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Psychology Human Interactions

Psychology Human Interactions

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    Half and half presentation Half and half presentation Presentation Transcript

    • PHI 2011
      Computer Mediated Communication
    • Our Team
    • “Nonverbal communication operates differently in CMC environments. For example, in a net conference—any meeting where members are electronically connected by networked computers—nonverbal messages such as facial expressions and body language may be missing entirely or exaggerated, depending on the type of conference.
      Communicating in CMC
      • For some tasks, such as brainstorming a list of ideas, these nonverbal challenges may not matter much. However, if the group needs to achieve consensus on an important decision, CMC can impair a group’s sense of sharing, involvement, and team spirit.
      • Members’ perception depends on the degree to which they perceive that other members are actually there during the interaction.”*
    • Second Life is the leader of compelling, cost-effective virtual education solutions to amplify an existing curriculum or create new models for engaged, collaborative learning.
      • Second Life matters because it's a big community, and growing quickly with well over 2 million users today.
      • It's social. You can quickly develop an extensive network of contacts, professional and personal, using everything from Second Life's built-in interest group functions to chance encounters.
      • It's a community of open-minded, motivated users. Second Life residents are coming to that world expressly to engage, and its very nature encourages active participation.
      Virtual Reality
      • It's instantly ready for e-commerce. Whether you want to raise funds or sell virtual widgets, you can set up shop quickly and easily without getting entangled in merchant accounts or security certificates.
      • It's a no-to-low-cost way to collaborate and communicate. Your team members can join each other quickly and easily from around the world, whether for an informal chat or a two-hour meeting.
      • It's an ideal space for innovation and experimentation. The informal rules and economic structure of Second Life are still shifting, and the opportunities for social and technological innovation abound.
      • It's a uniquely rich experience. Think of the intensity of video, the interactivity of the web, the intimacy of face-to-face contact – combined. Now think of how that level of communication can enrich your engagement with an audience.
      Virtual Reality
    • Watch out for fake profiles
      “Be particularly careful to evaluate information you derive from the Internet. Anyone can put anything on the Internet; no review procedure evaluates the information for accuracy or truth. Wikipedia is an online encyclopedia that can be edited by anyone with access to the Internet. Our experience is that it is extremely popular with students. However, neither of us allows it as a main source of information for group projects or presentations because it can be edited by anyone; thus, its accuracy is harder to establish.”*
      Visit the following websites to learn more about evaluating Internet information:
      • www.virtualsalt.com/evalu8it.htm
      • www.library.cornell.edu/olinuris/ref/research/webeval.html
      Fake Profiles Online
    • What is Cloud Computing?
      Imagine your PC and all of your mobile devices being in sync—all the time. Whether you realize it or not, you're probably already using cloud-based services. Pretty much everyone with a computer has been. Gmail and Google Docs are two prime examples; we just don't think of those services in those terms.
      A smartphone is the mobile cockpit of the personal cloud. You can literally man your entire online life while walking down the street. Synch up all your devices, buy concert tickets through Bing, video chat through Live Messenger, collaborate on work files, and more. You won't want to leave home without it.
      Various CMC Platforms
    • Online bullying is on the rise
      • “Early research comparing conflict in CMC with face-to-face (FtF) groups produced inconsistent results. For example, CMC groups engaged in more inflammatory, profane, and negative communication than FtF groups. However, groups that used Group Support Systems (GSS), exhibited less substantive and affective conflict if members used the methods as they were meant to be used. Thus, we might conclude that if groups using CMC gave members time to get to know each other (a common recommendation when using CMC) and adapted GSS appropriately, then computer use could lessen the potential damaging effects of conflict.
      • CMC groups initially show an interrelationship between procedural and affective conflict—struggles with technology get tied into interpersonal struggles—whereas FtF groups show more blending of procedural and substantive conflicts.”*
      Online Bullying
    • New communication options with video games on the rise
      • “If playing antisocial (e.g., violent) games can lead to antisocial behavior, it makes sense to propose that playing pro-social games can lead to pro-social behavior. And research supports this proposal.
      • For example, in a series of experiments published this year in the Journal of Personality and Social Psychology, Tobias Greitemeyer from the University of Sussex and Slivia Osswald from Ludwig-Maximilians-University found some very fascinating effects in support of the pro-social gaming leads to pro-social behavior hypothesis.
      • Across all of the experiments, the researchers found that participants who had just played a pro-social game (e.g., Lemmings) compared to those who had just played a neutral game (e.g., Tetris) were more likely to engage in helpful behaviors such as picking up a box of pencils spilled by the experimenter or agreeing to volunteer to take part in additional research without any further compensation.”
      • http://www.psychologytoday.com/blog/death-love-sex-magic/201006/the-social-benefits-video-gaming
      Video Games
    • Types of video games that can be used to interact with people.
      Almost all games have some sort of interaction with our environment in this day and age. It is almost a required that the video game have online play, or at least multiplayer. When people play with each other online the goal is often to work together with a team of players, or put yourself against other players.
      Types of multiplayer games
      • MMORPG (massive multiplayer online role playing game) = often times this is the more social game out of list of games. The whole point of this game is to play online with your friends. You can normally do things like fight monsters with your friends or do quests. You can also fight other players if you wish. Normal communication between players includes microphone and headset or a keyboard.
      First person shooters
      • These games can also be single player, but when multiplayer the point is to normally shoot other people. You can either do this in teams or by yourself. Most well known first person shooters are on counsel systems, so that means most communication is done through headset.
      Fighting games
      • The point is to face off against other people online in a beat them up type manner. Most times these games are just you by yourself. You have to fight off other people on your own. Since in most cases you wont have teammates this game can be played without communicating with the other players.
      Others
      • There are other types of games that you can play online. From flash games to downloaded games. The range from anything like poker to raising pets with your friends. Communication and interaction varies on these types of games. To sit here and list them would take me a lifetime.
      Video Games
    • “Group members increasingly use computers to communicate, and computer use dramatically influences the nature of a group’s nonverbal messages in particular.”*
      *(ADAMS, Katherine L.. Communicating in Groups: Applications and Skills, 7th Edition. McGraw-Hill Higher Education, 022008. p. 195).
      <vbk:9780073385006#outline(7.7.3.2.3)>
      Conclusion
    • CSI and Second Life