21 research outputs found

    Attentional Bias in Internet Users with Problematic Use of Social Networking Sites

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    Background and aims: Evidence from the field of addictive disorders suggests that attentional bias for stimuli related to a substance or activity of abuse (e.g.,Ā gambling) exacerbates the addictive behavior. However, evidence regarding attentional bias in PIU is sparse. This study aims to investigate whether individuals who express problematic tendencies toward social networking sites (SNS), a subtype of PIU, show attentional bias for stimuli associated with social media. Methods: Sixty-five participants performed Visual Dot-Probe and Pleasantness Rating Tasks containing SNS-related and matched control images during eye movements were recorded, providing a direct measure of attention. Participants were assessed on their levels of SNS Internet use (ranging from problematic to non-problematic) and their levels of urges to be online (high vs. low). Results: Problematic SNS users and, in particular, a subgroup expressing higher levels of urges to be online showed an attentional bias for SNS-related images compared to control images. Conclusion: These results suggest that attentional bias is a common mechanism associated with problematic Internet use as well as other addictive disorders

    Physiological markers of biased decision-making in problematic Internet users

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    Background and aims Addiction has been reliably associated with biased emotional reactions to risky choices. Problematic Internet use (PIU) is a relatively new concept and its classification as an addiction is debated. Implicit emotional responses were measured in individuals expressing nonproblematic and problematic Internet behaviors while they made risky/ambiguous decisions to explore whether they showed similar responses to those found in agreed-upon addictions. Methods The design of the study was cross sectional. Participants were adult Internet users (N = 72). All testing took place in the Psychophysics Laboratory at the University of Bath, UK. Participants were given the Iowa Gambling Task (IGT) which provides an index of an individualā€™s ability to process and learn probabilities of reward and loss. Integration of emotions into current decision-making frameworks is vital for optimal performance on the IGT and thus, skin conductance responses (SCRs) to reward, punishment, and in anticipation of both were measured to assess emotional function. Results Performance on the IGT did not differ between the groups of Internet users. However, problematic Internet users expressed increased sensitivity to punishment as revealed by stronger SCRs to trials with higher punishment magnitude. Discussion and conclusions PIU seems to differ on behavioral and physiological levels with other addictions. However, our data imply that problematic Internet users were more risk-sensitive, which is a suggestion that needs to be incorporated into in any measure and, potentially, any intervention for PIU

    Virtual Reality in Neurorehabilitation : An Umbrella Review of Meta-Analyses

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    Funding: This research received no external funding.Peer reviewedPublisher PD

    An Exploration of Theatre Rehearsals in Social Virtual Reality

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    Pathways to identity: using visualization to aid law enforcement in identification tasks

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    The nature of identity has changed dramatically in recent years and has grown in complexity. Identities are defined in multiple domains: biological and psychological elements strongly contribute, but biographical and cyber elements also are necessary to complete the picture. Law enforcement is beginning to adjust to these changes, recognizing identityā€™s importance in criminal justice. The SuperIdentity project seeks to aid law enforcement officials in their identification tasks through research of techniques for discovering identity traits, generation of statistical models of identity and analysis of identity traits through visualization. We present use cases compiled through user interviews in multiple fields, including law enforcement, and describe the modeling and visualization tools design to aid in those use cases

    Shaping The Future: Developing Principles for Policy Recommendations for Responsible Innovation in Virtual Worlds

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    As Extended Reality (XR) technologies continue to evolve at a rapid pace, they hold the promise of transforming the way we interact both with digital information and the physical world. Whilst Augmented Reality (AR), Virtual Reality (VR), and Mixed Reality (MR) technologies offer unbridled opportunities for social connections, productivity, and play, these rapid technological advancements also pose critical challenges to ethics, privacy, accessibility, and safety. At present, there is little policy documentation that directly addresses the novel affordances posed by XR technologies, leading to a ā€˜policy voidā€™ in this space. Having clear and effective policy frameworks prior to the widespread adoption of technology encourages and enables responsible and ethical innovation of XR technologies. This workshop is therefore dedicated to developing forward-thinking principles to guide policy recommendations that address potential future vulnerabilities posed by the widespread adoption of XR technologies whilst simultaneously encouraging the responsible innovation of new advancements within XR. To ensure these policy recommendations promote responsible innovation, the workshop will assemble multidisciplinary academics, industry developers and international policymakers. Our goal is to ensure that all perspectives are considered such that we can collaboratively chart a responsible and sustainable course for the XR landscape

    Did you see what I saw?: Comparing user synchrony when watching 360Ā° video in HMD Vs flat screen

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    This study examined whether the high level of immersion provided by HMDs encourages participants to synchronise their attention during viewing. 39 participants watched the 360Ā° documentary ā€œClouds Over Sidraā€ using either a HMD or via a flat screen tablet display. We found that the HMD group showed significantly greater overall ISC did the tablet group and that this effect was strongest during transition between scenes

    Behind the curtain of the "Ultimate Empathy Machine"

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    Virtual Reality nonfiction (VRNF) is an emerging form of immersive media experience created for consumption using panoramic ā€œVirtual Reality" headsets. VRNF promises nonfiction content producers the potential to create new ways for audiences to experience ā€œthe real"; allowing viewers to transition from passive spectators to active participants. Our current project is exploring VRNF through a series of ethnographic and experimental studies. In order to document the content available, we embarked on an analysis of VR documentaries produced to date. In this paper, we present an analysis of a representative sample of 150 VRNF titles released between 2012-2018. We identify and quantify 64 characteristics of the medium over this period, discuss how producers are exploiting the affordances of VR, and shed light on new audience roles. Our findings provide insight into the current state of the art in VRNF and provide a digital resource for other researchers in this area

    My neighbourhood: Studying perceptions of urban space and neighbourhood with moblogging

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    We describe a novel methodology that examines perceptions of urban space, and present a study using this methodology that explores peopleā€™s perceptions of their neighbourhood. Previous studies of spatial cues have involved a variety of tasks such as pointing and sketching to externalise participantsā€™ internal spatial maps. Our methodology extends these approaches by introducing mobile technologies alongside traditional materials and tasks. Participants use mobile phones to carry out self-guided neighbourhood tours. We collected rich qualitative data from 15 participants during two workshops and a self-directed neighbourhood tour. Our study highlights the use of public and private landmarks, differences in spatial maps of rural versus urban dwellers, and individual variance in orientation strategies. These themes suggest guidelines for the design of technologies with personalised spatial profiles

    Who am I? : Representing the self offline and in different online contexts

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    The present paper examines the extent to which self-presentation may be affected by the context in which is it undertaken. Individuals were asked to complete the Twenty Statements Test both privately and publicly, but were given an opportunity to withhold any of their personal information before it was made public. Four contexts were examined: an offline context (face-to-face), an un-contextualized general online context, or two specific online contexts (dating or job-seeking). The results suggested that participants were willing to disclose substantially less personal information online than offline. Moreover, disclosure decreased as the online context became more specific, and those in the job-seeking context disclosed the least amount of information. Surprisingly, individual differences in personality did not predict disclosure behavior. Instead, the results are set in the context of audience visibility and social norms, and implications for self-presentation in digital contexts are discussed
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