Shao-Kang Lo
Biographic Data
| ID | 9084087 |
|---|---|
| NAME | Shao-Kang Lo |
| GIVEN NAMES | Shao-Kang |
| FAMILY NAME | Lo |
| SIGNATURE | LO S |
| AFFILIATIONS | Chinese Culture University |
| VERIFIED | No |
| TOTAL WORKS | 3 |
| TOTAL CITATIONS | 0 |
| AUTHOR COUNT | 3 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2005 |
| LATEST PUBLICATION YEAR | 2021 |
| H-INDEX | 0 |
Do not allow pop-up ads to appear too early
This study examines the timing of pop-up advertising appearance and its effect on perceived intrusiveness, advertising irritation and advertising avoidance. Experiment was designed to build a virtual Internet environment (including the main content on the webpage and a pop-up ad) and to manipulate the timing of the pop-up advertising appearance. Participants were invited to participate in two experiments, and then assigned to a specific target br…
The Nonverbal Communication Functions of Emoticons in Computer-Mediated Communication
Most past studies assume that computer-mediated communication (CMC) lacks nonverbal communication cues. However, Internet users have devised and learned to use emoticons to assist their communications. This study examined emoticons as a communication tool that, although presented as verbal cues, perform nonverbal communication functions. We therefore termed emoticons quasi-nonverbal cues.
Physical Interpersonal Relationships and Social Anxiety among Online Game Players
Many online game players spend inordinate amounts of time in their favorite virtual worlds. A large percentage of these players are teenagers who show behaviors normally associated with physical addiction. Parents, educators, and social scientists are therefore saying that online games are sources of social problems. The authors surveyed 174 Taiwanese college-age online players to collect data on the potential effects of online games on the quali…
No prominent works on this page.
Physical Interpersonal Relationships and Social Anxiety among Online Game Players
Many online game players spend inordinate amounts of time in their favorite virtual worlds. A large percentage of these players are teenagers who show behaviors normally associated with physical addiction. Parents, educators, and social scientists are therefore saying that online games are sources of social problems. The authors surveyed 174 Taiwanese college-age online players to collect data on the potential effects of online games on the quali…
The Nonverbal Communication Functions of Emoticons in Computer-Mediated Communication
Most past studies assume that computer-mediated communication (CMC) lacks nonverbal communication cues. However, Internet users have devised and learned to use emoticons to assist their communications. This study examined emoticons as a communication tool that, although presented as verbal cues, perform nonverbal communication functions. We therefore termed emoticons quasi-nonverbal cues.
Do not allow pop-up ads to appear too early
This study examines the timing of pop-up advertising appearance and its effect on perceived intrusiveness, advertising irritation and advertising avoidance. Experiment was designed to build a virtual Internet environment (including the main content on the webpage and a pop-up ad) and to manipulate the timing of the pop-up advertising appearance. Participants were invited to participate in two experiments, and then assigned to a specific target br…
Psychology (3 works) · Computer Science (2 works) · Social Psychology (2 works) · The Internet (2 works) · World Wide Web (2 works) · Addiction (1 works) · Advertising (1 works) · Advertising campaign (1 works) · Advertising research (1 works) · Anxiety (1 works)