Daphne Ruth Raban

Prof. Dr. Daphne Ruth Raban

orcid

Research Focus & Metrics

Academic Career Length

22Years (2005-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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6 April 2008
Verified
Conference Paper
Open access
PDF file
FHF. Maxwell Harper
F. Maxwell Harper
DRDaphne Ruth Raban
Daphne Ruth Raban
SRSheizaf Rafaeli
Sheizaf Rafaeli
JKJoseph A. Konstan
Joseph A. Konstan
Question and answer (Q&A) sites such as Yahoo! Answers are places where users ask questions and others answer them. In this paper, we investigate predictors of answer quality through a comparative, controlled field study of responses provided across several online Q&A sites. Along with several quantitative results concerning the effects of factors such as question topic and rhetorical strategy, we present two high-level messages. First, you get what you pay for in Q&A sites. Answer quality was typically higher in Google Answers (a fee-based site) than in the free sites we studied, and paying more money for an answer led to better outcomes. Second, we find that a Q&A site's community of users contributes to its success. Yahoo! Answers, a Q&A site where anybody can answer questions, outperformed sites that depend on specific individuals to answer questions, such as library reference services.


1 February 2019 in Computers in Human Behavior
Verified
Journal Article
Closed access
Iris ReychavIris Reychav
Iris Reychav
RBRoni Beeri
Roni Beeri
ABAli Balapour
Ali Balapour
DRDaphne Ruth Raban
Daphne Ruth Raban
RSRajiv Sabherwal
Rajiv Sabherwal
JAJoseph Azuri
Joseph Azuri

1 October 2006 in Journal of Computer-Mediated Communication
Verified
Journal Article
Closed access
PDF file
YKYoram M. Kalman
Yoram M. Kalman
GRGilad Ravid
Gilad Ravid
DRDaphne Ruth Raban
Daphne Ruth Raban
SRSheizaf Rafaeli
Sheizaf Rafaeli

21 June 2019 in Journal of NeuroEngineering and Rehabilitation
Verified
Journal Article
Open access
PDF file
EKEmily A. Keshner
Emily A. Keshner
Patrice L. WeissPatrice L. Weiss
Patrice L. Weiss
DGDorit Geifman
Dorit Geifman
DRDaphne Ruth Raban
Daphne Ruth Raban
Application of virtual reality (VR) to rehabilitation is relatively recent with clinical implementation very rapidly following technological advancement and scientific discovery. Implementation is often so rapid that demonstrating intervention efficacy and establishing research priorities is more reactive than proactive. This study used analytical tools from information science to examine whether application of VR to rehabilitation has evolved as a distinct field of research or is primarily a methodology in core disciplines such as biomedical engineering, medicine and psychology. The analysis was performed in three-stages: 1) a bibliographic search in the ISI Web of Science database created an initial corpus of publications, 2) the corpus was refined through topic modeling, and 3) themes dominating the corpus from the refined search results were identified by topic modeling and network analytics. This was applied separately to each of three time periods: 1996 to 2005 (418 publications), 2006 to 2014 (1454 publications), and 2015 to mid-2018 (1269 publications). Publication rates have continuously increased across time periods with principal topics shifting from an emphasis on computer science and psychology to rehabilitation and public health. No terminology specific to the field of VR-based rehabilitation emerged; rather a range of central concepts including “virtual reality”, “virtual gaming”, “virtual environments”, “simulated environments” continue to be used. Communities engaged in research or clinical application of VR form assemblages distinguished by a focus on physical or psychological rehabilitation; these appear to be weakly linked through tele-rehabilitation. Varying terms exemplify the main corpus of VR-based rehabilitation and terms are not consistent across the many scientific domains. Numerous distinguishable areas of research and clinical foci (e.g., Tele-rehabilitation, Gait & Balance, Cognitive Rehabilitation, Gaming) define the agenda. We conclude that VR-based rehabilitation consists of a network of scientific communities with a shared interest in the methodology rather than a directed and focused research field. An interlinked team approach is important to maintain scientific rigor and technological validity within this diverse group. Future studies should examine how these interdisciplinary communities individually define themselves with the goals of gathering knowledge and working collectively toward disseminating information essential to associated research communities.

1 September 2007 in Computers in Human Behavior
Verified
Journal Article
Closed access
DRDaphne Ruth Raban
Daphne Ruth Raban
SRSheizaf Rafaeli
Sheizaf Rafaeli