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Despite growing public health concerns data on excessive Internet use (EIU) allowing for comparison between countries and over time are scarce. Our study is the first attempt to evaluate the changes and the impact of mobile access on EIU in Europe. It is based on data from 2 surveys of adolescents implemented in 2010 and 2013 in 7 European countries that used identical methodology; a total of 7663 adolescents were recruited by random stratified sampling. The levels of EIU were compared and a regression model was used to assess the impact of smart devices, the number of activities performed online, and the specific online applications. A small but significant increase of EIU levels was observed in Belgium, Denmark, Romania, the UK, and overall. Although smartphone use is a positive predictor of EIU, it is moderated by the increasing number of activities performed online. The increase in levels of EIU is also associated with the daily use of online games and social networking sites.  相似文献   

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In this work, we investigate the effect of a cation-π interaction on the cooperativity of X⋯N halogen bonds in PhX⋯NCX⋯NH3 complexes, where Ph = phenyl and X = Cl, Br, I. Molecular geometries and interaction energies of the resulting complexes are studied at the MP2/aug-cc-pVDZ(-PP) computational level. The mechanism of the cooperativity between halogen bonds is analyzed using parameters derived from the noncovalent index, quantum theory of atoms in molecules and natural bond orbital methodologies. It is found that the divalent cations (Be2+, Mg2+) have a larger influence on the cooperativity of halogen bonds than monovalent ones (Li+, Na+). The formation of a cation-π interaction leads to strengthening of the halogen bonds, hence increases their cooperativity.  相似文献   

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After adopting mobile phones, most older adults use them only for calling and SMS. The purpose of this study is to extend their usage of mobile phones to new functions. To understand older adults’ requirements of mobile phones, a questionnaire was constructed and 351 Chinese older adults were recruited to complete the questionnaires. Data collected through the questionnaires were analysed using explorative factor analysis. The results revealed that older adults’ requirements were composed of 10 factors: Find a Specific Function, Awareness and Attractiveness, Readability, Personal Concern, Soft Keys and Multi-tap, Hardware Capacity, Touch Screen, Concern of Learning, Connectivity, and Social Influence. Then, from the above 10 factors, the 6 most important factors were revealed using multiple linear regression analysis. The results imply that accepting new functions is different from accepting a product. Readability and Find a Specific Function, which are critical for older adults’ acceptance of feature phones, are not determinants of their acceptance of new functions in smart phones.  相似文献   

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《Ergonomics》2012,55(5):575-584
Abstract

A pilot study was carried out on 10 subjects to examine the effect that a desk with a 10° inclination had on their sitting posture while reading and writing. A continuous recording of the subjects head and trunk positions was made. Each subject was studied during two periods of 1·5 h on different days. The subject worked at a flat desk on the first day and at a desk with a 10° inclination on the second. On average, the position of the head in the sagittal plane was found to be 6° more erect and the position of the trunk 7° more erect when working at a desk with a 10° inclination than when working at a flat desk. The maximal decrease in load observed on the cervical spine was 35% and on the thoracic spine 95%. The angle between the head and the trunk did not change significantly when using an inclined desk. Differences in posture in the frontal plane were not observed in this study.  相似文献   

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One of the major issues banks are faced with in providing Internet Banking (IB) services is the adoption of these services by the customers. This study seeks answer to the question that whether bank customers’ awareness of the services and advantages of IB is effective in reducing the negative effect of customers’ perceived risk on their intention of IB adoption. To this end, the two constructs of the dimensions of the perceived risk and IB awareness are simultaneously considered. Besides, in the research model, the effect of IB awareness on each dimension of the perceived risk and the effect of these dimensions on intention of IB adoption by the customers are investigated. The results indicate that IB awareness acts as a factor reducing all dimensions of the perceived risk (including time, financial, performance, social, security, and privacy). In addition, it was found out that except for social risk, other dimensions of the perceived risk have significantly negative effect on the intention of IB adoption. Finally, proving the direct and positive effect of IB awareness on adoption intention, it was concluded that the dimensions of customers’ perceived risk plays a mediating role in the positive effect of IB awareness on IB adoption intention. In this respect, management approaches centered on the concept of IB awareness are offered for reducing the dimensions of customers’ perceived risk.  相似文献   

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Many gamers report that playing video games, including those with violent content, helps them to reduce stress. However, few studies have examined competitive and cooperative video game play as they relate to stress reduction. The current study employed a design to acutely stress 100 participants before assigning them randomly to play a mildly violent game either competitively or cooperatively with a female confederate. Results indicated stress levels declined over time at equal levels during both competitive and cooperative game play. Participants in the competitive condition held a slightly less positive impression of the confederate following game play, although players held a generally positive impression of the confederate overall.  相似文献   

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Abstract

The increasing prevalence of affordable digital sensors, ubiquitous networking and computation puts us at what is only the start of a new era in terms of the volume, coverage and granularity of data that we can access about individuals and workplaces. This paper examines the consequences of harnessing this data deluge for the practice of E/HF. Focusing on what we term the ‘contextual digital footprint’, the trail of data we produce through interactions with many different digital systems over the course of even a single day, we describe three example scenarios (drawn from health care, distributed work and transportation) and examine how access to data directly drawn in considerable volume from the field will potentially change our application of design and evaluation methods. We conclude with a discussion of issues relevant to ethical and professional practice within this new environment including the increased challenges of respecting anonymity, working with n = all data-sets and the central role of ergonomists in promulgating positive uses of data while retaining a systems-based humanistic approach to work design.

Practitioner summary: The paper envisions the impact of new and emerging sources of data about people and workplaces upon future practice in E/HF. We identify practical consequences for ergonomics practice, highlight new areas of professional competence likely to be required and flag both the risks and benefits of adopting a more data-driven approach.  相似文献   

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ABSTRACT

We investigated the similarities and differences among four addiction groups in Korean adolescents: Non-Addiction (NONE), Smartphone Addiction (SA), Internet Addiction (IA), and Internet-Smartphone Addiction (BOTH). For the dependent variables, we examined 12 addiction-risk factors related to psychology, family, and school environment that can influence the adolescents’ normative developmental path. To collect data, we conducted an addiction-risk factor comparison survey with 768 Korean adolescents in their first year of junior high school. Depending on the addiction groups, a multivariate analysis of variance or Tukey HSD post-hoc test was used to analyze statistical differences among the 12 addiction-risk factors. Our analysis yielded two key findings on how Internet addiction and smartphone addiction differ in terms of addiction-risk factors: (a) there were more similarities between the SA and NONE groups than between the IA and NONE groups, and (b) there were more similarities between the IA and BOTH groups than between the SA and BOTH groups.  相似文献   

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A relevant aspect when evaluating the city smartness is related to the innovative approach to urban traffic management. We present a system called city kernel, designed to handle several subsystems, each addressing a specific sensor network and we describe an infrastructure for wide traffic control via a vision sensor network. This infrastructure consists of a network of smart cameras operating over an outdoor public lighting thanks to power line communication technology and equipped with a vehicle counting and classification algorithm. We discuss the deployment of this network on the city kernel and some related services exposed to urban actors.  相似文献   

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《Ergonomics》2012,55(5):417-419
Jerison's remarks (Ergonomics, 1966, 9, 413) are discussed in relation to the results of a further experiment on ' unwanted ' signals in which (a) the original interaction between the effects of signal probability and signal disc location was not observed, and (b) it was demonstrated that a search requirement is not a necessary condition for eliciting the main effects previously found.  相似文献   

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The present study aims to investigate the effects of smartphone use by college students on their perceived academic performance. Using five hypotheses derived from the literature related to smartphone use, the initial model was set up for path analysis to reveal the relationships among variables regarding college students' smartphone use in the academic setting. Moreover, multiple group analyses were additionally conducted to verify whether students exhibited different relationships in the hypothesized model depending on their majors. The results from path analyses showed that all path coefficients were positive and statistically significant, which indicated that all five hypothesized paths were supported. Above all, the results from multiple group analysis showed that one path (from Behavioural Intention to Use Smartphone to Academic Performance) differed significantly across groups. The findings from the current study provide educational policymakers and educators with information on how smartphone utilization in learning activities influences students' academic performance.  相似文献   

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We give an elegant construction of short formulas for some of the symmetric Boolean functions.  相似文献   

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The study is part of a research whose goal is identifying what predictors determine either a positive or a dysfunctional use of Internet. The factor at stake is here social support. Specifically our study, carried out through an online questionnaire, hypothesized a moderation of Offline Social Support in the relationship between Online Social Support, Problematic Internet Use, and Life Satisfaction. The study found that while Offline Social Support reduces the chances of developing a Problematic Internet Use, Online Social Support increases them. Furthermore the data supported the moderation of Offline Social Support in the outcomes of Online Social Support: when the first is low, as the latter increases the Problematic Internet Use gets higher; when Offline Social Support is high, an increase in Online Social Support determines a decrease in Problematic Internet Use. By contrast the moderation of Offline Social Support on the relationship between Online Social Support and Life Satisfaction was not confirmed. Our research show that when investigating psychological constructs related to Internet activity these must be considered in their offline and online variations to provide an answer to the debate on psychological outcomes of undertaking social interactions in Internet land. Our results suggest that the usage of the Web may become dysfunctional when it is meant to compensate for lacks of the “offline life”.  相似文献   

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Interactive multimedia environments such as educational videogames offer great potential for learning in groups with multiple players. Multiplayer games might lead to competition among the learners which is frequently used to motivate them to play again. Additionally, competitive outcomes as discrepancies to a desired standard might differ between players and this type of feedback might influence learning. Therefore, the experiment seeks to investigate learning effects of different amounts of standard discrepancy and the choice to repeat levels. Standard discrepancy was operationalized by either showing a high learner score (low standard discrepancy) or a medium learner score (large standard discrepancy) at a leaderboard. Choice to repeat a level (possibility to repeat vs. no possibility to repeat) was manipulated by presenting or hiding a repeat button. An experiment was conducted with 85 students who played a jump-and-run game in order to learn facts about three allegorical paintings. Results revealed an effect of standard discrepancy on retention performance with higher scores for the high standard discrepancy condition. Choice did not influence learning outcomes, but improved motivational and emotional measures. Findings underpin the new role of leaderboards as feedback mechanisms.  相似文献   

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Yim  Dobin  Malefyt  Timothy  Khuntia  Jiban 《Electronic Markets》2021,31(3):619-637
Electronic Markets - Travel photos inform and inspire consumers by conveying a first-hand destination experience. Despite the proliferation of consumer-generated travel photos in online travel...  相似文献   

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