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1.
Previous research demonstrated social influence resulting from mimicry (the chameleon effect); a confederate who mimicked participants was more highly regarded than a confederate who did not, despite the fact that participants did not explicitly notice the mimicry. In the current study, participants interacted with an embodied artificial intelligence agent in immersive virtual reality. The agent either mimicked a participant's head movements at a 4-s delay or utilized prerecorded movements of another participant as it verbally presented an argument. Mimicking agents were more persuasive and received more positive trait ratings than nonmimickers, despite participants' inability to explicitly detect the mimicry. These data are uniquely powerful because they demonstrate the ability to use automatic, indiscriminate mimicking (i.e., a computer algorithm blindly applied to all movements) to gain social influence. Furthermore, this is the first study to demonstrate social influence effects with a nonhuman, nonverbal mimicker.  相似文献   

2.
The present paper is composed of two studies. The first study explored the variables influencing the purchase of avatar-related products through the avatar users' survey research. This proposed a theoretical model of the purchase of avatar-related products using attitude toward an avatar, subjective norm, self-presentation, identification, and immersion. Although significant relationships were found for the individual links, the model was not supported. The second study focused on which variables predict the intention to use avatar-related products. A model was tested with avatar non-users. Results indicated that all relationships among variables in the Technology Acceptance Model (TAM), such as perceived ease of use of avatar, perceived usefulness of avatar, attitude toward using avatar, and intention to use avatar-related products, were strongly supported, as was the link between Internet self-efficacy and perceived ease of use of avatar. Also, the peer groups' subjective norm component which was a unique variable successfully predicted intention to use avatar-related products. Overall, all hypotheses were supported and the data were judged to be consistent with the model.  相似文献   

3.
Phenomenology and the Cognitive Sciences - Borderline personality disorder (BPD) is characterized by severe disturbances in a subject’s sense of identity. Persons with BPD suffer from...  相似文献   

4.
Prior research suggests that people assess overall fairness of an event by focusing on the distribution of the final outcome (distributive fairness) and on how they are treated by others during the conflict resolution process (interactional fairness). The primary goal of this work is to use a social relationship framework to study differences in consumers' responses to interactional fairness as revealed by their evaluations of a brand. Two types of relationships are examined—exchange relationships in which benefits are given to get something back in return; and communal relationships in which benefits are given to take care of others' needs. Results of two studies suggest that the type of consumers' relationship with the brand moderates the effect of interactional fairness such that consumers who have a communal relationship are more responsive to interactional fairness under conditions of low distributive fairness while those who have an exchange relationship are more responsive under conditions of high distributive fairness.  相似文献   

5.
This study investigates how stereoscopy (the illusion of depth and 3D imaging) affects the sense of presence and the intensity of the positive mood that users feel in virtual environments (VEs). A between-group design was used, and 40 volunteers were randomly assigned to one of two experimental conditions (stereoscopy vs. no stereoscopy) and to one of two emotional VEs (relaxation or joy). The participants' emotions were assessed before and after the VR experience. Presence was measured with two postexperiment questionnaires (ITC-SOPI and SUS). Results show that there were no differences between stereoscopic and monoscopic presentations in VEs (neither subjective sense of presence nor emotional reactions). Practical and theoretical implications of these findings are discussed herein.  相似文献   

6.
This study investigates how disembodiment--that is, transcendence of body constraints in cyberspace--in online chat affects social psychological well-being. The results demonstrate that disembodiment is a strong predictor of increased loneliness and depression, and decreased social support. However, the amount of chat use is a positive contributor to decreased offline estrangement and depression, and increased happiness. These contrasting results suggest that online chat use is a technology for social connection used for offline connectivity, but the disembodiment motive is associated with declines in social support and psychosocial well-being. The investigation of specified motives for online interaction, personal competency, or advanced technological alternatives in interaction is suggested for future research on the effects of online interaction on offline outcomes.  相似文献   

7.
The impact of time online: social capital and cyberbalkanization.   总被引:1,自引:0,他引:1  
Hypotheses and research questions about the Internet displacing social capital, atomizing users, creating loneliness, and creating new forms of community were addressed through an original survey of Internet users. A key innovation of this research is that it collects parallel measures of social capital for online and offline contexts, which can then be compared. The results show that while Internet use does suggest a displacing effect, it is also a source of new, qualitatively different social capital. However, there is no connection between Internet use and atomization (or out-group antagonism), and the latter is actually lower online. Taken together, the results suggest that the Internet is no panacea but is not a direct source of problems either. More likely is the case that the costs and benefits for individuals will be predicted by their personalities and particular kinds of Internet use. The results are discussed, along with their implications for theory and future research.  相似文献   

8.
9.
Haptic interfaces are becoming more commonplace in virtual environment and teleoperation systems. There is a growing need to not only continue to improve hardware platforms and rendering algorithms, but evaluate human performance with haptic interfaces. This review summarizes two recent studies inspired by perception problems in using haptic interfaces to interact with virtual environments. The first study evaluated perceived quality of virtual haptic textures and discovered several types of perceived instability and their sources. We found that the buzzing type of perceived instability was most likely due to the mechanical resonance of the haptic interface hardware, and the aliveness type of perceived instability due to our inability to sense the slight movements of our hands in free space. The second study focused on the motor strategy employed during interaction with a virtual surface via a force-feedback haptic interface. We found that users tended to maintain a constant penetration force into a virtual surface when interacting with the surface. This can result in a reversal in perceived relative surface heights if the taller surface is rendered with a lower stiffness, thereby resulting in an erroneous perception of the virtual environment being rendered. For both studies, possible solutions to improving human perception of virtual and remote objects via hardware and/or software are discussed.  相似文献   

10.
Virtual environment (VE) users often report having a sense of being present in the virtual place or a sense that the virtual object is present in their environment. This sense of presence depends on both the technological fidelity (e.g., in graphics, haptics) and the users' cognitive/ personality characteristics. This study examined the correlation between user's cognitive style on the field-dependency dimension and the level of object-presence they reported in a haptic VE. Results indicated that field-independent individuals reported higher presence ratings compared to field-dependent participants. We hypothesize that field-independents' advantage in reorganizing the perceptual field and constructing it according to their previously acquired internal knowledge enables them to cognitively reconstruct the VE experience more efficiently by selectively attending only to the relevant cues and by filling in the gap of missing information with their previous knowledge and creative imagination. This active and creative cognitive process may be behind the enhanced sense of presence. In addition, we raise a possible linkage between field dependency, the sense of presence, and simulator sickness phenomenon.  相似文献   

11.
Computer games are advocated as a promising tool bridging the gap between the controllability of a lab experiment and the mundane realism of a field experiment. At the same time, many authors stress the importance of observing real behavior instead of asking participants about possible or intended behaviors. In this article, the authors introduce an online virtual social environment, which is inhabited by autonomous agents including the virtual spouse of the participant. Participants can freely explore the virtual world and interact with any other inhabitant, allowing the expression of spontaneous and unprompted behavior. The authors investigated the usefulness of this game for the assessment of interactions with a virtual spouse and their relations to intimacy and autonomy motivation as well as relationship satisfaction with the real-life partner. Both the intimacy motive and the satisfaction with the real-world relationship showed significant correlations with aggregated in-game behavior, which shows that some sort of transference between the real world and the virtual world took place. In addition, a process analysis of interaction quality revealed that relationship satisfaction and intimacy motive had different effects on the initial status and the time course of the interaction quality. Implications for psychological assessment using virtual social environments are discussed.  相似文献   

12.
Following social norms to avoid deviant or socially inappropriate behavior may require self-control. This was tested in two experiments that experimentally manipulated individuals' level of self-control strength. In the first experiment, individuals whose self-control capacity was depleted were more likely to misrepresent how many problems they solved and work after being told to stop while working on a timed test. These same results were found in individuals low in trait self-control. This was especially true when the certainty of getting caught was low. In the second experiment, depleted individuals were ruder to the experimenter than nondepleted participants. The results have implications for understanding how self-control contributes to normative behavior.  相似文献   

13.
Social norms are communally agreed upon, morally significant behavioral standards that are, at least in part, responsible for uniquely human forms of cooperation and social organization. This article summarizes evidence demonstrating that ritual and ritualized behaviors are essential to the transmission and reinforcement of social norms. Ritualized behaviors reliably signal an intentional mental state giving credibility to verbal expressions while emotionally binding people to each other and group-based values. Early ritualized infant-caregiver interactions and the family routines and rituals that emerge from them are primary mechanisms for transmitting social norms vertically from parent to offspring, while adult community rituals are a primary mechanism by which norms are reinforced horizontally within the community.  相似文献   

14.
The need for closure (NFC) promotes group-centrism, referring to the pursuit of a shared reality in a group, commonly achieved through conformity to and introjection of group norms. The present study expands this perspective by examining how NFC motivates projection of one’s own norms on groups, as an alternative means to achieve epistemic security in the absence of clear group norms. In Study 1 (N?=?261), individual differences in NFC predicted social projection onto an incidental crowd, providing evidence for the generic effect of NFC on social projection. In line with the assertion that the epistemic value of a collectivity is a function of the degree to which the collectivity matters for the individual, Study 2 (N?=?239) and Study 3 (N?=?223) revealed that NFC effects on social projection were strengthened for in-groups and disappeared for out-groups. Furthermore, mediation analyses demonstrated that essentialist entitativity beliefs mediate the relationship between NFC and in-group projection.  相似文献   

15.
随着移动智能设备和移动互联网的出现,移动社交媒介已日益成为人们网络活动和人际交往的新平台。为考察移动社交媒介使用行为、网络自我表露、网络社会支持和友谊质量之间的关系,本研究采用问卷法对473名青少年进行了调查。结果发现:(1)移动社交媒介使用行为会对网络自我表露和网络社会支持产生显著的直接正向影响,网络自我表露会对网络社会支持产生显著的直接正向影响,网络社会支持会对友谊质量产生显著的直接正向影响。(2)移动社交媒介使用行为可以通过网络社会支持的中介作用对友谊质量产生显著的间接影响,还可以通过网络自我表露和网络社会支持的链式中介作用对友谊质量产生显著的间接影响。  相似文献   

16.
Handwashing is widely considered the most effective method of preventing the spread of infectious illness. Exploring the determinants of handwashing is vital to the development of interventions to increase this behaviour. A survey based on Social Norms Theory assessed handwashing frequency and perceptions of peer handwashing in 255 university students. Participants reported their own handwashing frequency, and how often they thought their peers washed their hands in particular circumstances, to determine whether misperceptions around handwashing exist, and whether these influence the behaviour of individuals. Gender was found to be a significant determinant of handwashing frequency as females reported washing their hands significantly more often than males. Participants also believed they washed their hands significantly more frequently than their peers. Perceived peer handwashing frequency was significantly correlated with participants’ own behaviour. This effect was seen in overall handwashing and in food, waste and illness-related hand washing. These results suggest perceived social norms around hand washing have a clear association with individual behaviour. Future research might test the effectiveness of a social norms intervention in other settings which carry an increased risk of infection spread.  相似文献   

17.
We investigated the importance and efficiency of active and passive exploration on the recognition of objects in a variety of virtual environments (VEs). In this study, 54 participants were randomly allocated into one of active and passive navigation conditions. Active navigation was performed by allowing participants to self-pace and control their own navigation, but passive navigation was conducted by forced navigation. After navigating VEs, participants were asked to recognize the objects that had been in the VEs. Active navigation condition had a significantly higher percentage of hit responses (t (52) = 4.000, p < 0.01), and a significantly lower percentage of miss responses (t (52) = -3.763, p < 0.01) in object recognition than the passive condition. These results suggest that active navigation plays an important role in spatial cognition as well as providing an explanation for the efficiency of learning in a 3D-based program.  相似文献   

18.
Despite fast technological developments in virtual reality (VR), methodologies and guidelines for evaluating the design of virtual environments (VEs) are lacking. The theory of perceptual opportunities (POs) has previously been proposed as a basis of such a design methodology. This paper presents an empirical study investigating the effect of representation of POs on users' behavior in VEs. The effects of both direction and movement of attractor on choice of objects in a simple VE were studied. Results showed that vertical static attractors were chosen least frequently. Furthermore, there was an effect of direction for static attractors in favor of the take-off direction. Implications for VE design in the framework of POs are discussed.  相似文献   

19.
Intuition suggests that a distanced or abstract thinker should be immune to social influence, and on its surface, the current literature could seem to support this view. The present research builds on recent theorizing to suggest a different possibility. Drawing on the notion that psychological distance regulates the extent to which evaluations incorporate context-specific or context-independent information, we suggest that psychological distance should actually increase susceptibility to sources of social influence that tend to be consistently encountered across contexts, such as group norms. Consistent with this hypothesis, two studies showed that psychological distance and abstraction increased conformity to group opinion and that this effect persisted in a novel voting-booth paradigm in which participants believed their voting behavior was both anonymous and consequential. We discuss implications of these findings for understanding the social side of abstraction as well as the conditions under which different types of social influence are likely to be most influential.  相似文献   

20.
As the virtual gaze of another becomes an increasingly prevalent feature in children's lives, this paper aims to explore some of the emotional complexities of the emerging physical/virtual landscape of children's experience. Based on an analysis of the emotion of shame, the paper explores the new challenges that children face both now and in the future in their virtual encounters and relations with others. It is argued that virtual spaces bring new dimensions to emotional experience, at times making it more difficult to realise the productive potential of shame. This is because the gaze or imagined gaze of another, as invoked through the experience of shame, occurs in conditions of uncertainty, has no boundaries and may arise at any time in the future. These insights are significant if we are to support children in building a capacity to restore the self and be resilient in these new spaces of social encounter.  相似文献   

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