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1.
In the current study, we explore predictors of smartphone and smartphone application use in a large, diverse, population representative South Korean sample (N = 9482). Sociodemographics (e.g., gender, age, education, and income) were major predictors of smartphone and smartphone application use. Generally, younger, educated, and wealthy individuals tended to use smartphones and smartphone applications to a greater extent. Females tended to use smartphones, e-commerce applications, and relational applications more compared to males. Openness, extraversion, and conscientiousness were associated with increased probability of smartphone ownership. Extraversion was associated with decreased literacy application use and increased relational application use. Conscientiousness was associated with decreased e-commerce application use. These results imply that sociodemographics and personality predict smartphone innovation.  相似文献   

2.
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   

3.
When conducting a comparison between multiple algorithms on multiple optimisation problems it is expected that the number of algorithms, problems and even the number of independent runs will affect the final conclusions. Our question in this research was to what extent do these three factors affect the conclusions of standard Null Hypothesis Significance Testing (NHST) and the conclusions of our novel method for comparison and ranking the Chess Rating System for Evolutionary Algorithms (CRS4EAs). An extensive experiment was conducted and the results were gathered and saved of k = 16 algorithms on N = 40 optimisation problems over n = 100 runs. These results were then analysed in a way that shows how these three values affect the final results, how they affect ranking and which values provide unreliable results. The influence of the number of algorithms was examined for values k = {4, 8, 12, 16}, number of problems for values N = {5, 10, 20, 40}, and number of independent runs for values n = {10, 30, 50, 100}. We were also interested in the comparison between both methods – NHST's Friedman test with post-hoc Nemenyi test and CRS4EAs – to see if one of them has advantages over the other. Whilst the conclusions after analysing the values of k were pretty similar, this research showed that the wrong value of N can give unreliable results when analysing with the Friedman test. The Friedman test does not detect any or detects only a small number of significant differences for small values of N and the CRS4EAs does not have a problem with that. We have also shown that CRS4EAs is an appropriate method when only a small number of independent runs n are available.  相似文献   

4.
This research investigated the influence of parent–adolescent communication quality, as perceived by the adolescents, on the relationship between adolescents’ Internet use and verbal aggression. Adolescents (N = 363, age range 10–16, MT1 = 12.84, SD = 1.93) were examined twice with a six-month delay. Controlling for social support in general terms, moderated regression analyses showed that Internet-related communication quality with parents determined whether Internet use is associated with an increase or a decrease in adolescents’ verbal aggression scores over time. A three way interaction indicated that high Internet-related communication quality with peers can have disadvantageous effects if the communication quality with parents is low. Implications on resources and risk factors related to the effects of Internet use are discussed.  相似文献   

5.
This paper uses a mixed-methods approach to examine the relation between online academic disclosure and academic performance. A multi-ethnic sample of college students (N = 261; male = 66; female = 195; M age ≈ 22 years) responded to open-ended questions about their Facebook use. Thematic analysis revealed that over 14% of the Facebook wall posts/status updates (N = 714) contained academic themes; positive states were more frequent than negative and neutral states and students with lower GPAs expressed negative states more often. A path analysis suggested that academic performance may determine college students’ Facebook use, rather than the reverse. Implications for student support services are discussed.  相似文献   

6.
While functional differences between today’s cell phones and traditional computers are becoming less clear, one difference remains plain – cell phones are almost always on-hand and allow users to connect with an array of services and networks at almost any time and any place. The Pew Center’s Internet and American Life Project suggests that college students are the most rapid adopters of cell phone technology and research is emerging which suggests high frequency cell phone use may be influencing their health and behavior. Thus, we investigated the relationships between total cell phone use (N = 496) and texting (N = 490) on Satisfaction with Life (SWL) in a large sample of college students. It was hypothesized that the relationship would be mediated by Academic Performance (GPA) and anxiety. Two separate path models indicated that the cell phone use and texting models had good overall fit. Cell phone use/texting was negatively related to GPA and positively related to anxiety; in turn, GPA was positively related to SWL while anxiety was negatively related to SWL. These findings add to the debate about student cell phone use, and how increased use may negatively impact academic performance, mental health, and subjective well-being or happiness.  相似文献   

7.
Avatar creation has become common for people to participate and interact in virtual worlds. Using an online survey (N = 244), we investigated both the behavioral characteristics and major motivations for avatar creation in virtual worlds. Our results suggest that a majority of the participants had multiple avatars; these avatars’ appearance did not merely resemble the human players; and their personality did not necessarily mirror the player’s real personality. Furthermore, participants on average spent over 20 h per week and often interacting with others in the virtual worlds. Our exploratory factor analysis yielded four major motivations: virtual exploration, social navigation, contextual adaptation, and identity representation.  相似文献   

8.
With adolescents’ frequent use of social media, electronic bullying has emerged as a powerful platform for peer victimization. The present two studies explore how adolescents perceive electronic vs. traditional bullying in emotional impact and strategic responses. In Study 1, 97 adolescents (mean age = 15) viewed hypothetical peer victimization scenarios, in parallel electronic and traditional forms, with female characters experiencing indirect relational aggression and direct verbal aggression. In Study 2, 47 adolescents (mean age = 14) viewed the direct verbal aggression scenario from Study 1, and a new scenario, involving male characters in the context of direct verbal aggression. Participants were asked to imagine themselves as the victim in all scenarios and then rate their emotional reactions, strategic responses, and goals for the outcome. Adolescents reported significant negative emotions and disruptions in typical daily activities as the victim across divergent bullying scenarios. In both studies few differences emerged when comparing electronic to traditional bullying, suggesting that online and off-line bullying are subtypes of peer victimization. There were expected differences in strategic responses that fit the medium of the bullying. Results also suggested that embarrassment is a common and highly relevant negative experience in both indirect relational and direct verbal aggression among adolescents.  相似文献   

9.
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   

10.
Collaborative virtual environments (CVEs) hold the immense potential of enhancing social inclusion and social support not only in younger but especially also in older people. However, there is still considerably little knowledge about the experiences of elderly when using CVEs. Additionally, there is reason to assume that men and women regardless of their age might also differ in their perceptions of CVEs, with this difference very likely being mediated by empathic abilities. Consequently, the main objective of the current study was to evaluate gender specific experiences of social and physical presence in a group of older (N = 62) and younger adults (N = 62) with respect to possible mediating influences of empathy. Results indicate no differences in physical and social presence between the two age groups, yet they support past findings that men experience more spatial presence, involvement and a higher sense of being there than women. Also, the empathy scale Fantasy considerably mediated gender differences in spatial presence, thus strengthening the theoretical assumption of a relationship between presence and empathy. Implications and future directions of these findings are discussed in detail.  相似文献   

11.
During recent years, the practice of adding game design to non-game services has gained a relatively large amount of attention. Popular discussion connects gamification to increased user engagement, service profitability, goal commitment and the overall betterment of various behavioral outcomes. However, there is still an absence of a coherent and ample body of empirical evidence that would confirm such expectations. To this end, this paper reports the results of a 2 year (1 + 1 year – between-group) field experiment in gamifying a service by implementing a game mechanic called ‘badges’. During the experiment a pre-implementation group (N = 1410) was monitored for 1 year. After the implementation, the post-implementation (the gamified condition) group (N = 1579) was monitored for another full year. Results show that users in the gamified condition were significantly more likely to post trade proposals, carry out transactions, comment on proposals and generally use the service in a more active way.  相似文献   

12.
Seven compounds with pyridine as the backbone modified by carbazole moiety, bromine atom and fluorine atom were synthesized. Compounds 1, 2, 3 with bromo substitution at the 2-position and carbazole modification at the 5-position of pyridine emit not only a sharp blue singlet fluorescence but also a wide banded excimer-based orange emission. The two colors coming from a single molecule can be used to fabricate a simplified white light emitting device. The electroluminescence based on 1 and 2 exhibits white-light emission with CIE coordinates of x = 0.25 and y = 0.30 for 1 and x = 0.33 and y = 0.37 for 2 at high current densities, very close to pure white emission. In addition, the role of bromo-substitution at pyridine is concluded to be essential to generate molecular interaction thus an excimer emission.  相似文献   

13.
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   

14.
《Computers & Education》2008,50(4):1037-1065
This study investigated the effects of visualization of participation during computer-supported collaborative learning (CSCL). It is hypothesized that visualization of participation could contribute to successful CSCL. A CSCL-environment was augmented with the Participation Tool (PT). The PT visualizes how much each group member contributes to his or her group’s online communication. Using a posttest-only design with a treatment (N = 52) and a control group (N = 17), it was examined whether students with access to the PT participated more and more equally during collaboration, reported higher awareness of group processes and activities, collaborated differently, and performed better than students without access to the PT. The results show that students used the PT quite intensively. Furthermore, compared to control group students, treatment group students participated more and engaged more in coordination and regulation of social activities during collaboration by sending more statements that addressed the planning of social activities. However, equality of participation, awareness of group processes and quality of the group products was not higher in the treatment condition. Still, the results of this study demonstrate that visualization of participation can contribute to successful CSCL.  相似文献   

15.
Online syndicated text-based advertising is ubiquitous on news sites, blogs, personal websites, and on search result pages. Until recently, a common distinguishing feature of these text-based advertisements has been their background color. Following intervention by the Federal Trade Commission (FTC), the format of these advertisements has undergone a subtle change in their design and presentation. Using three empirical experiments, we investigate the effect of industry-standard advertising practices on click rates, and demonstrate changes in user behavior when this familiar differentiator is modified. Using three large-scale experiments (N1 = 101, N2 = 84, N3 = 176) we find that displaying advertisement and content results with a differentiated background results in significantly lower click rates. Our results demonstrate the strong link between background color differentiation and advertising, and reveal how alternative differentiation techniques influence user behavior.  相似文献   

16.
Tetrazino-tetrazine-tetraoxide (TTTO) is an attractive high energy compound, but unfortunately, it is not yet experimentally synthesized so far. Isomerization of TTTO leads to its five isomers, bond-separation energies were empolyed to compare the global stability of six compounds, it is found that isomer 1 has the highest bond-separation energy (1204.6 kJ/mol), compared with TTTO (1151.2 kJ/mol); thermodynamic properties of six compounds were theoretically calculated, including standard formation enthalpies (solid and gaseous), standard fusion enthalpies, standard vaporation enthalpies, standard sublimation enthalpies, lattice energies and normal melting points, normal boiling points; their detonation performances were also computed, including detonation heat (Q, cal/g), detonation velocity (D, km/s), detonation pressure (P, GPa) and impact sensitivity (h50, cm), compared with TTTO (Q = 1311.01 J/g, D = 9.228 km/s, P = 40.556 GPa, h50 = 12.7 cm), isomer 5 exhibites better detonation performances (Q = 1523.74 J/g, D = 9.389 km/s, P = 41.329 GPa, h50 =  28.4 cm).  相似文献   

17.
In this paper, we present a method that simplifies the interconnect complexity of N × M resistive sensor arrays from N × M to N + M. In this method, we propose to use two sets of interconnection lines in row–column fashion with all the sensor elements having one of their ends connected to a row line and other end to a column line. This interconnection overloading results in crosstalk among all the elements. This crosstalk causes the spreading of information over the whole array. The proposed circuit in this method takes care of this effect by minimizing the crosstalk. The circuit makes use of the concept of virtual same potential at the inputs of an operational amplifier in negative feedback to obtain a sufficient isolation among various elements. We theoretically present the suitability of the method for small/moderate sized sensor arrays and experimentally verify the predicted behavior by lock-in-amplifier based measurements on a light dependent resistor (LDR) in a 4 × 4 resistor array. Finally, we present a successful implementation of this method on a 16 × 16 imaging array of LDR.  相似文献   

18.
Human responses to android and humanoid robots have become an important topic to social scientists due to the increasing prevalence of social and service robots in everyday life. The present research connects work on the effects of lateral (sideward) head tilts, an eminent feature of nonverbal human behavior, to the experience of android and humanoid robots. In two experiments (N = 402; N = 253) the influence of lateral head tilts on user perceptions of android and humanoid robots were examined. Photo portrayals of three different robots (Asimo, Kojiro, Telenoid) were manipulated. The stimuli included head tilts of −20°, −10° (left tilt), +10°, +20° (right tilt) and 0° (upright position). Compared to an upright head posture, we found higher scores for attributed human likeness, cuteness, and spine-tinglingness when the identical robots conveyed a head tilt. Results for perceived warmth, eeriness, attractiveness, and dominance varied with the robot or head tilts yielded no effects. Implications for the development and marketing of android and humanoid robots are discussed.  相似文献   

19.
The purpose of this study was to investigate how university students perceive their involvement in the cyberbullying phenomenon, and its impact on their well-being. Thus, this study presents a preliminary approach of how college students’ perceived involvement in acts of cyberbullying can be measured. Firstly, Exploratory Factor Analysis (N = 349) revealed a unidimensional structure of the four scales included in the Cyberbullying Inventory for College Students. Then, Item Response Theory (N = 170) was used to analyze the unidimensionality of each scale and the interactions between participants and items. Results revealed good item reliability and Cronbach’s α for each scale. Results also showed the potential of the instrument and how college students underrated their involvement in acts of cyberbullying. Additionally, aggression types, coping strategies and sources of help to deal with cyberbullying were identified and discussed. Lastly, age, gender and course-related issues were considered in the analysis. Implications for researchers and practitioners are discussed.  相似文献   

20.
Cyber dating abuse is a growing phenomenon that has awakened little empirical interest. This study had two objectives: (1) to analyze the psychometric properties of the Cyber Dating Abuse Questionnaire (CDAQ), which is an instrument developed to comprehensively measure this phenomenon; and (2) to conduct an initial analysis of the prevalence and frequency of this type of abuse. The sample consisted of 788 young people between 18 and 30 years of age (77.3% women, mean age = 22.72 years, SD = 4.9). First, exploratory and confirmatory factor analyzes revealed a structure composed of two factors for the scales of victimization and for perpetration: direct aggression (an aggressive act with a deliberate intention to hurt the partner/ex-partner, such as insults or threats) and monitoring/control (the use of electronic means to control the partner/ex-partner; for example, the use of personal passwords). Second, the analysis of the relationship between cyber dating abuse and other variables, such as offline physical and psychological violence and cyberbullying, provided additional evidence for the construct validity of the instrument. Third, the reliability analysis (Cronbach’s alpha) revealed an adequate internal consistency for the scale. Finally, the prevalence of direct aggression was higher than 10%, and the prevalence of control was greater than 70%, which indicate that both types of cyber abuse seem to be common behaviors among young couples. Finally, the contribution of the present study to previous empirical research and future research is discussed.  相似文献   

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