22 research outputs found

    Politician's Strategic Impression Management on Instagram

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    With the growing trend of Instagram usage among politicians, this study investigates the effects of two self-presentation styles of personalization (i.e. presenting the private over the public life of a politician) and interactivity (i.e. presenting the active versus passive voice of a politician) on voters’ perception of politicians and their voting intention in the context of Instagram. The results of an experiment (n = 120) showed that presenting the public life of a politician had a more positive effect on perception of character, compared to the private life. Using a highly interactive style on Instagram had a more positive effect on perception of character, compared to a lack of interactivity. Finally, character perception was found to be a mediator for the effects of personalization and interactivity on voting intention. Theoretical implications with respect to impression management on social media, as well as practical implications for political engagement, are discussed

    Politician\u27s Strategic Impression Management on Instagram

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    With the growing trend of Instagram usage among politicians, this study investigates the effects of two self-presentation styles of personalization (i.e. presenting the private over the public life of a politician) and interactivity (i.e. presenting the active versus passive voice of a politician) on voters’ perception of politicians and their voting intention in the context of Instagram. The results of an experiment (n = 120) showed that presenting the public life of a politician had a more positive effect on perception of character, compared to the private life. Using a highly interactive style on Instagram had a more positive effect on perception of character, compared to a lack of interactivity. Finally, character perception was found to be a mediator for the effects of personalization and interactivity on voting intention. Theoretical implications with respect to impression management on social media, as well as practical implications for political engagement, are discussed

    Intervention to enhance skilled arm and hand movements after stroke: A feasibility study using a new virtual reality system

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    <p>Abstract</p> <p>Background</p> <p>Rehabilitation programs designed to develop skill in upper extremity (UE) function after stroke require progressive practice that engage and challenge the learner. Virtual realty (VR) provides a unique environment where the presentation of stimuli can be controlled systematically for optimal challenge by adapting task difficulty as performance improves. We describe four VR tasks that were developed and tested to improve arm and hand movement skills for individuals with hemiparesis.</p> <p>Methods</p> <p>Two participants with chronic post-stroke paresis and different levels of motor severity attended 12 training sessions lasting 1 to 2 hours each over a 3-week period. Behavior measures and questionnaires were administered pre-, mid-, and post-training.</p> <p>Results</p> <p>Both participants improved VR task performance across sessions. The less impaired participant averaged more time on task, practiced a greater number of blocks per session, and progressed at a faster rate over sessions than the more impaired participant. Impairment level did not change but both participants improved functional ability after training. The less impaired participant increased the number of blocks moved on the Box & Blocks test while the more impaired participant achieved 4 more items on the Functional Test of the Hemiparetic UE.</p> <p>Conclusion</p> <p>Two participants with differing motor severity were able to engage in VR based practice and improve performance over 12 training sessions. We were able to successfully provide individualized, progressive practice based on each participant's level of movement ability and rate of performance improvement.</p

    Perceived authenticity of virtual characters makes the difference

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    Conventionally, human-controlled and machine-controlled virtual characters are studied separately under different theoretical frameworks based on the ontological nature of the particular virtual character. However, in recent years, the technological advancement has made the boundaries between human and machine agency increasingly blurred. This manuscript proposes a theoretical framework that can explain how various virtual characters, regardless of their ontological agency, can be treated as unique social actors with a focus on perceived authenticity. Specifically, drawing on the authenticity model in computer-mediated communication proposed by Lee (2020) and a typology of virtual characters, a multi-layered perceived authenticity model is proposed to demonstrate how virtual characters do not have to be perceived as humans and yet can be perceived as authentic to their human interactants.Published versio

    Evolutionary nature of virtual experience

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    Despite increasing dominance of virtual experience in our everyday life, there have been relatively few discussions on human responses to virtual experience. In the current paper, we define what virtual experience is based on the types of objects being experienced and the ways of experiencing. Then, we review three lines of research traditions examining the evolutionary nature of human responses to virtual experience—a) studies on Media Equation (ME) which investigate human responses to physical and/or social features of virtual objects; b) studies on Doubly Disembodied Language (DDL) which examine human responses to synthesized speech; and c) studies on human preferences for specific content types in media. Based on the general review of the three research traditions, we propose that people’s natural and social responses to virtual objects and contents come from the cognitive hijacking of the general thinking mechanism by specialized mind modules.Accepted versio

    Why do people post and read personal messages in public? The motivationof using personal blogs and its effects on users’ loneliness, belonging, and well-being

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    The purpose of the current paper is to develop a theoretical model that identifies why people blog personal content and explains the effects of blogging in “real life.” Data from an online survey are analyzed using maximum likelihood procedures in LISREL 8.75 to test the structural model. Among 531 respondents from Cyworld, a popular social network and blogging site in South Korea, a randomly selected group of 251 users was used to develop the model. The other group of 280 users was used to confirm the usefulness of the revised model. Results (N=251; N=280) showed that impression management and voyeuristic surveillance are two major psychological factors that motivate individuals to post and read messages on personal blogs. Results also showed evidence for blogging’s real life consequences, measured by users’ perceived social support, loneliness, belonging, and subjective well-being.Accepted versio

    What determines video game use? The impact of users’ habits, addictive tendencies, and intentions to play

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    The present study explores the role of intentions, habits, and addictive tendencies in people's video game use. Although both habits and addictive tendencies may determine higher amounts of video game use, the present study examines whether the impact of habits and addictive tendencies on video game use may also be lower the less users intend to play (indicating a moderating role of intention). To test these assumptions, survey data were collected in two waves (N = 351), measuring causal factors in the first wave and outcomes (subsequent video game use) in the second. Results of mediation analyses reveal a positive impact of both habits and addictive tendencies on video game use that is partly affected by users' intentions. Furthermore, moderation analyses suggest that the impact of habits, but not of addictive tendencies, on video game use decreases, the less users intend to play. Taken together, these findings suggest that users' video game habits, addictive tendencies, and intentions jointly determine video game use. © 2012 Hogrefe Publishing

    Intention to upload video content on the internet : the role of social norms and ego-involvement

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    This study examined the factors that are associated with people’s intention to upload video content online within the framework of the theory of planned behavior (TPB). Using data from a survey of college students (N = 241), structural equation modeling analyses revealed that individual descriptive norm is associated with the intention to upload video content online. In addition, ego-involvement played an essential role in accounting for both attitude toward the uploading behavior and the intention to upload. These findings suggest that integration of the constructs of the TPB, social norms, and ego-involvement can be a fruitful theoretical endeavor for understanding people’s intention to upload video content online. The theoretical implications and limitations were discussed.Accepted versio

    Can user choice alter experimental findings in human–computer interaction? : similarity attraction versus cognitive dissonance in social responses to synthetic speech

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    In this study, the effect of the user choice on social responses to computer-synthesized speech is investigated. Three previous findings about social responses to computer-synthesized speech (i.e., social identification, proximate source orientation, and similarity attraction) were tested using the choice paradigm. Social identification and proximate source orientation effects were found even when users had chosen a computer voice at their discretion. In addition, the primacy effect in the user choice prevailed: Participants were more likely to select whatever voice that they heard first between two options. The similarity attraction effect, however, was negated by the cognitive dissonance effect after user choices. The robustness of social responses, its implications for human–computer interaction, and the importance of the user choice in voice-interface designs are discussed.Accepted versio
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