Jeffrey Ho

Dr. Jeffrey Ho

Hong Kong Polytechnic University
orcid

Research Focus & Metrics

Academic Career Length

24Years (2003-Present)

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

Representative Publications

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29 December 2020 in Behaviour & Information Technology
Verified
Journal Article
Closed access
JHJeffrey Ho
Jeffrey Ho
RNRyan Ng
Ryan Ng
This study explores the effects of the perspective-taking of non-player characters (NPCs) on enhancing game immersion in prosocial virtual reality (VR) games. Prosocial games are games focusing on helping others. Game researchers have been keen to investigate factors that influence the immersive experience in digital games. Previous studies show that VR allows people to take the perspective of others, inducing empathy and prosocial behaviour in the real world. In this lab-based study, we explore whether and how taking the perspective of other game characters – NPCs in a prosocial VR game – influences players’ in-game empathy towards NPCs and game immersion. Participants first experienced either a robot’s perspective of being destroyed by fire in VR or read a text description about the same event. Then, they participated a prosocial VR game in which they saved robots. The findings show that perspective-taking experiences indirectly enhance participants’ game immersion via the effects of closeness with the destroyed robot and empathy towards the four robots protected by the player. This indirect effect is moderated by players’ weekly exposure to video games. These results suggest that VR-based perspective-taking of NPCs can indirectly enhance gameplay experiences in prosocial VR games. Theoretical and game design implications are discussed.

6 April 2009 in Academic Emergency Medicine
Verified
Journal Article
Closed access
PDF file
WHWilliam Heegaard
William Heegaard
DHDavid Hildebrandt
David Hildebrandt
RRRobert Reardon
Robert Reardon
DPDavid Plummer
David Plummer
JCJoseph Clinton
Joseph Clinton
JHJeffrey Ho
Jeffrey Ho

23 July 2020 in Sensors
Verified
Journal Article
Open access
PDF file
AYAria C.H. Yang
Aria C.H. Yang
NLNewman Lau
Newman Lau
JHJeffrey Ho
Jeffrey Ho
Privacy is often overlooked in Hong Kong nursing homes with the majority of elderly residents living in shared bedrooms of three to five people. Only a few studies have used Bluetooth low energy indoor positioning systems to explore the relationship between privacy and social interaction among elderly residents. The study investigates the social behavioural patterns of elderly residents living in three-bed, four-bed, and five-bed rooms in a nursing home. Location data of 50 residents were used for the identification of mobility and social interaction patterns in relation to different degrees of privacy and tested for statistical significance. Privacy is found to have a weak negative correlation with mobility patterns and social behaviour, implying that the more privacy there is, the less mobility and more formal interaction is found. Residents who had more privacy did not spend more time in social space. Residents living in bedrooms that opened directly onto social space had higher social withdrawal tendencies, indicating the importance of transitional spaces between private and public areas. Friends’ rooms were used extensively by residents who had little privacy, however, the concept of friends’ rooms have rarely been discussed in nursing homes. There is evidence supporting the importance of privacy for social interaction. Future study directions include considering how other design factors, such as configuration and social space diversity, work with privacy to influence social interaction.

30 April 2009 in Software Testing, Verification and Reliability
Verified
Journal Article
Closed access
PDF file
WCW. K. Chan
W. K. Chan
JHJeffrey Ho
Jeffrey Ho
TTT. H. Tse
T. H. Tse

21 February 2020 in Social Science Computer Review
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Journal Article
Closed access
PDF file
XZXinzhi Zhang
Xinzhi Zhang
JHJeffrey Ho
Jeffrey Ho
As an interdisciplinary field, data-driven journalism integrates the intellectual origins of investigative journalism, computer-assisted reporting, and the emerging paradigm of computational social science. Studies of news production have revealed, however, that news professionals are reinforcing existing power structures via an interpretive community, where homophily-evoked social interactions—even in the social media context—create echo chambers and discussion fragmentation. Is the representation of data-driven journalism in the electronic public sphere breaking boundaries among people from different domains or does it resemble the existing power structure? This study adopts a network analytics approach and constructs a representational network among actors who joined the public discussion of data-driven journalism in the Twittersphere—the co-retweeted network—such that two accounts are connected if their tweets are retweeted by the same user. Public tweets containing search queries related to data-driven journalism published from February 2017 to February 2018 were collected with Twitter real-time streaming application programming interface (API). A co-retweeted network with 1,148 accounts was derived from verified accounts’ retweeting posts. Results found that several communities emerged, and news organizations, nongovernmental and nonprofit professional organizations, and academic institutions were in the crucial positions of the network. The exponential random graph models (ERGMs) based on this network revealed the extent to which gender, geographical location, and institutional type of the users were associated with the tie-formation. This study documents the major actors who are discussing the subject of data-driven journalism and raises critical reflections toward the interdisciplinary collaboration in the production of public knowledge.

JHJeffrey Ho
Jeffrey Ho
XZXinzhi Zhang
Xinzhi Zhang
This paper reports on a text mining-based case study aimed at determining how virtual reality (VR) games, as examples of really new products (RNPs), market themselves when they are introduced to the mass market. The goal was to examine the marketing foci of RNPs and any subsequent changes over time when the RNPs survive. VR games are a type of RNP offering several unique benefits, such as immersive gameplay and storytelling, which are advanced compared with their earlier counterparts. To examine the marketing foci of VR games, we collected 17,000 pieces of promotional text from a major online gaming marketplace, Steam Store, published from the beginning of the second quarter of 2016 to the third quarter of 2018. We performed text analysis (topic modeling) and found that game marketers paid particular attention to the VR nature of VR games when they first entered the marketplace. However, game content increasingly was emphasized in subsequent quarters. In addition, the marketing foci for VR games seemed to go through an exploratory process, which was not observed among non-VR games in the same period. The results offer insights into how the focus of RNPs’ marketing evolves as their newness fades.