82 research outputs found

    Rechtsextreme Jugendsubkultur im Internet am Beispiel der Social Network Site Facebook

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    Rechtsextreme Propaganda im Internet stellt mit dem Aufkommen des so genannten Web 2.0 mit seinen Social Network Sites, Video-Plattformen oder Weblogs eine stetig wachsende Bedrohung für vor allem jugendliche Internet-Nutzer dar. Die vorliegende Arbeit geht dem Trend des steigenden Missbrauchs des Internet durch rechtsextreme Inhalte anhand der Social Network Site Facebook nach, die mit rund 845 Millionen Nutzern das weltweit größte Netzwerk dieser Art bildet. Der Fokus des Interesses liegt hierbei zum einen auf der Art und Weise, wie Jugendliche rechtsextreme Inhalte auf Facebook austauschen, zum anderen wird die Frage nach der jeweiligen Subkultur-Zugehörigkeit der jugendlichen Nutzer gestellt. Ob mittels verschlüsselter und damit für Außenstehende nicht verständlicher Codes und Symbole kommuniziert wird beziehungsweise, ob Mitglieder einer rechtsextremen Jugendsubkultur auch mit Jugendlichen Kontakt haben, die keiner oder keiner rechtsextremen Subkultur angehören, sind zwei jener Fragestellungen, welche mittels einer qualitativen Inhaltsanalyse von sechs Profilseiten auf Facebook beantwortet werden. Die Ergebnisse können als alarmierend bezeichnet werden. Zwar bestehen zum Teil große Unterschiede zwischen den einzelnen Nutzern, grundsätzlich ist jedoch erkennbar, dass die Möglichkeiten, die Facebook zur Kommunikation bietet, größtenteils ausgeschöpft werden und rechtsextreme Inhalte sowohl in Form von schriftlichen Beiträgen, als auch in Form von Bildmaterial oder Musikvideos den jeweiligen Freunden in hauptsächlich unverschlüsselter Form verfügbar gemacht werden. Beunruhigend ist dies auch insofern, als dass die Facebook-Freunde der jeweiligen Nutzer keineswegs durchgehend dasselbe Weltbild vertreten, aber dennoch zum Teil täglich mit rechtsextremen Inhalten konfrontiert werden.As various studies prove, today’s web 2.0 with its social network sites, video-platforms and weblogs is susceptible to right-wing extremist propaganda and thus, becomes a consistently growing threat mainly to adolescent users. The current work traces the trend of the increasing misuse of the Internet through right-wing extremist content on the basis of the social network site Facebook being the world’s biggest network of this kind with its approximately 845 million users. The focus of interest lies both, on the ways that adolescents choose to exchange right-wing extremist content via Facebook, and on the question about their particular affiliation to a subculture. A qualitative content analysis of six Facebook profiles seeks to answer the question, whether adolescent users communicate by means of encoded symbols or, whether members of a right-wing extremist subculture are also in contact with adolescents who do not belong to any or at least not to a right-wing extremist subculture. Though there are partly big differences between the users particularly examined in this study, it can be basically stated that the possibilities for communication offered by Facebook are used by all means: Right-wing extremist content is not only shared in written form, but also using non-encoded visual stimuli (photographs) and music videos. Additionally, others – in this case particularly the Facebook friends of the examined users – who regarding their reactions to extremist postings cannot be judged as fully right-wing extremist are – to a certain extent even daily – confronted with right-wing extremist content. This observation is highly disconcerting

    Applicability of Immersive Analytics in Mixed Reality: Usability Study

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    Nowadays, visual analytics is mainly performed by programming approaches and viewing the results on a desktop monitor. However, due to the capabilities of smart glasses, new user interactions and representation possibilities become possible. This refers especially to 3D visualizations in the medical field, as well as, the industry domain, as valuable depth information can be related to the complex real-world structures and related data, which is also denoted as immersive analytics. However, the applicability of immersive analytics and its drawbacks, especially in the context of mixed reality, are quite unexplored. In order to validate the feasibility of immersive analytics for the aforementioned purposes, we designed and conducted a usability study with 60 participants. More specifically, we evaluated the effects of spatial sounds, performance changes from one analytics task to another, expert status, and compared an immersive analytics approach (i.e., a mixed-reality application) with a desktop-based solution. Participants had to solve several data analytics tasks (outlier’s detection and cluster recognition) with the developed mixed-reality application. Thereby, the performance measures regarding time, errors, and movement patterns were evaluated. The separation into groups (low performer vs. high performer) was performed using a mental rotation pretest. When solving analytic tasks in mixed reality, participants changed their movement patterns in the mixed reality setting significantly, while the use of spatial sounds reduced the handling time significantly, but did not affect the movement patterns. Furthermore, the usage of mixed reality for cluster recognition is significantly faster than the desktop-based solution (i.e., a 2D approach). Moreover, the results obtained with self-developed questionnaires indicate 1) that wearing smart glasses are perceived as a potential stressor and 2) that the utilization of sounds is perceived very differently by the participants. Altogether, industry and researchers should consider immersive analytics as a suitable alternative compared to the traditional approaches

    A High Sensitivity Three-Dimensional-Shape Sensing Patch Prepared by Lithography and Inkjet Printing

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    A process combining conventional photolithography and a novel inkjet printing method for the manufacture of high sensitivity three-dimensional-shape (3DS) sensing patches was proposed and demonstrated. The supporting curvature ranges from 1.41 to 6.24 × 10−2 mm−1 and the sensing patch has a thickness of less than 130 μm and 20 × 20 mm2 dimensions. A complete finite element method (FEM) model with simulation results was calculated and performed based on the buckling of columns and the deflection equation. The results show high compatibility of the drop-on-demand (DOD) inkjet printing with photolithography and the interferometer design also supports bi-directional detection of deformation. The 3DS sensing patch can be operated remotely without any power consumption. It provides a novel and alternative option compared with other optical curvature sensors

    Violent video games in virtual reality : re-evaluating the impact and rating of interactive experiences

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    Bespoke Virtual Reality (VR) laboratory experiences can be differently affecting than traditional display experiences. With the proliferation of at-home VR headsets, these effects need to be explored in consumer media, to ensure the public are adequately informed. As yet, the organizations responsible for content descrip-tions and age-based ratings of consumer content do not rate VR games differently to those played on TV. This could lead to experiences that are more intense or subconsciously affecting than desired. To test whether VR and non-VR games are differently affecting, and so whether game ratings are appropriate, our research examined how participant (n=16) experience differed when playing the violent horror video game “Resident Evil 7”, viewed from a first-person perspective in PlayStation VR and on a 40” TV. The two formats led to meaningfully different experiences, suggesting that current game ratings may be unsuitable for capturing and conveying VR experiences

    User-Centered Virtual Reality for Promoting Relaxation: An Innovative Approach

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    [EN] Virtual reality has been used effectively to promote relaxation and reduce stress. It is possible to find two main approaches to achieve such aims across the literature. The first one is focused on genetic environments filled with relaxing "narratives" to induce control over one's own body and physiological response, while the second one engages the user in virtual reality-mediated activities to empower his/her own abilities to regulate emotion. The scope of the present contribution is to extend the discourse on VR use to promote relaxation, by proposing a third approach. This would be based on VR with personalized content, based on user research to identify important life events. As a second step, distinctive features of such events may be rendered with symbols, activities or other virtual environments contents. According to literature, it is possible that such an approach would obtain more sophisticated and long-lasting relaxation in users. 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    Psychological and physiological human responses to simulated and real environments: A comparison between Photographs, 360° Panoramas, and Virtual Reality

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    [EN] Psychological research into human factors frequently uses simulations to study the relationship between human behaviour and the environment. Their validity depends on their similarity with the physical environments. This paper aims to validate three environmental-simulation display formats: photographs, 360° panoramas, and virtual reality. To do this we compared the psychological and physiological responses evoked by simulated environments set-ups to those from a physical environment setup; we also assessed the users' sense of presence. Analysis show that 360° panoramas offer the closest to reality results according to the participants' psychological responses, and virtual reality according to the physiological responses. Correlations between the feeling of presence and physiological and other psychological responses were also observed. These results may be of interest to researchers using environmental-simulation technologies currently available in order to replicate the experience of physical environments.This work was supported by the Ministerio de Economia y Competitividad. Spain (Project TIN2013-45736-R).Higuera-Trujillo, JL.; López-Tarruella Maldonado, J.; Llinares Millán, MDC. (2017). Psychological and physiological human responses to simulated and real environments: A comparison between Photographs, 360° Panoramas, and Virtual Reality. Applied Ergonomics. 65:398-409. https://doi.org/10.1016/j.apergo.2017.05.006S3984096

    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

    Affective computing in virtual reality: emotion recognition from brain and heartbeat dynamics using wearable sensors

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    [EN] Affective Computing has emerged as an important field of study that aims to develop systems that can automatically recognize emotions. Up to the present, elicitation has been carried out with nonimmersive stimuli. This study, on the other hand, aims to develop an emotion recognition system for affective states evoked through Immersive Virtual Environments. Four alternative virtual rooms were designed to elicit four possible arousal-valence combinations, as described in each quadrant of the Circumplex Model of Affects. An experiment involving the recording of the electroencephalography (EEG) and electrocardiography (ECG) of sixty participants was carried out. A set of features was extracted from these signals using various state-of-the-art metrics that quantify brain and cardiovascular linear and nonlinear dynamics, which were input into a Support Vector Machine classifier to predict the subject's arousal and valence perception. The model's accuracy was 75.00% along the arousal dimension and 71.21% along the valence dimension. Our findings validate the use of Immersive Virtual Environments to elicit and automatically recognize different emotional states from neural and cardiac dynamics; this development could have novel applications in fields as diverse as Architecture, Health, Education and Videogames.This work was supported by the Ministerio de Economia y Competitividad. Spain (Project TIN2013-45736-R).Marín-Morales, J.; Higuera-Trujillo, JL.; Greco, A.; Guixeres Provinciale, J.; Llinares Millán, MDC.; Scilingo, EP.; Alcañiz Raya, ML.... (2018). Affective computing in virtual reality: emotion recognition from brain and heartbeat dynamics using wearable sensors. Scientific Reports. 8:1-15. https://doi.org/10.1038/s41598-018-32063-4S1158Picard, R. W. Affective computing. (MIT press, 1997).Picard, R. W. Affective Computing: Challenges. Int. J. Hum. Comput. 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