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…
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.
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…
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…
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…
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…
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…
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 …
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…
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 …