1,180 research outputs found

    The effect of violent video game exposure on emotion modulation of startle and aggression

    Get PDF
    Title from PDF of title page, viewed on September 15, 2015Dissertation advisor: Diane L. FilionVitaIncludes bibliographic references (pages 68-83)Thesis (Ph.D.)--Department of Psychology. University of Missouri--Kansas City, 2014Video games are quickly becoming the most widely accessible, and used, form of entertainment, with those that contain violence have consistently been the most popular. Building on previous research examining other forms of media, a growing body of literature suggests a connection between violent video game exposure and increased aggression. The General Aggression Model (GAM), has been developed to help explain this relationship, which combines decades of aggression research into a single model. While the GAM describes several routes to increased aggression there are only two cognitive routes. These cognitive routes are desensitization (diminished natural negative response) and priming (pre-activation of neural circuitry related to aggression), and the current study competitively tests these two routes in relation to violent video game exposure (VVGE) using Emotion Modulated Startle (EMS). The objective psychophysiological measure EMS assesses emotional state through either potentiation, or inhibition of the startle response. The startle response is a negative-defensive response, a negative emotional state enhances the startle response through priming, while a positive emotional state diminishes the startle response. In the context of VVGE, if priming is the primary route to increased aggression, EMS would predict a primed startle response while viewing violent-negative images, and therefore a larger startle response post exposure. If desensitization is the primary route EMS would predict a diminished startle response reflecting less negative priming by the emotional state elicited by VVGE. In the present study EMS was used to assess the effects of both chronic and acute violent video game exposure by comparing baseline and pre-post gameplay (violent, nonviolent) EMS for participants with high and low violent video game exposure. A modified Taylor Competitive Reaction Time Task (TCRTT) was used after completing the post-gameplay EMS session to assess aggression. The results of this study suggest that desensitization is the primary cognitive route to increased aggression with decreased EMS responses to violent negative images associated with chronic and acute VVGE. The relationship between desensitization and laboratory aggression was also examined, finding an increased level of aggression exhibited after acute violent video game exposure, but only for those with high chronic VVGE.Introduction -- Review of the literature -- Methods -- Analyses and results -- Discussio

    The Challenges Facing Education in Engineering Drawing Practice

    Get PDF
    The Engineering Drawing has traditionally communicated the technical product specification (TPS) evolving to reflect technologies such as 2D and 3D-CAD as well as the full ISO Geometrical Product Specification (GPS). Although Model Based Definition (MBD) or Product Manufacturing Information (PMI) omit the use of drawing to communicate the TPS they lend themselves ideally to ISO-GPS methods. The methods present an opportunity to ensure Design and Engineering students are equipped with knowledge and understanding of GPS relevant to conventional TPS as well as PMI/MBD. A survey of industry experts indicated expectation of good knowledge and understanding of the underlying GPS methods alongside traditional elements such as orthographic projections and line-types and a fair or good understanding of PMI/MBD application. New materials and delivery structures were developed and implemented for the level 4 Design Media Unit; lectures were translated to seminars where the lecture element focused upon examples rather than rules with students applying the techniques using simple paper sketches. Throughout the series a simple scotch-yoke assembly was utilised, with rapid-prototyped physical working models and components distributed for students to work with; this provided familiarity of function, fit and form throughout the five week programme. The CAD tutorials utilised pre-modelled components identical to those used during the lectures. Students applied the methods practiced during the seminar and reinforced learning outcomes; students evaluated and recorded the appropriate fit, orientation and form tolerances to ensure system functionality with “worse-case” stack up. All components were considered together in order to maintain design intent and functionality

    Challenges of 3D Printing for Home Users

    Get PDF
    3D printing is described as the next industrial revolution bringing manufacturing to the home. However, it’s attraction to the home or non-technical user is frustrated by the difficulty in deploying the software and the technology which both need professional understanding and training. Research and innovation in this area has concentrated on technology, not users and usability. Home users can access simple design software tools, best described as good for one task only. Software such as Microsoft word and Excel have been the subject of development for enabling most people to use computers without the need for training or the ability to program. However research in the home users of 3-D printing is very limited. This literature review is concerned is an investigation into home/non-technical use of 3-D printers, their needs and limitations, in order to facilitate the development of effective tools and manuals. An investigation of literature and a survey supported by a focus group of 42 university students aims to understand the way home/non-technical users currently use designs, and how they can to adapt/change their designs for effective use of 3-D printing. This will identify the tools/’apps’ needed for accessible understanding and deployment of the technology

    Wireless Remote Patient Monitoring System: Effects of Interference

    Get PDF
    Wireless remote patient monitoring has the scope to improve patient experience while enabling data transmission to support effective patient care. Dash7 and ZigBee are potential wireless technologies which can facilitate this. Dash7 or ZigBee, when integrated with a mobile phone accompanied by the patient, can overcome the problem of range limitation imposed by traditional wireless patient monitoring solutions. A wireless remote monitoring system using integrated Dash7 or ZigBee and mobile phone technologies is proposed. Reliability is a key requirement in patient monitoring systems. Signal interference can affect the reliability of wireless systems. This paper investigates signal interference on Dash7 and ZigBee in a multi-technology environment. We further consider some of the the ethical implications of using Context Aware systems and their impact upon privacy and show that such tracking systems are ethically feasible but may require additional patient consent

    Comparison of theoretical and practical performances with 802.11N and 802.11Ac wireless networking

    Get PDF
    This work explores the theoretical and practical performances of the two most recent IEEE standards, 802.11n and 802.11ac. Experiments were conducted to measure data rates to characterize performance effects of distance and interference between different channels. We conclude that the majority of test cases show 802.11ac achieved higher data rates than its predecessor, as expected. However, performance of 802.11ac decreased at a significantly faster rate with increasing distance from client to AP when compared to the decreasing performance experienced with 802.11n. Furthermore, 802.11n consistently achieved real data rates much closer to the theoretical data rate than did 802.11ac

    The effect of violent video game play on emotion modulation of startle

    Get PDF
    Title from PDF of title page, viewed on April 26, 2012Thesis advisor: Diane L. FilionVitaIncludes bibliographic references (p. 59-67)Thesis (M.A.)--Dept. of Psychology. University of Missouri--Kansas City, 2012Previous research investigating the effects of violent video games have repeatedly demonstrated a connection with increased aggression. The General Aggression Model has incorporated many different theories of aggression into a unified model which suggests two routes (priming and desensitization) through which exposure to violent video games might increase aggression. The present research tests these routes using the emotion modulated startle technique. Startle was elicited while participants viewed a set of negative violent images before and after playing a violent or nonviolent video game. Competing hypotheses predict startle potentiation in support of priming, and startle attenuation in support of desensitization, while viewing violent negative images. The results indicate a differential attenuation of the startle response for game play conditions. Results ultimately support the desensitization hypothesis through a less negative emotional reaction to the violent negative pictures for those playing the violent video game, but not those playing the nonviolent video game.Introduction -- Methods -- Data analysis and results -- Discussio
    • …
    corecore