2031/6113</link>
      <description>Title: The effects of advising strength on users' trust/distrust beliefs in online recommendation agents : the moderating role of brand familiarity
Authors: Jia, Yanli (賈艷麗)
Abstract: ﻿Online recommendation agents are Web-based intelligent consumer decision 
support systems, which provide consumers with product advice based their needs 
and preferences. Users' trust and distrust beliefs in recommendation agents 
influence their use and acceptance of these agents. However, while numerous 
studies have investigated users' trust beliefs, such as their antecedents and 
consequences, few of them have focused on their conceptual counterpart: distrust 
beliefs. This thesis focuses on both of them and conceptualizes users' trust 
beliefs as their beliefs in the agents’ credibility and benevolence, whereas their 
distrust beliefs as their beliefs in the agents' discredibility and malevolence. 
In this thesis, I investigate (1) how the strength of the way a recommendation 
agent recommends a product (i.e., advising strength) influences users' trust and 
distrust beliefs while taking into account their familiarity with the recommended 
product (brand familiarity, in particular); and (2) the distinct and asymmetric 
effects of trust and distrust beliefs on several behavioral intentions, including 
users' intentions to reuse recommendation agents, their positive word-of-mouth 
(WoM) and negative WoM about the recommendation agent. 
A laboratory experiment was conducted to testify the hypotheses I have proposed, 
and the results provided support for most of the hypotheses. The effects of 
advising strength used by a recommendation agent on users' credibility and 
discredibility beliefs in the agent are moderated by users' familiarity with the brand of the recommended product. In particular, when users are familiar with 
the brand of the recommended product, the strong advising strength leads to 
higher users' credibility beliefs (lower discredibility beliefs) than the weak one. 
Conversely, when users are not familiar with the product brand, the weak 
strength, compared with the strong one, results in higher users' credibility beliefs 
(lower discredibility beliefs). However, users' brand familiarity doesn't moderate 
the effects of the advising strength on their benevolence or malevolence beliefs. 
Furthermore, the results confirm (1) the stronger influence of users' trust beliefs 
on their cooperative behaviors (i.e., intention to reuse and positive WoM) than on 
their punishment behaviors (i.e., negative WoM) and (2) the stronger influence of 
distrust beliefs on punishment behaviors than on the cooperative behaviors.
Notes: CityU Call Number: HF5415.1265 .J525 2010; viii, 136 leaves : ill.   30 cm.; Thesis (M.Phil.)--City University of Hong Kong, 2010.; Includes bibliographical references (leaves 118-128)</description>
      <pubDate>Fri, 01 Jan 2010 00:00:00 GMT</pubDate>
      <guid isPermaLink="false">http://dspace.cityu.edu.hk:80/handle/2031/6113</guid>
      <dc:date>2010-01-01T00:00:00Z</dc:date>
    </item>
    <item>
      <title>Intention to learn in MMOG : examining the roles of peer intrinsic and extrinsic motivation</title>
      <link>http://dspace.cityu.edu.hk:80/handle/2031/5489</link>
      <description>Title: Intention to learn in MMOG : examining the roles of peer intrinsic and extrinsic motivation
Authors: Kong, Siu Lung (江兆龍)
Abstract: ﻿As a hedonic information system, Massively Multiplayer Online Game (MMOG) is a unique 
categorization of electronic game which allows thousands of players to play simultaneously 
through the Internet in the same virtual environment. While a growing number of researchers 
start to examine the educational values of MMOG and use them as educational platforms, the 
study of motivational drivers on players’ behavioral intention to learn receives very limited 
attention, especially from the causes of motivations driven by the characteristics which are 
unique to MMOG. Motivated by such concerns, this study formulates and tests a theoretical 
model to explain individual player’s intention to learn by peer motivation to play. The model 
employs motivational theories to propose two motivational drivers, namely Peer Intrinsic 
Motivation to Play and Peer Extrinsic Motivation to Play, and investigate the effects of the 
two constructs on MMOG players’ Intention to Learn Individually and Intention to Learn 
Collaboratively by building on the cognitive learning theory. The result shows that individual 
player’s Peer Intrinsic Motivation to Play has a significantly positive influence on their 
Intention to Learn Collaboratively, and their Peer Extrinsic Motivation to Play has a 
significantly positive influence on their Intention to Learn Individually. The findings of this 
study indicate potential implications to researchers, educators, game developers and MMOG 
players.
Notes: CityU Call Number: GV1469.15 .K66 2008; viii, 78 leaves   30 cm.; Thesis (M.Phil.)--City University of Hong Kong, 2008.; Includes bibliographical references (leaves 51-54)</description>
      <pubDate>Tue, 01 Jan 2008 00:00:00 GMT</pubDate>
      <guid isPermaLink="false">http://dspace.cityu.edu.hk:80/handle/2031/5489</guid>
      <dc:date>2008-01-01T00:00:00Z</dc:date>
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