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5,631
result(s) for
"Computer users Psychology."
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Cyberbullies, cyberactivists, cyberpredators : film, TV, and Internet stereotypes
\"Written by an expert in media, popular culture, gender, and sexuality, this book surveys the common archetypes of Internet users--from geeks, nerds, and gamers to hackers, scammers, and predators--and assesses what these stereotypes reveal about our culture's attitudes regarding gender, technology, intimacy, and identity. Provides exhaustively researched and richly detailed information about the interplay between media representations of Internet users and gender, politics, technology, and society that is fascinating and fun to read; Presents findings that suggest that in spite of the Internet being so prevalent, technophobia is still an inherent subtext of many pop culture references to it; Considers how the vast majority of the portrayals of Internet user stereotypes are male--and evaluates how these male-dominated roles shape and are shaped by popular attitudes about sexuality, technology, intimacy, and identity\"-- Provided by publisher.
Persuasive technology : using computers to change what we think and do
Can computers change what you think and do?Can they motivate you to stop smoking, persuade you to buy insurance, or convince you to join the Army?\"Yes, they can,\" says Dr.B.J.Fogg, director of the Persuasive Technology Lab at Stanford University.
Research methods in human-computer interaction
by
Lazar, Jonathan
,
Hochheiser, Harry
,
Feng, Jinjuan Heidi
in
Human-computer interaction -- Research
2017
Research Methods in Human-Computer Interaction is a comprehensive guide to performing research and is essential reading for both quantitative and qualitative methods.Since the first edition was published in 2009, the book has been adopted for use at leading universities around the world, including Harvard University, Carnegie-Mellon University.
OpenSesame: An open-source, graphical experiment builder for the social sciences
by
Mathôt, Sebastiaan
,
Theeuwes, Jan
,
Schreij, Daniel
in
Behavioral Science and Psychology
,
Cognitive Psychology
,
Complex tasks
2012
In the present article, we introduce OpenSesame, a graphical experiment builder for the social sciences. OpenSesame is free, open-source, and cross-platform. It features a comprehensive and intuitive graphical user interface and supports Python scripting for complex tasks. Additional functionality, such as support for eyetrackers, input devices, and video playback, is available through plug-ins. OpenSesame can be used in combination with existing software for creating experiments.
Journal Article
A methodological framework to assess the accuracy of virtual reality hand-tracking systems: A case study with the Meta Quest 2
by
Maaroufi, Mohamed
,
Aves, Poppy
,
Di Luca, Massimiliano
in
Behavioral Science and Psychology
,
Cognitive Psychology
,
Comment
2024
Optical markerless hand-tracking systems incorporated into virtual reality (VR) headsets are transforming the ability to assess fine motor skills in VR. This promises to have far-reaching implications for the increased applicability of VR across scientific, industrial, and clinical settings. However, so far, there are little data regarding the accuracy, delay, and overall performance of these types of hand-tracking systems. Here we present a novel methodological framework based on a fixed grid of targets, which can be easily applied to measure these systems’ absolute positional error and delay. We also demonstrate a method to assess finger joint-angle accuracy. We used this framework to evaluate the Meta Quest 2 hand-tracking system. Our results showed an average fingertip positional error of 1.1
c
m
, an average finger joint angle error of 9.6
∘
and an average temporal delay of 45.0
ms
. This methodological framework provides a powerful tool to ensure the reliability and validity of data originating from VR-based, markerless hand-tracking systems.
Journal Article
Gameful Experience Questionnaire (GAMEFULQUEST): an instrument for measuring the perceived gamefulness of system use
by
Högberg, Johan
,
Hamari, Juho
,
Wästlund, Erik
in
Gamification
,
Measuring instruments
,
Mixed methods research
2019
In this paper, we present the development and validation of an instrument for measuring users’ gameful experience while using a service. Either intentionally or unintentionally, systems and services are becoming increasingly gamified and having a gameful experience is progressively important for the user’s overall experience of a service. Gamification refers to the transformation of technology to become more game-like, with the intention of evoking similar positive experiences and motivations that games do (the gameful experience) and affecting user behavior. In this study, we used a mixed-methods approach to develop an instrument for measuring the gameful experience. In a first qualitative study, we developed a model of the gameful experience using data from a questionnaire consisting of open-ended questions posed to users of Zombies, Run!, Duolingo, and Nike+ Run Club. In a second study, we developed the instrument and evaluated its dimensionality and psychometric properties using data from users of Zombies, Run! (N = 371). Based on the results of this second study, we further developed the instrument in a third study using data from users of Duolingo (N = 507), in which we repeated the assessment of dimensionality and psychometric properties, this time including confirmation of the model. As a result of this work, we devised GAMEFULQUEST, an instrument that can be used to model and measure an individual user’s gameful experience in systems and services, which can be used for user-adapted gamification and for informing user-modeling research within a gamification context.
Journal Article
Virtual memory palaces: immersion aids recall
by
Plaisant, Catherine
,
Krokos, Eric
,
Varshney, Amitabh
in
3-D graphics
,
Brain research
,
Castles & palaces
2019
Virtual reality displays, such as head-mounted displays (HMD), afford us a superior spatial awareness by leveraging our vestibular and proprioceptive senses, as compared to traditional desktop displays. Since classical times, people have used memory palaces as a spatial mnemonic to help remember information by organizing it spatially and associating it with salient features in that environment. In this paper, we explore whether using virtual memory palaces in a head-mounted display with head-tracking (HMD condition) would allow a user to better recall information than when using a traditional desktop display with a mouse-based interaction (desktop condition). We found that virtual memory palaces in HMD condition provide a superior memory recall ability compared to the desktop condition. We believe this is a first step in using virtual environments for creating more memorable experiences that enhance productivity through better recall of large amounts of information organized using the idea of virtual memory palaces.
Journal Article