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1.
虚拟现实、远程操作、远程通信等系统环境一般称为合成环境。合成环境的特点是用户将以计算机为媒介与物理上与他分离的环境进行交互。远程临境感是用户将自我知觉移入以计算机为媒介的环境中时出现的一种体验。本文论述了有关合成环境中的远程临境感的人因素设计观点,实现远程临境感的重要技术,以及关于远程临境感的将来研究。  相似文献   

2.
Two studies were designed to assess the impact of computer-mediated communication (CMC) on the development of dominant/subordinate status roles and on the accuracy of interpersonal perceptions during dyadic, text-based conversations. Results comparing face-to-face (FtF) and synchronous CMC interactions indicated: (a) that dyads established dominant/subordinate roles in both communicative environments, although these roles were more clearly differentiated in the CMC interactions; and (b) that the accuracy of interpersonal perceptions did not differ substantially during CMC and FtF interactions. Considered together, these data pose problems for theoretical accounts of CMC suggesting that the impoverished social cues in this form of text-based communication tend to equalize hierarchical differences in the status of participants and undermine the accuracy of interpersonal perceptions.  相似文献   

3.
Abstract

This article describes the creation of a web-based database that indexes less well-known periodical titles of importance to scholars in the Christian Reformed Church, and generally not covered by other indexing services. The author explains how the data from the index, originally stored in a card catalog, was moved online to a text-based system, and eventually into its present form in a web-based system. Highlighting some of the challenges that were overcome in creating this resource, brief details are provided on how the data are stored and retrieved in the web environment, on how the data are searched and presented to the researcher, and on the methods used to keep the database current.  相似文献   

4.
Self-regulation is the key mediator between genetic predisposition, early experience, and adult functioning. This paper argues that all the key mechanisms underpinning the enduring effects of early relationship experiences interface with individuals' capacity to control (a) their reaction to stress, (b) their capacity to maintain focused attention, and (c) their capacity to interpret mental states in themselves and others. These three mechanisms together function to assist the individual to work closely and collaboratively with other minds. The paper proposes a reformulation of attachment theory constructs in terms of the quality of interpersonal interpretive functioning and the interpersonal strategies adopted by individuals to maintain optimal psychological distance between themselves and others, given their particular level of interpretive capacity.  相似文献   

5.
Mixed reality environments represent a new approach to creating technology-mediated experiences. However, there is a lack of empirical research investigating users' actual experience. The aim of the current exploratory, non-experimental study was to establish levels of and identify factors associated with presence, within the framework of Schubert et al.'s model of presence. Using questionnaire and interview methods, the experience of the final performance of the Desert Rain mixed reality environment was investigated. Levels of general and spatial presence were relatively high, but levels of involvement and realness were not. Overall, intrinsic motivation, confidence and intention to re-visit Desert Rain were high. However, age was negatively associated with both spatial presence and confidence to play. Furthermore, various problems in navigating the environment were identified. Results are discussed in terms of Schubert's model and other theoretical perspectives. Implications for system design are presented.  相似文献   

6.
Impact of telepresence levels on internet advertising effects.   总被引:1,自引:0,他引:1  
This study examined the dimensions of interactivity and vividness to propose three telepresence levels: content presence, social presence, and personal presence. Then, an experiment investigated the impact of different telepresence levels on Internet advertising. The effects of interactions between vividness of visual imagery (VVI) and product types in relation to telepresence levels and advertising effects were also analyzed. The study employed a factorial design: 4 (levels of telepresence) x 2 (product types) x 2 (VVI). Levels of telepresence and product types were both manipulated between subjects. VVI was measured within subjects. Experimental findings showed that high levels of telepresence of an Internet advertisement increased subject recall and recognition. The low VVI respondent group would have greater recognition than traditional advertisements when respondents were exposed above the level 2 (social presence) advertisement and the effect of recognition increased from level 1 (content presence) to level 3 (personal presence). Recognition increased from level 1 (content presence) to level 2 (social presence) for both search and experience product groups; however, only recognition of the experience product group increased in level 3 (personal presence).  相似文献   

7.
A new circumplex model of interpersonal interaction emphasizes the motives that drive interpersonal behaviors and the negative affect (such as anger) that occurs when a strongly activated motive is frustrated. This study examined the model experimentally by varying conditions designed to activate and frustrate interpersonal motives. One hundred twenty-nine students engaged in text-based discussions using a computer. Three factors were varied: (a) activation of interpersonal motives--participants believed the interaction was interpersonal (with a human) or noninterpersonal (with a computer); (b) individual differences in motive activation--assertive and nonassertive participants were compared (strong vs. weak motive to influence others); and (c) level of frustration of activated motives--the "partner's" messages contained dominating or nondominating language. Participants who believed their interaction was interpersonal produced more interpersonal behaviors of various types. Assertive participants who interacted with a dominating and apparently human partner produced a disproportionate amount of hostility, indicating anger ascribed to frustrated motives.  相似文献   

8.
The aims of this study were to assess fearful and aversive aspects of dating relationships among teens and to examine those experiences by gender. We examined both survey data and cognitive interviews with teens to understand how teens experience their dating relationships and how they interpret the meaning of the items in a fear measure modified for use with teens. We found that fearful and aversive dating situations are common in adolescent dating relationships. As teens move along the continuum from friendships to romantic involvement, both boys and girls experience the aggressive and coercive behaviors that sometimes accompany these new emotional and interpersonal situations.  相似文献   

9.
The experiences of nine young handicapped children and their families with a variety of human service institutions are discussed. A retrospective account is presented from the parents' perspective of those aspects of their and their children's experience that have had a significant impact on their quality of life. Central among these experiences has been the interpersonal interaction with professionals. The parents' reported experiences regarding identification, the search for assistance, assessment, and their children's receipt of services suggest that there are problems in the areas of locating and acquiring an appropriate combination of services to meet family needs and in the quality of interpersonal relationships between parents and professionals. Recommendations are made to alleviate these and other problems.  相似文献   

10.
People have knowledge about relationships (i.e., relational schemas) that is based on their experiences. Because most people have experience with complementary behavior (interaction partners behaving similarly in terms of affiliation but oppositely in terms of control), they expect complementary behavior in their relationships. Like other beliefs about relationships, expectations of complementarity affect self-construal. The authors provide evidence for complementary self-construal; people assimilate to relevant relationship partners on the affiliation dimension and contrast on the control dimension. Consistent with the proposed role of relationship knowledge in these effects, complementary self-construal was moderated by the familiarity of the target, whether people focused on their relationship with or the appearance of the target, and whether the context was relevant for the interpersonal dimension.  相似文献   

11.
Destructive interpersonal experiences at work result in negative feelings among employees and negative work outcomes. Understanding the mechanisms through which bullying can lead to burnout and subsequent turnover is important for preventing and managing this problem. Leaders play a key role in shaping positive work environments by discouraging negative interpersonal experiences and behaviours. The aim of this study is twofold. Specifically we aim to examine the relationship between authentic leadership and new graduate nurses experiences of workplace bullying and burnout over a 1-year timeframe in Canadian healthcare settings. Furthermore we aim to examine the process from workplace bullying to subsequent burnout dimensions, and to job and career turnover intentions. Results of structural equation models on new graduate nurses working in acute care settings in Ontario (N = 205) provide support for the hypothesized model linking supervisor's authentic leadership, subsequent work-related bullying, and burnout, and these in turn to job and career turnover intentions. Thus, the more leaders were perceived to be authentic the less likely nurses’ were to experience subsequent work-related bullying and burnout and to want to leave their job and profession. The results highlight the important role of leadership in preventing negative employee and organizational outcomes.  相似文献   

12.
Based on the proposition that the visual “what you see is what you get” environment of video games may undermine ability/motivation for mental simulation/internal narrative, we hypothesized that exposure to virtual gaming would lead to decreased propensity for spiritual/religious experience. Fifty-six Canadian undergraduates moderately interested in gaming completed measures of propensity for unitive (focus on connectedness) and numinous (focus on presence of Other) experiences online, and again following a randomly assigned virtual or text-based narrative gaming session. Self-reported unitive and numinous propensities both declined significantly following the virtual gaming session as expected. Mystical propensity declined following the text-based session as well, but numinous propensity tended to increase in this condition. Virtual gaming offers an absorbing “escape” narrative with comparatively little “in the head” effort that appears to diminish—at least temporarily—the propensity for spiritual/religious experience, which is predicated upon a sustained internal narrative involving the Unseen.  相似文献   

13.
14.
The authors explored a multidimensional view of drinking, whereby social and solitary drinking represent distinct behaviors associated with positive and negative experiences, respectively. Using daily diary methodology and multilevel analytic strategy, the authors examined, over 30 days, the within-person association of negative and positive experiences and alcohol consumption in different contexts and focused on interpersonal experiences. On days with more negative interpersonal experiences, participants engaged in more solitary drinking (i.e., drinking at home and alone), whereas on days with more positive interpersonal experiences they drank more in social contexts. The authors also demonstrated that individuals high on neuroticism drank more in solitary contexts on days with more negative interpersonal experiences, relative to those with lower neuroticism. These findings lend support to models linking daily drinking motivation and context-dependent drinking behavior.  相似文献   

15.
Is there a relationship between aesthetic and interpersonal experience? This question is motivated not only by the fact that historically experiences of both kinds have often been accounted for in terms of “empathy”, the English translation of the German term “Einfühlung”, but also by the fact that some contemporary theories refer to mechanisms underlying both aesthetic and interpersonal experience. In this Editorial introducing the special section titled “From ‘Einfühlung’ to empathy: exploring the relationship between aesthetic and interpersonal experience”, we briefly sketch these two motivations and the relationship between the different mechanisms that have been associated with both aesthetic and interpersonal experience.  相似文献   

16.
The exceptional sociability of human life colors nearly every phenomenon in the social and behavioral sciences. However, most psychological theories continue to adopt a within‐person perspective, analyzing human behavior by reference to individual‐level biological processes, personal dispositions, or cognitive experiences. Interdependence theory is an important antidote to this actor‐focused bias. Interdependence theory identifies the most important characteristics of interpersonal situations via a comprehensive analysis of situation structure and describes the implications of structure for understanding intrapersonal and interpersonal processes. Situation structure matters because it is the interpersonal reality within which motives are activated, toward which cognition is oriented and around which interaction unfolds. This paper describes key principles of interdependence structure and processes, and illustrates the utility of an interdependence theoretic analysis via a review of four phenomena – regulatory fit, persistence in the face of dissatisfaction, tit‐for‐tat versus generosity, and the origins and consequences of trust.  相似文献   

17.
Video games constitute a popular form of entertainment that allows millions of people to adopt virtual identities. In our research, we explored the idea that the appeal of games is due in part to their ability to provide players with novel experiences that let them "try on" ideal aspects of their selves that might not find expression in everyday life. We found that video games were most intrinsically motivating and had the greatest influence on emotions when players' experiences of themselves during play were congruent with players' conceptions of their ideal selves. Additionally, we found that high levels of immersion in gaming environments, as well as large discrepancies between players' actual-self and ideal-self characteristics, magnified the link between intrinsic motivation and the experience of ideal-self characteristics during play.  相似文献   

18.
Trauma survivors with posttraumatic stress disorder (PTSD) often experience psychosocial problems. This article reviews interpersonal factors such as social support, social acknowledgment, and interpersonal impairment that are relevant to the development and maintenance of PTSD. Furthermore, it considers the possible impact of social cognition on PTSD. The capacity to empathize (empathy) and the existence of an individual “theory of mind” are fundamental to human social interaction. We raise the question of whether traumatic experiences may lead to changes in the social cognition of traumatized individuals. The possible effects of perceived social exclusion as a maintenance factor for PTSD are also discussed.  相似文献   

19.
Male and female physiological, social, and emotional responses were examined at an interpersonal distance beyond that which is typically chosen for conversation in order to test an extension of an equilibrium theory of social intimacy. This model posits that beyond a critical discomfort level, compensatory processes are relatively ineffective in restoring a desired level of involvement. The results of the present study strongly support the prediction that people experience much discomfort and react negatively when interacting at an interpersonal distance outside of the compensatory range—that is, the area within which adjustments in behavior on dimensions other than distance can restore a preferred level of involvement for an interaction. Further, two individual difference variables, sex and locus of control, were found to mediate stress reactions at the inappropriate distance, with women and individuals characterized by an internal locus-of-control being more negatively affected by these environmental conditions.  相似文献   

20.
A person's weight may be perceived as an important aspect of his or her sexuality and a significant determinant of his or her interpersonal sexual experiences. However, researchers interested in body weight and sexuality have focused exclusively on sexual disorders found in individuals with eating disorders; consequently, little is known about people's beliefs about weight and sexuality, despite the individual and interpersonal significance of such beliefs. Undergraduates received information about a male or female, obese or normal-weight stimulus person and then evaluated that person along several dimensions related to sexuality. Participants believed that an obese man's sexual experiences would be highly similar to those of a normal-weight man. However, participants viewed an obese woman as less sexually attractive, skilled, warm, and responsive, and perceived her as less likely to experience desire and various sexual behaviors than a normal-weight woman. In addition, participants believed that an obese woman was less sexually attractive, skilled, warm, and responsive than an obese man.  相似文献   

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