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1.
A survey study (N = 223) of participants in the social virtual world, Second Life, examined the relationship between Big Five personality factors, experiences in the virtual world and reports of changes to real life resulting from the virtual world experiences. Hypotheses about direct and indirect effects of personality on real life changes were tested with structural equation modeling. Results showed that the strength of users’ relationship to the virtual environment, identification with and similarity to their avatars positively predicted reports of changes to real life, and that these three factors mediated effects of Agreeableness, Extraversion, Intellect, Conscientiousness, and Emotional Stability, on real life changes. Conscientiousness also had a direct negative relationship with real life changes. Implications are discussed for the potential of virtual social media features for activating facets of personality traits.  相似文献   

2.
This study examines the effect of 3D virtual worlds on an individual’s communication experience in comparison with Face-to-Face communications (FtFCs). Using 2 × 2 posttest only group design where subjects were asked to discuss over a given topic. This study investigated whether individuals’ different personality characteristics (i.e. shyness) influence communication experiences (i.e. communication apprehension). The data suggest that shy individuals felt less of communication apprehension during the discussion conducted online than FtFC. On the other hand, FtFC turned out to be more effective in influencing individuals’ intention to change behavior compared to virtual worlds. The results suggest that lack of visual/auditory cues in virtual reality is the major factor that influenced the outcome.  相似文献   

3.
Prior research has shown that approximately 50% of active participants in the 3D virtual world of Second Life have one or more secondary avatars or “alts” in addition to their primary avatar. Thus, these individuals are operating a “multiple or poly-identity system” composed of a physical self, a primary avatar, and one or more alts. However, little is known about the functions these virtual identities serve for the virtual-world user. The current study involved qualitative analysis of semistructured interviews with Second Life participants (N = 24) who had a primary avatar and at least one alt. Interviews were coded to examine the functions that primary avatars and alts served. Eight functions—seven suggested by previous research on virtual world identity and one that emerged from analyses—were reflected in a large majority of the transcribed interviews and are described in the article. The current findings add to our understanding of how multifaceted identity systems operate, as more individuals augment their physical self with a set of virtual identities.  相似文献   

4.
《Applied ergonomics》2011,42(1):91-97
The purpose of this study was to assess sleep quality and comfort of participants diagnosed with low back pain and stiffness following sleep on individually prescribed mattresses based on dominant sleeping positions. Subjects consisted of 27 patients (females, n = 14; males, n = 13; age 44.8 yrs ± SD 14.6, weight 174 lb. ±SD 39.6, height 68.3 in. ± SD 3.7) referred by chiropractic physicians for the study. For the baseline (pretest) data subjects recorded back and shoulder discomfort, sleep quality and comfort by visual analog scales (VAS) for 21 days while sleeping in their own beds. Subsequently, participants’ beds were replaced by medium-firm mattresses specifically layered with foam and latex based on the participants’ reported prominent sleeping position and they again rated their sleep comfort and quality daily for the following 12 weeks. Analysis yielded significant differences between pre- and post means for all variables and for back pain, we found significant (p < 0.01) differences between the first posttest mean and weeks 4 and weeks 8–12, thus indicating progressive improvement in both back pain and stiffness while sleeping on the new mattresses. Additionally, the number of days per week of experiencing poor sleep and physical discomfort decreased significantly. It was concluded that sleep surfaces are related to sleep discomfort and that is indeed possible to reduce pain and discomfort and to increase sleep quality in those with chronic back pain by replacing mattresses based on sleeping position.  相似文献   

5.
The promise of computer-mediated communication (CMC) to reduce intergroup prejudice has generated mixed results. Theories of CMC yield alternative and mutually exclusive explanations about mechanisms by which CMC fosters relationships online with potential to ameliorate prejudice. This research tests contact-hypothesis predictions and two CMC theories on multicultural, virtual groups who communicated during a yearlong online course focusing on educational technology. Groups included students from the three major Israeli education sectors—religious Jews, secular Jews, and Muslims—who completed pretest and posttest prejudice measures. Two sets of control subjects who did not participate in virtual groups provided comparative data. An interaction of the virtual groups experience × religious/cultural membership affected prejudice toward different religious/cultural target groups, by reducing prejudice toward the respective outgroups for whom the greatest initial enmity existed. Comparisons of virtual group participants to control subjects further support the influence of the online experience. Correlations between prejudice with group identification and with interpersonal measures differentiate which theoretical processes pertained.  相似文献   

6.
Research indicates that people with body image dissatisfaction (BID) are not benefited from exercising in group contexts. The current study tested whether exercise video games (exergames) can provide unique opportunities for exercise interventions through the use of avatars. An experiment was conducted using a 2 (BID: High vs. Low) × 2 (Exercise context: Solitary vs. Group) between-subjects design. Results demonstrated that individuals with high BID reported similar or more favorable exergame experiences compared to individuals with low BID. Further, individuals’ social physique anxiety was significantly reduced during exergame play. Self-presence mediated the relationship between exercise context and exergame experiences.  相似文献   

7.
Xu (2013) proposed a nonlinear programming model to derive an exact formula to determine the experts’ relative importance weights for the group decision making (GDM) with interval preference orderings. However, in this study, we show that the exact formula to determine the weight vector which always equals to w = (1/m, 1/m,  , 1/m)T (m is the number of experts). In this paper, we propose a distance-based aggregation approach to assess the relative importance weights for GDM with interval preference orderings. Relevant theorems are offered to support the proposed approach. After that, by using the weighted arithmetic averaging operator, we obtain the aggregated virtual interval preference orderings. We propose a possibility degree formula to compare two virtual interval preference orderings, then rank and select the alternatives. The proposed method is tested by two numerical examples. Comparative analysis are provided to show the advantages and effectiveness of the proposed method.  相似文献   

8.
Sexism and sexual harassment are not uncommon in online environments such as social networking sites, forums, and video games. This experiment investigated whether users’ anonymity and level of interactivity with sexist content on social media influenced sexist attitudes and offline behavior. Participants (N = 172) used a Twitter account that was anonymous or had personally identifying details. They were asked to share (i.e., retweet) or write posts incorporating a sexist hashtag. After exposure, participants completed two purportedly unrelated tasks, a survey and a job hiring simulation in which they evaluated male and female candidates’ resumés. Anonymous participants reported greater hostile sexism after tweeting than nonanonymous participants. Participants who composed sexist tweets reported greater hostile sexism and ranked female job candidates as less competent than those who retweeted, although this did not significantly affect their likelihood to hire.  相似文献   

9.
《Applied ergonomics》2011,42(1):71-75
The amount of sleep obtained between shifts is influenced by numerous factors including the length of work and rest periods, the timing of the rest period relative to the endogenous circadian cycle and personal choices about the use of non-work time. The current study utilised a real-world live-in mining environment to examine the amount of sleep obtained when access to normal domestic, family and social activities was restricted. Participants were 29 mining operators (26 male, average age 37.4 ± 6.8 years) who recorded sleep, work and fatigue information and wore an activity monitor for a cycle of seven day shifts and seven night shifts (both 12 h) followed by either seven or fourteen days off. During the two weeks of work participants lived on-site. Total sleep time was significantly less (p < 0.01) while on-site on both day (6.1 ± 1.0 h) and night shifts (5.7 ± 1.5 h) than days off (7.4 ± 1.4 h). Further, night shift sleep was significantly shorter than day-shift sleep (p < 0.01). Assessment of subjective fatigue ratings showed that the sleep associated with both days off and night shifts had a greater recovery value than sleep associated with day shifts (p < 0.01). While on-site, participants obtained only 6 h of sleep indicating that the absence of competing domestic, family and social activities did not convert to more sleep. Factors including shift start times and circadian influences appear to have been more important.  相似文献   

10.
Acknowledging the lack of studies examining both visual and linguistic anthropomorphic cues and the underlying mechanisms of their effects, we investigated how the different modalities of anthropomorphic cues in a health website influenced information disclosure. In a 2 (visual cues: human vs. non-human image) × 2 (linguistic cues: conversational vs. impersonal language) × 2 (question type: less vs. more sensitive questions) between-subjects experiment (N = 254), participants registered with a mock-up health website. We assessed a behavioral outcome of not disclosing personal information and psychological outcomes of social perception and self-awareness as potential mediators. Results revealed distinctive effects of the two modalities of the anthropomorphic cues. Anthropomorphic images, on one hand, increased public and private self-awareness, and public self-awareness in turn led to less information disclosure. Anthropomorphic language, on the other hand, heightened social perception and promoted information disclosure, but social perception did not predict the disclosure. These results indicate unique underlying mechanisms of the effects of anthropomorphism: priming effect of visual cues, and communicative effects of linguistic cues.  相似文献   

11.
Sex role stereotyping by players in first-person shooter games and other online gaming environments may encourage a social environment that marginalizes and alienates female players. Consistent with the social identity model of deindividuation effects (SIDE), the anonymity of online games may engender endorsement of group-consistent attitudes and amplification of social stereotyping, such as the adherence to gender norms predicted by expectations states theory. A 2 × 3 × 2 virtual field experiment (N = 520) in an online first-person shooter video game examined effects of a confederate players’ sex, communication style, and skill on players’ compliance with subsequent online friend requests. We found support for the hypothesis that, in general, women would gain more compliance with friend requests than men. We also found support for the hypothesis that women making positive utterances would gain more compliance with friend requests than women making negative utterances, whereas men making negative utterances would gain more compliance with friend requests than men making positive utterances. The hypothesis that player skill (i.e., game scores) would predict compliance with friend requests was not supported. Implications for male and female game players and computer-mediated communication in online gaming environments are discussed.  相似文献   

12.
《Applied ergonomics》2011,42(1):138-145
IntroductionSubjective workload measures are usually administered in a visual–manual format, either electronically or by paper and pencil. However, vocal responses to spoken queries may sometimes be preferable, for example when experimental manipulations require continuous manual responding or when participants have certain sensory/motor impairments. In the present study, we evaluated the acceptability of the hands-free administration of two subjective workload questionnaires – the NASA Task Load Index (NASA-TLX) and the Multiple Resources Questionnaire (MRQ) – in a surgical training environment where manual responding is often constrained.MethodSixty-four undergraduates performed fifteen 90-s trials of laparoscopic training tasks (five replications of 3 tasks – cannulation, ring transfer, and rope manipulation). Half of the participants provided workload ratings using a traditional paper-and-pencil version of the NASA-TLX and MRQ; the remainder used a vocal (hands-free) version of the questionnaires. A follow-up experiment extended the evaluation of the hands-free version to actual medical students in a Minimally Invasive Surgery (MIS) training facility.ResultsThe NASA-TLX was scored in 2 ways – (1) the traditional procedure using participant-specific weights to combine its 6 subscales, and (2) a simplified procedure – the NASA Raw Task Load Index (NASA-RTLX) – using the unweighted mean of the subscale scores. Comparison of the scores obtained from the hands-free and written administration conditions yielded coefficients of equivalence of r = 0.85 (NASA-TLX) and r = 0.81 (NASA-RTLX). Equivalence estimates for the individual subscales ranged from r = 0.78 (“mental demand”) to r = 0.31 (“effort”). Both administration formats and scoring methods were equally sensitive to task and repetition effects. For the MRQ, the coefficient of equivalence for the hands-free and written versions was r = 0.96 when tested on undergraduates. However, the sensitivity of the hands-free MRQ to task demands (ηpartial2 = 0.138) was substantially less than that for the written version (ηpartial2 = 0.252). This potential shortcoming of the hands-free MRQ did not seem to generalize to medical students who showed robust task effects when using the hands-free MRQ (ηpartial2 = 0.396). A detailed analysis of the MRQ subscales also revealed differences that may be attributable to a “spillover” effect in which participants’ judgments about the demands of completing the questionnaires contaminated their judgments about the primary surgical training tasks.ConclusionVocal versions of the NASA-TLX are acceptable alternatives to standard written formats when researchers wish to obtain global workload estimates. However, care should be used when interpreting the individual subscales if the object is to make comparisons between studies or conditions that use different administration modalities. For the MRQ, the vocal version was less sensitive to experimental manipulations than its written counterpart; however, when medical students rather than undergraduates used the vocal version, the instrument’s sensitivity increased well beyond that obtained with any other combination of administration modality and instrument in this study. Thus, the vocal version of the MRQ may be an acceptable workload assessment technique for selected populations, and it may even be a suitable substitute for the NASA-TLX.  相似文献   

13.
Many MMORPG offer players the possibility to become a member of a guild, a hierarchical organization of characters with common objectives. Guild membership can be beneficial to game progress, and offer opportunities for social interaction. In the current study we focus on the MMORPG World of Warcraft (WoW), with the main aim to examine whether guild commitment and players’ intention to remain in their guild can be predicted by players’ satisfaction, investments, and perceptions of alternatives to their guild. To this end, 165 WoW players completed an online questionnaire and answered questions related to their guild membership. They also completed the investment model scale which was reworded so all questions pertained to their guild and their fellow guild members. Results show that satisfaction level, quality of alternatives, and investment size significantly predict commitment level (p’s < .001), which in turn predicted likelihood of participants’ staying with their current guild (p < .001) and the number of guilds they had been a member of in the past (p < .001). Moreover, high levels of guild commitment were indicative of better mental health, whereas weekly hours of game play was negatively related to mental health. In the discussion, we conclude that interdependence theory and the investment model of commitment are applicable to online gaming environments, and we argue that commitment to one’s guild is one factor that could prevent the risks associated with online game play (i.e. problematic use).  相似文献   

14.
Colon cancer is the second major cause of cancer related deaths in industrial nations. Computed tomographic colonography (CTC) has emerged in the last decade as a new less invasive colon diagnostic alternative to the usually practiced optical colonoscopy. The overall goal is to increase the effectiveness of virtual endoscopic navigation of the existing computer-aided detection (CAD) system. The colonic/haustral folds serve as important landmarks for various associated tasks in the virtual endoscopic navigation like prone–supine registration, colonic polyp detection and tenia coli extraction. In this paper, we present two different techniques, first in isolation and then in synergism, for the detection of haustral folds. Our input is volumetric computed tomographic colonography (CTC) images. The first method, which uses a combination of heat diffusion and fuzzy c-means algorithm (FCM), has a tendency of over-segmentation. The second method, which employs level sets, suffers from under-segmentation. A synergistic combination, where the output of the first is used as an input for the second, is shown to improve the segmentation quality. Experimental results are presented on digital colon phantoms as well as real patient scans. The combined method has a total erroneous (over-segmentation plus under-segmentation) detection of (6.5 ± 2)% of the total number of folds per colon as compared to (12.5 ± 5)% for the diffusion-FCM-based method and (11.5 ± 3)% for the level set-based method. The p-values obtained from the associated ANOVA tests indicate that the performance improvements are statistically significant.  相似文献   

15.
This study examined the effect of the presence of an artificial individual in a purchase environment on purchase intention for products with fair-trade labels among Japanese consumers. By manipulating the presence of an artificial individual, we assessed consumers’ intentions to purchase fair-trade products under two different experimental unmanned purchase environments: the agent condition, in which task instructions were given by a female clerk-like computer graphic agent throughout the task (N = 118), and the control condition in which task instructions were given through a text box (N = 106). Results demonstrated that participants under the agent condition valuated fair trade higher than those under the control condition, although participants in both the agent and the control conditions were instructed that their responses would remain anonymous. These findings suggest that the implication of the presence of an artificial individual, such as a clerk-like agent in an unmanned purchase environment, enhances the ethicality of purchase intentions as with manned purchase environments.  相似文献   

16.
The relationship between Internet usage and the Big Five as well as three narrow personality traits was examined using 117 undergraduates as study participants. Results indicated that total Internet usage was negatively related to three of the Big Five traits – Agreeableness, Conscientiousness, and Extraversion as well as two narrow traits – Optimism and Work Drive, and positively related to Tough-Mindedness. The results of a hierarchical regression analysis indicated that Work Drive added significantly to Extraversion and Conscientious in the prediction of total Internet usage, producing a multiple correlation of 0.349 (p < 0.01). Results were discussed individually by trait, in terms of broad versus narrow personality traits, and regarding suggestions for future research.  相似文献   

17.
Culture is a set of values that influences attitudes and social behavior. Despite the role of culture in shaping attitudes and motivations, most of the extensive research literature on the determinants and patterns of social media use has focused on psychological and social factors. The purpose of this study is to fill this gap by investigating the role of cultural values in perceptions of privacy, trust and motivations for using Facebook among young Palestinians in Israel. We relied on Hall’s concept of high and low communication contexts and three of Hofstede’s cultural dimensions: collectivism, power distance and uncertainty avoidance. Data from a survey of Arab high school students (N = 567) established that variations in the adoption of cultural values are associated with the motivation for using Facebook through their effect on trust and on privacy concerns. We discuss the findings and their implications.  相似文献   

18.
The present study aimed at extending research on multimedia design principles by investigating their validity as a function of learners’ reading comprehension and scientific literacy. Students (N = 125; age: M = 15.11 years) learned about cell reproduction during their regular Biology lessons in one of six conditions resulting from cross-varying multimedia (text only vs. text plus animations) and text modality (spoken vs. written vs. spoken and written). Recall and transfer were assessed immediately after learning and again 1 week later. Overall, adding animations to text as well as using spoken rather than written text improved only immediate recall; in addition, a multimedia effect for delayed recall was observed for learners with higher levels of scientific literacy. A redundant presentation of text proved harmful especially for delayed performance measures. Reading comprehension did not moderate multimedia design effects. Students with more suitable cognitive prerequisites were better able to maintain performance from the immediate to the delayed tests. Future multimedia research should further investigate the boundary conditions that moderate multimedia effectiveness.  相似文献   

19.
The purpose of this study was to investigate how university students perceive their involvement in the cyberbullying phenomenon, and its impact on their well-being. Thus, this study presents a preliminary approach of how college students’ perceived involvement in acts of cyberbullying can be measured. Firstly, Exploratory Factor Analysis (N = 349) revealed a unidimensional structure of the four scales included in the Cyberbullying Inventory for College Students. Then, Item Response Theory (N = 170) was used to analyze the unidimensionality of each scale and the interactions between participants and items. Results revealed good item reliability and Cronbach’s α for each scale. Results also showed the potential of the instrument and how college students underrated their involvement in acts of cyberbullying. Additionally, aggression types, coping strategies and sources of help to deal with cyberbullying were identified and discussed. Lastly, age, gender and course-related issues were considered in the analysis. Implications for researchers and practitioners are discussed.  相似文献   

20.
We develop a theory of Gröbner bases over Galois rings, following the usual formulation for Gröbner bases over finite fields. Our treatment includes a division algorithm, a characterization of Gröbner bases, and an extension of Buchberger’s algorithm. One application is towards the problem of decoding alternant codes over Galois rings. To this end we consider the module M =  {(a, b) :aS  b  mod xr} of all solutions to the so-called key equation for alternant codes, where S is a syndrome polynomial. In decoding, a particular solution (Σ, Ω)   M is sought satisfying certain conditions, and such a solution can be found in a Gröbner basis of M. Applying techniques introduced in the first part of this paper, we give an algorithm which returns the required solution.  相似文献   

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