57 research outputs found

    Global Kids Online Montenegro: opportunities, risks and safety

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    Montenegro participated in the Global Summit ‘We Protect Children Online’ organised by the UK government in London on 10–11 December 2014, and, together with more than 50 countries worldwide and the ICT industry, signed a statement of action committing to take global action to identify and protect victims, remove child sexual abuse material from the internet, strengthen cooperation across the world to track down perpetrators and build global capacity to tackle the sexual exploitation of children online. After the Global Summit, the UNICEF Office in Montenegro, as part of the UNICEF Global Programme tackling online child sexual exploitation, has started to implement the new initiative, aiming to support the government to prevent and protect children from online child sexual exploitation and in that sense, to fulfil the commitment made by the Global Summit and Global Alliance against child sexual abuse online. As part of this initiative, UNICEF Montenegro joined the Global Kids Online (GKO) project and carried out a survey including children aged 9–17, their parents and schools’ representatives. The research also involved focus groups and individual interviews with children. The survey involved a stratified random representative sample of 1,002 households (1,002 children and 1,002 parents were interviewed, one child and one parent per household). Interviews were conducted face-to-face at respondents’ homes, with a self-completion section for sensitive questions. The qualitative study comprised 36 focus groups and 12 individual interviews. The findings from the study were launched in July 2016

    Re/presentation Of Hip-Hop: An Exploration Of White Hip-Hop Fans, Consumers And Practitioners

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    Whites make up the majority of hip-hop consumers and participants. However, scholars have created a clear link between hip-hop, the African American community, and African Diaspora. Through ethnographic fieldwork and autoethnography, I explore the intersection of race and hip-hop. With the data from my trips to hip-hop events and in-depth interviews: I answered 5 research question. (RQ1) How does tension between subculturalists and post-subculturalists influence the understanding of how the hip-hop community is shaped by hip-hop music and art? (RQ2) In what ways do white hip-hoppers conceptualize authenticity in hip-hop? (RQ3) In what ways do whites re/present an authentic hip-hop identity? (RQ4) How does whiteness influence white hip-hoppers\u27 authenticity? (RQ5) How does hip-hop influence how whites understand race? Due to changes in the culture, I found that both subcultural and post-subcultural theorist account for different elements of the structure of hip-hop communit(ies). The participants in this study noted an oscillation between class/resistance community identity, as described by subculturist, and a neo-tribal, accounted for by post-subculture theorist. Hip-hoppers\u27 oscillation between these poles facilitated the ability of white hip-hoppers to manipulate/alter markers of authenticity to benefit their re/presentation of an authentic hip-hop persona. Along with the changing structure of hip-hop, whites also utilized their white privilege to enable their selective adherence to previously documented authenticity markers. While white hip-hoppers are acutely aware of race, their ability to discuss race in hip-hop and beyond was influenced more by factors unrelated to their participation in the hip-hop community, such as type/level of education

    A Novel Approach to Equating English Teachers’ and Chinese Teachers’ Ratings of Behaviours Characterised by Attention Deficit Hyperactivity Disorder

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    The diagnosis and treatment of ADHD rely on accurately identifying and interpreting symptoms. However, different raters may have different perceptions of ADHD symptoms, which can significantly impact ADHD diagnosis and prevalence rates. This study presented a novel way to compare ADHD symptom ratings between children from China and England while considering raters' differences. The study developed a series of cartoon animations to measure the raters' leniency toward Children’s ADHD symptoms. The Many-facet Rasch Model was then applied to adjust the children's ADHD symptom ratings according to their raters' leniency. The study was conducted in Year 2 classrooms in schools in China and England, and participating teachers were asked to rate cartoon characters' ADHD behaviours according to their tolerance. They were also asked to rate 10 children selected randomly from their class about ADHD symptoms. The study found that Chinese teachers were more lenient with children's ADHD behaviours than their English colleagues. Moreover, after adjusting for raters' leniency, Chinese children's ratings increased significantly, while English children's ratings decreased significantly. The study also found that Chinese children's ratings of ADHD behaviours were significantly higher than those of English children. Additionally, the Inter-rater Agreement was low among Chinese teachers. The findings highlight the significant impact of raters' differences on ADHD symptom ratings and the importance of equating teachers' ratings of children's ADHD symptoms to produce a relatively fair comparison between countries. The study's use of cartoon animations offers many advantages over text and videotape vignettes for cross-cultural studies. Moreover, the findings suggest that multi-informants are necessary for a single setting for diagnosing ADHD in children. In conclusion, this study provides valuable insights into the impact of rater differences on ADHD symptom ratings and the importance of considering these differences when comparing prevalence rates between countries. Future research should explore ways to improve inter-rater agreement among raters and investigate other factors that may affect ADHD diagnosis and treatment

    Sonic Interactions in Virtual Environments

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    Sonic interactions in virtual environments

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    This book tackles the design of 3D spatial interactions in an audio-centered and audio-first perspective, providing the fundamental notions related to the creation and evaluation of immersive sonic experiences. The key elements that enhance the sensation of place in a virtual environment (VE) are: Immersive audio: the computational aspects of the acoustical-space properties of Virutal Reality (VR) technologies Sonic interaction: the human-computer interplay through auditory feedback in VE VR systems: naturally support multimodal integration, impacting different application domains Sonic Interactions in Virtual Environments will feature state-of-the-art research on real-time auralization, sonic interaction design in VR, quality of the experience in multimodal scenarios, and applications. Contributors and editors include interdisciplinary experts from the fields of computer science, engineering, acoustics, psychology, design, humanities, and beyond. Their mission is to shape an emerging new field of study at the intersection of sonic interaction design and immersive media, embracing an archipelago of existing research spread in different audio communities and to increase among the VR communities, researchers, and practitioners, the awareness of the importance of sonic elements when designing immersive environments

    Film & Culture

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    Készült az ELTE Felsőoktatási Struktúraátalakítási Alapból támogatott programja keretében

    Sonic Interactions in Virtual Environments

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    This open access book tackles the design of 3D spatial interactions in an audio-centered and audio-first perspective, providing the fundamental notions related to the creation and evaluation of immersive sonic experiences. The key elements that enhance the sensation of place in a virtual environment (VE) are: Immersive audio: the computational aspects of the acoustical-space properties of Virutal Reality (VR) technologies Sonic interaction: the human-computer interplay through auditory feedback in VE VR systems: naturally support multimodal integration, impacting different application domains Sonic Interactions in Virtual Environments will feature state-of-the-art research on real-time auralization, sonic interaction design in VR, quality of the experience in multimodal scenarios, and applications. Contributors and editors include interdisciplinary experts from the fields of computer science, engineering, acoustics, psychology, design, humanities, and beyond. Their mission is to shape an emerging new field of study at the intersection of sonic interaction design and immersive media, embracing an archipelago of existing research spread in different audio communities and to increase among the VR communities, researchers, and practitioners, the awareness of the importance of sonic elements when designing immersive environments

    Risky Behaviour: Psychological Mechanisms Underpinning Social Media Users’ Engagement

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    Social media has received considerable media attention due to concerns that its use may be linked to risky behaviours, e.g., sharing personal information (Tow, Dell, & Venable, 2010), sexual communication with strangers (Baumgartner, Valkenburg, & Peter, 2010b) and extreme communities that may encourage self-harm and eating disorders (Lewis, Heath, Sornberger, & Arbuthnott, 2012). This thesis identifies who is using social media, what factors influence usage and willingness to engage in online risk behaviour, whether there is a link between content viewed on social media and offline risk behaviour, and the role of extreme communities for users. A mixed method approach is applied to survey and social media data. The first part of the thesis identifies younger users and female users as those most intensively using social media (partially explained by stronger social norms and experiencing more positive outcomes). Attitudes towards risk takers, norms and past behaviour predict willingness to engage in online risk. There is also a link between the content that users view on social media and engaging in offline risk behaviour; this link was stronger for male users. However no age differences were found. The second half of this thesis focuses on online communication around eating disorders and self-harm. Although some content did encourage these behaviours, the majority of the content was of a positive nature and appeared to provide social support for users. These findings suggest that the media portrayal of social media may be misleading. Two important outcomes are highlighted; Firstly, younger users may not necessarily be more vulnerable and, second, that care is needed to ensure that interventions respect the positive side of social media use and limit risks without disrupting potentially positive social networks. Implications include the guiding of such interventions, future research and policy

    Poetry therapy in practice: identifying the mechanisms of poetry therapy and other percieved effects on participants

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    Background - Poetry therapy is a promising but heterogeneous and under-evidenced form of creative art therapy. Theories of change have been proffered but are modelspecific and poorly evidenced in the empirical literature. Aims – To systematically retrieve, review, and synthesise empirical literature exploring mechanisms of pan-theoretical poetry therapy, providing a united understanding of how poetry therapy operates to guide future research and practice. Methods – A systematic search of six databases yielded 161 papers. Fourteen met the inclusion criteria, spanning individual and group approaches. Mechanisms and effects were extracted and synthesised into a governing framework and logic model. Stakeholder consultation was used to validate results. Results – 25 primary mechanisms and 54 associated effects were identified. These were synthesised into logic model characterised by five core processes: Engaging, Feeling, Exploring, Connecting, and Transferring (“EFECT”). These processes were associated with multifarious benefits, impacting cognitive, emotional and behavioural domains. Conclusions – The mechanisms and effects of poetry therapy can be understood via the EFECT model. This should now be tested empirically. The model can then be used to guide a united, rigorous research programme, helping to bring poetry therapy into evidence-based policy and practice

    Sonic Interactions in Virtual Environments

    Get PDF
    This open access book tackles the design of 3D spatial interactions in an audio-centered and audio-first perspective, providing the fundamental notions related to the creation and evaluation of immersive sonic experiences. The key elements that enhance the sensation of place in a virtual environment (VE) are: Immersive audio: the computational aspects of the acoustical-space properties of Virutal Reality (VR) technologies Sonic interaction: the human-computer interplay through auditory feedback in VE VR systems: naturally support multimodal integration, impacting different application domains Sonic Interactions in Virtual Environments will feature state-of-the-art research on real-time auralization, sonic interaction design in VR, quality of the experience in multimodal scenarios, and applications. Contributors and editors include interdisciplinary experts from the fields of computer science, engineering, acoustics, psychology, design, humanities, and beyond. Their mission is to shape an emerging new field of study at the intersection of sonic interaction design and immersive media, embracing an archipelago of existing research spread in different audio communities and to increase among the VR communities, researchers, and practitioners, the awareness of the importance of sonic elements when designing immersive environments
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