952 research outputs found

    Two-dimensional binary arrays with good autocorrelation

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    Calabro and Wolf (1968)Inform. Contr. 11) investigate the autocorrelation properties of certain periodic two-dimensional arrays. This note points out a relationship between periodic p × q-arrays with two-level autocorrelation and difference sets in the group C(p) × C(q), where C(n) denote the cyclic group of order n. This observation enables us to construct several families of such arrays, some of which are perfect

    Understanding massively multiplayer online role-playing game addiction : a hedonic management perspective.

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    Massively multiplayer online role‐playing game (MMORPG) addiction presents a serious issue worldwide and has attracted increasing attention from academic and other public communities. This article addresses this critical issue and fills research gaps by proposing and testing a research model of MMORPG addiction. Building on the conceptual foundation of the hedonic management model of addiction and the technology affordance perspective, we develop a research model explaining how MMORPG affordances (ie, achievement, social and immersion affordances) are associated with the duality of hedonic effects (ie, perceived positive mood enhancement and perceived negative mood reduction) and the extent of MMORPG addiction. Using structural equation modelling, we empirically test our research model with 406 MMORPG players. The results show that both perceived positive mood enhancement and perceived negative mood reduction positively correlate with the extent of MMORPG addiction. Furthermore, achievement and immersion affordances are positively associated with the duality of hedonic effects, whereas social affordance is not. Our study contributes to the growing body of technology addiction literature by revealing the relationships between the two hedonic effects and the extent of MMORPG addiction, and by offering a contextualised explanation of the role of MMORPG affordances in these relationships. We offer an alternative perspective on the far‐reaching, unintended relationships between technological affordances and addictive technology use. Our study provides game developers and policymakers with insights into preventing MMORPG addiction to create an entertaining, healthy virtual playground

    How Affordances of Immersive Visualization Systems Affect Learning Outcomes through Aesthetic Experience

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    Virtual reality has received attention as an environment for learning, yet little is known about the effectiveness of bringing the immersive visualization systems into the university classrooms. Building upon prior literature on immersive technology and the theory of affordance, we develop a model investigating how the features afforded by an immersive visualization system escalate users’ engagement, which in turn increases their learning outcomes. We will test the model with undergraduate students who have experienced with an immersive visualization system in the classroom setting. We believe that our work will enrich the existing literature on virtual reality in education and provide insight into the design of immersive representations and the structure of immersive learning paradigm

    Online Disinhibition: Conceptualization, Measurement, and Relation to Aggressive Behaviors

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    The Internet has changed the way we communicate and interact with other people. Individuals become loosen up and feel less restrained to say or do things in the online space that they would not ordinarily say and do in the offline environment. This online disinhibition effect has been found to be associated with online aggressive and deviant behaviors. Though the concept of online disinhibition has been introduced to the literature for almost two decades, there is still a lack of consensus regarding its conceptualization and operationalization. In this research-in-progress paper, we first revisit the concept of online disinhibition. We then propose a rigorous approach in scale development and validation. We believe that this research will contribute to the development of literature related to the societal impacts of technology use. The newly developed and validated measures of online disinhibition will be added to the repository of rigorous research instruments

    Technology-Mediated Self-Regulation: An Implication for Preventing Online Gaming Addiction

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    Self-regulation has assumed an important role in online gaming addiction. Although the role of self-regulation has received increasing scholarly attention in the past decade, research on self-regulation remains new in the information systems literature. There is also a lack of understanding of how technological design features can enhance one’s self-regulation and thus prevent online gaming addiction. Therefore, we attempt to bridge these research gaps by identifying technological design features that can enhance one’s self-regulation in online gaming, as well as by developing a research model to explain how technological design features influence one’s online gaming addiction through the self-regulatory mechanisms. In this research-in-progress paper, we present our research model and hypotheses and describe our research design. We expect that this study contributes to our understanding of the intervention and prevention in the domain of technology addiction

    THE URGE TO CHECK SOCIAL NETWORKING SITES: ANTECEDENTS AND CONSEQUENCES

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    Social networking sites (SNSs), combined with the rapid growth trajectory of mobile devices, and widespread deployment of mobile data services, have evolved as a primary platform for daily social interaction. While the majority of users enjoy frequent interactions with their friends and family members, some users suffer from incessant urges to check up on the lives of others on their social networks. In the last decade, the use of SNSs has received much attention in the IS literature. Not until recently, researchers have begun to examine the dark side of using SNSs. In this study, we attempt to advance existing literature by exploring the role of urges in the context of SNSs. Particularly, we propose a research model that examines the antecedents and consequences of the urge to check SNSs. We will test the model with SNS users using structural equation modeling. We believe that current work will enrich the existing literature on the dark side of SNS use, and raise the awareness in the community regarding this emerging phenomenon

    A LITERATURE ANALYSIS ABOUT SOCIAL INFORMATION CONTRIBUTION AND CONSUMPTION ON SOCIAL NETWORKING SITES

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    Social networking sites (SNSs) have emerged as a center for daily social interactions. Every day, millions of users contribute information about themselves, and consume information about others on SNSs. In recent years, we have witnessed a growing number of studies on the issue of social information contribution and consumption behaviors on SNSs. This paper aims to provide a systematic literature review on this topic across different disciplines to understand the current research state and shed light on controversial findings of SNS usage regarding users’ well-being. We identified 126 relevant articles published between 2008 and 2014, and provide an overview of their antecedents and associated outcomes. Our analysis reveals that a majority of existing work focused primarily on social information contribution, its antecedents and favorable outcomes. Only few studies have dealt with contribution behavior and the dark sides of SNS use. Nevertheless, we could identify different characteristics of social information determining the favorability of contribution behavior. Further, we categorized the scarce papers of consumption behavior regarding the social information characteristics and identified different underlying processes: social comparison, monitoring and browsing. These findings contribute to the Information Systems (IS) discipline by consolidating previous knowledge about SNS usage patterns and individual well-being

    Treatment of benzodiazepine withdrawal syndrome in a severe traumatic brain injury patient

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    Prolonged exposure to benzodiazepines (BDZ) may contribute towards physical dependence, which is manifested by iatrogenic Benzodiazepine Withdrawal Syndrome (BWS), a condition often underdiagnosed. Current evidence recommends precluding BDZ infusion as sedation in the intensive care unit to avoid possible withdrawal and delirium issues. Administration of dexmedetomidine should be considered to facilitate weaning in patients with BWS. © 2021 BMJ Publishing Group. All rights reserved
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