Search results for "Human-computer Interaction"

showing 10 items of 605 documents

Assessing the Relationship Between Attitudinal and Perceptual Component of Body Image Disturbance Using Virtual Reality

2018

Body image disturbance (BID) affects quality of life even in the absence of clinically diagnosable eating pathology, and numerous studies have shown its crucial role in the emergence and maintenance of eating disorders. This study aimed at exploring attitudinal and perceptual components of BID using a novel virtual reality (VR)-based paradigm. A community sample of women (N = 27) recreated in VR their perceived body in both an allocentric (third-person view) and egocentric (first-person view) perspective. Specifically, women were able to choose between a wide range of three-dimensional bodies spanning body mass index 12.5-42.5 kg/m2. Attitudinal indexes of BID (body dissatisfaction, body un…

Adult050103 clinical psychologybody size estimationSocial Psychologybody imagemedia_common.quotation_subjectPersonal SatisfactionVirtual realityallocentricBody image disturbance03 medical and health sciences0302 clinical medicineQuality of life (healthcare)Component (UML)PerceptionHumans0501 psychology and cognitive sciencesApplied Psychologymedia_commonCommunication05 social sciencesEating pathologybody image disturbanceComputer Science Applications1707 Computer Vision and Pattern RecognitionGeneral MedicineComputer Science ApplicationsHuman-Computer InteractionAttitudevirtual realityFemalePerceptionallocentric; body image; body image disturbance; body size estimation; virtual reality; Social Psychology; Communication; Applied Psychology; Human-Computer Interaction; Computer Science Applications1707 Computer Vision and Pattern RecognitionPsychologyM-PSI/01 - PSICOLOGIA GENERALE030217 neurology & neurosurgeryCognitive psychology
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Effectance and control as determinants of video game enjoyment

2007

This article explores video game enjoyment originated by games' key characteristic, interactivity. An online experiment (N = 500) tested experiences of effectance (perceived influence on the game world) and of being in control as mechanisms that link interactivity to enjoyment. A video game was manipulated to either allow normal play, reduce perceived effectance, or reduce perceived control. Enjoyment ratings suggest that effectance is an important factor in video game enjoyment but that the relationship between control of the game situation and enjoyment is more complex. © 2007 Mary Ann Liebert, Inc.

AdultEngineeringInjury controlAdolescentAccident preventionControl (management)HappinessPoison controlComputer securitycomputer.software_genreUser-Computer InterfaceInteractivityHumansPerceived controlVideo gameApplied PsychologyAgedbusiness.industryCommunicationComputingMilieux_PERSONALCOMPUTINGGeneral MedicineConsumer BehaviorMiddle AgedPlay and PlaythingsHuman-Computer InteractionVideo GamesbusinesscomputerSocial psychology
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Is Cybervictimization Associated with Body Dissatisfaction, Depression, and Eating Disorder Psychopathology?

2018

Studies carried out in nonclinical samples have found an association between cyberbullying victimization and eating disorder (ED) psychopathology (negative emotions, low self-esteem, unhealthy eating behaviors, and body dissatisfaction); however, these previous studies were carried out with participants without an ED diagnosis. To extend the knowledge in this area of research, we aim to confirm these associations in two different samples: on the one hand, a sample composed of participants with ED diagnoses and, on the other hand, a sample composed of participants at high risk of ED. In study 1, the sample was composed of 80 participants diagnosed with EDs: 41.2 percent, n = 33, matched buli…

AdultMale050103 clinical psychologySocial PsychologyAdolescenteducationEmotions050109 social psychologyPersonal SatisfactionCyberbullyingBody Mass IndexFeeding and Eating DisordersYoung AdultSex FactorsmedicineBody ImageHumans0501 psychology and cognitive sciencesAssociation (psychology)Applied PsychologyDepression (differential diagnoses)Crime VictimsDepressionCommunication05 social sciencessocial sciencesGeneral MedicineFeeding Behaviormedicine.diseasehumanitiesSelf ConceptComputer Science ApplicationsHuman-Computer InteractionEating disordersbehavior and behavior mechanismsFemalePsychologyPsychopathologyBody dissatisfactionClinical psychologyCyberpsychology, behavior and social networking
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Internet Addiction Disorder: An Italian Study

2007

Abstract The Italian version of the Young's Internet Addiction Test (IAT) was administered online to a sample of Italian chatters (n = 236) who were different in terms of gender, age, and occupation. Results revealed that young users are more at-risk subjects for Internet addiction than adults, perceiving a compromised social and individual quality of their life that led them to make a compensatory usage of the Internet. Similarly, employed users perceive their social and individual quality of life as more compromised by the Internet than students. Moreover, subjects who declared spending much time online obtained IAT scores higher than others in all the IAT subscales. Finally, nightly user…

AdultMaleAdolescentPersonality InventoryCross-sectional studymedia_common.quotation_subjecteducationSocial EnvironmentQuality of life (healthcare)Risk FactorsHumansQuality (business)Internet Addiction Desorder Internet Addiction TestApplied Psychologymedia_commonInternetbusiness.industryIncidenceCommunicationAddictionSocial environmentGeneral MedicineBehavior AddictiveHuman-Computer InteractionInternet addiction disorderCross-Sectional StudiesItalyQuality of LifeFemaleThe InternetPersonality Assessment InventorybusinessPsychologyClinical psychologyCyberPsychology & Behavior
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The Positive Side of Social Comparison on Social Network Sites: How Envy Can Drive Inspiration on Instagram

2018

A growing body of research finds social network sites (SNS) such as Instagram to facilitate social comparison and the emotional experience of envy in everyday life, with harmful effects for users' well-being. Yet, previous research has exclusively focused on the negative side of social comparison and envy on SNS. Thereby, it has neglected two important aspects: (a) comparison processes can also elicit a beneficial emotional reaction to other users' online self-presentations (i.e., benign envy) and, thus, (b) comparisons can be motivating, with positive outcomes for well-being. The present study aims at closing this research gap by investigating how social comparisons and envy on SNS are rel…

AdultMaleAdolescentSocial Psychologymedia_common.quotation_subjectEmotionsJealousy050109 social psychology050105 experimental psychologySocial NetworkingYoung AdultJealousyHumans0501 psychology and cognitive sciencesSocial mediaEveryday lifeApplied Psychologymedia_commonSocial comparison theoryMotivationSocial networkbusiness.industryCommunication05 social sciencesGeneral MedicineMiddle AgedComputer Science ApplicationsHuman-Computer InteractionWell-beingFemalePsychologybusinessSocial AdjustmentSocial MediaSocial psychologyCyberpsychology, Behavior, and Social Networking
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Exploring the Enjoyment of Playing Browser Games

2009

Browser games--mostly persistent game worlds that can be used without client software and monetary cost with a Web browser--belong to the understudied digital game types, although they attract large player communities and motivate sustained play. The present work reports findings from an online survey of 8,203 players of a German strategy browser game ("Travian"). Results suggest that multiplayer browser games are enjoyed primarily because of the social relationships involved in game play and the specific time and flexibility characteristics ("easy-in, easy-out"). Competition, in contrast, seems to be less important for browser gamers than for users of other game types. Findings are discuss…

AdultMaleCompetitive BehaviorAdolescentComputer scienceDecision MakingInternet privacycomputer.software_genreChoice BehaviorYoung AdultGame clientGame designGermanyAdaptation PsychologicalHumansInterpersonal RelationsSocial BehaviorVideo game designGame DeveloperVideo gameProblem SolvingApplied PsychologyMotivationNon-cooperative gameGame mechanicsVideo game developmentMultimediaAttitude to Computersbusiness.industryCommunicationComputingMilieux_PERSONALCOMPUTINGGeneral MedicineBehavior AddictiveHuman-Computer InteractionVideo GamesFemalebusinesscomputerSoftwareCyberPsychology & Behavior
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Path Following in Non-Visual Conditions.

2018

Path-following tasks have been investigated mostly under visual conditions, that is when subjects are able to see both the path and the tool, or limb, used for navigation. Moreover, only basic path shapes are usually adopted. In the present experiment, participants must rely exclusively on continuous, non-speech, and ecological auditory and vibrotactile cues to follow a path on a flat surface. Two different, asymmetric path shapes were tested. Participants navigated by moving their index finger over a surface sensing position and force. Results show that the different non-visual feedback modes did not affect the task's accuracy, yet they affected its speed, with vibrotactile feedback causin…

AdultMaleComputer scienceInformationSystems_INFORMATIONINTERFACESANDPRESENTATION(e.g.HCI)Path following02 engineering and technology050105 experimental psychologyTask (project management)Haptic InterfacesPosition (vector)Feedback SensoryPhysical Stimulation0202 electrical engineering electronic engineering information engineeringmedicineHumans0501 psychology and cognitive sciencesComputer visionHuman computer interaction User interfaces Audio user interfaces Haptic interfacesAudio User InterfacesSettore ING-INF/05 - Sistemi Di Elaborazione Delle InformazioniSettore INF/01 - Informaticabusiness.industry05 social sciences020207 software engineeringIndex fingerHuman Computer InteractionComputer Science ApplicationsVisualizationHuman-Computer Interactionmedicine.anatomical_structureAcoustic StimulationTouch PerceptionPath (graph theory)Task analysisAuditory PerceptionFemaleArtificial intelligenceCuesbusinessPsychomotor PerformanceGestureUser InterfacesSpatial NavigationIEEE transactions on haptics
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Immersion and emotion: their impact on the sense of presence.

2005

The present study is designed to test the role of immersion and media content in the sense of presence. Specifically, we are interested in the affective valence of the virtual environments. This paper describes an experiment that compares three immersive systems (a PC monitor, a rear projected video wall, and a head-mounted display) and two virtual environments, one involving emotional content and the other not. The purpose of the experiment was to test the interactive role of these two media characteristics (form and content). Scores on two self-report presence measurements were compared among six groups of 10 people each. The results suggest that both immersion and affective content have …

AdultMaleEngineeringAdolescentSense of presenceVirtual realityAffect (psychology)computer.software_genreJudgmentUser-Computer InterfaceHuman–computer interactionSurveys and QuestionnairesImmersion (virtual reality)HumansMass MediaMedia contentApplied PsychologyMass mediaMultimediabusiness.industryCommunicationGeneral MedicineMiddle AgedAffective valenceHuman-Computer InteractionAffectFemalebusinessVideo wallcomputerCyberpsychologybehavior : the impact of the Internet, multimedia and virtual reality on behavior and society
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Self-persuasion on Facebook increases alcohol risk perception

2018

Contains fulltext : 198083.pdf (Publisher’s version ) (Closed access) In this experiment, we examined if participating in a Facebook group by generating antialcohol arguments (self-persuasion) is more effective than reading antialcohol posts of others (direct persuasion) in changing alcohol consumption, risk perception, and attitudes. In addition, it was examined if submitting posts moderated these effects. Participants logged into their Facebook account and joined a group that contained posts with antialcohol arguments. They either generated their own arguments with or without posting them, or read those present in the group with or without posting that they had read them. Next, participan…

AdultMalePersuasionAlcohol DrinkingSocial Psychologymedia_common.quotation_subjectPersuasive CommunicationPoison control050109 social psychologyAffect (psychology)Suicide prevention050105 experimental psychologyRisk-TakingReading (process)Injury preventionHumans0501 psychology and cognitive sciencesApplied Psychologymedia_commonBehaviour Change and Well-beingCommunication05 social sciencesHuman factors and ergonomicsGeneral MedicineDissent and DisputesComputer Science ApplicationsCommunication and MediaHuman-Computer InteractionRisk perceptionAttitudeFemalePerceptionPsychologySocial MediaSocial psychology
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Presence and Emotions in Virtual Environments: The Influence of Stereoscopy

2008

ABSTRACT This study investigates how stereoscopy (the illusion of depth and 3D imaging) affects the sense of presence and the intensity of the positive mood that users feel in virtual environments (VEs). A between-group design was used, and 40 volunteers were randomly assigned to one of two experimental conditions (stereoscopy vs. no stereoscopy) and to one of two emotional VEs (relaxation or joy). The participants' emotions were assessed before and after the VR experience. Presence was measured with two postexperiment questionnaires (ITC-SOPI and SUS). Results show that there were no differences between stereoscopic and monoscopic presentations in VEs (neither subjective sense of presence …

AdultMaleRelaxationAdolescentmedia_common.quotation_subjectIllusionSense of presenceStereoscopylaw.inventionUser-Computer InterfacelawSurveys and QuestionnairesHumansApplied Psychologymedia_commonDepth PerceptionCommunicationRelaxation (psychology)Optical Illusionsbusiness.industryCommunicationGeneral MedicineHuman-Computer InteractionAffectMoodFemalebusinessPsychologyCognitive psychologyCyberPsychology & Behavior
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