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What is Sociability

Handbook of Research on User Interface Design and Evaluation for Mobile Technology
Regards the social character of the usage of TV and it involves the identification of suitable applications and interfaces that support social use.
Published in Chapter:
Use of Experimental Ethno-Methods to Evaluate the User Experience with Mobile Interactive Multimedia Systems
Anxo Cereijo Roibás (University of Brighton, UK) and Stephen Johnson (BT Mobility Research Centre, UK)
DOI: 10.4018/978-1-59904-871-0.ch002
Abstract
This chapter discusses research initially supported by the Vodafone Group Foundation and the British Royal Academic of Engineering, and subsequently by the BT Mobility Research Centre. It aims to unfold the user experience in future scenarios of mobile interactive multimedia systems, such as mobile iTV with plausible significance in entertainment, work, and government environments. Consolidated and experimental ethnographic data gathering techniques have been used to understand how peripatetic and nomadic users such as commuters and travelers interact in real contexts, taking into account their physical and social environment together with their emotions and feelings during interaction with the system. This approach potentially enhances the consistency and relevance of the results. This chapter also envisages how mobile users could become a sort of ‘DIY producers’ of digital content, prompting the emergence of mobile communities that collaborate to create their own ‘movies’ and exchanging them not only with other users but also places (real and virtual environments) and objects (intelligent objects and other digital-physical hybrids). This work illustrates that mobile and pervasive TV would go further than merely broadcasting TV content on handhelds; it will be a platform that will support collaboration and enhancement of creative skills among users.
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Becoming a Successful Entrepreneur through Emotional Intelligence Development
Component of the Trait Emotional Intelligence Questionnaire developed by Petrides and Furnham (2001) which is related to emotion management, assertiveness and social awareness.
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Designing Blended Learning Communities
Person-to-personal interaction within a community that is crucial for community-building.
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Mobile Virtual Communities of Commuters
Sociability represents the level of social interaction support in a community. In a virtual community this is supported by the community purpose, governance structure, roles, policies, and by a set of tools for community members’ awareness, privacy, and personalization.
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Persuasive Advergames: Boon or Bane for Children
It is a state marked by or conducive to friendliness or pleasant social relations.
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Explaining Participation in Online Communities
Communities with good sociability have social policies that support the community’s purpose and are understandable, socially acceptable and practicable.
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An Event-Driven Community in Washington, DC: Forces That Influence Participation
In this context sociability refers to the social interaction that occurs via the Internet medium.
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Website Usability, Website Interactivity, and Website Personality as Drivers of Online Purchase
The site’s capability to allow users to connect with other people through chat rooms, blogs, and social networking tools.
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Can Virtual Customer Service Agents Improve Consumers' Online Experiences?: The Role of Hedonic Dimensions
Refers to the perception of personal, sociable, and sensitive human contact in the website navigation.
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Learning from Social Collaboration: A Paradigm Shift in Evaluating Game-Based Learning
Refers to the ability of the environment to promote the emergence of social interaction and further sound social space for collaborative activities. Can be considered as an attribute of the socio-technological system or social system.
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Femininities and Technologies: Gender Identities and Relations in Video Games
The social aspect of a game; how players interact in a given game.
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