首页 | 本学科首页   官方微博 | 高级检索  
相似文献
 共查询到20条相似文献,搜索用时 62 毫秒
1.
Sexism toward women in online video game environments has become a pervasive and divisive issue in the gaming community. In this study, we sought to determine what personality traits, demographic variables, and levels of game play predicted sexist attitudes towards women who play video games. Male and female participants (N = 301) who were players of networked video games were invited to participate in an anonymous online survey. Social dominance orientation and conformity to some types of masculine norms (desire for power over women and the need for heterosexual self-presentation) predicted higher scores on the Video Game Sexism Scale (i.e., greater sexist beliefs about women and gaming). Implications for the social gaming environment and female gamers are discussed.  相似文献   

2.
We employed a serious video game to train participants on bias blind spot (BBS), capturing training effects on BBS mitigation and knowledge at three points in time. Experiment 1 (N = 703) compared the effects of hybrid training (a combination of implicit and explicit training) to implicit training; Experiment 2 (N = 620) tested the effects of just-in-time versus delayed feedback; and Experiment 3 (N = 626) examined the effects of singleplayer versus multiplayer learning environments. We also tested differences in game duration (30 vs. 60 min play) and repetition (single vs. repeated play). Overall, the video game decreased BBS linearly over time and increased BBS knowledge at posttest, but knowledge decayed at 8-week posttest. These and other results are discussed, along with the implications, limitations, and future research directions.  相似文献   

3.
Social media, such as Facebook and Twitter, have become extremely popular. Facebook, for example, has more than a billion registered users and thousands of millions of units of information are shared every day, including short phrases, articles, photos, and audio and video clips. However, only a tiny proportion of these sharing units trigger any type of knowledge exchange that is ultimately beneficial to the users. This study draws on the theory of belonging and the intrinsic motivation of altruism to explore the factors contributing to knowledge sharing behavior. Using a survey of 299 high school students applying for university after the release of the public examination results, we find that perceived online attachment motivation (β = 0.31, p < 0.001) and perceived online relationship commitment (β = 0.49, p < 0.001) have positive, direct, and significant effects on online knowledge sharing (R2 0.568). Moreover, when introduced into the model, altruism has a direct and significant effect on online knowledge sharing (β = 0.46, p < 0.001) and the total variance explained by the extended model increases to 64.9%. The implications of the findings are discussed.  相似文献   

4.
Extensive research has added to what is known about the nature of feedback and how to best incorporate it into instruction. Yet, many questions related to learner feedback remain unanswered. One problem of practical importance is the utility of incorporating semantically related pictures into the feedback. Decades of research on feedback have largely focused on the use of verbal feedback in written instruction. This research included two experiments. The first experiment (n = 63) addressed the incorporation of pictorial feedback into instruction; the second experiment (n = 69) extended this study through the use of a more ecologically valid intervention. Results suggest that the use of pictures in feedback did not influence learning any more than text-only treatments. A discussion and recommendations for future research are provided.  相似文献   

5.
Sex role stereotyping by players in first-person shooter games and other online gaming environments may encourage a social environment that marginalizes and alienates female players. Consistent with the social identity model of deindividuation effects (SIDE), the anonymity of online games may engender endorsement of group-consistent attitudes and amplification of social stereotyping, such as the adherence to gender norms predicted by expectations states theory. A 2 × 3 × 2 virtual field experiment (N = 520) in an online first-person shooter video game examined effects of a confederate players’ sex, communication style, and skill on players’ compliance with subsequent online friend requests. We found support for the hypothesis that, in general, women would gain more compliance with friend requests than men. We also found support for the hypothesis that women making positive utterances would gain more compliance with friend requests than women making negative utterances, whereas men making negative utterances would gain more compliance with friend requests than men making positive utterances. The hypothesis that player skill (i.e., game scores) would predict compliance with friend requests was not supported. Implications for male and female game players and computer-mediated communication in online gaming environments are discussed.  相似文献   

6.
Let f(X, Y) be an absolutely irreducible polynomial with integer coefficients such that the curve defined by the equation f(X, Y)  =  0 is of genus 0 having at least three infinite valuations. This paper describes a practical general method for the explicit determination of all integer solutions of the diophantine equation f(X, Y)  =  0. Some elaborated examples are given.  相似文献   

7.
Many MMORPG offer players the possibility to become a member of a guild, a hierarchical organization of characters with common objectives. Guild membership can be beneficial to game progress, and offer opportunities for social interaction. In the current study we focus on the MMORPG World of Warcraft (WoW), with the main aim to examine whether guild commitment and players’ intention to remain in their guild can be predicted by players’ satisfaction, investments, and perceptions of alternatives to their guild. To this end, 165 WoW players completed an online questionnaire and answered questions related to their guild membership. They also completed the investment model scale which was reworded so all questions pertained to their guild and their fellow guild members. Results show that satisfaction level, quality of alternatives, and investment size significantly predict commitment level (p’s < .001), which in turn predicted likelihood of participants’ staying with their current guild (p < .001) and the number of guilds they had been a member of in the past (p < .001). Moreover, high levels of guild commitment were indicative of better mental health, whereas weekly hours of game play was negatively related to mental health. In the discussion, we conclude that interdependence theory and the investment model of commitment are applicable to online gaming environments, and we argue that commitment to one’s guild is one factor that could prevent the risks associated with online game play (i.e. problematic use).  相似文献   

8.
《Information Sciences》2007,177(8):1782-1788
In this paper, we explore the 2-extra connectivity and 2-extra-edge-connectivity of the folded hypercube FQn. We show that κ2(FQn) = 3n  2 for n  8; and λ2(FQn) = 3n  1 for n  5. That is, for n  8 (resp. n  5), at least 3n  2 vertices (resp. 3n  1 edges) of FQn are removed to get a disconnected graph that contains no isolated vertices (resp. edges). When the folded hypercube is used to model the topological structure of a large-scale parallel processing system, these results can provide more accurate measurements for reliability and fault tolerance of the system.  相似文献   

9.
Immersion and appeal are considered to be necessary constituents of the player experience. In this article their relationship is examined through a 2 × 2 factorial study (n = 173) in the context of two games, a first-person shooter and a massively multi-player online role-playing game, and in the context of two types of players: experienced players who have never played the game in one of the genres in question, and experienced players who have played one of the games in question. It is found that immersion and appeal are linearly correlated, and the repercussions of this finding are discussed.  相似文献   

10.
Data partitioning and scheduling is one the important issues in minimizing the processing time for parallel and distributed computing system. We consider a single-level tree architecture of the system and the case of affine communication model, for a general m processor system with n rounds of load distribution. For this case, there exists an optimal activation order, optimal number of processors m* (m *  m), and optimal rounds of load distribution n* (n *  n), such that the processing time of the entire processing load is a minimum. This is a difficult optimization problem because for a given activation order, we have to first identify the processors that are participating (in the computation process) in every round of load distribution and then obtain the load fractions assigned to them, and the processing time. Hence, in this paper, we propose a real-coded genetic algorithm (RCGA) to solve the optimal activation order, optimal number of processors m* (m *  m), and optimal rounds of load distribution n* (n *  n), such that the processing time of the entire processing load is a minimum. RCGA employs a modified crossover and mutation operators such that the operators always produce a valid solution. Also, we propose different population initialization schemes to improve the convergence. Finally, we present a comparative study with simple real-coded genetic algorithm and particle swarm optimization to highlight the advantage of the proposed algorithm. The results clearly indicate the effectiveness of the proposed real-coded genetic algorithm.  相似文献   

11.
The construction of symmetric and symplectic exponentially fitted modified Runge–Kutta–Nyström (SSEFRKN) methods is considered. Based on the symmetry, symplecticity, and exponentially fitted conditions, new explicit modified RKN integrators with FSAL property are obtained. The new integrators integrate exactly differential systems whose solutions can be expressed as linear combinations of functions from the set { exp(± iωt)}, ω > 0, i2 = −1, or equivalently from the set { cos(ωt), sin(ωt)}. The phase properties of the new integrators are examined and their periodicity regions are obtained. Numerical experiments are accompanied to show the high efficiency and competence of the new SSEFRKN methods compared with some highly efficient nonsymmetric symplecti EFRKN methods in the literature.  相似文献   

12.
This study consists of two cases: (i) The experimental analysis: Shot peening is a method to improve the resistance of metal pieces to fatigue by creating regions of residual stress. In this study, the residual stresses induced in steel specimen type C-1020 by applying various strengths of shot peening, are investigated using the electrochemical layer removal method. The best result is obtained using 0.26 mm A peening strength and the stress encountered in the shot peened material is ?276 MPa, while the maximum residual stress obtained is ?363 MPa at a peening strength of 0.43 mm A. (ii) The mathematical modelling analysis: The use of ANN has been proposed to determine the residual stresses based on various strengths of shot peening using results of experimental analysis. The back-propagation learning algorithm with two different variants and logistic sigmoid transfer function were used in the network. In order to train the neural network, limited experimental measurements were used as training and test data. The best fitting training data set was obtained with four neurons in the hidden layer, which made it possible to predict residual stress with accuracy at least as good as that of the experimental error, over the whole experimental range. After training, it was found the R2 values are 0.996112 and 0.99896 for annealed before peening and shot peened only, respectively. Similarly, these values for testing data are 0.995858 and 0.999143, respectively. As seen from the results of mathematical modelling, the calculated residual stresses are obviously within acceptable uncertainties.  相似文献   

13.
Let f(X, Y) be an absolutely irreducible polynomial with integer coefficients such that the curve defined by the equation f(X, Y)  =  0 is of genus 0 having at most two infinite valuations. This paper describes a practical general method for the explicit determination of all integer solutions of the diophantine equation f(X, Y)  =  0. Several elaborated examples are given. Furthermore, a necessary and sufficient condition for a curve of genus 0 to have infinitely many integer points is obtained.  相似文献   

14.
Digital video is becoming increasingly popular in higher education with faculty digitally recording and broadcasting lectures for students to learn-on-demand, such as iTunes University or YouTube. Students have discovered accelerated playback features in popular computer software and use it to reduce the amount of time watching video-enhanced instruction. In the current study, 147 undergraduate students were randomly assigned to one of six video treatments based on a 3 Video Speed (1.0 = Normal vs. 1.25 = Fast vs. 1.50 = Very Fast) × 2 Captions (Captions Present vs. Captions Absent) × 2 Trial (Trial 1 vs. Trial 2) design. Results show no significant difference on learner performance across treatments based on Video Speed. Captions were found to have a significant negative effect on learner performance. A significant difference was found on learner satisfaction in favor of a normal Video Speed. The findings suggest that learners might be able to accelerate Video Speeds up to 1.5 times the normal speed, but are generally less satisfied with the learning experience.  相似文献   

15.
This article uses eye-tracking technology to examine how study activities such as taking notes or filling in a graphic organizer affect cognitive processing during learning. College students read a computer-presented passage that compared the characteristics of eastern steamboats (top section) and western steamboats (bottom section), either by reading it twice (read-only group), typing notes into a textbox on the right side of the screen (note-taking group), or typing characteristics of the two types of steamboats into a compare-and-contrast graphic organizer on the right side of the screen (graphic organizer group). Compared to the note-taking group, the graphic organizer group displayed more eye movements between the top and bottom of the passage (i.e., integrative saccades, d = 1.03), more eye movements between the text and the type-in window on the right side (i.e., constructive saccades, d = 0.79), fewer constructive saccades during initial reading (d = −0.64), and less time looking to the right side during initial reading (d = −0.81); and scored higher on a comprehension test given afterwards (d = 1.17), although both study groups outscored the read-only group. Results suggest that students in the note-taking group (and read-only group) tended to use a linear learning strategy in which their eyes followed the text in the order presented whereas students in the graphic organizer group tended to use a generative learning strategy in which their eyes searched for connections between specific information across the passage required to make comparisons.  相似文献   

16.
A polynomial P(X)  = Xd + ad  1Xd  1 + ⋯ is called lacunary when ad  1 =  0. We give bounds for the roots of such polynomials with complex coefficients. These bounds are much smaller than for general polynomials.  相似文献   

17.
The present study integrates cognitive and affective aspects of media processing in order to make an argument for reexamining the current cold cognition perspective in multimedia research in favor of a more integrative perspective. The Cognitive-Affective-Theory-of-Learning-with-Media (CATLM) assumes that students need to become motivated to make full use of their cognitive resources. Therefore, and even though seductive details (sds) are additional interesting but unnecessary pieces of information that do not conform with the coherence principle, their possible motivational role should not be dismissed. Using a 2 × 3-experimental design, participants (N = 123) were asked to learn about biology with multimedia instruction that manipulated modality (text vs. narration) and presence of seductive details (no-sds vs. textual-sds vs. narrated-sds). Results of variance analyses show a modality effect. In addition, moderated mediation analyses with the moderator modality and mediator situational interest confirm the affective mediation assumption with the following two conditional effects. A direct detrimental effect of seductive details on learning performance under the text-condition and an indirect compensatory effect under the narration-condition were shown.  相似文献   

18.
《Computers & Education》2010,54(4):1020-1028
Offering help functions is a standard feature of computer-based interactive learning environments (ILE). Nevertheless, a number of recent studies indicate that learners are not using such help facilities effectively. We compared the effects of different metacognitive supports to foster learners’ help-seeking behavior in an ILE for plant identification. Four groups of university students (n = 51), each receiving a different metacognitive instruction, had to determine living plants. They had to think-aloud and were video recorded during the experiment. At the end of the session they completed a knowledge test. The surprising effect was that students in all groups were effective help-seekers. They adapted their help-seeking behavior to the complexity of the plants in an effective way. The results indicate that for students on university level effective help-seeking seems to depend largely on motivational factors.  相似文献   

19.
《Applied ergonomics》2011,42(1):138-145
IntroductionSubjective workload measures are usually administered in a visual–manual format, either electronically or by paper and pencil. However, vocal responses to spoken queries may sometimes be preferable, for example when experimental manipulations require continuous manual responding or when participants have certain sensory/motor impairments. In the present study, we evaluated the acceptability of the hands-free administration of two subjective workload questionnaires – the NASA Task Load Index (NASA-TLX) and the Multiple Resources Questionnaire (MRQ) – in a surgical training environment where manual responding is often constrained.MethodSixty-four undergraduates performed fifteen 90-s trials of laparoscopic training tasks (five replications of 3 tasks – cannulation, ring transfer, and rope manipulation). Half of the participants provided workload ratings using a traditional paper-and-pencil version of the NASA-TLX and MRQ; the remainder used a vocal (hands-free) version of the questionnaires. A follow-up experiment extended the evaluation of the hands-free version to actual medical students in a Minimally Invasive Surgery (MIS) training facility.ResultsThe NASA-TLX was scored in 2 ways – (1) the traditional procedure using participant-specific weights to combine its 6 subscales, and (2) a simplified procedure – the NASA Raw Task Load Index (NASA-RTLX) – using the unweighted mean of the subscale scores. Comparison of the scores obtained from the hands-free and written administration conditions yielded coefficients of equivalence of r = 0.85 (NASA-TLX) and r = 0.81 (NASA-RTLX). Equivalence estimates for the individual subscales ranged from r = 0.78 (“mental demand”) to r = 0.31 (“effort”). Both administration formats and scoring methods were equally sensitive to task and repetition effects. For the MRQ, the coefficient of equivalence for the hands-free and written versions was r = 0.96 when tested on undergraduates. However, the sensitivity of the hands-free MRQ to task demands (ηpartial2 = 0.138) was substantially less than that for the written version (ηpartial2 = 0.252). This potential shortcoming of the hands-free MRQ did not seem to generalize to medical students who showed robust task effects when using the hands-free MRQ (ηpartial2 = 0.396). A detailed analysis of the MRQ subscales also revealed differences that may be attributable to a “spillover” effect in which participants’ judgments about the demands of completing the questionnaires contaminated their judgments about the primary surgical training tasks.ConclusionVocal versions of the NASA-TLX are acceptable alternatives to standard written formats when researchers wish to obtain global workload estimates. However, care should be used when interpreting the individual subscales if the object is to make comparisons between studies or conditions that use different administration modalities. For the MRQ, the vocal version was less sensitive to experimental manipulations than its written counterpart; however, when medical students rather than undergraduates used the vocal version, the instrument’s sensitivity increased well beyond that obtained with any other combination of administration modality and instrument in this study. Thus, the vocal version of the MRQ may be an acceptable workload assessment technique for selected populations, and it may even be a suitable substitute for the NASA-TLX.  相似文献   

20.
设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号