11 research outputs found

    The Effect of Sociability on Socio-spatial Interaction and Learner Social Presence in Mixed-Reality Online Learning Environments: Using Head-mounted Wearable Items in Group Learning Activities

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    In online learning environments, little is known regarding the effect of head-mounted wearable devices on group learning behavioral outcomes, and the impact the mediated communication type has on socio-spatial interactivity and learner social presence. Interaction and presence are two important concepts that influence group activity. Drawing on social interaction, social presence, and the characteristics of mixed-reality environments, we develop and empirically test hypotheses on the effectiveness of three different types of digitally mediated mixed-reality learning environments

    How does prior exposure to virtual reality affect the effectiveness of VR exposure intervention!

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    Senimaani lÀbi viidud virtuaalreaalse eksponeerimise uuringud pole uurinud kuivÔrd suurt mÔju omab eksponeerimisele varasem kokkupuude virtuaalsete keskkondadega. KÀesolev töö uurib, kuivÔrd suur mÔju avaldab varasem kokkupuude arvutimÀngudega virtuaalreaalsele eksponeerimisele avaliku esinemise kontekstis. Varasematest uuringutest lÀhtuvalt vÔiks oletada, et need, kes mÀngivad rohkem mÀnge, tajuvad virtuaalreaalset eksponeerimist teistmoodi. KÀesoleva uuringu valimiks olid Tartu tudengid. Kokku kaasati 90 katseisiku andmed. Tulemustest selgus, et arvutimÀngude mÀngijatel oli vÔrreldes mittemÀngijatega suurem langus osadel sotsiaalÀrevust mÔÔtvatel skaaladel. PÔhjust on arvata, et Àrevuse vÀhenemine oleneb varasematest kogemustest arvutimÀngude ja virtuaalreaalsusega

    A pilot study for virtual reality exposure targeting performance anxiety

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    Virtuaalreaalsusega eksponeerimise teraapia (VRET) efektiivsust esinemisĂ€revuse vĂ€hendamisel on teadusuuringutes nĂ€idatud juba aastaid. Teisalt on varasemate uuringute puudusteks vĂ€ikesed valimid ning pole uuritud virtuaalse keskkonna sisu rolli Ă€revuse vĂ€hendamises. SeetĂ”ttu oli kĂ€esoleva töö eesmĂ€rgiks uurida lĂŒhiajalise VRET-i ning eri laadi VR-keskkondade mĂ”ju esinemisĂ€revusele. Jaotasime valimi (N=90) kolme gruppi, millest kahes pidasid osalejad kĂ”nesid ning mis erinesid omavahel ruumide realistlikkuse poolest ja kontrollgruppi, kus osalejad mĂ€ngisid VR-mĂ€nge. Uuritavad kĂ€isid katses kolmel korral, millest esimeses kahes peeti kolm kĂ”net vĂ”i mĂ€ngiti kolm mĂ€ngu visiidi kohta ning kĂ”igis mÔÔdeti erinevaid Ă€revusega seotud aspekte. Uuringu tulemusena vĂ€henes ĂŒhel kĂ”negruppidest depressiivsus enam kui teistel; pĂ”hjuseid vĂ”ib olla mitmeid ja leid vajab edasiuurimist. Samuti vĂ€henesid kogu valimil depressiivsuse ja Ă€revuse skoorid ning sotsiaalsete situatsioonidega kaasnevad hirm ja vĂ€ltimine. Seega on VR hea meetod nende sĂŒmptomite vĂ€hendamiseks ning muutusteks piisab juba kahest visiidist ja seda ka Ă€revuse ning depressiooni sĂŒmptomite puhul, mis ei ĂŒleta kliinilise diagnoosi piiri

    Exposure to loneliness cues reduces prosocial behavior: Evidence from N400 and P300

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    Loneliness is a major risk factor for morbidity and mortality. However, the effect of loneliness on subsequent prosocial behavior is not well known. Understanding the neurobiological mechanisms underlying loneliness is necessary to address this research gap. We investigate the mechanism using a modified public goods game (PGG) wherein participants can choose to act for a collective or selfish interest after being exposed to loneliness cues. Both behavioral (Study 1) and event-related potential (ERP) (Study 2) measures were used to explore this relationship. In Study 1 (N = 131), we found that participants exhibited decreased prosocial actions under the loneliness priming condition as opposed to the control condition. In Study 2 (N = 17), frontal N400 and posterior P300 components were identified under the loneliness priming condition as opposed to the control condition. Increased (decreased) frontal N400 and posterior P300 lead to selfish (prosocial) choices. These results indicate that humans instinctively perceive loneliness as inconsistency with their desired social-relational life, which in turn stimulates coping strategies for self-preservation. This study contributes to our understanding of the neurobiological basis of loneliness associated with prosocial behavior

    Bullying Victimisation through an Interpersonal Lens: Focussing on Social Interactions and Risk for Depression

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    Many people - children, adolescents, and adults – have bullying experiences. Individuals who have been bullied have a higher chance for developing mental health problems, specifically depression, compared to peers without bullying experiences. These symptoms tend to persist even after the bullied individuals have left the bullying environment. As it is still rather unclear why and how bullied individuals have an increased depression risk, in this dissertation, I examined whether their interpersonal functioning may help explain how they develop depression. I found that bullied adolescents experienced social interactions more negatively, perceived other’s intentions as more hostile, and had more hostile traits than adolescents without these bullying experiences. Concerning their interpersonal functioning after transitioning out of high school (i.e., the assumed bullying environment), I found that the differences between the two groups became smaller. Nevertheless, when in a social situation with a dominant person, who might have reminded them of past experiences with dominant bullies, the previously bullied individuals reported less adaptive reactions, suggesting a certain interpersonal stress-sensitivity.Finally, when testing if interpersonal traits can actually explain their increased depression symptoms, I found that hostile traits of bullied individuals explained about a third of their increased risk. Therefore, I found some evidence for the view that interpersonal characteristics may contribute to the development of depression in individuals who have been bullied. Together, the pattern of findings also suggests that addressing their interpersonal functioning by means of interventions could help prevent interpersonal conflicts and the development of mental health problems

    Understanding the relationship between the proteus effect, immersion, and gender among world of Warcraft players: an empirical survey study

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    Online gaming is part of contemporary life, with a range of influences on gamer's behaviour. The convergence and alignment of an individual's attitude and behaviour with features and characteristics of their in-game representation (i.e. their avatar), is conceptualised as the 'Proteus effect' (PE). In the massively multiplayer online role-playing game World of Warcraft (WoW), the Draenei ('exiled ones') are one type of in-game character faction. In the present study, the interplay between choosing the class of Draenei, experiencing game-related immersion, along with the gamer's biological gender was examined in relation to PE behaviours among 404 WoW gamers (males = 299; 74%; females = 104; 26%). Participants completed the Proteus Effect Scale and the Immersion sub-scale of the User-Avatar Questionnaire. A hierarchical regression analysis indicated a significant positive association between immersion and PE behaviours. Furthermore, mediation and moderated mediation analyses suggested that being a Draenei was positively associated with the level of game-related immersion, which in turn associated to higher PE behaviours offline, independent of participants' gender. Results indicate that gamers who are more immersed within the gaming world tend to exhibit elevated PE behaviours. Moreover, being a Draenei in WoW appeared to relate with higher game-immersion experiences, which resulted in higher PE behaviours offline

    XR and mental wellbeing: state of the art and future research directions for the Metaverse

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    Introduction: The purpose of this study is to provide an overview of extant research regarding XR technology and its effect on consumer wellbeing. With the hopes of informing marketing practitioners on XR consumer psychology, in preparation for the Metaverse. Methods: To achieve the above aim, two types of analysis took place. Firstly, a bibliometric analysis was conducted which was then followed by a framework-based structured literature review. The latter entailed an analysis of 81 articles evaluated from a positive psychological approach. Findings: Following the TCCM framework, the analysis revealed the most common psychological theories demonstrating potential avenues for XR to impact consumer wellbeing. Moreover, researchers found preliminary links between, theory, characteristics, and contexts. Giving a preliminary description of how theory manifests into reality. Finally, the overview of extant literature was used to propose new avenues for future research pertaining to marketing, the Metaverse, and consumer effects. Conclusion: In conclusion, the paper provides stakeholder insights which can ensure minimal consumer risk and sustainable use of the XR technology and Metaverse. While addressing the need for more research that uncovers the psychological effects of emerging technologies, so to prepare for the Metaverse. This is especially important when considering the current upsurge of these technologies and the uncertainties associated with their novelty and the idea of an ‘always on’ consumer

    From Vitruvian Man to the Avatar: The Second Life of Humanity

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    Social Virtual Environments (SVEs) have been in existence for as long as we have communicated with others through the internet. Users of social virtual environments are represented by avatars, virtual representations of the users. As technology has advanced, so have the ways in which users can represent themselves online: from user-names in the beginning to three-dimensional, graphic representations used in many gaming and immersive environments so popular today. User representations in virtual environments (commonly referred to as “avatars) become a part of the user’s identity as they interact with others in the virtual environment and with the environment itself. The primary purpose of this study was to create a model of the components that comprise the avatars through an extensive review of current literature on the avatar, virtual environments, human-computer interaction (HCI) as well as theories in virtual identity, user and avatar personality, and the movement of identity between the user, the projective identity, the virtual representation, and the environment. Secondarily, this study examined, using quantitative and qualitative methods, the application of the model in examining personality traits of the user and the virtual representation (the avatar) to predict participation in social virtual activism in the virtual world of Second Life. The study took a mixed method approach through a quantitative survey of the general population of Second Life users (1,001 respondents) and a qualitative case study of a virtual social activist community (Four Bridges Project) in the social virtual world, Second Life. Findings from a review of the literature produced a comprehensive model of the avatar components that effectively describes the movement of identity and personality through the representative components. Findings from the survey and case study indicated that, while there is not a substantial difference in the percentage differences in personality traits of the activist in Second Life when compared to the general population of Second Life, the baseline personality traits of the Second Life activist tend to range higher. The case study revealed that activism in Second Life relies on a community of practitioners that encourage and support each other through shared resources and information building

    A Systematic Review of Social Presence: Definition, Antecedents, and Implications

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    Social presence, or the feeling of being there with a “real” person, is a crucial component of interactions that take place in virtual reality. This paper reviews the concept, antecedents, and implications of social presence, with a focus on the literature regarding the predictors of social presence. The article begins by exploring the concept of social presence, distinguishing it from two other dimensions of presence—telepresence and self-presence. After establishing the definition of social presence, the article offers a systematic review of 233 separate findings identified from 152 studies that investigate the factors (i.e., immersive qualities, contextual differences, and individual psychological traits) that predict social presence. Finally, the paper discusses the implications of heightened social presence and when it does and does not enhance one's experience in a virtual environment
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