This document discusses new trends in cognitive science related to embodied cognition and the concept of presence. It summarizes key theories of embodied cognition that see cognition as emerging from the interaction between the mind and body in a physical environment. The document also explores how the concept of presence may help address issues with differentiating self from other and internal from external processes. Presence is discussed as a potential way for cognitive robots to separate themselves from the external world.
Presence, a critical feature of interactive media is here described as a neuropsychological phenomenon, evolved from the interplay of our biological and cultural inheritance, whose goal is the enaction of the volition of the self: presence is the non mediated (prereflexive) perception of successful intentions in action.
Thelxinoë: Recognizing Human Emotions Using Pupillometry and Machine Learningmlaij
In this study, we present a method for emotion recognition in Virtual Reality (VR) using pupillometry. We analyze pupil diameter responses to both visual and auditory stimuli via a VR headset and focus on extracting key features in the time-domain, frequency-domain, and time-frequency domain from VR-generated data. Our approach utilizes feature selection to identify the most impactful features using Maximum Relevance Minimum Redundancy (mRMR). By applying a Gradient Boosting model, an ensemble learning technique using stacked decision trees, we achieve an accuracy of 98.8% with feature engineering, compared to 84.9% without it. This research contributes significantly to the Thelxinoë framework, aiming to enhance VR experiences by integrating multiple sensor data for realistic and emotionally resonant touch interactions. Our findings open new avenues for developing more immersive and interactive VR environments, paving the way for future advancements in virtual touch technology.
Thelxinoë: Recognizing Human Emotions Using Pupillometry and Machine Learningmlaij
In this study, we present a method for emotion recognition in Virtual Reality (VR) using pupillometry. We analyze pupil diameter responses to both visual and auditory stimuli via a VR headset and focus on extracting key features in the time-domain, frequency-domain, and time-frequency domain from VR-generated data. Our approach utilizes feature selection to identify the most impactful features using Maximum Relevance Minimum Redundancy (mRMR). By applying a Gradient Boosting model, an ensemble learning technique using stacked decision trees, we achieve an accuracy of 98.8% with feature engineering, compared to 84.9% without it. This research contributes significantly to the Thelxinoë framework, aiming to enhance VR experiences by integrating multiple sensor data for realistic and emotionally resonant touch interactions. Our findings open new avenues for developing more immersive and interactive VR environments, paving the way for future advancements in virtual touch technology.
Comment réduire le cybermalaise de la réalité virtuelle ?
La réalité virtuelle peut nous faire croire à un monde parallèle, mais notre organisme, lui, n’est pas toujours dupe. Il peut réagir en causant une variété de symptômes, allant du bref inconfort jusqu’à des nausées et étourdissements prolongés. Ce mal du virtuel – ou cybermalaise – affecte un grand nombre d’utilisateurs. Cette conférence présente une étude récente, menée en collaboration avec la firme D-BOX Technologies, sur les effets de l’utilisation d’un mouvement parfaitement aligné sur les stimuli virtuels afin d’augmenter l’immersion et de réduire le cybermalaise des utilisateurs.
Pierre-Majorique Léger, HEC
Professeur Pierre-Majorique Léger est un chercheur, inventeur et entrepreneur. Ses recherches visent à améliorer l’expérience utilisateur (UX) vécue lors de l’apprentissage ou de l’utilisation d’une technologie d’information (TI), et ce, en mobilisant les données biophysiologiques massives générées lors de l’interaction et permettant de qualifier l’émotion et la cognition de l’utilisateur. Il est détenteur d’un Ph.D. en génie industriel de l’École Polytechnique de Montréal et d’un postdoctorat en technologies de l’information de HEC Montréal et du NYU Stern School of Business. Il est professeur à HEC Montréal en TI, mais également professeur invité à la prestigieuse Tuck School of Business du Dartmouth College et au Henry B. Tippie School of Management de l’University of Iowa. Récemment, il est devenu le titulaire de la Chaire de recherche industrielle CRSNG-Prompt en expérience utilisateur financée par les gouvernements du Québec et du Canada, mais aussi en partenariat avec des entreprises québécoises pour la recherche en expérience utilisateur soit Deloitte Digital, Sobeys, Mouvement Desjardins, D-Box, Videotron and JDA Software. Il est l’auteur d’une cinquantaine d’articles scientifiques arbitrés, d’une dizaine de déclarations d’invention et le fondateur de plusieurs start-ups.
O R I G I N A L A R T I C L EUnconscious emotions quantif.docxhopeaustin33688
O R I G I N A L A R T I C L E
Unconscious emotions: quantifying and logging something
we are not aware of
Leonid Ivonin • Huang-Ming Chang •
Wei Chen • Matthias Rauterberg
Received: 30 September 2011 / Accepted: 1 February 2012 / Published online: 5 April 2012
� The Author(s) 2012. This article is published with open access at Springerlink.com
Abstract Lifelogging tools aim to precisely capture daily
experiences of people from the first-person perspective.
Although there have been numerous lifelogging tools
developed for users to record the external environment
around them, the internal part of experience characterized
by emotions seems to be neglected in the lifelogging field.
However, the internal experiences of people are important
and, therefore, lifelogging tools should be able to capture
not only the environmental data, but also emotional expe-
riences, thereby providing a more complete archive of past
events. Moreover, there are implicit emotions that cannot
be consciously experienced, but still influence human
behaviors and memories. It has been proven that conscious
emotions can be recognized from physiological signals of
the human body. This fact may be used to enhance life-logs
with information about unconscious emotions, which
otherwise would remain hidden. On the other hand, it is not
clear if unconscious emotions can be recognized from
physiological signals and differentiated from conscious
emotions. Therefore, an experiment was designed to elicit
emotions (both conscious and unconscious) with visual and
auditory stimuli and to record cardiovascular responses of
34 participants. The experimental results showed that heart
rate responses to the presentation of the stimuli are unique
for every category of the emotional stimuli and allow dif-
ferentiation between various emotional experiences of the
participants.
Keywords Emotions � Unconscious � Heart rate �
Archetypal symbols � Lifelogging
1 Introduction
Keeping a diary is a very traditional way of lifelogging.
Some people tend to write down in their diaries all the
details of what they saw and did, while others like to note
moods and emotions they had during a day. Presently, there
are various kinds of lifelogging tools (e.g., [1–3]) that have
been developed to assist people with recording their life
experiences. However, these tools can only record the
surrounding environment of people, which ultimately
includes everything that they encounter, but not the internal
world, which comprises moods, thoughts and emotions.
Therefore, current lifelogging tools do not provide people
with a possibility to keep records of their mental life, which
is crucial for some people who keep diaries [4, 5].
To offer capabilities that are superior to diaries, life-
logging applications should try to capture the complete
experiences of people including data from both their
external and internal worlds. Since mental experiences of
people are too broad.
The document discusses the CEEDs project, which aims to exploit implicit processing to help humans make sense of large, complex datasets. The CEEDs project develops new sensors and technologies to measure people's implicit reactions to visualizations of big data, even when they are not consciously aware of their reactions. A "Sentient Agent" model uses measures like heart rate, skin conductance and eye tracking to infer user engagement and guide them through the data. The document provides examples of applying CEEDs technology in archaeology and neuroscience to help classify artifacts, analyze ancient cities, and explore brain connectivity networks.
The document discusses Frederic Bartlett's theory of schemas and how it laid the foundation for modern schema theory. Bartlett was interested in the role of prior knowledge in interpreting stories. His work showed that previous knowledge affects how new stimuli are processed. Schema theory proposes that schemas represent different levels of knowledge and experience, from cultural beliefs down to word meanings. Schemas contain our generic knowledge and are shared within social groups through discourse. They describe rather than define our understanding. Bartlett's work established that prior knowledge shapes how new information is understood.
This document discusses new trends in cognitive science related to embodied cognition and the concept of presence. It summarizes key theories of embodied cognition that see cognition as emerging from the interaction between the mind and body in a physical environment. The document also explores how the concept of presence may help address issues with differentiating self from other and internal from external processes. Presence is discussed as a potential way for cognitive robots to separate themselves from the external world.
Presence, a critical feature of interactive media is here described as a neuropsychological phenomenon, evolved from the interplay of our biological and cultural inheritance, whose goal is the enaction of the volition of the self: presence is the non mediated (prereflexive) perception of successful intentions in action.
Thelxinoë: Recognizing Human Emotions Using Pupillometry and Machine Learningmlaij
In this study, we present a method for emotion recognition in Virtual Reality (VR) using pupillometry. We analyze pupil diameter responses to both visual and auditory stimuli via a VR headset and focus on extracting key features in the time-domain, frequency-domain, and time-frequency domain from VR-generated data. Our approach utilizes feature selection to identify the most impactful features using Maximum Relevance Minimum Redundancy (mRMR). By applying a Gradient Boosting model, an ensemble learning technique using stacked decision trees, we achieve an accuracy of 98.8% with feature engineering, compared to 84.9% without it. This research contributes significantly to the Thelxinoë framework, aiming to enhance VR experiences by integrating multiple sensor data for realistic and emotionally resonant touch interactions. Our findings open new avenues for developing more immersive and interactive VR environments, paving the way for future advancements in virtual touch technology.
Thelxinoë: Recognizing Human Emotions Using Pupillometry and Machine Learningmlaij
In this study, we present a method for emotion recognition in Virtual Reality (VR) using pupillometry. We analyze pupil diameter responses to both visual and auditory stimuli via a VR headset and focus on extracting key features in the time-domain, frequency-domain, and time-frequency domain from VR-generated data. Our approach utilizes feature selection to identify the most impactful features using Maximum Relevance Minimum Redundancy (mRMR). By applying a Gradient Boosting model, an ensemble learning technique using stacked decision trees, we achieve an accuracy of 98.8% with feature engineering, compared to 84.9% without it. This research contributes significantly to the Thelxinoë framework, aiming to enhance VR experiences by integrating multiple sensor data for realistic and emotionally resonant touch interactions. Our findings open new avenues for developing more immersive and interactive VR environments, paving the way for future advancements in virtual touch technology.
Comment réduire le cybermalaise de la réalité virtuelle ?
La réalité virtuelle peut nous faire croire à un monde parallèle, mais notre organisme, lui, n’est pas toujours dupe. Il peut réagir en causant une variété de symptômes, allant du bref inconfort jusqu’à des nausées et étourdissements prolongés. Ce mal du virtuel – ou cybermalaise – affecte un grand nombre d’utilisateurs. Cette conférence présente une étude récente, menée en collaboration avec la firme D-BOX Technologies, sur les effets de l’utilisation d’un mouvement parfaitement aligné sur les stimuli virtuels afin d’augmenter l’immersion et de réduire le cybermalaise des utilisateurs.
Pierre-Majorique Léger, HEC
Professeur Pierre-Majorique Léger est un chercheur, inventeur et entrepreneur. Ses recherches visent à améliorer l’expérience utilisateur (UX) vécue lors de l’apprentissage ou de l’utilisation d’une technologie d’information (TI), et ce, en mobilisant les données biophysiologiques massives générées lors de l’interaction et permettant de qualifier l’émotion et la cognition de l’utilisateur. Il est détenteur d’un Ph.D. en génie industriel de l’École Polytechnique de Montréal et d’un postdoctorat en technologies de l’information de HEC Montréal et du NYU Stern School of Business. Il est professeur à HEC Montréal en TI, mais également professeur invité à la prestigieuse Tuck School of Business du Dartmouth College et au Henry B. Tippie School of Management de l’University of Iowa. Récemment, il est devenu le titulaire de la Chaire de recherche industrielle CRSNG-Prompt en expérience utilisateur financée par les gouvernements du Québec et du Canada, mais aussi en partenariat avec des entreprises québécoises pour la recherche en expérience utilisateur soit Deloitte Digital, Sobeys, Mouvement Desjardins, D-Box, Videotron and JDA Software. Il est l’auteur d’une cinquantaine d’articles scientifiques arbitrés, d’une dizaine de déclarations d’invention et le fondateur de plusieurs start-ups.
O R I G I N A L A R T I C L EUnconscious emotions quantif.docxhopeaustin33688
O R I G I N A L A R T I C L E
Unconscious emotions: quantifying and logging something
we are not aware of
Leonid Ivonin • Huang-Ming Chang •
Wei Chen • Matthias Rauterberg
Received: 30 September 2011 / Accepted: 1 February 2012 / Published online: 5 April 2012
� The Author(s) 2012. This article is published with open access at Springerlink.com
Abstract Lifelogging tools aim to precisely capture daily
experiences of people from the first-person perspective.
Although there have been numerous lifelogging tools
developed for users to record the external environment
around them, the internal part of experience characterized
by emotions seems to be neglected in the lifelogging field.
However, the internal experiences of people are important
and, therefore, lifelogging tools should be able to capture
not only the environmental data, but also emotional expe-
riences, thereby providing a more complete archive of past
events. Moreover, there are implicit emotions that cannot
be consciously experienced, but still influence human
behaviors and memories. It has been proven that conscious
emotions can be recognized from physiological signals of
the human body. This fact may be used to enhance life-logs
with information about unconscious emotions, which
otherwise would remain hidden. On the other hand, it is not
clear if unconscious emotions can be recognized from
physiological signals and differentiated from conscious
emotions. Therefore, an experiment was designed to elicit
emotions (both conscious and unconscious) with visual and
auditory stimuli and to record cardiovascular responses of
34 participants. The experimental results showed that heart
rate responses to the presentation of the stimuli are unique
for every category of the emotional stimuli and allow dif-
ferentiation between various emotional experiences of the
participants.
Keywords Emotions � Unconscious � Heart rate �
Archetypal symbols � Lifelogging
1 Introduction
Keeping a diary is a very traditional way of lifelogging.
Some people tend to write down in their diaries all the
details of what they saw and did, while others like to note
moods and emotions they had during a day. Presently, there
are various kinds of lifelogging tools (e.g., [1–3]) that have
been developed to assist people with recording their life
experiences. However, these tools can only record the
surrounding environment of people, which ultimately
includes everything that they encounter, but not the internal
world, which comprises moods, thoughts and emotions.
Therefore, current lifelogging tools do not provide people
with a possibility to keep records of their mental life, which
is crucial for some people who keep diaries [4, 5].
To offer capabilities that are superior to diaries, life-
logging applications should try to capture the complete
experiences of people including data from both their
external and internal worlds. Since mental experiences of
people are too broad.
The document discusses the CEEDs project, which aims to exploit implicit processing to help humans make sense of large, complex datasets. The CEEDs project develops new sensors and technologies to measure people's implicit reactions to visualizations of big data, even when they are not consciously aware of their reactions. A "Sentient Agent" model uses measures like heart rate, skin conductance and eye tracking to infer user engagement and guide them through the data. The document provides examples of applying CEEDs technology in archaeology and neuroscience to help classify artifacts, analyze ancient cities, and explore brain connectivity networks.
The document discusses Frederic Bartlett's theory of schemas and how it laid the foundation for modern schema theory. Bartlett was interested in the role of prior knowledge in interpreting stories. His work showed that previous knowledge affects how new stimuli are processed. Schema theory proposes that schemas represent different levels of knowledge and experience, from cultural beliefs down to word meanings. Schemas contain our generic knowledge and are shared within social groups through discourse. They describe rather than define our understanding. Bartlett's work established that prior knowledge shapes how new information is understood.
Presentation from June 21, 2015 to researchers and PhD students at the Center for Biological Cybernetics at the Max Planck Institute in Tübingen (Germany).
Paint With Me: Stimulating Creativity and Empathy IEEE VR 2017 PresentationLynda Joy Gerry
Presentation of TGCV paper Paint With Me: Stimulating Creativity and Empathy While Painting with a Painter in Virtual Reality on March 22, 2017 at IEEE VR 2017 in Los Angeles.
Do I Have Your Attention: Examining the Influence of Unconscious Memories on ...Innocence Smith
This document provides a literature review on unconscious memories and their influence on behaviors and perceptions. It summarizes several studies that show how unconscious memories can influence eye movements and attention even when explicit memories fail. The studies demonstrate that hippocampal activity predicts expressions of relational memory through indirect measures like eye tracking. Both explicit and implicit memory processes influence experience-dependent eye movements on tasks with novel or repeated scenes. The relationship between attention and memory is bidirectional, as memory can guide attention and perception. However, memory is also susceptible to distortion from misinformation, as shown in a classic study on the misinformation effect.
Inner Activity is a multi-sensory virtual reality art installation that combines VR, sound healing techniques, and physical elements to induce a meditative state. It uses the Oculus Rift headset and a tactile bass system to immerse participants in synchronized audiovisual and haptic experiences. The installation is designed to transition users from the real world into a virtual environment through rituals like removing shoes, in order to explore potential health and therapeutic applications of VR. Future work will evaluate its effectiveness and involve measuring biometric data to provide real-time biofeedback to users.
elievable Virtual Social Interactions
Which gesture indicates which emotion?
Is a different level of emotion conveyed by related gestures?
Do we need to use the same pose for conveying the same emotion and intensity for anthropomorphic characters as in human, or does the pose needs to be exaggerated?
How to design realistic body movement?
Holt et al. (2015) NeuroImageClinical Looming Controls and PatientsStephanie DeCross
The document summarizes a study examining abnormalities in personal space and parietal-frontal brain network function in schizophrenia. The study found that a brain region involved in monitoring space near the body (dorsal intraparietal sulcus) was hyper-responsive in schizophrenic patients to images of faces appearing to move toward them, intruding into personal space. This hyper-responsivity was linked to both enlarged personal space and greater negative symptoms in patients. In contrast, lower-level visual areas involved in face and motion processing showed normal function in patients. The findings suggest changes in brain networks supporting social behaviors contribute to social dysfunction in schizophrenia.
How women think robots perceive them – as if robots were men Matthijs Pontier
In previous studies, we developed an empirical account of user engagement with software agents. We
formalized this model, tested it for internal consistency, and implemented it into a series of software agents to
have them build up an affective relationship with their users. In addition, we equipped the agents with a module
for affective decision-making, as well as the capability to generate a series of emotions (e.g., joy and anger). As
follow-up of a successful pilot study with real users, the current paper employs a non-naïve version of a Turing
Test to compare an agent’s affective performance with that of a human. We compared the performance of an
agent equipped with our cognitive model to the performance of a human that controlled the agent in a Wizard
of Oz condition during a speed-dating experiment in which participants were told they were dealing with a
robot in bot h conditions. Participants did not detect any differences between the two conditions in the
emotions the agent experienced and in the way he supposedly perceived the participants. As is, our model can
be used for designing believable virtual agents or humanoid robots on the surface level of emotion expression.
Chapter 6: Perception
Selective Attention
At any moment we are conscious of a very limited amount of all that we are capable of experiencing. One example of this selective attention is the cocktail party effect—attending to only one voice among many. Another example is inattentional blindness, which refers to our blocking of a brief visual interruption when focusing on other sights.
Perceptual Illusions
Visual and auditory illusions were fascinating scientists even as psychology emerged. Explaining illusions required an understanding of how we transform sensations into meaningful perceptions, so the study of perception became one of psychology’s first concerns. Conflict between visual and other sensory information is usually resolved with the mind’s accepting the visual data, a tendency known as visual capture.
Perceptual Organization
From a top-down perspective, we see how we transform sensory information into meaningful perceptions when we are aided by knowledge and expectations.
The early Gestalt psychologists were impressed with the seemingly innate way we organize fragmentary sensory data into whole perceptions. Our minds structure the information that comes to us in several demonstrable ways:
Form Perception
To recognize an object, we must first perceive it (see it as a figure) as distinct from its surroundings (the ground). We must also organize the figure into a meaningful form. Several Gestalt principles—proximity, similarity, continuity, connectedness, and closure—describe this process.
Depth Perception
Research on the visual cliff revealed that many species perceive the world in three dimensions at, or very soon after, birth. We transform two-dimensional retinal images into three-dimensional perceptions by using binocular cues, such as retinal disparity, and monocular cues, such as the relative sizes of objects.
Motion Perception
Our brain computes motion as objects move across or toward the retina. Large objects appear to move more slowly than smaller objects. A quick succession of images, as in a motion picture or on a lighted sign, can also create an illusion of movement.
Perceptual Constancy
Having perceived an object as a coherent figure and having located it in space, how then do we recognize it—despite the varying images that it may cast on our retinas? Size, shape, and lightness constancies describe how objects appear to have unchanging characteristics regardless of their distance, shape, or motion. These constancies explain several of the well-known visual illusions. For example, familiarity with the size-distance relationships in a carpentered world of rectangular shapes makes people more susceptible to the Müller-Lyer illusion.
Perceptual Interpretation
The most direct tests of the nature-nurture issue come from experiments that modify human perceptions.
Sensory Deprivation and Restored Vision
For many species, infancy is a critical period during which experience must activate the brain’s innate visual mechanisms. If cataract removal restores eyesight to adults who were blind from birth, they remain unable to perceive the world normally. Generally, they can distinguish figure from ground and can perceive colors, but they are unable to recognize shapes and forms. In controlled experiments, animals have been reared with severely restricted visual input. When their visual exposure is returned to normal, they, too, suffer enduring visual handicaps.
Perceptual Adaptation
Human vision is remarkably adaptable. Given glasses that shift the world slightly to the left or right, or even turn it upside down, people manage to adapt their movements and, with practice, to move about with ease.
Perceptual Set
Clear evidence that perception is influenced by our experience—our learned assumptions and beliefs—as well as by sensory input comes from the many demonstrations of perceptual set and context effects. The schemas we have learned help us to interpret otherwise ambiguous stimu
Running head SAMPLE1Basic Sample Outline TemplateStuden.docxtodd521
The document provides a sample outline template for a speech or presentation. It includes the standard outline sections of introduction, body, and conclusion. The body section includes placeholders for up to 3 main points, each with up to 3 details/examples. Key instructions are provided, such as replacing all sample information with the student's own content and removing paragraphs or full speeches. The purpose is to assist students in properly formatting their outline, rather than providing approved topic ideas or content.
Presentation for workshop with the Social Development Centre SUS (http://www.sus.dk/) group at Sauntehus Slotshotel in Hornbæk, DK on the 24th of August, 2015.
Consciousness Society: Validation of First and Second Person Methods for Inqu...Robert Wright, Jr.
Consciousness Presentation - May 31, 2014
First and Second Person Subjective Qualitative Approaches to Achieving Whole Brain Synchrony for Peak Experience and Peak Performance
Whole brain synchrony is a well-known and sought after state which has the capacity to beneficially shift consciousness to states of “flow” whereby right and left cerebral hemispheres and prefrontal and brain stem regions work in harmonious union, e.g. brainwave patterns are synchronous or “in phase.”
The benefits of entering whole brain synchronous states are numerous including a sharpening of mental clarity, enhanced ability to problem solve, and resultant measurable subtle increases in creativity, intuition, and insight.
Importantly, whole brain synchronization induces a Relaxation Response that automatically reduces pain, stress, and anxiety in the body through the secretion of helpful homeostatic neurochemicals such as oxytocin, dopamine, endogenous morphine, and cyclic nitric oxide.
Dr. Wright’s presentation will explore and make a case for the scholarly community to re-consider the historical “normal” science bias against first and second person subjective methods for inquiry especially the requirement that a researcher’s own experience be bracketed out in a quest for “objectivity.”
Bjmc i, cp, unit-iii, effect of mass mediaRai University
Media effects can be psychological, social, cultural, or political depending on the perspective. Parents are concerned about the effects of excessive media consumption on their children's behavior and attitudes. Effects can be short or long term, superficial or profound. Influences and effects are complex phenomena that depend on individual personality and social/cultural context. The interaction between media and audiences is extremely complex given the variety of media, content, and social environments. The only safe conclusion is that some kinds of media communication have some kinds of effects on some kinds of people under some conditions.
Contact with Non-Human Intelligence and the Quantum Hologram Theory of Consciousness - Toward an Integration of the Contact Modalities - Survey created by FREE (experiencer.org), which stands for The Dr. Edgar Mitchell Foundation for Research into Extraterrestrial Encounters . Our main purpose is the Understanding Consciousness Through the Study of Contact with Non-Human Intelligence
2014 cognitive conflicts and symptom severity in dysthymia i'd rather be goo...Guillem Feixas
This study examines cognitive conflicts and their relationship to symptom severity in patients with dysthymia using the repertory grid technique. The researchers assessed 46 dysthymic patients and compared them to a non-clinical control group of 496 individuals. They found that implicative dilemmas, where change in one construct implies undesirable change in another, were present in almost 70% of dysthymic patients compared to 39% of controls, and were more numerous. Participants with implicative dilemmas showed higher levels of depressive symptoms and distress. A greater number of dilemmas was also associated with increased symptom severity. Content analysis revealed that dilemmas often involved moral values and emotions, indicating symptoms are related to core aspects of identity, hindering change processes. The
This review examined the evidence for using virtual reality (VR) as a therapeutic modality for children with cerebral palsy (CP). A search of 13 databases identified 19 relevant articles, of which 13 studies from 11 articles were included. The studies documented outcomes in domains like brain plasticity, motor capacity, visual-perceptual skills, social participation, and personal factors. Two randomized controlled trials reported conflicting results for motor outcomes. However, 12 of the 13 studies found positive outcomes in at least one domain. The review concluded that VR has potential benefits for children with CP, but the current evidence is poor in methodological quality and empirical data is lacking. More rigorous randomized controlled trials are needed.
Studies, research papers, & other interesting tid bitsBrian Russell
Over the past 2 years I've done a considerable amount of research in the realms of behavioral, cognitive, and social, psychology, as well as product psychology and the psychology of music, and cognitive neuroscience. Many of the studies and research papers I've aggregated have profound business and consumer implications.
This document discusses cognition and how it relates to notions of objectivity and subjectivity. It makes three key points:
1. Cognition is a subject-dependent phenomenon that is bound to the structure and organization of the knower. As living systems, humans are autopoietic and closed, so all cognitive states are determined by how their autopoiesis is realized internally rather than by external circumstances.
2. Notions of objectively accessing an independent reality through senses mapping the world are flawed, as senses can only reveal mappings based on their own organization, not objective features. Successful predictions also don't prove access to objective reality.
3. If cognition is subject-dependent, then cultural and individual
Zombies or Cyborgs: is Facebook Eating Your Brain?guestcf1e8d8
While some present the dawn of the social web as a doomsday, we believe that social media technologies represent a secondary revolution to that described above by cyborg cognition theorist Andy Clark. Trapped within this debate lies the brain; recent advances in the neurosciences have thrown open our concept of the brain, revealing a neural substrate that is highly flexible and plastic (Green and Bavelier 2008). This phenomenal level of plasticity likely underpins much of what separates us from the animal kingdom, through a profound enhancement of our ability to use new technologies and their cultural co-products (Clark and Chalmers 1998; Schoenemann, et al. 2005; Shaw, et al. 2006). Yet many fear that this plasticity represents a precise threat to our cognitive stability in light of the technological invasion of Twitter-like websites. By investigating how the brain changes as we undergo profound self alteration via digital meditation, we can begin to unravel the biological mysteries of plasticity that underpin a vast array of issues in the humanities and social sciences.
Zombies or Cyborgs: Is Facebook Eating Your Brain?Micah Allen
The document discusses research on how social networking sites may impact brain structure and function. It describes how MRI can be used to measure plasticity in local brain structures and global connectivity patterns. Specifically, the talk outlines an experiment using fMRI to examine if extensive Facebook use alters people's theory of mind abilities as measured by social cognitive tasks. The study aims to provide insights into how digital technologies may be reshaping social cognition.
For this assignment, review the articleAbomhara, M., & Koie.docxsleeperharwell
For this assignment, review the article:
Abomhara, M., & Koien, G.M. (2015). Cyber security and the internet of things: Vulnerabilities, threats, intruders, and attacks.
Journal of Cyber Security, 4
, 65-88. Doi: 10.13052/jcsm2245-1439.414
and evaluate it in 3 pages (800 words), in APA format with in-text citation using your own words, by addressing the following:
What did the authors investigate, and in general how did they do so?
Identify the hypothesis or question being tested
Summarize the overall article.
Identify the conclusions of the authors
Indicate whether or not you think the data support their conclusions/hypothesis
Consider alternative explanations for the results
Provide any additional comments pertaining to other approaches to testing their hypothesis (logical follow-up studies to build on, confirm or refute the conclusions)
The relevance or importance of the study
The appropriateness of the experimental design
When you write your evaluation, be brief and concise, this is not meant to be an essay but an objective evaluation that one can read very easily and quickly. Also, you should include a complete reference (title, authors, journal, issue, pages) you turn in your evaluation. This is good practice for your literature review, which you’ll be completing during the dissertation process.
.
For this assignment, provide your perspective about Privacy versus N.docxsleeperharwell
For this assignment, provide your perspective about Privacy versus National Security
. This is a particularly "hot topic" because of recent actions by the federal government taken against Apple. So, please use information from reliable sources to support your perspective.
This assignment should be 1.5 pages in length, using Times New Roman font (size 12), double spaced on a Word documen
.
Presentation from June 21, 2015 to researchers and PhD students at the Center for Biological Cybernetics at the Max Planck Institute in Tübingen (Germany).
Paint With Me: Stimulating Creativity and Empathy IEEE VR 2017 PresentationLynda Joy Gerry
Presentation of TGCV paper Paint With Me: Stimulating Creativity and Empathy While Painting with a Painter in Virtual Reality on March 22, 2017 at IEEE VR 2017 in Los Angeles.
Do I Have Your Attention: Examining the Influence of Unconscious Memories on ...Innocence Smith
This document provides a literature review on unconscious memories and their influence on behaviors and perceptions. It summarizes several studies that show how unconscious memories can influence eye movements and attention even when explicit memories fail. The studies demonstrate that hippocampal activity predicts expressions of relational memory through indirect measures like eye tracking. Both explicit and implicit memory processes influence experience-dependent eye movements on tasks with novel or repeated scenes. The relationship between attention and memory is bidirectional, as memory can guide attention and perception. However, memory is also susceptible to distortion from misinformation, as shown in a classic study on the misinformation effect.
Inner Activity is a multi-sensory virtual reality art installation that combines VR, sound healing techniques, and physical elements to induce a meditative state. It uses the Oculus Rift headset and a tactile bass system to immerse participants in synchronized audiovisual and haptic experiences. The installation is designed to transition users from the real world into a virtual environment through rituals like removing shoes, in order to explore potential health and therapeutic applications of VR. Future work will evaluate its effectiveness and involve measuring biometric data to provide real-time biofeedback to users.
elievable Virtual Social Interactions
Which gesture indicates which emotion?
Is a different level of emotion conveyed by related gestures?
Do we need to use the same pose for conveying the same emotion and intensity for anthropomorphic characters as in human, or does the pose needs to be exaggerated?
How to design realistic body movement?
Holt et al. (2015) NeuroImageClinical Looming Controls and PatientsStephanie DeCross
The document summarizes a study examining abnormalities in personal space and parietal-frontal brain network function in schizophrenia. The study found that a brain region involved in monitoring space near the body (dorsal intraparietal sulcus) was hyper-responsive in schizophrenic patients to images of faces appearing to move toward them, intruding into personal space. This hyper-responsivity was linked to both enlarged personal space and greater negative symptoms in patients. In contrast, lower-level visual areas involved in face and motion processing showed normal function in patients. The findings suggest changes in brain networks supporting social behaviors contribute to social dysfunction in schizophrenia.
How women think robots perceive them – as if robots were men Matthijs Pontier
In previous studies, we developed an empirical account of user engagement with software agents. We
formalized this model, tested it for internal consistency, and implemented it into a series of software agents to
have them build up an affective relationship with their users. In addition, we equipped the agents with a module
for affective decision-making, as well as the capability to generate a series of emotions (e.g., joy and anger). As
follow-up of a successful pilot study with real users, the current paper employs a non-naïve version of a Turing
Test to compare an agent’s affective performance with that of a human. We compared the performance of an
agent equipped with our cognitive model to the performance of a human that controlled the agent in a Wizard
of Oz condition during a speed-dating experiment in which participants were told they were dealing with a
robot in bot h conditions. Participants did not detect any differences between the two conditions in the
emotions the agent experienced and in the way he supposedly perceived the participants. As is, our model can
be used for designing believable virtual agents or humanoid robots on the surface level of emotion expression.
Chapter 6: Perception
Selective Attention
At any moment we are conscious of a very limited amount of all that we are capable of experiencing. One example of this selective attention is the cocktail party effect—attending to only one voice among many. Another example is inattentional blindness, which refers to our blocking of a brief visual interruption when focusing on other sights.
Perceptual Illusions
Visual and auditory illusions were fascinating scientists even as psychology emerged. Explaining illusions required an understanding of how we transform sensations into meaningful perceptions, so the study of perception became one of psychology’s first concerns. Conflict between visual and other sensory information is usually resolved with the mind’s accepting the visual data, a tendency known as visual capture.
Perceptual Organization
From a top-down perspective, we see how we transform sensory information into meaningful perceptions when we are aided by knowledge and expectations.
The early Gestalt psychologists were impressed with the seemingly innate way we organize fragmentary sensory data into whole perceptions. Our minds structure the information that comes to us in several demonstrable ways:
Form Perception
To recognize an object, we must first perceive it (see it as a figure) as distinct from its surroundings (the ground). We must also organize the figure into a meaningful form. Several Gestalt principles—proximity, similarity, continuity, connectedness, and closure—describe this process.
Depth Perception
Research on the visual cliff revealed that many species perceive the world in three dimensions at, or very soon after, birth. We transform two-dimensional retinal images into three-dimensional perceptions by using binocular cues, such as retinal disparity, and monocular cues, such as the relative sizes of objects.
Motion Perception
Our brain computes motion as objects move across or toward the retina. Large objects appear to move more slowly than smaller objects. A quick succession of images, as in a motion picture or on a lighted sign, can also create an illusion of movement.
Perceptual Constancy
Having perceived an object as a coherent figure and having located it in space, how then do we recognize it—despite the varying images that it may cast on our retinas? Size, shape, and lightness constancies describe how objects appear to have unchanging characteristics regardless of their distance, shape, or motion. These constancies explain several of the well-known visual illusions. For example, familiarity with the size-distance relationships in a carpentered world of rectangular shapes makes people more susceptible to the Müller-Lyer illusion.
Perceptual Interpretation
The most direct tests of the nature-nurture issue come from experiments that modify human perceptions.
Sensory Deprivation and Restored Vision
For many species, infancy is a critical period during which experience must activate the brain’s innate visual mechanisms. If cataract removal restores eyesight to adults who were blind from birth, they remain unable to perceive the world normally. Generally, they can distinguish figure from ground and can perceive colors, but they are unable to recognize shapes and forms. In controlled experiments, animals have been reared with severely restricted visual input. When their visual exposure is returned to normal, they, too, suffer enduring visual handicaps.
Perceptual Adaptation
Human vision is remarkably adaptable. Given glasses that shift the world slightly to the left or right, or even turn it upside down, people manage to adapt their movements and, with practice, to move about with ease.
Perceptual Set
Clear evidence that perception is influenced by our experience—our learned assumptions and beliefs—as well as by sensory input comes from the many demonstrations of perceptual set and context effects. The schemas we have learned help us to interpret otherwise ambiguous stimu
Running head SAMPLE1Basic Sample Outline TemplateStuden.docxtodd521
The document provides a sample outline template for a speech or presentation. It includes the standard outline sections of introduction, body, and conclusion. The body section includes placeholders for up to 3 main points, each with up to 3 details/examples. Key instructions are provided, such as replacing all sample information with the student's own content and removing paragraphs or full speeches. The purpose is to assist students in properly formatting their outline, rather than providing approved topic ideas or content.
Presentation for workshop with the Social Development Centre SUS (http://www.sus.dk/) group at Sauntehus Slotshotel in Hornbæk, DK on the 24th of August, 2015.
Consciousness Society: Validation of First and Second Person Methods for Inqu...Robert Wright, Jr.
Consciousness Presentation - May 31, 2014
First and Second Person Subjective Qualitative Approaches to Achieving Whole Brain Synchrony for Peak Experience and Peak Performance
Whole brain synchrony is a well-known and sought after state which has the capacity to beneficially shift consciousness to states of “flow” whereby right and left cerebral hemispheres and prefrontal and brain stem regions work in harmonious union, e.g. brainwave patterns are synchronous or “in phase.”
The benefits of entering whole brain synchronous states are numerous including a sharpening of mental clarity, enhanced ability to problem solve, and resultant measurable subtle increases in creativity, intuition, and insight.
Importantly, whole brain synchronization induces a Relaxation Response that automatically reduces pain, stress, and anxiety in the body through the secretion of helpful homeostatic neurochemicals such as oxytocin, dopamine, endogenous morphine, and cyclic nitric oxide.
Dr. Wright’s presentation will explore and make a case for the scholarly community to re-consider the historical “normal” science bias against first and second person subjective methods for inquiry especially the requirement that a researcher’s own experience be bracketed out in a quest for “objectivity.”
Bjmc i, cp, unit-iii, effect of mass mediaRai University
Media effects can be psychological, social, cultural, or political depending on the perspective. Parents are concerned about the effects of excessive media consumption on their children's behavior and attitudes. Effects can be short or long term, superficial or profound. Influences and effects are complex phenomena that depend on individual personality and social/cultural context. The interaction between media and audiences is extremely complex given the variety of media, content, and social environments. The only safe conclusion is that some kinds of media communication have some kinds of effects on some kinds of people under some conditions.
Contact with Non-Human Intelligence and the Quantum Hologram Theory of Consciousness - Toward an Integration of the Contact Modalities - Survey created by FREE (experiencer.org), which stands for The Dr. Edgar Mitchell Foundation for Research into Extraterrestrial Encounters . Our main purpose is the Understanding Consciousness Through the Study of Contact with Non-Human Intelligence
2014 cognitive conflicts and symptom severity in dysthymia i'd rather be goo...Guillem Feixas
This study examines cognitive conflicts and their relationship to symptom severity in patients with dysthymia using the repertory grid technique. The researchers assessed 46 dysthymic patients and compared them to a non-clinical control group of 496 individuals. They found that implicative dilemmas, where change in one construct implies undesirable change in another, were present in almost 70% of dysthymic patients compared to 39% of controls, and were more numerous. Participants with implicative dilemmas showed higher levels of depressive symptoms and distress. A greater number of dilemmas was also associated with increased symptom severity. Content analysis revealed that dilemmas often involved moral values and emotions, indicating symptoms are related to core aspects of identity, hindering change processes. The
This review examined the evidence for using virtual reality (VR) as a therapeutic modality for children with cerebral palsy (CP). A search of 13 databases identified 19 relevant articles, of which 13 studies from 11 articles were included. The studies documented outcomes in domains like brain plasticity, motor capacity, visual-perceptual skills, social participation, and personal factors. Two randomized controlled trials reported conflicting results for motor outcomes. However, 12 of the 13 studies found positive outcomes in at least one domain. The review concluded that VR has potential benefits for children with CP, but the current evidence is poor in methodological quality and empirical data is lacking. More rigorous randomized controlled trials are needed.
Studies, research papers, & other interesting tid bitsBrian Russell
Over the past 2 years I've done a considerable amount of research in the realms of behavioral, cognitive, and social, psychology, as well as product psychology and the psychology of music, and cognitive neuroscience. Many of the studies and research papers I've aggregated have profound business and consumer implications.
This document discusses cognition and how it relates to notions of objectivity and subjectivity. It makes three key points:
1. Cognition is a subject-dependent phenomenon that is bound to the structure and organization of the knower. As living systems, humans are autopoietic and closed, so all cognitive states are determined by how their autopoiesis is realized internally rather than by external circumstances.
2. Notions of objectively accessing an independent reality through senses mapping the world are flawed, as senses can only reveal mappings based on their own organization, not objective features. Successful predictions also don't prove access to objective reality.
3. If cognition is subject-dependent, then cultural and individual
Zombies or Cyborgs: is Facebook Eating Your Brain?guestcf1e8d8
While some present the dawn of the social web as a doomsday, we believe that social media technologies represent a secondary revolution to that described above by cyborg cognition theorist Andy Clark. Trapped within this debate lies the brain; recent advances in the neurosciences have thrown open our concept of the brain, revealing a neural substrate that is highly flexible and plastic (Green and Bavelier 2008). This phenomenal level of plasticity likely underpins much of what separates us from the animal kingdom, through a profound enhancement of our ability to use new technologies and their cultural co-products (Clark and Chalmers 1998; Schoenemann, et al. 2005; Shaw, et al. 2006). Yet many fear that this plasticity represents a precise threat to our cognitive stability in light of the technological invasion of Twitter-like websites. By investigating how the brain changes as we undergo profound self alteration via digital meditation, we can begin to unravel the biological mysteries of plasticity that underpin a vast array of issues in the humanities and social sciences.
Zombies or Cyborgs: Is Facebook Eating Your Brain?Micah Allen
The document discusses research on how social networking sites may impact brain structure and function. It describes how MRI can be used to measure plasticity in local brain structures and global connectivity patterns. Specifically, the talk outlines an experiment using fMRI to examine if extensive Facebook use alters people's theory of mind abilities as measured by social cognitive tasks. The study aims to provide insights into how digital technologies may be reshaping social cognition.
For this assignment, review the articleAbomhara, M., & Koie.docxsleeperharwell
For this assignment, review the article:
Abomhara, M., & Koien, G.M. (2015). Cyber security and the internet of things: Vulnerabilities, threats, intruders, and attacks.
Journal of Cyber Security, 4
, 65-88. Doi: 10.13052/jcsm2245-1439.414
and evaluate it in 3 pages (800 words), in APA format with in-text citation using your own words, by addressing the following:
What did the authors investigate, and in general how did they do so?
Identify the hypothesis or question being tested
Summarize the overall article.
Identify the conclusions of the authors
Indicate whether or not you think the data support their conclusions/hypothesis
Consider alternative explanations for the results
Provide any additional comments pertaining to other approaches to testing their hypothesis (logical follow-up studies to build on, confirm or refute the conclusions)
The relevance or importance of the study
The appropriateness of the experimental design
When you write your evaluation, be brief and concise, this is not meant to be an essay but an objective evaluation that one can read very easily and quickly. Also, you should include a complete reference (title, authors, journal, issue, pages) you turn in your evaluation. This is good practice for your literature review, which you’ll be completing during the dissertation process.
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For this assignment, provide your perspective about Privacy versus N.docxsleeperharwell
For this assignment, provide your perspective about Privacy versus National Security
. This is a particularly "hot topic" because of recent actions by the federal government taken against Apple. So, please use information from reliable sources to support your perspective.
This assignment should be 1.5 pages in length, using Times New Roman font (size 12), double spaced on a Word documen
.
For this assignment, provide your perspective about Privacy vers.docxsleeperharwell
For this assignment, provide your perspective about Privacy versus National Security
. This is a particularly "hot topic" because of recent actions by the federal government taken against Apple. So, please use information from reliable sources to support your perspective.
This assignment should be 1.5 pages in length, using Times New Roman font (size 12), double spaced on a Word document.
.
For this Assignment, read the case study for Claudia and find two to.docxsleeperharwell
For this Assignment, read the case study for Claudia and find two to three scholarly articles on social issues surrounding immigrant families.
In a 2- to 4-page paper, explain how the literature informs you about Claudia and her family when assessing her situation.
Describe two social issues related to the course-specific case study for Claudia that inform a culturally competent social worker.
Describe culturally competent strategies you might use to assess the needs of children.
Describe the types of data you would collect from Claudia and her family in order to best serve them.
Identify other resources that may offer you further information about Claudia’s case.
Create an eco-map to represent Claudia’s situation. Describe how the ecological perspective of assessment influenced how the social worker interacted with Claudia.
Describe how the social worker in the case used a strengths perspective and multiple tools in her assessment of Claudia. Explain how those factors contributed to the therapeutic relationship with Claudia and her family.
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For this assignment, please start by doing research regarding the se.docxsleeperharwell
For this assignment, please start by doing research regarding the severity of prejudicial aggression/violence from the past. After you do this, research the severity of prejudicial aggression/violence that has gone on in the past decade. Target the same specific groups that have been the aggressor and victim in both your historical group and your present-day group. For instance, if you choose "black vs. white" in the 1950s, you must use the same group for your present-day group. Once you do this, discuss various ways that it is the same, as well as why it is different between the time periods. What influences have changed? Why is it better now, or worse now than in the past? Please discuss how the advancements in media (news, entertainment, and social media) have had on this issue, along with whatever you come up with outside of media influence. Make sure you back your information up with citations from your sources.
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For this assignment, please discuss the following questionsWh.docxsleeperharwell
For this assignment, please discuss the following questions?
What was the name of the first computer network?
Who created this network
When did this network got established?
Explain one of the major disadvantages of this network at its initial stage
What is TCP?
Who created TCP?
What is IP?
When did it got implemented
How did the implementation of TCP/IP revolutionize communication technology?
Requirements:
You must write a minimum of two paragraphs, with two different citations, and every paragraph should have at least four complete sentences for each question. Every question should have a subtitle (Bold and Centered). You must also respond to at least two of your classmates’ posts with at least 100 words each before the due date. You need to use the discussion board header provided in the getting started folder. Please proofread your work before posting your assignment.
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For this assignment, locate a news article about an organization.docxsleeperharwell
For this assignment, locate a news article about an organization who experienced an ethical issue related to communication. In 1,200 to 1,550 words, complete the following:
Discuss the circumstances of the incident, the organization’s decision making process, and the public and media reaction to the organization’s decision.
Presume you have been hired by that organization to help strengthen their communication efforts. Outline at least
four strategies
you would recommend the organization follow in the future to enhance the ethics of their communication.
.
For this assignment, it requires you Identifies the historic conte.docxsleeperharwell
For this assignment, it requires you Identifies the historic context of ideas and cultural traditions outside the U.S., and how they have influenced American culture.
Topic for this paper:
The history of ramen (technically started in China, moved and developed in Japan) now a pop culture cuisine in the U.S.
The paper should be in APA format and two full pages with double-spaced. Also, since you are researching and writing about new information, be sure cite your source (website name, address, date you visited it) at the end of the two pages, so I know where you got your information.
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For this assignment, create a framework from which an international .docxsleeperharwell
For this assignment, create a framework from which an international human resource management function can address cultural challenges. Within your framework, devise a model that includes due diligence steps, merger steps, and post-merger steps that specifically address cultural acclimation and environmental acclimation, as well as bringing two workforces together.
Supported by a minimum of two academic sources.
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For this assignment, create a 15-20 slide digital presentation in tw.docxsleeperharwell
For this assignment, create a 15-20 slide digital presentation in two parts to educate your colleagues about meeting the needs of specific ELLs and making connections between school and family.
Part 1
In the first part of your presentation, provide your colleagues with useful information about unique factors that affect language acquisition among LTELs, RAELs, and SIFEs.
This part of the presentation should include:
A description of the characteristics of LTELs, RAELs, and SIFEs
An explanation of the cultural, sociocultural, psychological, or political factors that affect the language acquisition of LTELs, RAELs, and SIFEs
A discussion of factors that affect the language acquisition of refugee, migrant, immigrant and Native American ELLs and how each of these ELLs may relate to LTELs, RAEL, or SIFEs
A discussion of additional factors that affect the language acquisition of grades K-12 LTELs, RAEL, and SIFEs
Part 2
In the second part of the presentation, recommend culturally inclusive practices within curriculum and instruction. Provide useful resources that would empower the family members of ELLs.
This part of the presentation should include:
Examples of curriculum and materials, including technology, that promote a culturally inclusive classroom environment.
Examples of strategies that support culturally inclusive practices.
A brief description of how home and school partnerships facilitate learning.
At least two resources for families of ELLs that would empower them to become partners in their child’s academic achievement.
Presenter’s notes, title, and reference slides that contain 3-5 scholarly resources.
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For this assignment, you are to complete aclinical case - narrat.docxsleeperharwell
For this assignment, you are to complete a
clinical case - narrated PowerPoint report
that will follow the SOAP note example provided below. The case report will be based on the clinical case scenario list below.
You are to approach this clinical scenario as if it is a real patient in the clinical setting.
Instructions:
Step 1
- Read the assigned clinical scenario and using your clinical reasoning skills, decide on the diagnoses. This step informs your next steps.
Step 2
- Document the given information in the case scenario under the appropriate sections, headings, and subheadings of the SOAP note.
Step 3
- Document all the classic symptoms typically associated with the diagnoses in Step 1. This information may NOT be given in the scenario; you are to obtain this information from your textbooks. Include APA citations.
Example of Steps 1 - 3:
You decided on Angina after reading the clinical case scenario (Step 1)
Review of Symptoms (list of classic symptoms):
CV: sweating, squeezing, pressure, heaviness, tightening, burning across the chest starting behind the breastbone
GI: indigestion, heartburn, nausea, cramping
Pain: pain to the neck, jaw, arms, shoulders, throat, back, and teeth
Resp: shortness of breath
Musculo: weakness
Step 4
– Document the abnormal physical exam findings typically associated with the acute and chronic diagnoses decided on in Step 1. Again, this information may NOT be given. Cull this information from the textbooks. Include APA citations.
Example of Step 4:
You determined the patient has Angina in Step 1
Physical Examination (list of classic exam findings):
CV: RRR, murmur grade 1/4
Resp: diminished breath sounds left lower lobe
Step 5
- Document the diagnoses in the appropriate sections, including the ICD-10 codes, from Step 1. Include three differential diagnoses. Define each diagnosis and support each differential diagnosis with pertinent positives and negatives and what makes these choices plausible. This information may come from your textbooks. Remember to cite using APA.
Step 6
- Develop a treatment plan for the diagnoses.
Only
use National Clinical Guidelines to develop your treatment plans. This information will not come from your textbooks. Use your research skills to locate appropriate guidelines. The treatment plan
must
address the following:
a) Medications (include the dosage in mg/kg, frequency, route, and the number of days)
b) Laboratory tests ordered (include why ordered and what the results of the test may indicate)
c) Diagnostic tests ordered (include why ordered and what the results of the test may indicate)
d) Vaccines administered this visit & vaccine administration forms given,
e) Non-pharmacological treatments
f) Patient/Family education including preventive care
g) Anticipatory guidance for the visit (be sure to include exactly what you discussed during the visit; review Bright Futures website for this section)
h) Follow-up appointment with a.
For this assignment, you are to complete aclinical case - narr.docxsleeperharwell
For this assignment, you are to complete a
clinical case - narrated PowerPoint report
that will follow the SOAP note example provided below. The case report will be based on the clinical case scenario list below.
You are to approach this clinical scenario as if it is a real patient in the clinical setting.
Instructions:
Step 1
- Read the assigned clinical scenario and using your clinical reasoning skills, decide on the diagnoses. This step informs your next steps.
Step 2
- Document the given information in the case scenario under the appropriate sections, headings, and subheadings of the SOAP note.
Step 3
- Document all the classic symptoms typically associated with the diagnoses in Step 1. This information may NOT be given in the scenario; you are to obtain this information from your textbooks. Include APA citations.
Example of Steps 1 - 3:
You decided on Angina after reading the clinical case scenario (Step 1)
Review of Symptoms (list of classic symptoms):
CV: sweating, squeezing, pressure, heaviness, tightening, burning across the chest starting behind the breastbone
GI: indigestion, heartburn, nausea, cramping
Pain: pain to the neck, jaw, arms, shoulders, throat, back, and teeth
Resp: shortness of breath
Musculo: weakness
Step 4
– Document the abnormal physical exam findings typically associated with the acute and chronic diagnoses decided on in Step 1. Again, this information may NOT be given. Cull this information from the textbooks. Include APA citations.
Example of Step 4:
You determined the patient has Angina in Step 1
Physical Examination (list of classic exam findings):
CV: RRR, murmur grade 1/4
Resp: diminished breath sounds left lower lobe
Step 5
- Document the diagnoses in the appropriate sections, including the ICD-10 codes, from Step 1. Include three differential diagnoses. Define each diagnosis and support each differential diagnosis with pertinent positives and negatives and what makes these choices plausible. This information may come from your textbooks. Remember to cite using APA.
Step 6
- Develop a treatment plan for the diagnoses.
Only
use National Clinical Guidelines to develop your treatment plans. This information will not come from your textbooks. Use your research skills to locate appropriate guidelines. The treatment plan
must
address the following:
a) Medications (include the dosage in mg/kg, frequency, route, and the number of days)
b) Laboratory tests ordered (include why ordered and what the results of the test may indicate)
c) Diagnostic tests ordered (include why ordered and what the results of the test may indicate)
d) Vaccines administered this visit & vaccine administration forms given,
e) Non-pharmacological treatments
f) Patient/Family education including preventive care
g) Anticipatory guidance for the visit (be sure to include exactly what you discussed during the visit; review Bright Futures website for this section)
h) Follow-up appointment wit.
For this assignment, you are provided with four video case studies (.docxsleeperharwell
For this assignment, you are provided with four video case studies (linked in the Resources). Review the cases of Julio and Kimi, and choose either Reese or Daneer for the third case. Review these two videos: •The Case of Julio: Julio is a 36-year-old single gay male. He is of Cuban descent. He was born and raised in Florida by his parents with his two sisters. He attended community college but did not follow through with his plan to obtain a four-year degree, because his poor test taking skills created barriers. He currently works for a sales promotion company, where he is tasked with creating ads for local businesses. He enjoys the more social aspects of his job, but tracking the details is challenging and has caused him to lose jobs in the past. He has been dating his partner, Justin, for five years. Justin feels it is time for them to commit and build a future. Justin is frustrated that Julio refuses to plan the wedding and tends to blame Julio’s family. While Julio’s parents hold some traditional religious values, they would welcome Justin into the family but are respectfully waiting for Julio to make his plans known. Justin is as overwhelmed by the details at home as he is at work. •The Case of Kimi: Kimi is a 48-year-old female currently separated from her husband, Robert, of 16 years. They have no children, which was consistent with Kimi’s desire to focus on her career as a sales manager. She told Robert a pregnancy would wreck her efforts to maintain her body. His desire to have a family was a goal he decided he needed to pursue with someone else. He left Kimi six months ago for a much younger woman and filed for divorce. Kimi began having issues with food during high school when she was on the dance team and felt self-conscious wearing the form-fitting uniform. During college, she sought treatment because her roommate became alarmed by her issues around eating. She never told her parents about this and felt it was behind her. Her parents are Danish and value privacy. They always expected Kimi to be independent. Her lack of communication about her private life did not concern them. They are troubled by Robert’s behavior and consider his conspicuous infidelity as a poor reflection upon their family. Kimi has moved in with her parents while she and Robert are selling the house, which has upended the balance in their relationship. For a third case, choose one of these videos: •The Case of Reese: -Reese is a 44-year-old married African American female. Her parents live in another state, and she is their only child. Her father is a retired Marine Lieutenant Colonel who was stationed both in the United States and overseas while Reese was growing up. She entered the Air Force as soon as she graduated high school at age 17 and has achieved the rank of Chief Master Sergeant. She has been married 15 years to John, and they recently discovered she is pregnant. The unexpected pregnancy has been quite disorienting for someone who has planned.
For this assignment, you are going to tell a story, but not just.docxsleeperharwell
For this assignment, you are going to tell a story, but not just any story. It will be a First Nations story, and it will be your version of it.
Choose one of the two stories at the end of this unit, either "Why the Flint-Rock Cannot Fight Back"
You can write of yourself telling one of the stories.
In telling your story, here is what you will need to consider:
Clarity of speech
Intonation
Pacing and pauses
You will also have to work out how to make this telling of the story yours. You might want to read it aloud with point form notes for a prompt or to memorize it. Perhaps you want to rewrite it so that it sounds more like your words. Maybe you will change names and place-names to those you are familiar with. If you are making a video or performing this live, you should practice facial and hand gestures as well as stance and body language. The purpose of all of this is to bring your own meaning to the story.
HERE IS THE STORY
Why the Flint-Rock Cannot Fight Back
Sto-Way’-Na—Flint—was rich and powerful. His lodge was toward the sunrise. It was guarded by Squr-hein— Crane. He was the watcher. He watched from the top of a lone tree. When anybody approached, Crane would call out and warn Flint, and Flint would come out of his lodge and meet the visitor.
There was an open flat in front of the lodge. Flint met all his visitors there. Warriors and hunters came and bought flint for arrow-points and spear-heads. They paid Flint big prices for the privilege of chipping off the hard stone. Some who needed flint for their weapons were poor and could not buy. These poor persons Flint turned away.
Coyote heard about Flint and, as he wanted some arrow-points, he asked his squas-tenk’ to help him. Squas-tenk’ refused.
“Hurry, do what I ask, or I will throw you away and let the rain wash you— wash you cold,” said Coyote, and then the power gave him three rocks that were harder than the flint-rock. It also gave him a little dog that had only one ear. But this ear was sharp, like a knife; it was a knife- ear.
Then to his wife, Mole, Coyote said: “Go and make your underground trails in the flat where Sto-way’-na lives. When you have finished and see me talking with him, show yourself so we can see you.”
Then Coyote set out for Flint’s lodge. As he got near it, he had his power make a fog to cover the land, and thick fog spread over everything. Crane, the watcher, up in the lone tree, could not see Coyote. He did not know that Coyote was around.
Coyote climbed the tree and took Crane from his high perch and broke his neck. Crane had no time to cry out. Then Coyote went on to Flint’s lodge. He was almost there when Flint’s dog, Grizzly Bear, jumped out of the lodge and ran toward him.
Coyote was not scared, and he yelled at Flint: “Stop your grizzly bear dog! Stop him, or my dog will kill him.”
That amused Flint, who was looking through the doorway. He saw that Coyote’s one-eared dog was very small, hardly a mouthful for Grizzly Bear. Fli.
For this assignment, you are asked to prepare a Reflection Paper. Af.docxsleeperharwell
For this assignment, you are asked to prepare a Reflection Paper. After you finish the reading assignment, reflect on the concepts and write about it. What do you understand completely? What did not quite make sense? The purpose of this assignment is to provide you with the opportunity to reflect on the material you finished reading and to expand upon those thoughts
A Reflection Paper is an opportunity for you to express your thoughts about the material by writing about them.
The writing you submit must meet the following requirements:
be at least two pages;
include your thoughts about the main topics
APA Stlye
.
For this assignment, you are asked to prepare a Reflection Paper. .docxsleeperharwell
For this assignment, you are asked to prepare a Reflection Paper. After you finish the reading assignment, reflect on the concepts and write about it. What do you understand completely? What did not quite make sense? The purpose of this assignment is to provide you with the opportunity to reflect on the material you finished reading and to expand upon those thoughts. If you are unclear about a concept, either read it again, or ask your professor. Can you apply the concepts toward your career? How?
This is not a summary. A Reflection Paper is an opportunity for you to express your thoughts about the material by writing about them.
The writing you submit must meet the following requirements:
be at least two pages;
include your thoughts about the main topics; and
include financial performance, quality performance, and personnel performance.
Format the Reflection Paper in your own words using APA style, and include citations and references as needed to avoid instances of plagiarism.
The reading assignment that you are to reflect on is Chapter 11, in the text. My written lecture for this Unit is basically a reflection on Chapter 11. Find an interesting part or two of the chapter and tell me what you got out of it. It's not a hard assignment. If you read my lecture, you will see the part of Chapter 11 that intrigued me the most was the subject of codetermination on page 367. Anything that intrigues you in Chapter 11 is fine with me.
Written Lecture
Does the ringisei decision-making process by consensus, which is used by the Japanese, reach the same conclusion as the top-down methods, which are used by American management? Some might label the Japanese decision-making system as simply procrastination. Others appreciate the method and expect productive outcomes. One major challenge is to build an organizational culture to adopt the practice of ringisei. If only half of an organization uses ringisei, it is likely to cause miscommunication and result in frustration.
The ringisei is based on the theory that the employee is an important part of the overall success of an enterprise. It is common to hear a lot about
empowering the employees
. Is creativity and innovation rewarded, ignored, or punished for the lower level employee in America?
Could the Japanese system of decision making have led to the controversy of what Toyota knew about unintended acceleration problems? This may be the best example of the use of silence in the Japanese culture frustrating Americans as a nation. This is not an explicit accusation of Toyota or of Japanese culture. Rather, it is inserted here to demonstrate potential consequences of management methods, processes, systems, and decision making. Read pages 106-108 of Luthans and Doh (2012) concerning this topic. The cause of the unintended acceleration problem announced by the United States government was due to bad floor mats or driver error. Initially, electronic problems were not mentioned.
The March 2011 Fuku.
For this assignment, you are asked to conduct some Internet research.docxsleeperharwell
This document instructs students to research a malware, virus, or DOS attack by summarizing findings from an internet source in 3-4 paragraphs. The summary should include the name of the malware/virus, date of incident, impact/damage caused, how it was detected, and a reference citation.
For this assignment, you are a professor teaching a graduate-level p.docxsleeperharwell
For this assignment, you are a professor teaching a graduate-level public administration administrative law course at a traditional state university. Your task is to develop a formal presentation providing an overview of administrative law—specifically by comparing and contrasting the key defining aspects of administrative law within the American three-branch federal government structure, explaining how these functions are overseen/regulated, and ultimately, interpreting how they serve the common good of the public-at-large.
Your presentation must include the following with specific examples:
Articulate an understanding of how federal agencies enforce their regulations.
Explain the fundamental role that agency rulemaking plays in regulating society-at-large.
Compare both formal rulemaking and informal rulemaking.
Articulate the similarities and differences between rulemaking and adjudication.
Analyze the various methods of oversight exercised by the judicial, legislative, and executive branches of the federal government over administrative agencies.
Articulate how special interest groups (to include the media) can influence and/or shape public opinion about administrative agencies and place a spotlight on individual policies.
Incorporate appropriate animations, transitions, and graphics as well as speaker notes for each slide. The speaker notes may be comprised of brief paragraphs or bulleted lists and should cite material appropriately. Add audio to each slide using the
Media
section of the
Insert
tab in the top menu bar for each slide.
Support your presentation with at least seven scholarly resources
.
In addition to these specified resources, other appropriate scholarly resources may be included.
Length: 15 slides (with a separate reference slide)
Notes Length: 200-350 words for
each slide
Be sure to include citations for quotations and paraphrases with references in APA format and style where appropriate.
.
For this assignment, we will be visiting the PBS website,Race .docxsleeperharwell
For this assignment, we will be visiting the PBS website,
Race: The Power of Illusion
. Click on the "Learn More" link, and proceed to visit these links:
What is Race? (View All)
Sorting People (Complete both "Begin Sorting" and "Explore Traits")
Race Timeline (View All)
Human Diversity (Complete both the Quiz and "Explore Diversity")
Me, My Race & I (View Slideshow Menu)
Where Race Lives (View All)
Given the
enormous
amount of information presented in this website, discuss what was most interesting and surprising to you in
EAC
H of the links.
Post your 200 word assignment.
Discussion Board Activity:
Now that you have learned that the race is a social concept rather than a biological truth respond to TWO fellow students with your thoughts on prejudice and discrimination pertaining to deviance, social class, and race.
(I'll send you two replies)
Due November 3rd
.
For this assignment, the student starts the project by identifying a.docxsleeperharwell
For this assignment, the student starts the project by identifying a clinical population of interest. Then, the student is to locate (10) nursing research articles from peer-reviewed nursing journals that reflect the clinical population of their interest. From the articles, the student identifies what has been researched and is currently known about their clinical population. The student is to write a summary of each article in a tabular format and submit a single summary table of all articles that provides a review of current knowledge on the selected population ( example and form will be provided ).
.
This document provides an overview of wound healing, its functions, stages, mechanisms, factors affecting it, and complications.
A wound is a break in the integrity of the skin or tissues, which may be associated with disruption of the structure and function.
Healing is the body’s response to injury in an attempt to restore normal structure and functions.
Healing can occur in two ways: Regeneration and Repair
There are 4 phases of wound healing: hemostasis, inflammation, proliferation, and remodeling. This document also describes the mechanism of wound healing. Factors that affect healing include infection, uncontrolled diabetes, poor nutrition, age, anemia, the presence of foreign bodies, etc.
Complications of wound healing like infection, hyperpigmentation of scar, contractures, and keloid formation.
it describes the bony anatomy including the femoral head , acetabulum, labrum . also discusses the capsule , ligaments . muscle that act on the hip joint and the range of motion are outlined. factors affecting hip joint stability and weight transmission through the joint are summarized.
This presentation was provided by Steph Pollock of The American Psychological Association’s Journals Program, and Damita Snow, of The American Society of Civil Engineers (ASCE), for the initial session of NISO's 2024 Training Series "DEIA in the Scholarly Landscape." Session One: 'Setting Expectations: a DEIA Primer,' was held June 6, 2024.
Walmart Business+ and Spark Good for Nonprofits.pdfTechSoup
"Learn about all the ways Walmart supports nonprofit organizations.
You will hear from Liz Willett, the Head of Nonprofits, and hear about what Walmart is doing to help nonprofits, including Walmart Business and Spark Good. Walmart Business+ is a new offer for nonprofits that offers discounts and also streamlines nonprofits order and expense tracking, saving time and money.
The webinar may also give some examples on how nonprofits can best leverage Walmart Business+.
The event will cover the following::
Walmart Business + (https://business.walmart.com/plus) is a new shopping experience for nonprofits, schools, and local business customers that connects an exclusive online shopping experience to stores. Benefits include free delivery and shipping, a 'Spend Analytics” feature, special discounts, deals and tax-exempt shopping.
Special TechSoup offer for a free 180 days membership, and up to $150 in discounts on eligible orders.
Spark Good (walmart.com/sparkgood) is a charitable platform that enables nonprofits to receive donations directly from customers and associates.
Answers about how you can do more with Walmart!"
Leveraging Generative AI to Drive Nonprofit InnovationTechSoup
In this webinar, participants learned how to utilize Generative AI to streamline operations and elevate member engagement. Amazon Web Service experts provided a customer specific use cases and dived into low/no-code tools that are quick and easy to deploy through Amazon Web Service (AWS.)
A workshop hosted by the South African Journal of Science aimed at postgraduate students and early career researchers with little or no experience in writing and publishing journal articles.
Chapter wise All Notes of First year Basic Civil Engineering.pptxDenish Jangid
Chapter wise All Notes of First year Basic Civil Engineering
Syllabus
Chapter-1
Introduction to objective, scope and outcome the subject
Chapter 2
Introduction: Scope and Specialization of Civil Engineering, Role of civil Engineer in Society, Impact of infrastructural development on economy of country.
Chapter 3
Surveying: Object Principles & Types of Surveying; Site Plans, Plans & Maps; Scales & Unit of different Measurements.
Linear Measurements: Instruments used. Linear Measurement by Tape, Ranging out Survey Lines and overcoming Obstructions; Measurements on sloping ground; Tape corrections, conventional symbols. Angular Measurements: Instruments used; Introduction to Compass Surveying, Bearings and Longitude & Latitude of a Line, Introduction to total station.
Levelling: Instrument used Object of levelling, Methods of levelling in brief, and Contour maps.
Chapter 4
Buildings: Selection of site for Buildings, Layout of Building Plan, Types of buildings, Plinth area, carpet area, floor space index, Introduction to building byelaws, concept of sun light & ventilation. Components of Buildings & their functions, Basic concept of R.C.C., Introduction to types of foundation
Chapter 5
Transportation: Introduction to Transportation Engineering; Traffic and Road Safety: Types and Characteristics of Various Modes of Transportation; Various Road Traffic Signs, Causes of Accidents and Road Safety Measures.
Chapter 6
Environmental Engineering: Environmental Pollution, Environmental Acts and Regulations, Functional Concepts of Ecology, Basics of Species, Biodiversity, Ecosystem, Hydrological Cycle; Chemical Cycles: Carbon, Nitrogen & Phosphorus; Energy Flow in Ecosystems.
Water Pollution: Water Quality standards, Introduction to Treatment & Disposal of Waste Water. Reuse and Saving of Water, Rain Water Harvesting. Solid Waste Management: Classification of Solid Waste, Collection, Transportation and Disposal of Solid. Recycling of Solid Waste: Energy Recovery, Sanitary Landfill, On-Site Sanitation. Air & Noise Pollution: Primary and Secondary air pollutants, Harmful effects of Air Pollution, Control of Air Pollution. . Noise Pollution Harmful Effects of noise pollution, control of noise pollution, Global warming & Climate Change, Ozone depletion, Greenhouse effect
Text Books:
1. Palancharmy, Basic Civil Engineering, McGraw Hill publishers.
2. Satheesh Gopi, Basic Civil Engineering, Pearson Publishers.
3. Ketki Rangwala Dalal, Essentials of Civil Engineering, Charotar Publishing House.
4. BCP, Surveying volume 1
How to Fix the Import Error in the Odoo 17Celine George
An import error occurs when a program fails to import a module or library, disrupting its execution. In languages like Python, this issue arises when the specified module cannot be found or accessed, hindering the program's functionality. Resolving import errors is crucial for maintaining smooth software operation and uninterrupted development processes.
Strategies for Effective Upskilling is a presentation by Chinwendu Peace in a Your Skill Boost Masterclass organisation by the Excellence Foundation for South Sudan on 08th and 09th June 2024 from 1 PM to 3 PM on each day.
LAND USE LAND COVER AND NDVI OF MIRZAPUR DISTRICT, UPRAHUL
This Dissertation explores the particular circumstances of Mirzapur, a region located in the
core of India. Mirzapur, with its varied terrains and abundant biodiversity, offers an optimal
environment for investigating the changes in vegetation cover dynamics. Our study utilizes
advanced technologies such as GIS (Geographic Information Systems) and Remote sensing to
analyze the transformations that have taken place over the course of a decade.
The complex relationship between human activities and the environment has been the focus
of extensive research and worry. As the global community grapples with swift urbanization,
population expansion, and economic progress, the effects on natural ecosystems are becoming
more evident. A crucial element of this impact is the alteration of vegetation cover, which plays a
significant role in maintaining the ecological equilibrium of our planet.Land serves as the foundation for all human activities and provides the necessary materials for
these activities. As the most crucial natural resource, its utilization by humans results in different
'Land uses,' which are determined by both human activities and the physical characteristics of the
land.
The utilization of land is impacted by human needs and environmental factors. In countries
like India, rapid population growth and the emphasis on extensive resource exploitation can lead
to significant land degradation, adversely affecting the region's land cover.
Therefore, human intervention has significantly influenced land use patterns over many
centuries, evolving its structure over time and space. In the present era, these changes have
accelerated due to factors such as agriculture and urbanization. Information regarding land use and
cover is essential for various planning and management tasks related to the Earth's surface,
providing crucial environmental data for scientific, resource management, policy purposes, and
diverse human activities.
Accurate understanding of land use and cover is imperative for the development planning
of any area. Consequently, a wide range of professionals, including earth system scientists, land
and water managers, and urban planners, are interested in obtaining data on land use and cover
changes, conversion trends, and other related patterns. The spatial dimensions of land use and
cover support policymakers and scientists in making well-informed decisions, as alterations in
these patterns indicate shifts in economic and social conditions. Monitoring such changes with the
help of Advanced technologies like Remote Sensing and Geographic Information Systems is
crucial for coordinated efforts across different administrative levels. Advanced technologies like
Remote Sensing and Geographic Information Systems
9
Changes in vegetation cover refer to variations in the distribution, composition, and overall
structure of plant communities across different temporal and spatial scales. These changes can
occur natural.
How to Setup Warehouse & Location in Odoo 17 InventoryCeline George
In this slide, we'll explore how to set up warehouses and locations in Odoo 17 Inventory. This will help us manage our stock effectively, track inventory levels, and streamline warehouse operations.
Reimagining Your Library Space: How to Increase the Vibes in Your Library No ...Diana Rendina
Librarians are leading the way in creating future-ready citizens – now we need to update our spaces to match. In this session, attendees will get inspiration for transforming their library spaces. You’ll learn how to survey students and patrons, create a focus group, and use design thinking to brainstorm ideas for your space. We’ll discuss budget friendly ways to change your space as well as how to find funding. No matter where you’re at, you’ll find ideas for reimagining your space in this session.
How to Make a Field Mandatory in Odoo 17Celine George
In Odoo, making a field required can be done through both Python code and XML views. When you set the required attribute to True in Python code, it makes the field required across all views where it's used. Conversely, when you set the required attribute in XML views, it makes the field required only in the context of that particular view.
2. presence measurements were compared among six groups of 10
people each. The results sug-
gest that both immersion and affective content have an impact
on presence. However, immer-
sion was more relevant for non-emotional environments than for
emotional ones.
INTRODUCTION
THE SENSE OF PRESENCE has usually been consid-ered the
key of virtual reality (VR). Although
there is not a common definition of presence, there
is a consensus to define it as a multi-component
construct. Most authors1–6 agree that presence is de-
termined by two general categories of variables:
media characteristics and user characteristics. Media
characteristics are divided into media form and
media content variables. Media form includes the
properties of a display medium (e.g., the extent of
sensory information presented, the degrees of con-
trol that users have over positioning their sensors
within the environment, users’ ability to modify as-
pects of the environment). Media content includes
the objects, actors and events represented by the
medium. Finally, user characteristics refer to rele-
vant individual aspects ranging from age, gender
or cultural variables to users’ perceptual, cognitive,
motor abilities, prior experience with mediated ex-
periences, willingness to suspend disbelief, and
personality differences.
Media form characteristics have a significant
impact on the sense of presence. Nobody doubts
the importance of immersion, interaction, and per-
ceptual realism. However, presence research has
overemphasized these factors, and sometimes they
3. have been used erroneously to describe the experi-
ence of presence. As Schubert et al.7 point out, in
some theoretical models, the sense of presence has
been seen as the outcome, or a direct function of
immersion. Therefore, it has been assumed that the
more inclusive, extensive, surrounding, and vivid
the virtual environment (VE), the higher the sense
of presence.7
There have been some attempts to distinguish
presence from immersion. Slater8,9 defined immer-
sion as an objective description of the technology,
while the sense of presence is a subjective experi-
ence and only quantifiable by the user experiencing
it. Likewise, Kalawsky4 states that presence is es-
sentially a cognitive or perceptual parameter, whilst
immersion essentially refers to the physical extent
of the sensory information and is a function of the
enabling technology.
13865C15.PGS 1/7/05 1:13 PM Page 734
However, it would be misleading to assume a
one-to-one relationship between immersion and
presence.7 The other characteristics (media content
and user characteristics) must be also taken into ac-
count. Some VR studies have proved that users can
feel present even in the impoverished environ-
ments world that some VR currently provides.10
For example, Pausch et al.11 analyzed a sample of
Walt Disney World’s Epcot, and their results
showed that the aspects of immersive interfaces
(displays, graphics, and control device quality)
were important to the users; significantly, however,
4. the background stories and goals as well as the
“physics fidelity” (e.g., motion) of the rides had
even more impact on the users experience.
The present study is addressed to test the role of
immersion and media content in the sense of pres-
ence. Specifically, we are interested in the affective
valence of the virtual environments. Huang and
Alessi,12 point out that emotions are an essential
part of how people experience the world, and their
study could have important implications for a bet-
ter understanding of the virtual experience. These
authors stated that definitions of presence have
mostly been cognitively or environmentally based,
generally ignoring the emotional aspects of pres-
ence. However, emotions play an important role
in our subjective judgments and automatic re-
sponses, influencing our learning as well as how
we understand, describe and react to the world and
ourselves. In two studies,13,14 we found important
differences in the responses to VR environments
between non-patients and (mental health) patients
that proved the importance of emotions for clinical
users. Emotions may play a role both as determi-
nants and consequences of presence.
Factorial studies using self-report measures of
presence have also shown the importance of emo-
tional engagement. In particular, studies by two dif-
ferent teams reveal very similar factor structures.
Lessiter et al.,5 using ITC-Sense of Presence Inven-
tory (ITC-SOPI) questionnaire, reported a four-factor
solution for presence: physical space, engagement,
naturalness, and a fourth attenuating factor, nega-
tive effects. Schubert et al.,7 using their self-report
presence survey, arrived at a three-factor solution
5. for the presence construct almost identical to the
ones identified by Lessiter et al.: spatial presence,
involvement, and realness. According to these fac-
torial structures, it seems that presence is not only
related to a sense of a physical, spatial environment
(the sense of “being there”), but also to a personal
evaluation of the appeal, and the naturalness/be-
lievability, of both the displayed environment and
its content.5 As Lessiter et al.5 point out, these di-
mensions may contribute to the sense of presence
in an additive way, or in a more complex, interac-
tive manner.
The goal of the present study is not to test
whether people have similar emotional responses
in the virtual environment and in similar circum-
stances in the real world. The goal is to test whether
presence can be enhanced in less immersive virtual
environments by using emotional content. Three
immersive systems will be compared: a head-
mounted display (HMD), a rear projected video
wall, and a PC monitor. According to Kalawsky,4 if
the display presents a full 360º information space,
then it is a “fully immersive system”; if the extent
of the display is less than 360º, it is a “semi-immer-
sive system.” The term “non-immersive system” is
usually reserved for desktop VR systems. This
study compares the sense of presence on these
three immersive systems between two different vir-
tual environments; one involves emotional content
and the other does not. The specific questions ad-
dressed are as follows: (1) Does an emotional vir-
tual environment elicit a higher “subjective” sense
of presence than a non-emotional virtual environ-
ment? (2) If so, does this depend on the immersive
6. characteristics of the system?
MATERIALS AND METHODS
Experimental design
In order to study the role of immersion and affec-
tive content on the subjective sense of presence, the
following variables will be manipulated:
• Immersion: three conditions were considered: a
HMD, a semi-immersive system video wall, and
a PC monitor.
• Affective content: Two virtual environments
were designed, one to induce sadness (emotional
condition) and another in which no mood changes
were expected (neutral condition).
A 2 ! 3 between groups design was used, with six
experimental conditions.
Participants
Sixty participants were recruited for the study
from the Polytechnic University of Valencia, Uni-
versity of Valencia and University Jaume I of
Castellon. There were 37 females and 23 males. The
mean age was 24.78 (SD = 5.847), with a range be-
tween 18 and 49. Groups of 10 participants were
IMMERSION AND EMOTION 735
13865C15.PGS 1/7/05 1:13 PM Page 735
7. randomly allocated to one of six experimental con-
ditions. All participants fulfilled the following in-
clusion criteria: (a) non-history of neurological
disease, head injury, learning disability or mental
disorders; (b) non-history of psychological disor-
ders; (c) non-use of any medication for psychologi-
cal or emotional problems; and (d) scoring lower
than 18 in BDI (Beck Inventory Depression).15
Measures
Beck Depression Inventory. The BDI15 is the most
widely used self-report instrument for measuring
depressive symptom severity in both research
and clinical settings. It is a 21-item self-report
questionnaire. Scores less than 18 are considered
normative.
ITC–Sense of Presence Inventory (ITC-SOPI). The
ITC-SOPI is a post-test subjective presence measure
composed of 44 items, divided in two parts.5 Part A
(6 items) refers to a respondent’s impressions/feel-
ings after a media experience has finished. Part B
(38 items) refers to a respondent’s impressions/
feelings during a media experience. A 1–5-point
Likert scale (from Strongly Disagree to Strongly
Agree) is used for responding to both parts. Factor
analysis showed that this questionnaire measures
four dimensions: Physical space, Engagement, Eco-
logical Validity, and Negative effects. ITC-SOPI:
internal reliability coefficients (alpha) were com-
puted for each of the four factors. Alphas were
high, ranging from 0.94 (Physical Space) to 0.76
(Naturalness).
8. Reality judgment and presence questionnaire (RJPQ).
RJPQ13 is a post-test subjective presence and reality
judgment measure. A short version of this ques-
tionnaire, with 29 items, was used. A 1–10 Likert
scale was used for responding to all items. The fol-
lowing factors were considered: “Quality/Realism”
(11 items regarding the quality and congruence of
the images and sounds, and the influence of quality
on the sense of presence and realness); “Reality
Judgment” (4 items related to the realness of the en-
vironments, the objects and the experience); “Pres-
ence: Positive” (8 items related to the sense of being
in the virtual environment); “Presence: Negative”
(3 items related to the difficulties of feeling pres-
ence); “Interaction/Navigation” (7 items related to
movements and interactions); “Emotional engage-
ment” (3 items related to the emotions felt in the
virtual environment); and “Emotional Indiffer-
ence” (3 items related to boring and disappointing
feelings). The alpha reliability (internal consistency)
for the questionnaire was 0.82.
Virtual environments
A Mood Induction Procedure (MIP) using VR
was used. MIPs are experimental procedures
whose aim is to provoke a transitory emotional
state in an individual in a non natural situation and
in a controlled manner. The mood induced should
be specific and ideally is an experimental analogue
of the mood that would occur in a natural situa-
tion.16 MIPs include a broad diversity of methods
and have proven to be effective in achieving
changes in the target mood.17–19
9. The VR-MIP consists of a neutral environment
(Fig. 1) that progressively changes depending on
the mood state to be evoked in the user. The sce-
nario is a park, that is, a natural and urban ambient
that can be found easily in any city or culture in the
real world. We chose this environment because it
includes elements of nature (trees, flowers, water,
etc.), and because changing some of the light para-
meters (tone, direction, brightness) easily modifies
the aspect of these elements, inducing different
moods in the user. For example, in the case of sad-
ness, the park is grey, it is a cloudy day, the trees
have no leaves, there are no people in the park and
the music that is heard is very sad. In Figure 2,
some views of the “sad park” are showed.
For the present study, two variations of this VR-
MIP were used. The goal of one was to evoke sad-
ness (emotional condition), and the goal of the
other one was to not evoke any specific mood (neu-
tral condition). In order to build the different envi-
ronments, variations of every one of following
elements were included: music, narratives, Velten
736 BAÑOS ET AL.
FIG. 1. One view of the neutral park.
13865C15.PGS 1/7/05 1:13 PM Page 736
self-statements*,20 as well as pictures (selected from
International Affective Picture System IAPS21),
movies, and autobiographical recalls.
10. The environment content is as follows: Users
listen to a short history corresponding to the emo-
tional experimental condition (sadness versus neu-
tral). A woman’s voice guides users through a virtual
walk. From the beginning, a piece of music is heard
(emotional condition: “Adagio for Strings-Choral”
by Samuel Barber; neutral condition: “Nothing
Spectacular” by Michael Lindh, which was com-
posed by Michael Lindh from Interactive Institute
and was validated as a neutral MIP in the EMMA
project.). The initial appearance of the environment
is the same for all users. However, the aspect
changes shortly thereafter, depending on the in-
tended emotional condition. Users have two min-
utes to freely explore the park.
Then, they are asked to go to the center of the
park, where a bandstand is located. On five of the
sides of the stand (it is an eight-faced polyhedron),
a statement of the Velten20 technique appears in a
disordered manner and users must order it. The
content of the statements depends on the emotional
condition (Table 1). For each sentence, users have to
choose a picture from four options, the one that
best represents (according to them) the meaning of
the sentence (selected from IAPS21). Users are
asked to get involved in the contents of each sen-
tence for 45 seconds, and to think about the per-
sonal meaning of each statement. After that, they
can walk around the virtual park again for two
minutes. Then, users are asked to go to the cinema
to watch a short film (scenes from “The Champ”;
emotional condition: scenes from “A True Story”
for neutral). Once the cinema session is finished,
users are asked to produce an autobiographical re-
11. call in a loud voice, similar to the experiences they
encountered in the park.
Hardware
The workstations for running the virtual envi-
ronments were PC based computers with high-end
graphics capability, with 128 Mb of memory for
graphics and textures. Regarding the interaction
device, a joystick was used. This device was config-
ured to have different modes of use, so that press-
ing a button alternated between the navigation and
interaction modes. The display’s devices included
the following:
• PC monitor: 17-inch monitor with a resolution of
1024 ! 768 pixels.
• HMD: A HMD (model 800 from Fifth Dimension
Corporation, Irvine, CA) with a head-tracking
device (model intertrax2 from Intersense, Bed-
ford, MA)
• Big screen: A rear projected video wall setup was
created using a metacrilate retro-projected screen
of 400 ! 150 cm. The retro-projection option al-
lowed users to walk near the screen without
blocking the image or projecting shadows on the
screen. Resolution projectors were 1024 ! 768
pixels with a power of 2000 lumens; however, it
was limited to a power of 1000 lumens in order
to make users feel more comfortable.
Procedure
Participants were given the following description
12. of the study: “This is an experiment about virtual
reality. First of all, I am going to ask you a few ques-
IMMERSION AND EMOTION 737
*This is a MIP developed by Velten,20 wherein mood induction
is achieved by means of statements written in first person,
relative to
the mood. Subjects are asked to read the statements, and to try
to feel a mood similar to the one described in them.
FIG. 2. One view of the sad park.
TABLE 1. VELTEN SELF-STATEMENTS
Neutral sentences Sad sentences
Japan is a set of Life seems sad and
islands. senseless to me.
The house is for sale. I make people unhappy.
The train travels from I fail in everything.
Madrid to Sevilla.
The ship was ancient. I have no future.
The doorkeeper was I am worthless.
dressed in red.
13865C15.PGS 1/7/05 1:13 PM Page 737
tions. After that you will practice in a training vir-
tual environment. During this time I can help you
if you have any doubts. Later, you will stay alone
13. in another virtual environment. When virtual ex-
perience finishes you have to fill in some ques-
tionnaires.” Participants were provided informed
consent to take part in the study, and were asked to
complete a short screening interview and BDI, in
order to ask about exclusion criteria. Then they were
randomly assigned to one of six experimental condi-
tions, and practiced in the training virtual environ-
ment. After the VR-MIP, participants completed the
two presence questionnaires. All participants were
debriefed following the experiment.
RESULTS
Means and standard deviation for the question-
naires can be found in Table 2. Analysis of variance
was conducted on the presence measures, with
emotional conditions (sadness versus neutral) and
immersive conditions (Monitor, Big screen, and
HMD) as between-groups factors. The dependent
variables were the various factors of presence ques-
tionnaire measures (ITC-SOPI and JRPQ).
Regarding ITC-SOPI, a main effect of “emotional
condition” was found for engagement (F(1.53)=
3.99, p < 0.05), and ecological validity (F(1.53) =
3.98, p < 0.05). A main effect of “immersive condi-
tion” was only found for negative effects (F(2.53) =
6.06, p < 0.004). An interaction effect emotional !
immersive conditions was found for engagement
(F(2.53) = 3.59, p < 0.03) and ecological validity
(F(2.53) = 3.12, p < 0.05). No other significant effects
were found. In general, the sad group scored
higher in engagement and ecological validity than
the neutral group. The HMD condition provoked
14. more negative effects than the other two immersive
conditions. Finally, with respect to interaction ef-
fects, post-hoc analysis revealed that monitor con-
ditions produced a different pattern in sad and
neutral conditions. The sad group using a monitor
scored higher on engagement and ecological valid-
ity than the neutral group.
Regarding JRPQ, a main effect of “emotional
condition” was found for reality judgment (F(1.54)
= 3.77, p < 0.05), emotional engagement (F(1.54) =
20.15, p < 0.000), and emotional indifference (F =
(1.54) = 8.44, p < 0.005). Quality/realism (F(1.54) =
3.6, p < 0.06) almost reached statistical significance.
In general, sad groups scored higher on reality
judgment, emotional engagement and quality/re-
alism than neutral groups, while neutral groups
scored higher on emotional indifference. A main
effect of “immersive condition” was found for qual-
ity/ realism (F(2.54) = 4.85, p < 0.012); and interac-
tion/navigation (F = (2.54) = 4.41, p < 0.017). Big
screen groups scored higher on quality/realism
and interaction/navigation. No other significant
effects were found. However, an interaction effect
emotional ! immersive conditions was almost sta-
tistically significant for reality judgment (F(2.54) =
2.95, p < 0.06); and presence positive (F(2.54) = 2.91,
p < 0.06). Post-hoc tests revealed that there were no
differences between sad and neutral conditions
738 BAÑOS ET AL.
TABLE 2. MEANS AND STANDARD DEVIATIONS
Monitor Big Screen HMD
15. Sad Neutral Sad Neutral Sad Neutral
Mean SD Mean SD Mean SD Mean SD Mean SD Mean SD
ITC-SOPI
Physical space 3.34 0.72 2.68 0.66 3.09 0.57 3.08 1.27 2.85
0.39 2.96 0.68
Engagement 3.45 0.55 2.70 0.71 3.55 0.46 3.22 0.53 3.01 0.43
3.17 0.52
Ecological validity 3.64 0.64 2.60 0.67 3.16 0.81 3.00 0.85 3.21
0.56 3.12 0.84
Negative effects 1.78 0.85 1.68 0.69 1.72 0.62 1.67 0.93 2.41
0.81 2.60 0.94
JRPQ
Quality/realism 7.46 1.68 6.36 1.52 7.58 0.53 7.18 1.14 6.30
1.47 5.74 1.70
Reality judgment 6.53 1.62 3.85 1.06 5.70 1.21 5.63 2.76 5.48
2.29 5.33 1.05
Presence positive 6.71 1.74 4.51 1.31 6.04 1.25 6.05 1.63 5.11
1.64 5.16 1.36
Presence negative 3.47 1.74 4.40 1.96 4.27 1.63 3.67 2.19 5.17
1.27 4.40 1.81
Interaction/navigation 7.09 1.38 6.44 1.43 7.54 0.47 7.09 1.60
6.23 1.15 5.86 1.74
Emotional engagement 8.30 1.93 5.30 1.65 8.30 1.18 5.37 2.33
7.37 2.76 5.30 1.56
Emotional indifference 2.60 2.22 4.30 1.22 1.83 1.22 3.93 1.40
3.00 2.71 3.93 1.42
13865C15.PGS 1/7/05 1:13 PM Page 738
when participants were immersed using a HMD.
When they were immersed using the big screen,
16. there were differences between sad and neutral
conditions for emotional engagement and emo-
tional indifference (sad group scoring higher on
emotional engagement and lower on emotional in-
difference). However, there were many differences
when participants were immersed using only a
monitor. The sad group using this less immersive
system scored higher than the neutral group on re-
ality judgment, presence positive, and emotional
engagement, and lower on emotional indifference.
DISCUSSION
Results of this study show that both affective
content and immersion have an important effect on
the sense of presence. First, regarding immersion,
ITC-SOPI results revealed that the only difference
among the three immersive conditions was in the
category of “negative effects.” Not surprisingly, the
HMD provoked more undesirable effects (dizzi-
ness, disorientation, nausea) than the other immer-
sive systems. However, this questionnaire did not
reveal other significant differences among the three
immersive systems. RJPQ data revealed that the big
screen elicited higher “Quality/realism” and “Nav-
igation/interaction” subjective scores than the other
two conditions. Although HMD is considered a
fully immersive system, because it displays a 360º
information space, the size of the screen seems to
be more relevant in order to achieve realism. Nev-
ertheless, it is interesting to note that big screen
users rated higher on “navigation/interaction,” al-
though the same navigation device (a joystick) was
used by all participants. However, HMD users
were also provided with a head tracking device (In-
tertrax II). It might be that the negative effects of
17. this device made the navigation more difficult.
Regarding affective content, results show differ-
ences between emotional and neutral environ-
ments in presence measurements. Both ITC-SOPI
and RJPQ results show that the emotional environ-
ment seems to be more engaging, natural, believ-
able and real to users than the neutral environment.
We believe that the most interesting results of
this study are those of interaction effects among af-
fective content and immersive systems. According
to data, the sense of presence in the non emotional
environment depends mainly on immersion. Both a
HMD and a big screen elicited a higher sense of
presence than a non-immersive system, namely, a
PC monitor. However, in an emotional environ-
ment a PC monitor was able to elicit a high sense of
presence, in the same way that a big screen was. On
the other hand, the HMD condition was not the
most presence-enhancing technology; as stated
previously, these data could be explained by the
less comfortable HMD setup.
Our results illustrate that presence is not a direct
function of immersion alone. It is misleading to as-
sume a one-to-one relationship between immersion
and presence.7 As Ijjselsteijn22 states, although the
breadth and depth of sensory experience is impor-
tant in improving the media experience, intensity
does not equal quality. “The basic appeal of media
still lies in its content, the storyline, the ideas and
emotions that are being communicated.”22 This
does not mean to ignore the media form altogether;
“the psychological impact of content, both good
18. and bad, exciting and boring, depends to a large ex-
tent on the form in which it is represented.”22
Nevertheless, our results indicate that efforts
must not be solely focused on technology. As
Heeter23 points out, “presence research has empha-
sized engineering the senses more strongly that it
has engineering the mind . . . Sensory realism is
certainly an important influence on presence, but
there is more to the story”. It is important to re-
member, as Biocca24 does, that Munsterberg, the
first psychologist to study media in 1916, hinted at
an issue which sometimes have been not taken into
account: media obey laws of the mind. Presence is a
user experience and it is not intrinsically bound to
any specific type of technology, but is rather a
product of the mind.2 Biocca24 also reminds us of
the celebrated phrase of Bricken, from the 1990
SIGGRAPH conference: “Psychology is the physics
of virtual reality.” According to Biocca, this sen-
tence implies that, like physics, psychology holds a
key to our understanding of reality. Therefore, VR
“has less to do with simulating physical reality per
se; rather it simulates how the mind ‘perceives’
physical reality.”24 Therefore, presence research
will have to extend beyond a search for realism or
fidelity only.2
Our study has been focused in only one of the
media form characteristics, immersion, but there
are other media form variables that are also very
relevant, one of which is interaction. According to
Ijsselsteijn,25 interactivity appears to be a more im-
portant factor than immersion. Interactive, non-
realistic displays are able to engender substantial
levels of presence. Therefore, it would be also im-
19. portant to test a possible interaction effect between
interactivity and affective content of virtual envi-
ronments. “Being there” has been considered the
ability to “do there,”25 but this study also adds the
possibility of “feeling there.” Thus it can be said, “I
IMMERSION AND EMOTION 739
13865C15.PGS 1/7/05 1:13 PM Page 739
can do here, therefore I am here,” but also, “I feel
here, therefore I am here.”
It is important, from both theoretical and applied
perspectives, to determine the most critical ele-
ments in feeling presence for different VR applica-
tions. One of these VR applications is psychological
treatments. Results in this area have been promis-
ing and presence research must contribute to
answering important questions such as: What ele-
ments are fundamental in order to achieve the
sense of presence in therapeutic applications? Our
results indicate that if the focus is on eliciting emo-
tions with the goal of reducing or modifying them,
immersion factors could be less important than a
carefully content design. This content design would
have to include those elements relevant for every
specific emotional problem, that is, those elements
with the potential of activating emotions. There-
fore, the focus must be on the psychological aspects
more than on the technical aspects.
ACKNOWLEDGMENTS
20. This research was funded through the EMMA pro-
ject (IST-2001–39192), funded by the European Com-
munity: V Framework Programme (IST Programme,
8th call, “Future and Emerging Technologies.”
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Address reprint requests to:
Rosa M. Baños, Ph.D.
Departamento de Personalidad
Facultad de Psicologia
Universitat de València
Avda. Blasco Ibañez, 21
46010-València, Spain
E-mail: [email protected]
24. IMMERSION AND EMOTION 741
13865C15.PGS 1/7/05 1:13 PM Page 741
Stress training and simulator complexity: why sometimes more
is less
Jennifer G. Tichon* and Guy M. Wallis
The School of Human Movement Studies, The University of
Queensland, St Lucia, 4072, Australia
(Received 20 January 2009; final version received 15 October
2009)
Through repeated practice under conditions similar to those in
real-world settings, simulator training prepares an
individual to maintain e!ective performance under stressful
work conditions. Interfaces o!ering high fidelity and
immersion can more closely reproduce real-world experiences
and are generally believed to result in better learning
outcomes. However, absolute fidelity in stress training is not
critical for skills to be transferable. The present study
compared the performance outcomes achieved by trainees using
two di!erent simulator types to complete a training
program aimed at improving decision-making skills. The
purpose of this research was to assess both the overall level
of training e!ectiveness and to determine whether performance
levels were influenced when high (160 degree curved
wide screen) versus low fidelity (small cab-based flat screen)
simulator types were in use. Sixty-three train drivers
25. drove for 40 min on a simulated track on which they
encountered four major high stress driving events. One year
later, 42 of the original drivers returned and repeated the
training scenario a second and third time. Results revealed
trainees using the lower fidelity flat screen simulator made
fewer errors in both years than trainees using the high
fidelity curved screen simulator. The implications of these
results are discussed.
Keywords: task analysis; simulator; stress; cognitive training;
presence
1. Introduction
In work environments where heavy, human operated
machinery is at work, accidents are an unfortunate but
often inevitable part of everyday life. An essential
element, in training to respond to workplace accidents
e!ectively, is how to train sta! to cope with ill-defined
problems in the face of high stress environments
constrained by factors such as insu"cient or unreliable
information, time constraints and or conditions of
threat of physical injury (Salas et al. 1999). Emergency
response skills, particularly those that degrade under
stress such as critical thinking and decision-making,
have been highlighted across a number of industries as
in need of attention.
The question of how to most e!ectively train
higher-order mental abilities in these situations is now
emerging as a focus of research interest. Suitable
training in critical thinking under stress can hugely
reduce the impact of workplace accidents, not only in
terms of the immediate physical well-being of sta! and
clients, but also the long-term mental health of those
involved. Simulators through recreating real-world
26. situations in virtual environments provide a compel-
ling opportunity for meeting the need for high a!ect
training. Accordingly simulator training has been
established as a core component of safety training
programs. High fidelity, interactive simulation is
typically achieved through complete immersion in
brief, stressful and complex scenarios.
2. Stress exposure training via simulation
When training goes beyond the acquisition of stan-
dard, required knowledge and abilities and instead
aims to prepare trainees to perform e!ectively in a
stressful environment, it is commonly referred to as
stress exposure training (Driskell and Johnston 1998).
Stress exposure training focuses on developing those
cognitive skills required to maintain e!ective perfor-
mance under stress. The overall goal of training via
simulation is to build confidence in sta! in their own
ability to perform under adverse conditions (Stetz et al.
2006). Sub-goals of stress exposure training include
gaining specific knowledge of and familiarity with the
operational environment to assist trainees to form
accurate expectations of the environment, increasing
their ability to predict outcomes, avoid errors and
decrease their propensity to be distracted by novel
sensations (Driskell and Johnston 1998, Hulse and
Memon 2006). Simulator training has been shown to
be e!ective when the trainee experiences success or a
sense of mastery during the training (Maschuw et al.
2008). This confidence translates into being less
aroused physiologically, less distracted and more likely
to focus on the task.
*Corresponding author. Email: [email protected]
27. Behaviour & Information Technology
Vol. 29, No. 5, September–October 2010, 459–466
ISSN 0144-929X print/ISSN 1362-3001 online
! 2010 Taylor & Francis
DOI: 10.1080/01449290903420184
http://www.informaworld.com
Simulators are used for instruction and training in
areas such as commercial and military aviation, battle
field management, building construction, and first
responder agencies because they provide a safe
alternative to replicating high-risk real-world training
scenarios. Real-world renditions of these situations are
too costly and dangerous to provide opportunities for
sta! to repeatedly practise responding to high stress
workplace situations (Tichon et al. 2003). It is the
ability of immersive simulation to engender the same
psychological and psychological responses experienced
in the real world that has been seen as valuable
(Romano and Brna 2001).
3. High fidelity or low fidelity?
A crucial element of the approach is to provide the
opportunity for repeated practice under operational
conditions similar to those likely to be encountered in
real-world settings. The aim is to incite the same
emotional (stress) reaction and stems from research
demonstrating that for some tasks normal training
procedures did not improve task performance when
the task was later performed under stress conditions
(Zakay and Wooler 1984).
28. The use of simulator technology alone, however,
cannot ensure a successful training outcome without
prior consideration of the best use of its features
(Cannon-Bowers and Salas 1998, Wallis et al. 2007).
Prior research has described a number of variables of
interest to simulation-based critical decision-making
training but the best use of these is not always agreed on
(Thomas 2003). There is a debate over the level of
fidelity required for successful training outcomes. Some
suggest that when using simulation for cognitive skills
training, the fidelity should only match the require-
ments of the training such as facilitating reflection and
learning in the training experience (Ho!man et al.
2001). Yet, it is also recognised that the similarity of the
training environment to the actual conditions under
which the trainee will perform in the real world is an
important factor in simulation training design. While
realistic simulations do not always translate directly to
training e!ectiveness, good outcomes have been re-
ported when simulations have reproduced realistic
tasks and a!orded trainees an engrossing experience
they can relate to their real world (Baker et al. 2005). A
study of simulator training in underground cave
structures reported task performance was two to three
times faster in the high-immersion condition, and
question responses were 3 to 10 times more accurate
(Bowman and McMahan 2007).
Despite increasing a!ordability high-end immersive
technologies such as head mounted displays and multi-
screen stereoscopic projection displays remain too
expensive for widespread use. In training applications
significant improvements in performance using simu-
lators in comparison to alternative training support
tools would have to be proven to justify the expense.
29. Consequently, questions such as ‘How much immer-
sion is enough?’ and ‘When are driving environments
real enough?’ are being more and more frequently
asked (Walshe et al. 2005, Bowman and McMahon
2007). Research has suggested that in driving applica-
tions specifically di"culties can arise if users are not
immersed su"ciently in simulated driving scenes
(Nanyue et al. 2006). Is there a compromise between
the traditional alternatives of textbooks and classroom
teaching and the high-end, high fidelity that can still
produce a level of realism su"cient to gain the required
performance outcomes of stress exposure training?
The overall purpose of this research was to assess
the level of training e!ectiveness in terms of enhanced
decision-making under stress. To achieve this, compar-
isons among performance outcomes over three di!erent
training exposures was made. Additionally, the study
design allowed for comparison of the performance
results of trainees using a high fidelity curved wide-
screen simulator with the performance of trainees using
a smaller cab-based flat screen simulator. Reactions to
four separate stressful events were examined for e!ect
of simulator type on learning outcomes.
As it is the illusion of being in a di!erent place that
is essential for the e!ectiveness of these training
applications (Romano and Brna 2001, Baker et al.
2005), the two simulator types were also compared in
terms of their e!ectiveness in generating immersion
and thereby engaging the driver’s attention. Presence is
a variable widely accepted as being positively related to
enhanced learning and performance in immersive
training environments and therefore highly desirable
(Witmer and Singer 1998). It facilitates the environ-
ment replicated in the simulator being interpreted as
30. real by the trainee thereby making it more likely
decision-making skills developed will be transferred to
the real world. Presence has been described ‘as the
subjective experience of being in one place or environ-
ment, even when one is physically situated in another’
(Witmer and Singer 1998). Research investigating the
role of presence in facilitating the e!ectiveness of
simulator-based educational training indicates the two
seem to be inextricably tied.
4. Method
4.1. Participants
4.1.1. Year one
In 2006, the first year of the project, 63 participants
volunteered to take part in the study. The 61 males and
460 J.G. Tichon and G.M. Wallis
2 females possessed an average of 14.8 (SD ! 9.68)
years’ experience driving trains, with a range between 1
and 30 years of experience. The drivers were aged from
29 to 58 years of age with a mean age of 43.3
(SD ! 8.14) years.
Twelve participants were trained in the wide-screen
reality centre while 51 were trained in the cab-based
simulator. The unequal sample size for the simulators
was due to drivers being given the opportunity to self-
select the simulator they would use for training. This
training was part of their annual training and drivers
were allowed to choose their simulator as per normal
31. operating procedures. As drivers were being assessed
via their simulation performance they were allowed to
select the simulator they felt the most comfortable and
confident using. Self-selection was also allowed for the
study as it did not result in a driver being randomly
assigned a simulator with which they were unfamiliar.
A no-control group design was used at the request of
the rail company which required all drivers to undergo
the annual safety training.
4.1.2. Year two
Forty-two participants who participated in the 2006
study above returned in 2007. However, due to a
malfunction with the wide-screen simulator eight of
these drivers were reassigned the cab-based simulator.
As this was not the simulator they had used in 2006
these eight sets of results could not be used in this
study. Because of the expense of bringing active drivers
o!-line for the research it could not be rescheduled for
another time. Of the remaining 34 participants, 33 were
males and 1 was a female. They possessed an average
of 12.9 (SD ! 9.94) years’ experience driving trains,
with a range between 1 and 32 years of experience. The
drivers were aged from 30 to 59 years of age with a
mean age of 43.5 (SD ! 8.66) years. Again partici-
pants volunteered to take part in the study.
4.2. Equipment
Results were obtained from two simulator types:
(1) Cab-based. A reconfigurable, full-size, in-cab
simulator which can reproduce the arrange-
ment of standard in-cab train controls. Visual
display input was provided via a flat projection
32. screen (3 m wide 6 2 m high) and driven by a
single-channel, SGI Onyx 2 (Four 400 MHz
CPUs).
(2) Wide-screen. A curved screen reality centre
7.3 m in diameter o!ering a 160 degree field-of-
view from a centrally located train control
desk. The desk has force-feedback controls
but no enclosure. The system is driven by a
three-channel SGI Onyx 3000 (Twenty-four
500 MHz CPUs).
4.3. Training scenario
The training scenario involved entering a worksite
operating under Track Work Authority (TWA),
encountering detonators and an outer hand signaller
at the bottom of the flyover. Drivers then had to stop
at a station and remember prior warnings when
departing the station before encountering further
detonators, an inner hand signaller and finally the
worksite. A second incident involved a Condition
A!ecting the Network (CAN). Specifically, the CAN
was a failed level crossing attended by hand signallers.
After receiving advice of the failed crossing the driver
next encounters school children trespassing on the
track, followed by a station and finally a tunnel. These
interleaved events were designed to interfere with the
driver’s concentration potentially resulting in the
driver forgetting to prepare for the failed crossing.
Finally, drivers were required to pass a failed absolute
signal at stop immediately before a station located in a
tunnel. Each of these events were further complicated
through increasing the driver’s workload pressures by
rapidly changing operational conditions such as
33. variations to track infrastructure including curvature,
grade, speed and signal siting and sequence. The rate at
which these conditions were changed often resulted in
a driver feeling under intense time pressure. Incidents
also included the receipt of information into the
driving cab via multiple sources, both visual and
auditory.
4.4. Procedures
To determine whether stress training via simulation
was improving performance the decision making skills
of 63 drivers undertaking their annual simulator
training were recorded in 2006. Rail incidents encoun-
tered during the simulator training exposure were
analysed to compile a checklist of correct actions the
driver must perform simultaneously for each key event
in addition to a checklist of possible errors. From the 4
major incidents encountered in the training scenario
outlined above, 36 correct actions were required to
maintain safe and e!ective train travel on the network
and 45 possible errors were identified. All drivers
attended a classroom refresher course on rules and
regulations and undertook a 5 min practice run on the
simulator before their simulation training. Trainers
completed the checklist of correct actions and possible
errors while drivers undertook the 40 min simulator
training run.
Behaviour & Information Technology 461
In 2007, 34 of the drivers who had participated in
2006 returned for training to undertake the same
simulated driving scene using the same simulator type
34. they had been tested on the previous year. This is
referred to as Trial 1. To test the premise that repeated
exposure will inoculate drivers and result in enhanced
decision-making skills, the drivers were also required
to undertake the driving scene after a short half hour
time delay. This is referred to as Trial 2. Comparing
across exposures, Trial 1 against Trial 2, decision
making performance could then be assessed after a
short time delay (on the same day) and after a long
time delay (12 month interval). All the same perfor-
mance data were gathered during the first and second
sessions as was collected in 2006 and drivers used the
same simulator type which they had used in the first
instance.
In 2007 in between the two simulator exposures the
drivers completed two surveys the Presence Question-
naire (Witmer et al. 2005) and the IGroup Presence
Questionnaire (Schubert et al. 2001). The surveys were
selected to measure the concept of presence in two
ways, through introspective self-report and causal
factor self-report measures to gain data on the
e!ectiveness of both the wide-screen and the cab-based
simulators in generating immersion. The IPQ measures
spatial presence by asking questions that require
participants report on their own individual experience.
The PQ explores four factors thought to underlie
presence: involvement, sensory fidelity, adaptation and
interface quality.
5. Results
Results were converted to an absolute percentage error
score allowing scores across simulator types to be
compared as seen in Table 1.
35. 5.1. Repeated practice
The comparison between the 2006 and 2007 Trial 1
results indicated that total driver error rates were
higher in 2007 (11.7%) than 2006 (5.2%). However, in
2007, the opportunity for repeated practice resulted in
improved error rates. A 2 (simulator) 6 4 (decision
point) 6 2 (trial) mixed ANOVA was performed on
the 2007 survey data and revealed two significant main
e!ects, one for trial (F ! 13.84; df ! 1, 31, p ! 0.001)
and the other for decision points (F ! 17.29; df !
1.31, p ! 0.000). The main e!ect of trial revealed that
the error rate was significantly greater during the
driver’s first exposure (Trial 1) than during their
second exposure (Trial 2) (11.7% vs. 2.6%, respec-
tively). Therefore, when given the opportunity for a
second exposure in 2007 driver’s error rates decreased
significantly.
5.2. Error rates by simulator type in 2006
The total error rates by simulator were then compared
to determine whether the choice of simulator altered
the e!ectiveness of the training.
In 2006, 12 participants were trained on the wide-
screen while 51 were trained on the smaller cab-based
simulator. A 2 (simulator) 6 4 (decision points) mixed
ANOVA was performed and revealed to be significant
(F ! 55.39, df ! 1. 61, p ! 0.018) for the main e!ect
of simulator. This result indicates that participants had
greater error rates when using the 160 degree curved
wide-screen (9%) than the flat cab-based screen (4%)
over the four major decision points investigated. This
result was interesting in that the e!ect of simulator
36. held over all sections of the virtual track. At each point
in the scene when decisions had to be made to avert
accidents or other incidences drivers using the wide-
screen consistently made more errors than their
colleagues using the cab-based screen as seen in
Table 2. The e!ect of simulator was not influenced
by the type of problem being negotiated on the virtual
track. No significant e!ect was found for the main
e!ect of decision points.
5.3. Individual error types
In terms of specific errors, in 2006, the highest error
rates were all recorded in the wide-screen simulator.
The highest number of errors was recorded (58%)
when drivers were required to report the Children on
Table 1. Error rates for curved and flat screen simulators.
2006 2007 (Trial 1) 2007 (Trial 2)
CS (n ! 12) FS (n ! 51) CS (n ! 4) FS (n ! 30) CS (n ! 4) FS (n !
30)
Average error rate 3.4 1.5 4.75 4.2 2.25 1.4
Error rate as % of total number of actions 9.5 4.2 13.2 11.6 6.25
2.0
Total % (simulator totals combined) 5.2 11.7 2.6
CS, curved screen; FS, flat screen.
462 J.G. Tichon and G.M. Wallis
37. Track incident to the guard after the signaller had been
advised via radio. The second highest error rate (50%)
was recorded again in the wide-screen simulator during
the absolute signal at stop incident, during which the
driver is required to either advise the signaller to
standby or wait to answer the radio after the train is
stopped. The third highest error rate, again recorded
using the wide-screen, occurred in the Failed Level
Crossing incident (42%).
5.4. Error rates by simulator type in 2007
Because of a simulator malfunction a!ecting some
drivers, in 2007 it was not possible to test the
significance of di!erences between the two simulators
in that year. Nonetheless, the general trend was
consistent with the 2006 results, i.e. that the cab-based
screen was producing better training outcomes than
the wide-screen. In addition to making fewer errors on
both Trial 1 and Trial 2, the drivers using the cab-
based screen also made larger improvements between
the two trials as seen in Table 1.
However, the 2 (simulator) 6 4 (decision point) 6
2 (trial) mixed ANOVA performed did reveal a
significant main e!ect for decision points (F ! 17.29,
df ! 1.31, p ! 0.000). The main e!ect of decision
points indicates that almost all of the error rates were
all significantly di!erent from each other which means
that the error rate for the Track Authority Work
condition (24%) was significantly higher than the error
rate for the Children on Track decision point (21%)
which was significantly higher from the Failed Level
Crossing decision point (10%) but Failed Level
Crossing decision point error rate was not significantly
38. di!erent from the error rate in the Absolute Signal at
Stop decision point (8%).
5.5. Presence
Despite the di!erence in skill levels achieved using the
cab-based screen versus the wide-screen; the drivers
rated the two simulators as equal on the presence/
immersion measures. Both simulators scored 69% on
the PQ and 61% on the IPQ as seen in Table 3.
Additionally, both simulators were rated equally by
drivers across all of the four factors underlying the PQ.
There was a greater range between the highest and
lowest scores for both questionnaires received for the
cab-based simulator. However, the greatest deviance of
scores for individual factors occurred with involvement
and adaptation for the cab-based which was also the
case for the wide-screen.
6. Discussion
In terms of the overall training program, the findings
revealed performance did improve significantly when
drivers were given the opportunity to repeat their
simulator experience on the same day. This suggests
that providing a repeat training session in the
simulator may have had a cumulative e!ect on training
e!ectiveness. Practice should result in greater con-
fidence and improved performance. However, the
results also indicate that, although performance
improved across time within a day, retention over
longer periods was not so good. Despite a year’s
additional driving experience in the interim, drivers
returning in 2007 performed significantly worse than
during their training in 2006. Clearly some of the skills
tested in the simulator involve circumstances which the
39. drivers would rarely if ever experience in the real
world, and this lack of repeated exposure may explain
Table 2. 2006 decision point error rates by simulator.
Decision points
Curved screen
(n ! 12) (%)
Flat screen
(n ! 51) (%)
Track work authority 9 7
Failed level crossing 8 4
Children on track 11 5
Absolute signal at stop 10 3
Total *9 *4
*significant di!erence at p 5 0.05.
Table 3. Presence scores for curved and flat screen simulators.
Simulator
Flat screen
Mean SD
Curved screen
Mean SD
Highest possible
score
Flat screen
(%)
40. Curved screen
(%)
PQ (Total) 121 18.5 121 8.5 175 69.1 69.1
PQ factors:
Involve 51.7 9.28 51.7 4.04 77 67.1 67.1
Sensory 18.3 4.69 18.3 1.53 28 65.35 65.35
Adaptation 35.7 5.77 36.3 5.03 49 72.8 74
Interface 15 2.21 14.3 1.53 21 71.4 68
IPQ 51.4 9.02 52 4.58 84 61.2 61.9
Behaviour & Information Technology 463
why some of the skills degraded over time but does not
explain why they degraded to a point below the 2006
level.
Drivers were given a standard 5 min warm-up
before each simulator exposure so it is unlikely that the
di!erence in skill levels attained were a result of
di!ering opportunities to access shorter or longer
warm-up times. However, there may be a number of
explanations for this apparently counter-intuitive
result. It may be that classroom revision time under-
taken prior to the simulation test di!ered dramatically
from one year to the next. This time was not examined
as part of this study. If revision was more targeted one
year to the exact problems the drivers would encounter
during their simulation session this would have
provided much better preparation time. Alternatively,
perhaps the fact that drivers were able to self-select the
simulator they felt most comfortable with and the
driving scene they undertook was unchanged from the
41. previous year, this resulted in over-confidence which
translated into risk-taking in the simulator and
consequently more errors and mistakes. In their second
attempt in 2007, the drivers demonstrated they did
have high skill levels. This begs the question as to
whether the improvement was a product of the practice
in the first trial or whether in fact the drivers were more
focused as a result of having made far too many errors
on their first attempt.
The role of spaced repetitions in learning theory
may also provide a future research direction to explore
in an attempt to explain why skills decayed. There is
very little research on how procedural learning takes
place in simulated environments. However, there has
been a great deal of research on how di!erent spacing
of repetitions in time a!ects the strength of memory
and how the resulting findings could be applied in the
practice of e!ective learning (Wozniak 1995). Memory
can be strengthened through appropriate spacing time
intervals; however, programs must be careful the
spacing of training repetitions does not leave so much
time between sessions that the learned memory trace
becomes completely inaccessible. This theory would
suggest it is highly probable that altering the training
program in a simulator may assist to address the skill
decay problem. In future research, it would be
interesting to investigate how repetition after varying
time intervals either improve or degrade retention
specifically when simulators are in use. In large
companies when relocating sta! to central simulators
is expensive it is particularly important to determine the
longest inter-repetition interval that avoids retrieval
failures.
When comparing learning e!ects across simulator
42. type, the cab-based simulator produced higher decision
making performance scores than the larger wide-screen
simulator. This was surprising as it is generally
accepted that higher-end immersive interfaces are
more successful in rendering scenes similar to real-
world settings. It has been high-end immersive facilities
that have demonstrated that simulation works. How-
ever, researchers who have been working to increase
understanding of immersion and identify the compo-
nents that produce them acknowledge there is still far
to go (Bowman and McMahan 2007). So what might
the reasons be for this apparently counterintuitive
discrepancy? Is it simply the case that occasionally less
is more? Possibly, a smaller screen and smaller
simulator might help aid concentration and reduce
distraction. On the other hand, the cab-based simula-
tors are in one sense closer to a real train. Their narrow
field of view provides a visible frame of reference,
something lacking in the large curved screen simulator.
It may be that this frame of reference contributes to the
realism and fidelity of the simulation, albeit covertly
(as these di!erences did not emerge in the presence
questionnaires).
Equally so it could also be that the perceptual field
scanning for the wide-screen simulator is larger than is
ever done in a real train, and drivers have neither the
time, under the pressures of training for degraded
conditions, nor the experience to scan e!ectively a
‘larger than life’ presentation. The rail training provider
had installed wide-screen simulators to enable teams of
people to be trained in team communication scenarios.
However, the aim of multi-use for the simulators may
have resulted in a detrimental impact for the solo driver
training. A high perceptual immersion achieved via the
43. full visual field may have been achieved at the cost of
validity where the actual visual experience does not
represent the real-world setting.
Both types of simulators used in the study achieved
relatively low presence scores indicating drivers did not
experience the virtual world as highly engaging. One of
the main issues that drivers had was that they ‘. . .had
no sense of train momentum and no feel of going up or
down grades’. Drivers reported being able to adapt
quickly to the controls and interface but the discre-
pancy between how natural the simulator felt in
comparison to a real train may have been significant
enough to reduce the immersive impact of the
experience for some drivers.
Beyond specific issues of simulator design, the
results of this study have highlighted a potential
problem with the use of presence questionnaires in
predicting training outcomes. Despite the significant
di!erence in number of errors made when training was
undertaken in the cab-based simulator versus the
wide-screen simulators, the drivers rated the two
simulators as equal on the presence/immersion mea-
sures. The presence analysis indicates that in terms of
464 J.G. Tichon and G.M. Wallis
subjective feedback neither the cab-based nor the wide-
screen simulators were experienced as significantly
more or less immersive or engaging. The main
di!erence between them was that the scores for the
cab-based simulator were more variable and this
system was rated slightly more highly in terms of the
44. interface which it o!ers.
In terms of having a stress inoculation e!ect, in the
absence of high levels of presence, it is unclear if skill
improvements between training sessions on the same
day were a product of increased confidence in coping
with high stress events or whether it was merely the
result of an increasing level of comfort in driving
through that particular scenario. Retesting drivers
using a new track route along which the same
problematic events (decision points) are embedded
but in a di!erent sequence would reveal whether
drivers do maintain skill levels when under stress but
without the benefit of familiarity.
7. Future directions
In the future it would be interesting to see to what
extent the visual reference frame is responsible for the
discrepancy in performance between the two simula-
tors. It would also be helpful to test alternative
measures of immersion and presence to see if they
correlate more accurately with the training outcomes
described here. The low presence levels did not
predict the good training outcomes achieved on the
simulators. In addition to enhancing performance,
presence is also purported to be a strong indicator of
whether training will ultimately transfer to the real
world. If the higher performance scores are being
influenced by levels of familiarity with the scene it
could be that the lower presence scores should be
more closely studied as an indicator of training
transference. To investigate the e!ectiveness of the
simulator training in the real world one approach
would be to compare the annual incident rates for the
year before training and the year after training for
45. those drivers who have undergone simulation train-
ing. Ideally, a control group of drivers who did not
receive any simulator training would also be com-
pared against those who have. Similarly, incident
rates of drivers who trained on the flat cab-based
versus the curved wide-screen simulators could be
investigated to determine if simulator type has an
impact in the real world.
There is an important role for interactive simula-
tors in replicating degraded events and establishing
them as a core component of rail training programs.
However, any simulator of any level of complexity can
only be as good as the educational program in which it
is embedded. Many simulators are underutilised due
to failure to integrate them into a curriculum that
enhances their potential. Future research investigating
the optimal repetition spacing for simulator training
sessions would contribute greatly to knowledge on how
long memory traces built from virtual experiences last
before requiring refresher training to ensure they
remain accessible to personnel relying on the training
to maintain safe operations.
Acknowledgements
The financial support of the Australian Research Council is
gratefully acknowledged.
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50. the data indicated that users derived meaningful relationships
and salient emotional
experiences, as well as real-life leadership skills from these
virtual environments.
MMORPGs are not simply a pastime for teenagers, but a
valuable research venue
and platform where millions of users interact and collaborate
using real-time 3D
avatars on a daily basis.
1 Introduction
Selling virtual weaponry and real estate for a living,
coordinating fifty
people in a dragon-slaying expedition over a period of 5 hours,
marrying
someone you’ll never meet, and switching gender for several
hours at a time.
These are a few of the myriad of virtual phenomena that occur
every day in
online digital constructs known as MMORPGs—Massively
Multiplayer Online
Role-Playing Games. Every day, millions of users (Woodcock,
2004) partici-
pate in these online environments. The increasing prevalence of
these environ-
ments makes it crucial to understand the ways in which we use,
interact, and
live in these digital constructs.
Although many of the theoretical implications of social
interaction in collab-
orative virtual environments (CVE) have been explored in the
artificial con-
fines of virtual reality (VR) research laboratories (Bailenson &
Yee, 2005;
51. Zhang & Furnas, 2002; Bailenson, Beall, & Blascovich, 2002;
Slater, Sadagic,
Usoh, & Schroeder, 2000; Normand et al., 1999; Leigh,
DeFanti, Johnson,
Brown, & Sandin, 1997; Mania & Chalmers, 1998), MMORPGs
provide a
naturalistic setting where millions of users voluntarily immerse
themselves in a
graphical virtual environment and interact with each other
through avatars (vi-
Yee 309
sual representations of users in a digital environment)
on a daily basis. The opportunity to study what people
actually do when they choose to be in a virtual environ-
ment with thousands of other people cannot be over-
stated, and that is the underlying rationale for the cur-
rent studies.
Existing research on computer or video gaming tends
to focus on two main areas: the negative effects of play-
ing video games and whether video games can be used
for pedagogical purposes. For example, an extensive line
of research has focused on demonstrating that violent
video games increase real-life aggression (Ballard &
Lineberger, 1999; Anderson & Dill, 2000; Anderson &
Bushman, 2001), and survey studies have shown posi-
tive correlations between preference for video games
and aggressiveness (Scott, 1995; Funk et al., 2002),
delinquency (Anderson & Dill, 2000), and lower per-
ceived self-concept (Funk, Buchman & Germann,
2000); however, the generalizability of short-term mea-
sures of aggression in experimental studies and the in-
52. ability to infer causality in survey studies is a concern in
this line of research (Griffiths, 1999). One notable ex-
ception is a longitudinal experimental study conducted
by Williams and Skoric (2005). The findings of this
study did not support the assertion that playing a vio-
lent video game will cause substantial increases in real-
world aggression.
Another line of research has explored the pedagogical
uses of video games among elementary school students
(Ko, 2002), high-school students (Ravenscroft &
Matheson, 2002), and college students (Moreno &
Mayer, 2002). Video games can also enhance sensori-
motor tasks (Fery & Ponserre, 2001), visual acuity and
attention (Green & Bavelier, 2003), as well as aid in the
recovery of motor skills after physical trauma (Taylor &
Berry, 1998). In fact, some have explicitly argued that
video games should be considered as platforms for
learning (Gee, 2003).
1.1 What are MMORPGs?
Both lines of above research have mostly relied on
single-player games, but as the ubiquity of high-speed
internet connections and powerful computer processors
have increased with a steady decrease in cost, the para-
digm of computer gaming has changed dramatically,
and MMORPGs are the vanguard of a new generation
of computer games that takes advantage of the accessi-
bility of the internet and the graphical processing capa-
bility of standard computer systems.
MMORPGs are a new paradigm in computer gaming
(see Table 1). By definition, MMORPG users are part
of a persistent world of up to 2000 other concurrent
users (Sony Online, 2003). A persistent world is a world
53. Table 1. Attributes of Three Gaming Paradigms
Attribute Stand-alone games
Local and wide area
network games MMORPGs
Exemplars Solitaire, Snood,
SimCity, Risk
Diablo II, Unreal, Age of
Empires
EverQuest, Star Wars
Galaxies
Cost for player Software Software Software ! subscription
No. of players in world 1 1–16 0–2000
Persistent world No No Yes
Mode of user agency Direct/godlike control One or several
avatars Personal avatar
Size/scope of world Abstracted game board Abstracted or
limited worlds Naturalistic worlds/galaxies,
not abstracted
Player social interaction None Combat strategy driven Rich,
collaborative, social
interactions
310 PRESENCE: VOLUME 15, NUMBER 3
that exists independent of the users. In stand-alone
games and local network games, the world only exists
54. when the game is started by the user, and thus is depen-
dent on the user “activating” it. In an MMORPG, the
world exists before the user logs on, and continues to
exist when the user logs off. More importantly, events
and interactions occur in the world (driven by other
users) even when the user is not logged on to the persis-
tent world. To accommodate the sheer number of users,
the worlds in MMORPGs are vast and varied (in terms
of terrain, flora, fauna, and local inhabitants). In con-
trast, the worlds of most stand-alone and local network
games are simplistic and can only accommodate fewer
than 16 concurrent players in a space that can be tra-
versed in a few minutes.
On a simplistic level, MMORPGs could be thought
of as a scenic chat room with a variety of interactive
tasks. Users experience cities, jungles, and even the fall-
ing rain or snow in rich real-time 3D graphics, and
communicate with each other using typed chat and
templated gestures and expressions. They interact with
the world through a combination of mouse-driven in-
terfaces and typed commands, and partake of a large
number of varied activities that increase in complexity,
reward, and time involvement which typically operate
on a random-ratio reinforcement schedule. These activi-
ties revolve around character advancement and translate
into a functional advantage in terms of the mechanics of
the world, whether this is combat capability, social sta-
tus, avatar appearance, geographic knowledge, equip-
ment quality, or even cooking skills. Whereas the first
few MMORPGs focused heavily on combat-oriented
advancement, recent MMORPGs have offered more
diverse forms of advancement. For example, in Star
Wars Galaxies, one can become a skilled musician, chef,
hair stylist, animal tamer, or politician.
55. Most forms of advancement in MMORPGs require
increasing cooperation or dependency on other users,
oftentimes mutually beneficial. In Star Wars Galaxies,
scouts hunt and harvest hides and meat from animals
which they can sell to artisans who need those resources
to craft basic items. Most combat professions need the
complementary support of each other as they tackle
more and more difficult creatures or enemies that in
turn hold larger rewards. But ultimately, each user de-
cides which form of advancement they will pursue, and
the richness and complexity of the environment elimi-
nates the need for super-ordinate goals or storylines.
Every user is motivated by a different combination of
the possible rewards. The result is that adventures, sto-
ries, and most importantly for the purpose of the cur-
rent work, meaningful relationships between users
emerge during interaction. Functional constructs within
the environment facilitate these social networks— com-
bat groups (temporary collaboration between a few us-
ers), guilds (persistent user-created membership organi-
zations), and ideological alliances (agreements between
guilds or “racial” groups).
Given how different MMORPGs are from stand-
alone and local network games, perhaps a better com-
parison is with live-action or table-top role-playing
games (RPGs) or multi-user domains (MUDs)—the
textual predecessors of MMORPGs. MMORPGs are
different from RPGs in one important aspect. While the
world of an MMORPG is persistent and exists indepen-
dent of players, the world of an RPG exists only when
the players have convened in a physical location. Also,
this physical constraint means that it is not possible to
convincingly change one’s representation in an RPG the
way it is possible in an MMORPG— especially in terms
56. of gender and race. Furthermore, the physical con-
straints of RPGs make it more likely that RPG players
know each other when compared with MMORPG play-
ers. MMORPGs are in fact much more similar to
MUDs than other genres of video games in that both
have persistent game worlds where players can interact
using avatars.
Currently, there is very little quantitative research on
MMORPGs or MUDs. While researchers like Turkle
(1995), Bruckman (1993), and Bruckman and Resnick
(1995) have contributed a great deal to our understand-
ing of the users of MUDs, their approaches were more
qualitative and relied on anecdotal stories, interview
data, or personal experience. For example, Turkle illus-
trated how digital self-representation in MUDs allowed
users to understand the fluid, dynamic, and postmodern
Yee 311
nature of their identities. Almost no quantitative studies
of MUDs exist. One of the few quantitative studies of
MUDs explored how sociability and skepticism toward
computer-mediated communication influenced social
behavior within MUDs (Utz, 2000). Also worth noting
is a multi-methods study of LambdaMOO by Schiano
and White (1998) that illustrated, among other things,
that LambdaMOO users preferred stable, integrated
identities as opposed to the fluid, fragmented identities
Turkle suggested. Existing research on MMORPGs has
mostly relied on analysis of publicly available data. For
example, Castronova (2002) has used the eBay sales
transactions of virtual items to show that the economy
of EverQuest is quantifiable and has a higher gross do-
57. mestic product than some developing countries, and to
show the inequity between the value of the virtual male
and female body (Castronova, 2003). Griffiths, Davies,
and Chappell (2003) aggregated online poll data at
websites catering to EverQuest players to provide the
basic demographics and preferences of EverQuest play-
ers. Very few studies have used primary sources of data.
One of the few is a study by Axelsson and Regan (2002)
that explored the impact of group affiliation on social
behavior in the MMORPG Asheron’s Call. The study
found that group affiliation makes people more social
both online and offline.
Over the course of three years, I have collected online
survey data from 30,000 MMORPG players. Prelimi-
nary qualitative data from open-ended questions were
used to form theoretical questions about the motiva-
tions and relationship formation of MMORPG users,
among other issues (Yee, 2006). In that previous paper,
I argued that the architecture of these environments
facilitates relationship formation, and they are windows
into and catalysts in existing relationships in the material
world. The goal of the current work was to complement
these previous findings by providing a more rigorous
quantitative analysis on who uses MMORPGs, what
motivates their use, and the salience and impact of the
experiences that emerge in these environments. More-
over, this paper attempts to articulate the many oppor-
tunities to study social identity, social interaction, and
relationship formation in these environments.
1.2 Demographics and Usage
The apparent focus of existing video game re-
search on adolescent users creates the illusion that video
game players are a youth subculture, and that video
58. games are a teenage pastime of no important conse-
quence apart from their ability to increase real-life ag-
gression. For example, the entire volume of a recent
special issue of the Journal of Adolescence (Vol. 21-1)
was devoted to the negative effects of video games on
adolescent gamers. The following quotes from that issue
illustrate the assumption that adolescents are the pri-
mary consumers of video games or that video games
somehow impact adults in an entirely different way that
isn’t worth mentioning or studying.
Video games have become one of the favorite activi-
ties of American children. (p.5)
The rise and popularity of video and computer
games as a leisure phenomenon has become an ever-
increasing part of many young people’s day-to-day
lives. (p.1)
A lot of youths are playing violent video games for
many hours per week. When large numbers of youths
(including young adults) are exposed to many hours
of media violence (including violent video games),
even a small effect can have extremely large societal
consequences. (p.120)
In spite of the fact that the average age of com-
puter and video game players is 30 (Entertainment Soft-
ware Association, 2005), the articles in the special issue
seem to perpetuate the assumption that mainly children
and adolescents play video games. In fact, studies in
video game violence in general have mainly focused on
adolescent gamers (see Griffiths, 1999 for review). This
stereotype is also described by other researchers. For
example, Griffiths, Davies, and Chappell (2003) note
that “the image of a typical gamer is seen as socially
59. negative and remains firmly within a youth subculture”
(p.81).
In a recent study that challenged this stereotype
(Griffiths, Davies, & Chappell, 2003), the demograph-
ics and usage patterns of MMORPG users were ex-
plored by analyzing online poll data on two websites
312 PRESENCE: VOLUME 15, NUMBER 3
catering to players of the MMORPG EverQuest. Those
data showed that the game clientele was very much an
adult profile rather than the stereotypical adolescent
player. Although the online polls consisted of large sam-
ples (upwards of 10,000 responses), a weakness with the
study is that the data analysis was bound by the range
and number of answer choices used in the third-party
polls. For example, instead of allowing open-ended re-
sponses to age or hours played per week, only several
ranges were offered. Furthermore, because each ques-
tion was asked on a separate poll, it was not possible to
explore demographics and preferences in relation to
each other for each individual user—such as exploring
age and gender differences in usage patterns. Therefore,
it was crucial to perform a more extensive analysis of the
demographics and usage patterns of MMORPG users.
1.3 Motivations for Use
Articulating motivational differences among differ-
ent users is the precursor to understanding the emer-
gence of more complex behaviors and interactions in
these environments, as well as providing a framework to
differentiate one user from another. To ignore these
60. individual motivational differences is tantamount to
claiming that all MMORPG users are motivated by the
exact same reasons. Most video game studies to date,
however, have relied on the traditional effects model
and don’t take into account the fact that people choose
the media they consume and the varied reasons for do-
ing so (Sherry, 2001; Sherry & Lucas, 2003).
Without an empirical framework with which to identify
individual motivational differences among MMORPG
users, it is impossible to meaningfully differentiate users
or understand their interactions with other users in the
world. This framework provides the foundation to ex-
plore whether different sections of the demographic are
motivated differently, and whether certain motivations
are more highly correlated with usage patterns or in-
game preferences or behaviors.
There have been no systematic attempts to create a
motivational framework for MMORPG users, but an
exploratory framework for MUD users has been pro-
posed by Bartle (1996). Bartle’s proposed “player
types” are derived from his experience in creating and
managing these online textual worlds rather than empir-
ical data, and they provide valuable insight as well as a
framework to test and build upon. Bartle proposed four
types—Achievers, Socializers, Explorers, and Killers—
each having different in-game preferences and motiva-
tions for using the MUD environment. For example,
Explorers are users who are interested in understanding
the mechanics and rules of the system as well as map-
ping out the world, while Socializers are users who en-
joy chatting, interacting, and role-playing with other
users.
61. Even though it is important to be able to differentiate
the motivations among MMORPG users, there has
been no empirical attempt to identify what those moti-
vations might be. The present study attempted to create
an empirical framework for understanding individual
motivational differences among MMORPG users using
an exploratory factor analysis. Also of interest was how
these motivational differences varied across different
demographic sections and how they correlated with us-
age patterns.
1.4 Derived Experiences
The impact that MMORPGs have on their us-
ers—in terms of social interactions, emotional invest-
ment, and acquisition of social skills—will be collectively
referred to as derived experiences in this paper. Even
though there exists very little empirical research on
MMORPGs, there are many reasons to expect that
complex social interactions and social phenomena
emerge in these environments. Indeed, the literature in
MUDs has abundant examples of how intimate relation-
ships and emotionally salient experiences derive from
even textual online environments. For example, Turkle
(1995) has documented romantic relationships, sup-
portive friendships, and even wedding ceremonies in
MUDs. The incidence of a “cyber rape” in a MUD has
also been documented and widely discussed (Dibbell,
1993). The debate it sparked illustrated the amount of
emotional investment users placed in these worlds.
MMORPGs are MUDs on a massive scale with incredi-
ble visual and behavioral richness. Therefore, MMOR-
Yee 313
62. PGs should foster complex social phenomena and inter-
actions among users.
The literature also suggests several reasons for why
this might occur. For example, Walther (1996) sug-
gested that one of the reasons why hyperpersonal inter-
actions—interactions that are more intimate, more in-
tense, and more salient because of the communication
channel— occur in computer-mediated communication
(CMC) is because participants can reallocate cognitive
resources typically used to maintain socially acceptable
nonverbal gestures in face-to-face interactions and focus
on the structure and content of the message itself. The
message itself then comes across as more personal and
articulate. Indeed, in virtual worlds where we do not
have to constantly worry about how we look and be-
have, we would be able to dedicate more cognitive re-
sources to the message itself. Walther also suggested
that as interactants respond to personal messages with
equally personal and intimate messages, the interactions
intensify through reciprocity. In other words, the pro-
cess provides a positive feedback cycle.
Walther’s themes resonate with McKenna and
Bargh’s more recent work (2000) suggesting four fac-
tors that enable positive social interactions online. First,
people have greater anonymity online. Second, the im-
portance of physical appearance is greatly reduced.
Third, the internet transcends the problems of physical
space and wide dispersion. And finally, users have
greater control over the time and pace of their interac-
tions. Again, all of these factors, except for perhaps the
last one, are present in MMORPGs, and suggest why
enhanced social interactions occur in these online envi-
ronments.
63. Behavioral confirmation may also be at work. People
become what we expect them to be (Snyder, Tanke, &
Berscheid, 1977). Given the literal reality of “knights in
shining armor” and the fact that users can choose to be
as attractive as the world allows, users may become
more friendly and more sincere with each other because
of the heroic attributes their avatars project.
The present study used quantitative survey data to
explore three issues that relate to the salience and im-
pact of experiences and social interactions in MMOR-
PGs. First of all, the significance and salience of the rela-
tionships that form in MMORPGs were examined.
Second, the degree of emotional investment in the envi-
ronment was considered. Finally, whether real-life lead-
ership skills could be acquired in the online environ-
ment was explored through self-report measures.
A series of online surveys was used to study the de-
mographics, motivations, and derived experiences
among MMORPG users over a three year period be-
tween the years 2000 and 2003. During this period,
over 30,000 MMORPG users were surveyed, with ap-
proximately 2000 – 4000 respondents in each survey
phase. In the following sections, the methods used and
data collected on three main aspects of MMORPG use
are presented. First, the demographic composition of
current MMORPG users and their usage patterns are
presented to illustrate the wide appeal of these immer-
sive environments. Second, an exploratory factors analy-
sis of the different motivators of usage is presented. Fi-
nally, the salience of the relationships and emotional
experiences users derive from these environments is ex-
amined.
64. 2 General Methodology
Certain methods were common to all three of the
sections discussed in the previous paragraph. These
common methodologies are presented here.
2.1 MMORPG Selection
The approximate numbers of active subscribers to
existing MMORPGs were publicly available (see Wood-
cock, 2005), and it was usually clear which MMORPGs
comprised the bulk of all MMORPG users. From 2000
to 2003, the following MMORPGs together comprised
approximately 75% of the North America MMORPG
market with regard to share of active subscribers: Ul-
tima Online, EverQuest, Dark Age of Camelot, and Star
Wars Galaxies, as calculated using available subscription
data (Woodcock, 2005; CorpNews, 2004). Therefore,
users of these environments were targeted for this study.
314 PRESENCE: VOLUME 15, NUMBER 3
2.2 Participant Recruitment
MMORPG users were recruited through online
websites known to cater to them. These included the
Lore, Stratics, and IGN Vault Networks that have sub-
sites for different MMORPGs. These websites typically
had a news list on their front page with more recent
listings at the top, and each website provided an option
to submit news and information to the editors of the
news list. A concise overview of the goals and scope of
the study together with a link to the online survey itself
65. would be sent to the editors via the news submission
option provided. Publication of the overview was
never guaranteed, and once the news item was listed,
its duration on the news list was dependent on how
many news items the news list could hold and how
many new news items were added over the course of
the next few days.
2.3 Procedure
MMORPG users who followed the link would be
presented with a brief summary of the intentions and
scope of the project, and would have to follow another
link on that page to the survey itself. After providing
informed consent, respondents answered online surveys
consisting mostly of multiple-choice questions in a bi-
nary or Likert-style scale using radio buttons. Certain
continuous variables such as age or hours played per
week were recorded using text fields. Answers to open-
ended questions were recorded using text area boxes.
While open-ended questions were used in the study,
only data collected from close-ended questions, using
Likert-type rating response options, are presented in this
paper, with the exception of age and hours played per
week, which were collected using open-ended text
fields.
Each survey took about 5–10 minutes to complete.
Respondents were not paid or compensated for their
participation. Because respondents were given the actual
goals of the study and not a cover story and there were
no experimental manipulations, there was no need for
debriefing. Duplicate responses were found and deleted
by comparing IP addresses. The rate of duplicate re-
sponses was trivial— 8 out of 3100 in a recent survey
66. phase.
A new survey was usually publicized every 2–3
months in the years 2000 –2003. Surveys targeted all
MMORPGs of interest simultaneously. The typical re-
sponse rate was 2000 – 4000 for each survey. In each
survey, respondents were asked to provide their email if
they were interested in participating in future surveys.
At the beginning of each survey phase, in addition to
the recruitment at websites, respondents already in the
database were contacted via email to notify them of the
new survey in which they could participate. Methods
specific to each section will be provided in the corre-
sponding section.
3 The Demographics and Usage Patterns
of MMORPG Users
3.1 Method
Survey items implemented through standardized
HTML form items (radio buttons and text fields) were
used to gather responses to basic demographic informa-
tion: gender, age, marital status, occupational status,
hours of usage per week, and whether the user partici-
pated with a family member or romantic partner. Age
and hours of usage per week were the only two survey
items implemented with open-ended text fields, while
all other survey items were implemented with set re-
sponse choices. In the tables and graphs throughout the
paper, the age variable is collapsed into five ranges for
ease of presentation.
3.2 Results and Discussion
The data collected over the three year period of
67. the study will be presented in thematic rather than chro-
nological order. While survey data were collected from
users who were active in different MMORPGs, the fo-
cus of this paper is on the demographics and motiva-
tions of a representative MMORPG user group rather
than on comparing the differences among users of dif-
Yee 315
ferent MMORPGs. As such, between-game differences
will not be presented.1 A different number of respon-
dents participated in every survey phase (typically 2000 –
4000 respondents participated in each survey), and find-
ings are drawn from different survey phases. Therefore,
the sample size for the results, graphs, and tables below
are not all identical. The majority of respondents were
male (85.4%, n ! 5547). The average age of the re-
spondents was 26.57 (n ! 5509, SD ! 9.19); the me-
dian was 25, with a range from 11 to 68. The lower and
upper quartile boundaries were 19 and 32 respectively
(see Figure 1 for the ages of both genders). Thus, only
about 25% of MMORPG users are teenagers and
MMORPGs have cross-generational appeal.
Female players (M ! 31.72, SD ! 10.11, n ! 788)
were significantly older than male players (M ! 25.71,
SD ! 8.73, n ! 4705), t(5491) ! –17.46, p " .001,
r ! .22. While the cause of this age difference may be
hard to pinpoint, one potential explanation lies in how
male players and female players were introduced to
MMORPGs. For female players, 26.9% (n ! 420) were
introduced to the game by their romantic partner (boy/
girlfriend, fiancé/e, or husband/wife), compared with
1.0% of male players (n ! 1778), p " .001. Since peo-
68. ple with romantic partners tend to be older, this form of
recruitment may have disproportionately increased the
average age of female players.
Other findings also demonstrate that MMORPG us-
ers are not primarily adolescent students. It was found
that 50.0% of respondents (n ! 2846) worked full-time,
while another 22.2% were full-time students. A more
detailed breakdown by gender is shown in Table 2. Of
particular interest is that 13% of female players were
homemakers (13.3%, n ! 438), which is a striking jux-
taposition to the stereotypical image of the male teen-
ager; however, it is exactly this coexistence of male teen-
agers and middle-aged homemakers in MMORPGs that
highlight the wide appeal of these environments. Fur-
thermore, a substantial portion of respondents had es-
tablished families of their own. This is demonstrated by
the substantial portion of respondents who were mar-
ried (36.3%, n ! 2846) or had children (22.1%, n !
2846). Thus, the overall demographic composition of
MMORPG users is quite diverse, and does not consist
primarily of adolescents. In fact, it also includes college
students, early adult professionals, middle-aged home-
makers, as well as retirees.
It is important to establish the wide appeal of
MMORPGs for two reasons. The first and foremost is
to counter the stereotype that video gamers are part of a
youth subculture, implying that these online environ-
ments only appeal to a small slice of the general popula-
tion. Second, establishing the diverse demographics of
MMORPG users makes the following data on usage
patterns more poignant in showing the strength of the
appeal of these environments. On average, respondents
spent 22.71 hours (n ! 5471, SD ! 14.98) each week