This document summarizes a study that compares different forms of news games. It describes creating four groups that experience either a VR or non-VR game with a narrative presented either through text or non-text video. Surveys of 120 university students who played one of the four games were compared. The results showed that the VR game with a narrative storyline led to remembering the most information. Experience and empathy were also positively correlated with memory accuracy. The effects of VR, experience and text/video presentation differed based on question type.
This document summarizes a paper that examines how over-reliance on mass media like the internet and television can negatively impact cognition and independent critical thinking in young people. It traces the origins of mass media integration in people's lives to the rise of globalization and the internet in the 1990s. The constant stream of information from mass media overwhelms the brain's ability to process and store information in long-term memory, resulting in less knowledge retention and conceptual understanding. While mass media provides a vast amount of information, it does not significantly contribute to cognitive abilities or independent thinking according to research.
Communicating with Students: What Technologies Should You Use?David Compton
The document discusses communication technologies that should be used to reach students, particularly prospective college students aged 16-20. It analyzes print media, email, and digital/social media. While print was traditionally important, reading has declined significantly as students spend more time online. Email is widely used but has drawbacks like requiring prompt responses and potential for miscommunication. Digital media like social networks have become highly popular ways for students to get information, but content must be engaging to stand out. The best approach is a cross-platform strategy using multiple technologies.
The document discusses the generational characteristics of people born between the early 1980s and early 2000s, known as Generation Z, the Net Generation, or digital natives. This generation has always had access to the internet and technology like cell phones. They are used to getting information quickly from various multimedia sources, multitasking, and participating online through social media like Facebook. Research suggests that growing up immersed in digital technologies may be changing how their brains develop, allowing them to process visual information more quickly and tap into collective intelligence.
Concurrent Distractions: A Cross-Cultural Study of Media Multitasking BehaviorAJHSSR Journal
This document summarizes research on concurrent media distractions and media multitasking behavior from a cross-cultural perspective. It discusses how media usage and media multitasking has increased globally due to proliferation of mobile devices. It reviews literature on types and causes of multitasking, and effects on cognition, learning, academic performance, and evolving media consumption patterns. Demographic factors like age and gender that influence multitasking behavior are also examined. Studies find younger generations and digital natives are more likely to multitask and own more devices, while negative impacts include decreased performance, attention, and memory.
The document is a research paper that analyzes how information about the H1N1 virus was shared on Twitter. It begins with an introduction to Twitter as a social media platform and discusses how it allows users to both share information and spread misinformation. It then provides background on the 2009 H1N1 pandemic, noting the virus initially spread in Mexico and the United States and was eventually declared a global pandemic. The paper reviews literature on computer-mediated communication and diffusion of innovation theory to understand how information spreads online.
Intentional Use of Technology in 21st Century Teaching & LearningBen Kahn
This document discusses the challenges of technology integration in education in the digital age. It argues that while information is freely available online, students must learn to focus their attention and intentionally use technology for learning. Some educators worry that ubiquitous screens distract from learning, but banning tech is not the answer. Schools must thoughtfully integrate technology to prepare students for the modern world and cultivate digital literacy, while also teaching attention skills. The intentional and purposeful use of technology, guided by educators, can enhance learning when implemented correctly.
While technology can present challenges to mindfulness with frequent distractions and multi-tasking, it may also provide opportunities. Mindfulness requires maintaining present-moment awareness of one's thoughts, feelings, and environment. Technologies like smartphones encourage constant task-switching, depleting limited cognitive resources. However, meditation apps can guide mindfulness practice, and some devices block distractions during focus. Further, with flexible thinking, it remains possible to thoughtfully use technology while staying attentive to current activities and experiences.
The document discusses how technology may be negatively impacting traditional families. It argues that technology draws family members' time and attention to individual pursuits, reducing quality time together and weakening family bonds. While technology enables communication, interactions tend to be superficial compared to natural in-person conversations. Prolonged technology use is linked to declines in social skills and increases in loneliness and depression. The document expresses concern that children growing up with ubiquitous technology will struggle to develop strong communication skills and relationships.
This document summarizes a paper that examines how over-reliance on mass media like the internet and television can negatively impact cognition and independent critical thinking in young people. It traces the origins of mass media integration in people's lives to the rise of globalization and the internet in the 1990s. The constant stream of information from mass media overwhelms the brain's ability to process and store information in long-term memory, resulting in less knowledge retention and conceptual understanding. While mass media provides a vast amount of information, it does not significantly contribute to cognitive abilities or independent thinking according to research.
Communicating with Students: What Technologies Should You Use?David Compton
The document discusses communication technologies that should be used to reach students, particularly prospective college students aged 16-20. It analyzes print media, email, and digital/social media. While print was traditionally important, reading has declined significantly as students spend more time online. Email is widely used but has drawbacks like requiring prompt responses and potential for miscommunication. Digital media like social networks have become highly popular ways for students to get information, but content must be engaging to stand out. The best approach is a cross-platform strategy using multiple technologies.
The document discusses the generational characteristics of people born between the early 1980s and early 2000s, known as Generation Z, the Net Generation, or digital natives. This generation has always had access to the internet and technology like cell phones. They are used to getting information quickly from various multimedia sources, multitasking, and participating online through social media like Facebook. Research suggests that growing up immersed in digital technologies may be changing how their brains develop, allowing them to process visual information more quickly and tap into collective intelligence.
Concurrent Distractions: A Cross-Cultural Study of Media Multitasking BehaviorAJHSSR Journal
This document summarizes research on concurrent media distractions and media multitasking behavior from a cross-cultural perspective. It discusses how media usage and media multitasking has increased globally due to proliferation of mobile devices. It reviews literature on types and causes of multitasking, and effects on cognition, learning, academic performance, and evolving media consumption patterns. Demographic factors like age and gender that influence multitasking behavior are also examined. Studies find younger generations and digital natives are more likely to multitask and own more devices, while negative impacts include decreased performance, attention, and memory.
The document is a research paper that analyzes how information about the H1N1 virus was shared on Twitter. It begins with an introduction to Twitter as a social media platform and discusses how it allows users to both share information and spread misinformation. It then provides background on the 2009 H1N1 pandemic, noting the virus initially spread in Mexico and the United States and was eventually declared a global pandemic. The paper reviews literature on computer-mediated communication and diffusion of innovation theory to understand how information spreads online.
Intentional Use of Technology in 21st Century Teaching & LearningBen Kahn
This document discusses the challenges of technology integration in education in the digital age. It argues that while information is freely available online, students must learn to focus their attention and intentionally use technology for learning. Some educators worry that ubiquitous screens distract from learning, but banning tech is not the answer. Schools must thoughtfully integrate technology to prepare students for the modern world and cultivate digital literacy, while also teaching attention skills. The intentional and purposeful use of technology, guided by educators, can enhance learning when implemented correctly.
While technology can present challenges to mindfulness with frequent distractions and multi-tasking, it may also provide opportunities. Mindfulness requires maintaining present-moment awareness of one's thoughts, feelings, and environment. Technologies like smartphones encourage constant task-switching, depleting limited cognitive resources. However, meditation apps can guide mindfulness practice, and some devices block distractions during focus. Further, with flexible thinking, it remains possible to thoughtfully use technology while staying attentive to current activities and experiences.
The document discusses how technology may be negatively impacting traditional families. It argues that technology draws family members' time and attention to individual pursuits, reducing quality time together and weakening family bonds. While technology enables communication, interactions tend to be superficial compared to natural in-person conversations. Prolonged technology use is linked to declines in social skills and increases in loneliness and depression. The document expresses concern that children growing up with ubiquitous technology will struggle to develop strong communication skills and relationships.
How mobile readership is changing finalJustin Rich
This document discusses the rise of mobile devices and their impact on business-to-business (B2B) marketing. It notes that mobile adoption is growing rapidly globally and that mobile growth is surpassing population growth. It also outlines that most Americans now own smartphones and tablets, and that tablet/e-reader ownership in the US has nearly doubled in recent months. Additionally, it states that people are consuming more information on their mobile devices than before, and are sharing content through social media and emails. Therefore, the document recommends that companies develop mobile-optimized content and a mobile marketing strategy to reach customers consuming information on these new platforms.
The rise of mobile: A new era in B2B marketing [SlideShare]TDA Group
If your organization wants to stay competitive, it needs a mobile content strategy. Now. Extensive mobile readership isn’t something that may happen far off into the future. It’s how your audience consumes information today.
Understand what your competitors almost certainly know about extending mobile reach. View this short SlideShare presentation to see the vast impact of mobile content—and find out how to get started reaching more decision makers and influencers.
This document discusses the impact of digital media on the development of emergent literacy skills in young children aged 3-5. It finds that children in developed nations are immersed in digital media, spending over 30 hours per week with screens. They are developing skills with technologies like computers, smartphones and tablets at early ages. While research is still limited, exposure to digital media appears to be affecting how children develop literacy skills through both intentional educational content and unintentional exposures. The document also finds that opportunities with digital media are growing rapidly in developing countries, driven by expanding access to low-cost mobile technologies like phones, potentially also impacting literacy development among young children worldwide.
THE RELATIONSHIP BETWEEN THE USE OF BLACKBERRY WITH THE STUDENTS’ DEMAND FULF...csandit
The communication technology mainly Blackberry enables a medium to facilitate mediated
interpersonal communication because of its interactive ability. This aspect creates some
easiness. In the interpersonal communication keeping apart with a distance, the interactivity of
the convergent media has been over the potential ability of a feedback since a person accessing
a convergent medium directly gives a feedback of the message conveyed. Blackberry as a result
of an advanced technology development has been growing so fast in this life.
Based on the background and phenomenon mentioned, this research studied about “The
Relationship between The Use of Blackberry with The Demand Fulfillment and Personality of
The Junior High Students in Bandung.” The research was aimed at finding out: (1) the
correlation between ten intensity of blackberry use with the cognitive and affective fulfillment of
The Junior High School Students, (2) the correlation between the intensity of blackberry use
with the Tense Release of The Junior High School Students, (3) the correlation between the
intensity of blackberry use with the Personal Integrative of The Junior High School Students;
(4) the correlation between the intensity of blackberry use with the Socially Integrative of The
Junior High School Students; (5) the correlation between the intensity of blackberry use with
the Confidence of The Junior High School Students; (6) the correlation between the intensity of
blackberry use with the Tolerance of The Junior High School Students; (7) the correlation
between the intensity of blackberry use with the Whole Fulfillment of The Junior High School
Students; (8) the correlation between the intensity of blackberry use with the Personality as a
whole of The Junior High School Students
The research used a quantitative approach with the explanatory survey method. The Theories
used were: Cognitive Psychology, Technology Determinism, and Uses and Gratification . The
population of the research was The Junior High School students. By using random sampling
technique, it was taken 5 schools and 200 students as the sample. The data were taken through
questionnaires. The data obtained were analyzes by using the statistical test of correlation. The
results of the research were shown in the forms of Bar Chart.
The students demand fulfillment and personality in using blackberryacijjournal
This document summarizes a research study on the demand fulfillment and personality of junior high school students in using Blackberry smartphones. The study found that the intensity of Blackberry use had little to no significant correlation with students' cognitive fulfillment, affective fulfillment, tension release, personal integration, social integration, confidence, or tolerance. This means that Blackberry use did not impact students' personalities or fulfill their demands. However, the study did find that most female students used Blackberry for an hour continuously. As a result, guidance for wise and moderate Blackberry use was provided to students.
Fredrick Ishengoma - Online Social Networks and Terrorism 2.0 in Developing C...Fredrick Ishengoma
The advancement in technology has brought a new era in terrorism where Online Social Networks (OSNs) have become a major platform of communication with wide range of usage from message channeling to propaganda and recruitment of new followers in terrorist groups. Meanwhile, during the terrorist attacks people use OSNs for information exchange, mobilizing and uniting and raising money for the victims. This paper critically analyses the specific usage of OSNs in the times of terrorisms attacks in developing countries. We crawled and used Twitter’s data during Westgate shopping mall terrorist attack in Nairobi, Kenya. We then analyzed the number of tweets, geo-location of tweets, demographics of the users and whether users in developing countries tend to tweet, retweet or reply during the event of a terrorist attack. We define new metrics (reach and impression of the tweet) and present the models for calculating them. The study findings show that, users from developing countries tend to tweet more at the first and critical times of the terrorist occurrence. Moreover, large number of tweets originated from the attacked country (Kenya) with 73% from men and 23% from women where original posts had a most number of tweets followed by replies and retweets.
Lee Rainie, Director of the Pew Research Center’s Internet & American Life Project, spoke about “As learning goes mobile” at the Educause 2011 annual conference. More: http://pewinternet.org/Presentations/2011/Oct/Educase-2011.aspx
The document discusses perspectives on the influence of digital technology and media on children and youth. It explores both positive and negative impacts. On the positive side, studies discussed show virtual reality games can help children with brain injuries improve skills, and providing school computers increased attendance and self-esteem. However, risks like internet addiction, cyberbullying, and how social inequalities still exist online are also examined. The document concludes by arguing for balance, with digital media use monitored and combined with real-world activities.
The document discusses how technology may be negatively impacting traditional families. It argues that the percentage of children living in traditional families has decreased from 77% in 1980 to 66% in 2010, and that technology is a primary underlying cause of this change. Specifically, it claims that technology weakens family camaraderie, natural communication, and personal connection by drawing family members' attention away from each other and encouraging isolated activities. It also suggests technology inhibits the development of important social and communication skills.
This document summarizes the negative impacts of technology on reading, writing, and education. It argues that electronic books and social media have shortened attention spans and promoted informal writing styles over formal literary works. Studies show more than half of students have been accidentally influenced by the informality of the internet in their school writing. While technology provides access to information, online reading does not progress logically and may not develop critical thinking skills like physical books. The document also raises concerns that digital books could be monopolized by corporations, limiting access, and that online databases of books could be hacked, compromising preservation of literary works. It argues for moderation of technology in education to promote traditional teaching practices involving human interaction.
Cyberbullying has become a significant issue among college students with the rise of internet and social media use. The document examines the influence of cyberbullying behavior on the academic achievement of college students. Studies have found that 8-29% of college students report experiencing cyberbullying. Victims of cyberbullying exhibit negative effects like anxiety, depression, low self-esteem, and low academic achievement. The paper aims to further analyze the impact of cyberbullying on the academic performance of college-going students.
Technological development has increased anxiety about its impacts. While technology offers opportunities, it also enables negative consequences like plagiarism, cyberbullying, pornography addiction, video game addiction, and social media addiction if unguided. These technology addictions can lead to emotional, financial, and health problems. Emotional problems include less social connection, while financial problems arise from excessive spending on technology. Health issues stem from neglecting sleep, hygiene, exercise, and nutrition due to overuse of technology. Parents and educators must help children avoid these dangers and develop healthy technology habits.
Technological advancements have led to both opportunities and risks for users. While technology allows for creativity, it can also enable negative behaviors like plagiarism, cyberbullying, pornography addiction, video game addiction, and social media addiction if unguided. These behaviors are associated with emotional, financial, and health problems. Emotional issues stem from neglecting relationships, financial issues from overspending, and health issues from sleep deprivation and poor lifestyle choices. Parents and educators must help children harness technology safely while cultivating empathy, responsibility, and balance in life.
Infulence of social media in developing social anxietyBIDDY RATHI
This document summarizes a research study that examined the influence of social media on developing social anxiety among students at Kurukshetra University in India. The study involved surveying 50 postgraduate students about their social media usage and whether they experienced social anxiety. The results found no correlation between social media use and social anxiety levels among this group of university students. Specifically, the study concluded that social media does not appear to play a significant role in developing social anxiety among the students surveyed at Kurukshetra University.
What is Social Media?Positive Effects/Advantages of Social Media,Negative effects/Disadvantages of Social Media,True research facts,Threats from Social Media,Prevention,Conclusion and Implication
For more information , visit : http://www.computercareer.in/projects-by-cc/
The document summarizes the key findings of a survey of 895 technology experts and stakeholders about their expectations for how the internet will change between now and 2020. The survey presented pairs of opposing scenarios and asked participants to choose one. It found that most experts believe the internet will enhance rather than diminish intelligence and knowledge. They also expect innovation to continue surprising users and debates over control and anonymity of the internet to persist.
The document summarizes the key findings of a survey of 895 technology experts and stakeholders about their expectations for how the internet will change between now and 2020. The survey presented pairs of opposing scenarios and asked participants to choose one. It found that most experts believe the internet will enhance rather than diminish intelligence and knowledge. They also expect innovation to continue surprising users and that debates around control of the internet and online anonymity will persist.
This document discusses academic literacy and how to engage the digital generation in academic literacy. It provides definitions of academic literacy and explains why it is important. It then discusses the characteristics of the digital generation and how they differ from previous generations in how they learn, communicate, and search for information using technologies like Google. Some research studies are summarized that explore how the digital generation searches for information online and what challenges those with low literacy may face. The document advocates for rethinking how universities teach to better engage the digital generation.
Interpersonal communication notes for powerpointLauraSieckmann
Interpersonal communication has changed significantly in the digital era. As digital technology use grows rapidly across all ages and locations, important face-to-face interactions are being replaced by online communication. The Uses and Gratifications Theory suggests that emerging adults use media like social networking sites and cell phones to fulfill needs for autonomy, identity, and intimacy. However, overreliance on instant gratification from online interactions can negatively impact real-world relationships and lead to issues like distraction and depression. While older generations still rely more on traditional media, younger people are early adopters of new technologies and tend to communicate more intimately online than in person.
This document discusses trends in consumer technology and how they are driven by time. The key trends are mobility, with the rise of smartphones and e-readers; greater connection through social networks that allow constant sharing; and a movement toward video and audio formats for learning and entertainment. These trends are driven by society's desire to maximize time by multitasking and accessing information instantly from any location. While religious groups also engage with technology, most Christians still prefer print Bibles, though electronic Bible usage is rising through phones and e-readers.
This document discusses the negative effects of media on child development. It notes that children now spend much more time engaged with screens like TVs, computers, and mobile devices rather than outdoor play. This sedentary screen time is linked to issues like learning disabilities, obesity, and social disconnects. The document also examines how violent and graphic media can increase aggressive behaviors in children. It argues that constant media exposure rewires developing brains to prefer quick information scanning over sustained attention and deep learning.
Electronic media has become the leading source that society uses to obtain information on current events, surpassing print media. Radio and television grew from providing news and entertainment to complex platforms. Radio evolved from navigation to include various content. Television also expanded its small screen to include more. While electronic media has benefits like instant access, it also has risks like prioritizing entertainment over substance and weakening societal values. The dominance of electronic media shapes how people understand world events now more than print media.
How mobile readership is changing finalJustin Rich
This document discusses the rise of mobile devices and their impact on business-to-business (B2B) marketing. It notes that mobile adoption is growing rapidly globally and that mobile growth is surpassing population growth. It also outlines that most Americans now own smartphones and tablets, and that tablet/e-reader ownership in the US has nearly doubled in recent months. Additionally, it states that people are consuming more information on their mobile devices than before, and are sharing content through social media and emails. Therefore, the document recommends that companies develop mobile-optimized content and a mobile marketing strategy to reach customers consuming information on these new platforms.
The rise of mobile: A new era in B2B marketing [SlideShare]TDA Group
If your organization wants to stay competitive, it needs a mobile content strategy. Now. Extensive mobile readership isn’t something that may happen far off into the future. It’s how your audience consumes information today.
Understand what your competitors almost certainly know about extending mobile reach. View this short SlideShare presentation to see the vast impact of mobile content—and find out how to get started reaching more decision makers and influencers.
This document discusses the impact of digital media on the development of emergent literacy skills in young children aged 3-5. It finds that children in developed nations are immersed in digital media, spending over 30 hours per week with screens. They are developing skills with technologies like computers, smartphones and tablets at early ages. While research is still limited, exposure to digital media appears to be affecting how children develop literacy skills through both intentional educational content and unintentional exposures. The document also finds that opportunities with digital media are growing rapidly in developing countries, driven by expanding access to low-cost mobile technologies like phones, potentially also impacting literacy development among young children worldwide.
THE RELATIONSHIP BETWEEN THE USE OF BLACKBERRY WITH THE STUDENTS’ DEMAND FULF...csandit
The communication technology mainly Blackberry enables a medium to facilitate mediated
interpersonal communication because of its interactive ability. This aspect creates some
easiness. In the interpersonal communication keeping apart with a distance, the interactivity of
the convergent media has been over the potential ability of a feedback since a person accessing
a convergent medium directly gives a feedback of the message conveyed. Blackberry as a result
of an advanced technology development has been growing so fast in this life.
Based on the background and phenomenon mentioned, this research studied about “The
Relationship between The Use of Blackberry with The Demand Fulfillment and Personality of
The Junior High Students in Bandung.” The research was aimed at finding out: (1) the
correlation between ten intensity of blackberry use with the cognitive and affective fulfillment of
The Junior High School Students, (2) the correlation between the intensity of blackberry use
with the Tense Release of The Junior High School Students, (3) the correlation between the
intensity of blackberry use with the Personal Integrative of The Junior High School Students;
(4) the correlation between the intensity of blackberry use with the Socially Integrative of The
Junior High School Students; (5) the correlation between the intensity of blackberry use with
the Confidence of The Junior High School Students; (6) the correlation between the intensity of
blackberry use with the Tolerance of The Junior High School Students; (7) the correlation
between the intensity of blackberry use with the Whole Fulfillment of The Junior High School
Students; (8) the correlation between the intensity of blackberry use with the Personality as a
whole of The Junior High School Students
The research used a quantitative approach with the explanatory survey method. The Theories
used were: Cognitive Psychology, Technology Determinism, and Uses and Gratification . The
population of the research was The Junior High School students. By using random sampling
technique, it was taken 5 schools and 200 students as the sample. The data were taken through
questionnaires. The data obtained were analyzes by using the statistical test of correlation. The
results of the research were shown in the forms of Bar Chart.
The students demand fulfillment and personality in using blackberryacijjournal
This document summarizes a research study on the demand fulfillment and personality of junior high school students in using Blackberry smartphones. The study found that the intensity of Blackberry use had little to no significant correlation with students' cognitive fulfillment, affective fulfillment, tension release, personal integration, social integration, confidence, or tolerance. This means that Blackberry use did not impact students' personalities or fulfill their demands. However, the study did find that most female students used Blackberry for an hour continuously. As a result, guidance for wise and moderate Blackberry use was provided to students.
Fredrick Ishengoma - Online Social Networks and Terrorism 2.0 in Developing C...Fredrick Ishengoma
The advancement in technology has brought a new era in terrorism where Online Social Networks (OSNs) have become a major platform of communication with wide range of usage from message channeling to propaganda and recruitment of new followers in terrorist groups. Meanwhile, during the terrorist attacks people use OSNs for information exchange, mobilizing and uniting and raising money for the victims. This paper critically analyses the specific usage of OSNs in the times of terrorisms attacks in developing countries. We crawled and used Twitter’s data during Westgate shopping mall terrorist attack in Nairobi, Kenya. We then analyzed the number of tweets, geo-location of tweets, demographics of the users and whether users in developing countries tend to tweet, retweet or reply during the event of a terrorist attack. We define new metrics (reach and impression of the tweet) and present the models for calculating them. The study findings show that, users from developing countries tend to tweet more at the first and critical times of the terrorist occurrence. Moreover, large number of tweets originated from the attacked country (Kenya) with 73% from men and 23% from women where original posts had a most number of tweets followed by replies and retweets.
Lee Rainie, Director of the Pew Research Center’s Internet & American Life Project, spoke about “As learning goes mobile” at the Educause 2011 annual conference. More: http://pewinternet.org/Presentations/2011/Oct/Educase-2011.aspx
The document discusses perspectives on the influence of digital technology and media on children and youth. It explores both positive and negative impacts. On the positive side, studies discussed show virtual reality games can help children with brain injuries improve skills, and providing school computers increased attendance and self-esteem. However, risks like internet addiction, cyberbullying, and how social inequalities still exist online are also examined. The document concludes by arguing for balance, with digital media use monitored and combined with real-world activities.
The document discusses how technology may be negatively impacting traditional families. It argues that the percentage of children living in traditional families has decreased from 77% in 1980 to 66% in 2010, and that technology is a primary underlying cause of this change. Specifically, it claims that technology weakens family camaraderie, natural communication, and personal connection by drawing family members' attention away from each other and encouraging isolated activities. It also suggests technology inhibits the development of important social and communication skills.
This document summarizes the negative impacts of technology on reading, writing, and education. It argues that electronic books and social media have shortened attention spans and promoted informal writing styles over formal literary works. Studies show more than half of students have been accidentally influenced by the informality of the internet in their school writing. While technology provides access to information, online reading does not progress logically and may not develop critical thinking skills like physical books. The document also raises concerns that digital books could be monopolized by corporations, limiting access, and that online databases of books could be hacked, compromising preservation of literary works. It argues for moderation of technology in education to promote traditional teaching practices involving human interaction.
Cyberbullying has become a significant issue among college students with the rise of internet and social media use. The document examines the influence of cyberbullying behavior on the academic achievement of college students. Studies have found that 8-29% of college students report experiencing cyberbullying. Victims of cyberbullying exhibit negative effects like anxiety, depression, low self-esteem, and low academic achievement. The paper aims to further analyze the impact of cyberbullying on the academic performance of college-going students.
Technological development has increased anxiety about its impacts. While technology offers opportunities, it also enables negative consequences like plagiarism, cyberbullying, pornography addiction, video game addiction, and social media addiction if unguided. These technology addictions can lead to emotional, financial, and health problems. Emotional problems include less social connection, while financial problems arise from excessive spending on technology. Health issues stem from neglecting sleep, hygiene, exercise, and nutrition due to overuse of technology. Parents and educators must help children avoid these dangers and develop healthy technology habits.
Technological advancements have led to both opportunities and risks for users. While technology allows for creativity, it can also enable negative behaviors like plagiarism, cyberbullying, pornography addiction, video game addiction, and social media addiction if unguided. These behaviors are associated with emotional, financial, and health problems. Emotional issues stem from neglecting relationships, financial issues from overspending, and health issues from sleep deprivation and poor lifestyle choices. Parents and educators must help children harness technology safely while cultivating empathy, responsibility, and balance in life.
Infulence of social media in developing social anxietyBIDDY RATHI
This document summarizes a research study that examined the influence of social media on developing social anxiety among students at Kurukshetra University in India. The study involved surveying 50 postgraduate students about their social media usage and whether they experienced social anxiety. The results found no correlation between social media use and social anxiety levels among this group of university students. Specifically, the study concluded that social media does not appear to play a significant role in developing social anxiety among the students surveyed at Kurukshetra University.
What is Social Media?Positive Effects/Advantages of Social Media,Negative effects/Disadvantages of Social Media,True research facts,Threats from Social Media,Prevention,Conclusion and Implication
For more information , visit : http://www.computercareer.in/projects-by-cc/
The document summarizes the key findings of a survey of 895 technology experts and stakeholders about their expectations for how the internet will change between now and 2020. The survey presented pairs of opposing scenarios and asked participants to choose one. It found that most experts believe the internet will enhance rather than diminish intelligence and knowledge. They also expect innovation to continue surprising users and debates over control and anonymity of the internet to persist.
The document summarizes the key findings of a survey of 895 technology experts and stakeholders about their expectations for how the internet will change between now and 2020. The survey presented pairs of opposing scenarios and asked participants to choose one. It found that most experts believe the internet will enhance rather than diminish intelligence and knowledge. They also expect innovation to continue surprising users and that debates around control of the internet and online anonymity will persist.
This document discusses academic literacy and how to engage the digital generation in academic literacy. It provides definitions of academic literacy and explains why it is important. It then discusses the characteristics of the digital generation and how they differ from previous generations in how they learn, communicate, and search for information using technologies like Google. Some research studies are summarized that explore how the digital generation searches for information online and what challenges those with low literacy may face. The document advocates for rethinking how universities teach to better engage the digital generation.
Interpersonal communication notes for powerpointLauraSieckmann
Interpersonal communication has changed significantly in the digital era. As digital technology use grows rapidly across all ages and locations, important face-to-face interactions are being replaced by online communication. The Uses and Gratifications Theory suggests that emerging adults use media like social networking sites and cell phones to fulfill needs for autonomy, identity, and intimacy. However, overreliance on instant gratification from online interactions can negatively impact real-world relationships and lead to issues like distraction and depression. While older generations still rely more on traditional media, younger people are early adopters of new technologies and tend to communicate more intimately online than in person.
This document discusses trends in consumer technology and how they are driven by time. The key trends are mobility, with the rise of smartphones and e-readers; greater connection through social networks that allow constant sharing; and a movement toward video and audio formats for learning and entertainment. These trends are driven by society's desire to maximize time by multitasking and accessing information instantly from any location. While religious groups also engage with technology, most Christians still prefer print Bibles, though electronic Bible usage is rising through phones and e-readers.
This document discusses the negative effects of media on child development. It notes that children now spend much more time engaged with screens like TVs, computers, and mobile devices rather than outdoor play. This sedentary screen time is linked to issues like learning disabilities, obesity, and social disconnects. The document also examines how violent and graphic media can increase aggressive behaviors in children. It argues that constant media exposure rewires developing brains to prefer quick information scanning over sustained attention and deep learning.
Electronic media has become the leading source that society uses to obtain information on current events, surpassing print media. Radio and television grew from providing news and entertainment to complex platforms. Radio evolved from navigation to include various content. Television also expanded its small screen to include more. While electronic media has benefits like instant access, it also has risks like prioritizing entertainment over substance and weakening societal values. The dominance of electronic media shapes how people understand world events now more than print media.
The document discusses the impact of technology on psychology and society. It covers how technology has transformed society and increased connectivity through social networking. It also discusses how gaming can impact cognition, noting that violent video games may briefly increase aggressiveness in children and regular exposure could make them "meaner". However, gaming may also improve visual attention and spatial reasoning skills. The document examines different perspectives on technology and looks at trends in technology use across generations.
Electronic media has become the leading source that society uses to obtain information on world events, replacing print media. Over the years, electronic media has evolved from a medium for news and entertainment into a complex powerhouse, growing from radio and television to include the internet and digital technologies. However, electronic media may be used differently depending on political and social circumstances. Questions remain about how the ongoing media revolution will continue to impact people's lives.
Demographics, Psychographics and the Uses and Gratifications Theory, Understa...ijtsrd
The issues of how the media affect people and what people do with the media have presented perennial and perplexing questions for communication scholars. Some of the research results in these areas are more controversial than useful. Uses and gratification studies straddle the two domains of media effects and people’s employment of the media. The field of gratification research holds great promise in the continual search for comprehensive knowledge on how and why we use the media. Drawing from a wide range of local and international literature, this paper presents a clear and concise review of the ontological, epistemological and axiological assumptions of the uses and gratifications theory. Paleowei, Zikena Cletus "Demographics, Psychographics and the Uses and Gratifications Theory, Understanding Text and Preferences" Published in International Journal of Trend in Scientific Research and Development (ijtsrd), ISSN: 2456-6470, Volume-7 | Issue-3 , June 2023, URL: https://www.ijtsrd.com.com/papers/ijtsrd56314.pdf Paper URL: https://www.ijtsrd.com.com/humanities-and-the-arts/education/56314/demographics-psychographics-and-the-uses-and-gratifications-theory-understanding-text-and-preferences/paleowei-zikena-cletus
Psychological Factors of Mobile Phone Users and Social Media Networks on Indi...journal ijrtem
Abstract : Mobile devices in this modern generation such as cell phones has become the most used instrument in the people’s daily activities including browsing Internet and sending e-mails. In this work, the mobile technology is suggested to help the higher educational students, studies, check their emails, self-testing themselves, following news, search for jobs, the help of new learning environment to learn course subjects easily, collaborative learning opportunity, and remaindering the learning activities automatically (Homework and announcement, exam, self-test, chat, etc.). This application will also have the ability to send a voice call to their teachers and attend conferences through internet, even by video calls. Basically, some methods have been suggested to settle this application according to the available new technology. The preliminary outcomes of the conducted experiment demonstrated the possibility of applying mobile devices within the various help of the students at Girne American University and for the young people and scientific. In this work, survey is prepared as two forms, one for personnel information and the second for the use and benefits of using smart phones in higher education. Keywords: Psychology, Smart Phone, higher education, Internet Addiction, Positive Media
There are three effects of wide access to computers and children regularly playing computer games for long hours:
1. Easy access to information due to computers and the internet being a source of vast information.
2. Better communication facilitated by internet technologies like email and social media that allow people to stay connected regardless of distance.
3. An increase in aggressive behaviors among children who play violent video games for extended periods, as the games often reward violence and children can experience behavioral changes from repeated exposure.
BBC's shoddy analysis about fake news spread in India
PS: Fake news is being spread, there is NO doubt about that.
But there is no easy way to arrive at the outlandish conclusions they have arrived at. Take a look :-) They start off with some "data analysis" and call it qualitative research.
The document discusses the evolution of communication technologies over time, from the telegraph to modern internet and social media. It also examines several communication and learning theories that help explain how new technologies are adopted and integrated into society, such as social information processing theory, social learning theory, and media system dependency theory. Finally, it speculates about potential future technologies and trends in communication, media, and computers over the next 10 years.
Fernando 1Sheehan FernandoProfessor MorrisonEnglish 1001.docxssuser454af01
Fernando 1
Sheehan Fernando
Professor Morrison
English 100
1 November 2017
Technology-Social Aspect
Alessandro Acquisti1 and Ralph Gross; Awareness, Information Sharing, and Privacy on the Facebook Pre-proceedings version. Privacy Enhancing Technologies Workshop (PET), (2006): http://www.heinz.cmu.edu/~acquisti/papers/acquisti-gross-facebook-privacy-PET-final.pdf
In this journal, the author claims that in recent years, online social networks have realised exponential growth. Many people have access to these online networks which they are using for both privately and publicly. Online social networks such as Facebook may be used for communication purposes when want to deliver information. In this study, two individuals were examined. One individual was exposed to a community which used social networks frequently, while the other did not have any exposure to social networks. During their time in these communities, their behaviour was closely observed. It was noted that the individual exposed to social networks had ways in managing privacy while the other was not interested in such issues. This article is credible in examination of information exposed to social media and how people communicate information due to new technology. There is also evidence that improvement of technology has increased the access of information especially in social media.
Childnet International (2008): Young People and Social Networking Services http://www.digizen.org/socialnetworking/downloads/young_people_and_social_networking_services_full_report.pdf
The purpose of this article is to create a connection or partnership with other people to make the internet safer for children or younger people. The author argues that there is dire need to come up with strategies that ensures children and young people are using the internet positively while taking precautions on potential risks involved. It is claimed that social networking is being misused by young people. Therefore, coming up with practices which guide young people towards the best way of using social media helps in improving both informal and formal context. There is need for collaboration and support among young people because they have the possibility of shaping the world in the future. This document is very reliable as it comes up with strategies to ensure positive use of the internet by young people, while understanding the role of internet in our modern times.
Isabela Granic, Adam Lobel, and Rutger C. M. E. Engels Radboud University Nijmegen: The Benefits of Playing Video Games (2014): https://www.apa.org/pubs/journals/releases/amp-a0034857.pdf
The author claims that playing internet games has been very common among young people, especially at adolescent stage. However, psychologists have proved that continuous playing of these games has associated impacts such addiction to internet, depression, and violence. This article outlines that it is crucial to consider both negative and positive effects of wat ...
Is the Internet Isolating or Connecting us?Matthew Kehoe
The document discusses how the internet and social media may be both connecting people and isolating them. It provides a brief history of the internet and its growth. While younger generations have integrated new technologies, older generations tend to be less connected. Social media has become an important part of identity for teens and is available through mobile devices. However, constant connectivity through technology can also lead to isolation and reduced attention spans. The effects of internet and social media use are complex with arguments on both sides.
Similar to Combining of Narrative News and VR Games: Comparison of Various Forms of News Games (13)
artificial intelligence and data science contents.pptxGauravCar
What is artificial intelligence? Artificial intelligence is the ability of a computer or computer-controlled robot to perform tasks that are commonly associated with the intellectual processes characteristic of humans, such as the ability to reason.
› ...
Artificial intelligence (AI) | Definitio
CHINA’S GEO-ECONOMIC OUTREACH IN CENTRAL ASIAN COUNTRIES AND FUTURE PROSPECTjpsjournal1
The rivalry between prominent international actors for dominance over Central Asia's hydrocarbon
reserves and the ancient silk trade route, along with China's diplomatic endeavours in the area, has been
referred to as the "New Great Game." This research centres on the power struggle, considering
geopolitical, geostrategic, and geoeconomic variables. Topics including trade, political hegemony, oil
politics, and conventional and nontraditional security are all explored and explained by the researcher.
Using Mackinder's Heartland, Spykman Rimland, and Hegemonic Stability theories, examines China's role
in Central Asia. This study adheres to the empirical epistemological method and has taken care of
objectivity. This study analyze primary and secondary research documents critically to elaborate role of
china’s geo economic outreach in central Asian countries and its future prospect. China is thriving in trade,
pipeline politics, and winning states, according to this study, thanks to important instruments like the
Shanghai Cooperation Organisation and the Belt and Road Economic Initiative. According to this study,
China is seeing significant success in commerce, pipeline politics, and gaining influence on other
governments. This success may be attributed to the effective utilisation of key tools such as the Shanghai
Cooperation Organisation and the Belt and Road Economic Initiative.
KuberTENes Birthday Bash Guadalajara - K8sGPT first impressionsVictor Morales
K8sGPT is a tool that analyzes and diagnoses Kubernetes clusters. This presentation was used to share the requirements and dependencies to deploy K8sGPT in a local environment.
Embedded machine learning-based road conditions and driving behavior monitoringIJECEIAES
Car accident rates have increased in recent years, resulting in losses in human lives, properties, and other financial costs. An embedded machine learning-based system is developed to address this critical issue. The system can monitor road conditions, detect driving patterns, and identify aggressive driving behaviors. The system is based on neural networks trained on a comprehensive dataset of driving events, driving styles, and road conditions. The system effectively detects potential risks and helps mitigate the frequency and impact of accidents. The primary goal is to ensure the safety of drivers and vehicles. Collecting data involved gathering information on three key road events: normal street and normal drive, speed bumps, circular yellow speed bumps, and three aggressive driving actions: sudden start, sudden stop, and sudden entry. The gathered data is processed and analyzed using a machine learning system designed for limited power and memory devices. The developed system resulted in 91.9% accuracy, 93.6% precision, and 92% recall. The achieved inference time on an Arduino Nano 33 BLE Sense with a 32-bit CPU running at 64 MHz is 34 ms and requires 2.6 kB peak RAM and 139.9 kB program flash memory, making it suitable for resource-constrained embedded systems.
Redefining brain tumor segmentation: a cutting-edge convolutional neural netw...IJECEIAES
Medical image analysis has witnessed significant advancements with deep learning techniques. In the domain of brain tumor segmentation, the ability to
precisely delineate tumor boundaries from magnetic resonance imaging (MRI)
scans holds profound implications for diagnosis. This study presents an ensemble convolutional neural network (CNN) with transfer learning, integrating
the state-of-the-art Deeplabv3+ architecture with the ResNet18 backbone. The
model is rigorously trained and evaluated, exhibiting remarkable performance
metrics, including an impressive global accuracy of 99.286%, a high-class accuracy of 82.191%, a mean intersection over union (IoU) of 79.900%, a weighted
IoU of 98.620%, and a Boundary F1 (BF) score of 83.303%. Notably, a detailed comparative analysis with existing methods showcases the superiority of
our proposed model. These findings underscore the model’s competence in precise brain tumor localization, underscoring its potential to revolutionize medical
image analysis and enhance healthcare outcomes. This research paves the way
for future exploration and optimization of advanced CNN models in medical
imaging, emphasizing addressing false positives and resource efficiency.
Introduction- e - waste – definition - sources of e-waste– hazardous substances in e-waste - effects of e-waste on environment and human health- need for e-waste management– e-waste handling rules - waste minimization techniques for managing e-waste – recycling of e-waste - disposal treatment methods of e- waste – mechanism of extraction of precious metal from leaching solution-global Scenario of E-waste – E-waste in India- case studies.
Advanced control scheme of doubly fed induction generator for wind turbine us...IJECEIAES
This paper describes a speed control device for generating electrical energy on an electricity network based on the doubly fed induction generator (DFIG) used for wind power conversion systems. At first, a double-fed induction generator model was constructed. A control law is formulated to govern the flow of energy between the stator of a DFIG and the energy network using three types of controllers: proportional integral (PI), sliding mode controller (SMC) and second order sliding mode controller (SOSMC). Their different results in terms of power reference tracking, reaction to unexpected speed fluctuations, sensitivity to perturbations, and resilience against machine parameter alterations are compared. MATLAB/Simulink was used to conduct the simulations for the preceding study. Multiple simulations have shown very satisfying results, and the investigations demonstrate the efficacy and power-enhancing capabilities of the suggested control system.
Advanced control scheme of doubly fed induction generator for wind turbine us...
Combining of Narrative News and VR Games: Comparison of Various Forms of News Games
1. Signal & Image Processing: An International Journal (SIPIJ) Vol.12, No.5, October 2021
DOI: 10.5121/sipij.2021.12501 1
COMBINING OF NARRATIVE NEWS AND VR GAMES:
COMPARISON OF VARIOUS FORMS OF NEWS GAMES
Xiaohan Feng1
and Makoto Murakami2
1
Graduate School of Information Sciences and Arts,
Toyo University, Kawagoe, Saitama, Japan
2
Dept. of Information Sciences and Arts,
Toyo University, Kawagoe, Saitama, Japan
ABSTRACT
The information explosion makes it easier to ignore information that requires social attention, and news
games can make that information stand out. There is also considerable research that shows that people are
more likely to remember narrative content. Virtual environments can also increase the amount of
information a person can recall. If these elements are blended together, it may help people remember
important information. This research aims to provide directional results for researchers interested in
combining VR and narrative, enumerating the advantages and limitations of using text or non-text plot
prompts in news games. It also provides hints for the use of virtual environments as learning platforms in
news games. The research method is to first derive a theoretical derivation, then create a sample of news
games, and then compare the experimental data of the sample to prove the theory. The research compares
the survey data of a VR game that presents a story in non-text format (Group VR), a game that presents the
story in non-text format (Group NVR), a VR game that presents the story in text (Group VRIT), and a game
that presents the story in text (Group NVRIT) will be compared and analyzed. This paper describes the
experiment. The results of the experiment show that among the four groups, the means that can make
subjects remember the most information is a VR news game with a storyline. And there is a positive
correlation between subjects' experience and confidence in recognizing memories, and empathy is
positively correlated with the correctness of memories. In addition, the effects of "VR," "experience," and
"presenting a story from text or video" on the percentage of correct answers differed depending on the type
of question.
KEYWORDS
Virtual reality, multimedia, news games, narratology, interactive.
1. INTRODUCTION
Telling stories is an indispensable method of human communication. Stories can express
emotions, teach methods, and provide experiences. Therefore, the research of narrative theory is
essential for any media production.
Virtual reality, in addition to providing viewers with immersive and novel experiences, is even
more interactive than other media. News games, on the other hand, span two areas: news
reporting and video games, which are fictional experiences base on real-world sources. Although
there are already examples of VR news, such as "Project Syria" and "Hunger in LA" [1], [2]. But
VR news games still have a lot of room for development in terms of narrative.
2. Signal & Image Processing: An International Journal (SIPIJ) Vol.12, No.5, October 2021
2
On the other hand, People are confronted with an unprecedented amount of information. Our
response to information has changed in response to our environment. There are four reasons why
it has become more difficult for people to get information into their heads.
First, people are sifting through information. In 2011, Americans received five times as much
information as in 1986. Excluding working hours, each of us processes 100,000 words every day.
Every day, 21,274 television stations around the world provide 85,000 hours of programs, and
people watch five hours of video every day. Furthermore, YouTube uploads 6,000 hours of video
and computer games per hour, more than all other media combined, including DVD, TV, books,
magazines, and the Internet [3]. Especially for Generation Z, who has been online since birth,
they no longer have to walk to the library like their parents did; they can just open their phone
and type in a keyword and see hundreds of pieces of information. Because of the vast amount of
information, people are subconsciously sorting through it every minute and every second.
Secondly, people today tend to let information escape their eyes. Not only directional
information, but also letters of all sizes, richly colored pictures, and ubiquitous advertisements on
the Internet are constantly taking up space in the brain. Processing all this information makes
people tired. People today are becoming accustomed to ignoring large amounts of information in
order to maintain a comfortable mood.
In addition to unconscious escapism, mental fatigue causes over-activation of the visual cortex,
which lowers the energy in the alpha band of the brain region. Studies have shown that this
results in a decrease in executive function. These include executive, sustained, target-guided,
cross-attention, and divided attention [4]. Attention and memory are closely related. Since people
cannot remember what people have not noticed, people today tend to let information escape their
eyes.
Third, because the current media environment is characterized by a large amount of information
and easy accessibility, users often see the same type of information. Using news as an example,
let me cite three cases. (1) The same news is shown on different platforms within a short period
of time. (2) The known news is retweeted on the top page again. (3) Similar incidents recur over
a long period of time and new news is made known to the public. With the development of social
media, everyone can be a source of information and receive organized information like news
from the official media, as well as watch live footages on Twitter in real time. There is so much
information that people will lose the right to know it if people start using social media. (4) The
exchange of information is fast. It takes only a day or a few hours that incidents become a public
topic of conversation after they appear in the social media environment. People's frequent
interactions have accelerated the generation, fermentation, and diffusion of public opinion,
shortening its cycle. This fast exchange of information causes people to forget old information
more quickly.
Thus, it became more difficult for people to get information into their heads. This tends to lead
that the information that needs to get public attention is ignored.
As mentioned earlier, the Internet provides a large amount of information and is easily accessible
to many people. While the typical Internet user spends about 100 minutes a day on the Internet,
students are generally heavy users of the Internet. According to a survey Anderson conducted on
students at seven universities in the U.S. and one university in Ireland, Internet-dependent
students' Internet usage time (229 minutes / day) is more than three times as much as the other
time [5]. Wang and Arrows report that the majority (80%) of students who responded to their
survey spend between 1 and 20 hours a week online. Remaining 20% of the students spend more
than 20 hours a week on the Internet. This group of college students is particularly dependent on
3. Signal & Image Processing: An International Journal (SIPIJ) Vol.12, No.5, October 2021
3
the Internet [6]. However, spending a lot of time every day on a vast amount of information does
not leave much information in their mind, and they expend much energy on it because there is a
lot of useless information.
Thus, social problems that cannot be solved without attracting the attention of public opinion are
likely to be buried in the vast amount of information and will not leave an impression. Even if
they are noticed, the repetition of the same type of information reduces the public's sensitivity to
it, and their emotional response to it gradually weakens.
A research by Dan Linz, Ed Donnerstein, and Steve Penrod measured the reactions of male
college students to films of violent behavior. These films depicted violence against women and
sexual content. After the subjects watched these clips for five days, the researchers compared the
data from the first day to the last day. Clearly, after watching the information repeatedly, the
subjects' self-reported anxiety levels dropped significantly. Initially, the film was perceived as
aggressive and insulting, but by the fifth day, it was rated as "not so serious" and the subjects are
no longer depressed while watching it. After the experiment, the subjects watched a video of a
rape trial and judged the rape victim's victimization as mild, compared to a group of the general
public who had never done the experiment. Further research by the research team found that
empathy for rape victims decreased after the experiment [7].
Christopher Pieper, Leonard D. Eron, and L. Rowell Huesmann believe that prolonged exposure
to media with violent messages can numb the negative emotional response that children and
adults have to violence. And to a certain extent, the physiological response of unpleasant
emotions disappears and recipients begin to numb their own and others' feelings of violence.
They become less likely to take any action to help the victim of violence. This is the so-called
bystander effect [8].
In 1964, the famous rape and murder case of Kitty Genovese took place. According to media
reports, 38 bystanders watched for 30 minutes without helping. Social psychologists Bibb latané
and John Darley investigated why so many people are not helping the victim. Through a series of
experiments, the researchers found that the presence of more bystanders encourages the dispersal
of blame and limits an individual's motivation to intervene [9].
In 1968, Darley and latané conducted experiments and research on the dispersion of
responsibility in the "bystander effect". The results showed that when there is someone else
around, actions to help the victim are delayed, slowed down, and even cancelled out the
possibility of helping the victim. The reason for this is that people tend to believe that others will
take the blame for them, or that they are not qualified to help [10]. The same phenomenon is
occurring in the Internet society. Studies have shown that people reply faster to emails sent to
individuals than to group because they feel more responsible for individual emails than for group
emails. By not making it clear to whom the email is addressed, responsibility is distributed and
the efficiency of replying is reduced [11].
Combine this situation with today's new media news. People can see other people's feedback
underneath the news. This indicates a high participation rate in new media. High participation
means that any user can participate in social media and use the various features that social media
offers. Each user can engage extensively with content in social media, creating content,
modifying information, and sharing and commenting on information. There is a clear sense that
online media is more for the masses than traditional media. This can easily lead to a feeling of
distributed responsibility. On the other hand, if the information is intended for individuals,
theoretically, the distribution of responsibility is reduced, making it easier for the recipients to
notice and remember the information.
4. Signal & Image Processing: An International Journal (SIPIJ) Vol.12, No.5, October 2021
4
To summarize the issues.:
• Social problems that can only be solved by attracting the attention of public opinion are
likely to be buried in the vast amount of information, and will not leave a lasting impression.
• The current media environment makes it easy to forget details of information.
• When the same type of information is repeatedly presented, the public's sensitivity to that
information decreases and their emotional response gradually weakens.
• It is clearly felt that the online media is more suitable for the masses than the traditional
media. This is likely to cause a feeling of dispersed responsibility. This is the so-called
bystander effect.
According to neurologist Michael Smith, when people watch narrative images that induce
empathy, the brain automatically filters out external influencing factors to focus on learning and
cognition, indicating that the human mind wants to know the unknown from a narrative
perspective. He believes that without a narrative connection, people cannot stay in the brain for
long [12]. There is also considerable research showing that memories of events with a strong
narrative component are more likely to be remembered [13]. And many studies have revealed that
an immersive virtual reality system can better facilitate situational memory performance [14],
[15].
Consequently, research reinforce memory through narrative and immersion, and bring players
into an independent worldview in the form of VR games to increase the target ability of
information transfer and reduce the psychology of distributed responsibility. To address these
issues, this research proposes that using virtual reality technology to gamify narrative news is a
way to make news more deeply memorable. At the same time, new questions arise, what kind of
narrative techniques would be suitable for news games, and could VR affect the outcome?
Therefore, the main purpose of this research is to explore the above questions. Samples will be
created from the perspective of narrative theory, and research will examine which sample's story
information is most deeply embedded in the subject's mind.
This research aims to provide directional results for researchers interested in combining VR and
narrative, enumerating the advantages and limitations of using text or non-text plot prompts in
news games. It also provides hints for the use of virtual environments as learning platforms in
news games.
2. METHODS
The research method is to first derive a theoretical derivation, then create a sample of news
games, and then compare the experimental data of the sample to prove the theory.
Research compared the survey data of a VR game that presents a story in non-text format (Group
VR), a game that presents the story in non-text format (Group NVR), a VR game that presents the
story in text (Group VRIT), and a game that presents the story in text (Group NVRIT) will be
compared and analyzed.
This paper describes the experiment. Specifically, university students will be surveyed, and 30
students in each group will experience the sample. After the experience, they will be asked to fill
out a questionnaire and data will be collected. Finally, the collected data will be analyzed and
conclusions will be drawn by comparing them with the expected results. All subjects were
5. Signal & Image Processing: An International Journal (SIPIJ) Vol.12, No.5, October 2021
5
recruited through convenience sampling and snowball sampling. The original plan was for some
subjects to experience the VR face-to-face with the researchers, but this was all changed to online
because of COVID-19 situation. Subjects were asked to download the samples through a link
provided by the researcher, experience the samples on their respective devices, and mail answers
of a questionnaire. All subjects were aware of and consented to the experiment before it was
conducted.
The sample is based on actual events. More than 80% of the text is taken directly from the news
interviews. References are to newspaper articles about the incident from 2006 to 2015. These
news stories were distributed across diverse media platforms over a long period of time. They
were selected as scenarios for the news game because of their integrative nature and the narrative
nature required for this experiment.
The synopsis is that the main character was taken to a remote countryside by human traffickers
and forced to marry her "husband". The protagonist tried to commit suicide many times without
success. She was recruited by the local school as a temporary teacher, and the children and
students gave her new hope. A photographer discovered and photographed this, and the incident
became known to the public. However, the local government and residents became frustrated
with these reports and would not allow the reporter to cover the story, claiming that it exposed
human trafficking and the poverty of education, and the school expelled the protagonist. When
these facts were uncovered, social discontent rose again, and the local government, under
pressure from public opinion, reinstated the protagonist as a teacher.
The sample is divided into four stages, each with one or two enemies and two key items, and the
player needs to collect the key items while avoiding enemy pursuit. The enemies are designed to
symbolize hostility and the protagonist's fears, such as "husbands," "fear of forced childbirth,"
and "local government. The key items in each stage are related to the storyline of that stage. In
the case of the Group VRIT and Group NVRIT samples, picking up a key item automatically
displays text describing the story in the first person of the protagonist, in the case of the Group
VR and Group NVR samples, picking up a key item plays a video that is projected full screen,
the video is produced in 3ds Max, and the text used in the narration and the text group is the
same. Once the items are aligned, the player can move on to the next stage.
The samples in non-VR group are displayed on a traditional screen of PC with a maximum
resolution of 1920x1080; VR group use VR headsets and controllers for PC. The subjects in the
VR group have full control over navigation and manipulation of objects (key items). Videos for
the non-text group were produced using 3ds Max, and the characters are real scale 3D character
modeling silhouettes. The same video was used to ensure consistency in the non-text group,
given the possible influence of the lens language. The background color of this video is black,
and the surroundings are also black when viewed on a VR device, thus creating a fake 360-degree
video effect. Since the characters do not come behind the player, the experience is more like
watching a play; the difference between the VR group and the NVR group is that the play is
viewed on a computer screen and the actors perform the play in front of the subject. In addition to
this, the non-text group contains more modality sensory information, such as narration and
background music, than the text group.
2.1. Sample
First, decide on the mood of the game and draw a sketch of the scene. Since this news game had a
horror-like atmosphere, researchers chose an appropriate one from the sketches. Design the game
characters and draw the front and side views of the characters for modeling. After completing the
design of the game's characters and scenes as shown in Figure 1, modeling is done in 3ds Max.
6. Signal & Image Processing: An International Journal (SIPIJ) Vol.12, No.5, October 2021
6
Before modeling, import the front and side views into the background to build the character
model more accurately. Once the modeling is complete, create the texture.
Figure 1. Modeling with 3ds Max
As shown in Figure 2, in order to make the texture position correspond to the model position, the
model is introduced into UNFOLD3D and the texture is expanded. This step is very important, as
it not only facilitates the texture drawing step, but also reduces the probability of wrong texture
positions when the model is subsequently introduced into the game production engine. Although
stickers can actually be deployed in 3ds Max, researchers chose to use stickers in this production
because the functions of UNFOLD3D are more intuitive and easy to operate.
Figure 2. Unfold the texture with Unfold 3d
The next step is to import the model into Mudbox and draw the texture, which can be done in
ZBrush, but since It doesn't need to change the model form for this step, researchers chose a
smaller software. It is also important to note that if a model that already has a texture developed
changes its morphology, the texture will be wrong.
Back in 3ds Max again, bound the bones, moved the bones in the model, and used keyframe
animation to animate the character walking, running, and attacking.
Finally, import the characters and scenes into Unity to create the game. The game screen is
shown in Figure 3.
Figure 3. The sample screen
7. Signal & Image Processing: An International Journal (SIPIJ) Vol.12, No.5, October 2021
7
2.2. Questionnaire
The questionnaire is divided into four written questionnaires and one recorded questionnaire the
written questionnaire consists of basic information, recognition check, correctness check, and
empathy check, as shown in Table 1. While the recorded questionnaire consists of subjects telling
a story and giving their impressions of the sample. The basic information questionnaire asks the
subjects their age, gender, major, gaming experience, experience using VR, and the theme of the
sample.
The recognition check and the correctness check use the same 10 questions. The purpose of the
recognition check is to find out how much the subjects themselves think they know about the
sample story, and their actual cognitive status is not important in this check. In the empathy
check, the strength of the empathic emotion for each subject is investigated through a self-report
questionnaire.
Table 1. Questionnaire.
Basic information
Age Gender Game experience major
Have you ever used VR? No Yes
Have you paid attention to the news
of female population sales?
No Yes
Have you read related articles on this
game?
No Yes
Recognition check
Question
Get it Maybe
Get it
Not
sure
Maybe
don't
get it
Don't
get it
Where the protagonist was
kidnapped?
Who bought the protagonist?
What is the attitude of the protagonist
's husband towards her?
What are the protagonists' means of
suicide?
Why the protagonists left the village?
What reminds the protagonist of life's
hopes?
How is the protagonist known to the
public?
Why doesn't the local government
want the public to know about the
protagonist?
What is the attitude of the villagers
towards this?
Did you understand the ending?
Correctness check
Full score 100 Correct answer +10 score:
8. Signal & Image Processing: An International Journal (SIPIJ) Vol.12, No.5, October 2021
8
Empathy check
Stage No feeling felt a strong emotion
1
2
3
4
:No feeling
:Feeling emotions, but not enough to take action.
:Feels emotional and takes short-term/single/simple actions.
:Feels emotional and takes long-term/ continuous/
/complex actions.
3. EXPERIMENTAL RESULTS AND ANALYSIS
3.1. Basic information
In the research of the experiment, 120 Chinese college students participated, of which, 59 were
females and 61 males with a mean age of 20.8 years, age range of 18-24 years, and SD=1.294.
The groups were divided, 19 females and 11 males in the NVR group, age range 19-23 years,
mean age 20.733 years, SD=1.263; 18 females and 12 males in the NVRIT group, age range 18-
24 years, mean age 20.733, SD=1.263; 13 females and 17 males in the VR group ranging from 19
to 23 years old, mean age 20.833, SD=1.240; and, 9 females and 21 males in the VRIT group
ranging from 19 to 24 years old, mean age 20.933, SD=1.314.
Although the overall ratio of male to female subjects is basically the same, the ratio of male to
female subjects in each group is different; the ratio of male to female subjects in the four groups
is shown in Figure 4, it can be seen that the NVR and NVRIT groups have a significantly higher
percentage of females than the other two groups. In the process of recruiting the subjects, the
NVR and NVRIT groups collected 30 subjects quickly. On the other hand, the VR and VRIT
groups were two to three days late in recruiting. Even after the NVR and NVRIT groups were
full, there were still college students who came to be recruited, but they did not have VR devices
and thus could not participate in this experiment. More than half of these applicants were female,
and in a 2017 gender survey on VR and AR device ownership [16], 43% of device owners were
female and 31% of prospective device buyers were female. According to data from another U.S.
gamer gender survey, the highest percentage of female gamers was 48% since 2006 [17].
Combining the data from this survey and its collection process, the number of women who own
VR devices is small compared to men, but the number of women who are interested in gaming is
not small.
9. Signal & Image Processing: An International Journal (SIPIJ) Vol.12, No.5, October 2021
9
Figure 4. Gender ratio of the four groups
The 120 subjects also included 23 from the Department of Science and Engineering, 18 from the
Department of Education, 16 from the Department of Management, 15 from the Department of
Arts, 13 from the Department of Architecture, 12 from the Department of Literature, 9 from the
Department of Economics, 7 from the Department of Sociology, 3 from the Department of
Physical Education, 2 from the Department of History, 1 from the Department of Law, and 1
from the Department of Philosophy. A variety of majors applied. The diversity of subjects'
majors is beneficial in getting more diverse perspectives in the recorded survey.
When the subjects self-reported their gaming experience, 87 said they had a lot of gaming
experience, 21 said they had normal gaming experience, and 12 said they had little gaming
experience. Quite a few of the subjects who considered their gaming experience to be normal and
low often watched live game shows, even though they did not play games themselves. On the
whole, the subjects have a lot of gaming experience. This also can be seen from the behavior of
the subjects. When the sample was given, there was no mention of how to play or operate the
game, and as a result, there are no questions asked by the subjects; the subjects sought ways to
clear the game from their own game experience. This was one of the reasons why research chose
university students as subjects; research deliberately chose targets with a lot of gaming
experience and expected more obvious results in terms of recipients filling in the gaps by
themselves. In terms of the results, this is the right choice.
3.2. Recognition check
Fig. 5 shows the percentage and number of times each option was selected in each group.
Overall, the NVRIT group was the most confident in their perception, followed by the NVR
group, then the VRIT group, and finally the VR group, with a slight difference from the VRIT
group. The NVRIT group is more confident in their self-perception than expected. Compared to
the NVR group, which is also a non-VR format sample, the number of times the "Get it" option
was selected exceeded 100 times. When compared to the VRIT group, which presents the story in
the same text, the NVRIT group selected "Get it" more than twice as many times as the same
group. The selection patterns of the other three groups are more similar, with most of the
selections distributed between "Get it" and "Maybe get it," a certain number of "Not sure," a
small number of "Maybe don't get it," and zero selections of "Don't get it." NVRIT group's
choices were concentrated on "Get it", with very few "Maybe get it" and "Not sure" choices
compared to the other groups. In the NVRIT group, the number of choices for "Maybe don't get
it" is zero, and the number of times "Don't get it" was selected is zero. Among all responses,
"Don't get it" was selected only in the NVRIT group.
10. Signal & Image Processing: An International Journal (SIPIJ) Vol.12, No.5, October 2021
10
Figure 5. The percentage and number of times each option was selected in each group
Of the three groups with similar selection patterns, the NVR group is more confident in their self-
perception. The difference in the number of times they selected "Get it" and "Maybe get it" was
the largest among the other three groups. The difference in self-perception between the VRIT
group and the VR group is not clear. The difference in self-perception between the VRIT group
and the VR group is not clear: the two groups chose the same number of "uncertainties," but the
VR group was the only group that chose "Maybe get it" more often than "Get it". The VR group
also selected "Maybe don't get it" more often than the VRIT group. This indicates that the self-
perceived confidence of the VR group is the lowest among all groups.
Through the experimental records of previous research and additional interviews [18], they found
that the average number of years of VR purchase for the VR group was two years, with the
highest number of people acquiring VR in 2019. The average time spent using VR was 10 hours
per month; they had been using VR devices for longer periods of time, but were more dense
when they did use them. In many cases, the same was true for the VRIT group; subjects who said
they had not recently played any VR games that particularly interested them had consequently
not taken out their VR devices for nearly six months prior to the experiment. Combining the data
11. Signal & Image Processing: An International Journal (SIPIJ) Vol.12, No.5, October 2021
11
from the two VR and non-VR samples reconfirmed that subjects' self-reported experience with
memory was positively correlated. Studies have shown that the more experience you have, the
more confident you are in identifying your memories [19]. This is the reason why the NVRIT
group was so confident in their self-identification of memories. Even though video media has
become more common, text is still the largest medium through which people access information
on a daily basis. Regardless of the ability of the visual media to make viewers remember more
information, from the perspective of cumulative experience, people always experience more text
than video from birth to adulthood.
The research also took into account that the total amount of text in the VRIT and NVRIT samples
was small, divided into eight groups, with only 300-500 words in each group. It remains to be
seen whether the same results can be obtained with longer texts. Since this experiment was
conducted with college students with gaming experience as subjects, the gaming experience and
the experience of reading short texts are one of the reasons for the NVRIT group's confidence in
self-awareness.
3.3. Correctness check
The same question is used for the recognition check and the correctness check. There are five
levels of correctness depending on the subject's answer. A high percentage of subjects went
beyond the correct answers in certain questions, adding more correct details to their answers. For
example, the first question asks where the main character is abducted and sold. The answer is
"the train station”. Nearly half of the subjects answered not only the train station, but also specific
city information. For these answers, the researchers classified them as "more than correct". The
answers that matched were considered "correct". Those who gave even slightly wrong answers
were placed in the "mostly correct" category and vice versa. Finally, answers that are completely
wrong are categorized as "incorrect". Answers that are out of range, but not completely correct,
are also classified as "mostly correct.
The score for each level is: "More than correct": 5, "Correct": 4, "Mostly correct": 3, "Somewhat
correct": 2, and "Incorrect": 1. The total score is 1500. The group with the highest total score was
the VR group with 1248 points. Then came the VRIT group with 1211 points, followed by the
NVR group with 1153 points. The last group was the NVRIT group with 1094 points. Fig. 6
shows the total score and the number of times the highest score was obtained for each group. The
scores for each question are shown in Table 2, with the highest score for each group shown in
bold.
12. Signal & Image Processing: An International Journal (SIPIJ) Vol.12, No.5, October 2021
12
Figure 6. Spam traffic sample
Table 2. Score for each question
NVRIT NVR VRIT VR
1 124 127 124 138
2 113 120 120 120
3 112 129 136 141
4 120 120 120 120
5 93 102 98 99
6 100 112 119 137
7 105 110 110 94
8 107 135 117 114
9 126 102 131 146
10 94 114 136 139
TOTAL
SCORE
1094 1153 1211 1248
The results also show the following:
For the same data from a non-VR sample, a sample that presents the story through video can
make subjects remember the information more accurately than a sample that presents the story
through text.
For the same VR sample data, the visual storytelling sample helps subjects remember the
information more accurately than the textual storytelling sample.
13. Signal & Image Processing: An International Journal (SIPIJ) Vol.12, No.5, October 2021
13
In the same sample data where the story was presented in text, the VR sample allows subjects to
remember the information more accurately.
In the same sample data where the story was presented in video, the VR sample was able to make
the participants remember the information more accurately.
The self-reports of the four groups found from the recognition survey are, in order from highest
to lowest, "NVRIT> NVR> VRIT> VR". The total result was the exact opposite of the high-low
ranking of the correct survey results.
These data validated the prediction that the means of getting subjects to remember the most
information among the four groups was the VR news game with a story. When the sample
presents the story in text, the VR sample gets subjects to remember the information, and the
correct response rate is higher when the story is presented in video than when the sample presents
it in text. For those who do not have a VR device, the higher correct response rate of the NVR
group indicates that storytelling and gaming also prove that they can reinforce memory.
The NVR group had more questions that received the highest score than the VRIT group. This
may mean that, depending on the type of question, "presenting the story in a video" was more
effective than in getting the subjects to remember the information correctly.
So, to further analyze the data, the research divided the questions into three types.
I. Questions with a single answer. This is the simplest type of question, requiring only one
answer from the subject. Questions 1, 2 and 4 belong to this type.
II. Questions that require multiple answers. This question is similar to the Type 1 question,
but the experimenter needs to give more than one answer. Questions 3, 5 and 9 belong to
this type.
III. Subjective questions. No clear answer is given in the sample, and the experimenter is
required to organize the information by himself/herself and combine it with thinking to
come up with an answer. Questions 6, 7, 8 and 10 belong to this type.
The scores are shown in Fig. 7. The first and second types of questions contain three questions,
but the third group contains four questions, so the score for the third type of question can only be
compared with its internal group.
14. Signal & Image Processing: An International Journal (SIPIJ) Vol.12, No.5, October 2021
14
Figure 7. Scores for each type of question
15. Signal & Image Processing: An International Journal (SIPIJ) Vol.12, No.5, October 2021
15
For questions with a single answer, the scoring order and total score results for each group
differed, with the VR group scoring the highest, while the NVR group came in second, ahead of
the VRIT group. the NVRIT and NVR groups scored higher than for Type 2 questions, while the
VRIT group's score was essentially the same. The VRIT group's score is basically the same. This
result confirms what has been speculated so far: when there is only one answer, presenting the
story in a video is slightly more effective in getting the subject to remember the information
correctly. Based on the above results, if someone want to convey a single piece of information
accurately but cannot meet the requirements of VR, "present the story in text" is the best choice.
Questions that require multiple answers also differ from the total score ranking. The score
ranking for this type is VR>VRIT>NVRIT>NVR for non-VR, presenting the story in text is
clearly better at getting the subject to remember the information accurately than presenting the
story in video. Based on the above results, "presenting the story with text" is more effective than
"presenting the story with video" in a non-VR environment for accurately conveying multiple
pieces of information.
Question 9, why does the local government not want the public to know about the protagonist?
The VR group had a very high percentage of correct answers, with 23 people answering "more
than correct" and the remaining 7 also answering correctly. The VR group had more "more than
correct" answers, so the criterion for "more than correct" for this question was to give three
reasons for the question answer. The VR group had the highest number of "correct" responses.
The VR group averaged 83 characters for this question, while the NVR group averaged only 15
characters. This suggests that the immersive nature of VR made the subjects more emotionally
involved, promoted emotional empathy, and strengthened their memory [20].
There is also a high rate of questions and errors that are not fully connected to the story. For
example, question 5, three suicide methods to ask the main character. Subjects have difficulty
remembering all of them, and in most cases only remember two of the means. This is because
these means did not cross over much with the subsequent story, especially when compared to
question 4, the number of times the main character committed suicide. The subjects remembered
the "suicide" episodes in the story well. The memory of "means" that are not related to the plot is
much weaker.
The rankings of the subjective question scores and total scores are consistent: the difference
between the VRIT and VR groups is small, and the difference between the NVRIT and NVR
groups is the largest among the three types. Thus, in the subjective question, if the sample is in
VR format, there is little difference in the amount of information correctly remembered between
"presenting the story in text" and "presenting the story in video". However, when the sample is in
a non-VR format, there is a large difference in the amount of information correctly remembered
between "presenting the story with text" and "presenting the story with video".
In order to get a high score on a subjective question, more test takers need to be able to relate to
it. From the data, the NVRIT group clearly has a larger gap in scores than the other three groups,
and the difference value is the largest among the three types of questions.
3.4. Empathy check
As shown in Fig. 8, overall, the four groups tend to have basically high starts and low goals. The
four levels of empathy are scored on a scale of 1 to 4, from low to high.
16. Signal & Image Processing: An International Journal (SIPIJ) Vol.12, No.5, October 2021
16
Figure 8. Empathy for each stage
The empathy for Stage 1 was the greatest not only because the first stage was the most novel, one
study found that information is more memorable when it appears early in the story [21]. In order
from highest to lowest, VR>NVRIT>NVR>VRIT.
In Stage 2, the VRIT group has slightly higher empathy, basically the same as the data in Stage 1.
In the other groups, empathy is less. However, they are still at the top of the list in the overall
data. In order from highest to lowest values, VR>VRIT>NVR=NVRIT.
In Stage 3, empathy for all groups drops significantly. In particular, the VR group not only has
the largest drop, but also has lower data than the NVR and VRIT groups. From highest to lowest
values, NVR>VRIT>VR>NVRIT. Stage 3 is the least difficult of all the stages, and also the least
fearful. This stage has a simple color scheme, with simple scenes and color schemes, mainly
white and gray, no background music, relatively slow enemy movement, and an important
turning point where the protagonist's attitude toward life becomes more positive. The research
speculated that this relationship may have caused a significant drop in empathy in the VR group.
The researchers asked the NVR group again. The six subjects who chose Level 4 said that they
were alarmed because they thought there was likely to be JUMP SCARE in a quiet environment.
These six subjects were not fully immersed in the sample, but were more dependent on the game
experience to feel tense. This may reflect the lower level of immersion of the NVR group.
In Stage 4, the empathy of the three groups except the VR group continued to decline, but more
slowly than the decline in Stage 3. The empathy of the tension in the VR group increased. The
order of values from highest to lowest is VR>VRIT>NVR>NVRIT.
3.5. Recording
The recording is divided into two parts: the reproduction part and the impression part. Overall,
there was little difference in the results between the four groups, basically focusing on fluency
levels, with everyone being able to tell a rough story. A small number of subjects skipped certain
episodes in the story, but quickly added more. From the results of this research, it appears that all
four groups of subjects did well.
17. Signal & Image Processing: An International Journal (SIPIJ) Vol.12, No.5, October 2021
17
The key words that were mentioned more often in the feedback section are as follows:
" Kidnapping, hope, fear, creepy, background music, sound, children, Stockholm syndrome,
angry, uncomfortable, heavy, shock, anxious, helpless, scene, suspicious."
Negative emotional keywords such as "scary" appeared more frequently. In order to increase the
accuracy of the research, the research consciously set the game in a horror mood because several
studies have shown that horror is helpful for memory [22].
4. CONCLUSIONS AND FUTURE DEVELOPMENT
• In descending order of self-report of the four groups in the recognition check:
NVRIT>NVR>VRIT>VR.
• Exactly the opposite in the correctness check: VR>VRIT>NVR>NVRIT.
• The ranking for the empathy check is the same as for the correctness survey:
VR>VRIT>NVR>NVRIT.
The recording is divided into the story retelling part, and all groups can finish telling the story
smoothly. The keyword "scary" appears frequently in the impression section. The characteristics
of the experimental results for each group can be summarized as follows:
• NVRIT: Among the four groups, the difference in performance between confidence in
memory and the information actually remembered is the largest, and the number of "Get
it" choices is the largest, which is different from the choice patterns of the other three
groups. For questions that require multiple answers, the percentage of correct answers is
higher than the NVR group. Empathy can be more successfully elicited by the subjects'
experience of playing the game and reading the text. However, as the game progresses,
they fall to the bottom of the four groups.
• NVR: The pattern of confidence in memory is similar to the other three groups, except
for NVRIT, which ranks first among them. They rank second in the number of times they
receive the highest score on the correctness check, and their performance on the single-
answer questions. The downward trend in empathy is relatively modest.
• VRIT: Test takers' confidence in their memory is slightly better than in the VR group.
The difference in scores between the VRIT group and the VR group on the subjective
questions of the correctness check is small for this group. The drop in empathy is the
most moderate.
• VR: Of the four groups, the confidence in one's memory is the lowest. In the correctness
check, they always rank first, regardless of the type of question. In the empathy check,
they are consistently ranked first except for Stage 3. According to the post-experiment
interview, the drop to third place is thought to be due to the drop in fear in Stage 3.
Of the four groups, the one that was able to remember the most information was the narrative VR
news game. Subjects in this group also tended to be less confident in their own memories.
Experiment shows a positive correlation between subjects' experience and their self-reported
level of confidence in their memory. Similarly, experience in playing games and reading short
texts may be the reason for the lack of confidence in one's memory. Studies have shown that
audio enhances memory coding in virtual environments. This is another reason why the VR
group always has a higher percentage of correct answers than the other three groups [23]. Non-
text samples may yield more multimodal sensory information. However, some studies have
shown that reading is also an interactive process [24], and in the case of the group of subjects in
the current experiment, they have extensive reading experience. Therefore, the NVRIT group
scored higher than the NVR group on the Type 2 question.
18. Signal & Image Processing: An International Journal (SIPIJ) Vol.12, No.5, October 2021
18
Further experiments will be conducted to see if this lack of confidence affects the profile of
memory after an extended period of time.
When the sample is presented with a story in text, the VR sample is more likely to remember the
information, and the sample presenting the story in video is more likely to answer correctly than
the sample presenting the story in text. A number of studies have confirmed that empathy plays a
role in the construction of our memories [25], [26]. This, coupled with the fact that it is an
experimental result, further proves that the degree of empathy is positively correlated with the
correctness of the memory.
Some argue that virtual reality is not ideal for increasing empathy [27] and that the effect of fear
on memory cannot be ignored [28]. Taken together with the results of the current experiment, this
suggests that immersion in virtual reality does not directly increase empathy, but that immersion
can increase the fear of the sample and make them more empathetic in a narrative context. And
empathy reinforces the memory that the subject was in the sample.
Studies have shown that people with higher empathy tend to take more helping actions [29]. In
other words, the "narrative VR news game" not only helps the recipients to remember the news
information better, but also increases their empathy, which makes them more interested in the
news.
ACKNOWLEDGEMENTS
The authors would like to thank everyone, just everyone!
REFERENCES
[1] Ryan Bradley, How Nonny de la Peña, the ‘Godmother of VR,’ Is Changing the Mediascape, 2018
[2] Bryan Bishop,Digital empathy: how ‘Hunger in Los Angeles’ broke my heart in a virtual world,
2013
[3] Daniel J. Levitin, The Organized Mind: Thinking Straight in the Age of Information Overload, Pages
4,(2015)
[3] Masaaki Tanaka, Akira Ishii, Yasuyoshi Watanabe, Neural effects of mental fatigue caused by
continuous attention load: A magneto encephalography study, Brain Research, Volume 1561, Pages
60-66, (2014)
[4] K.J. Anderson, Internet use among college students: an exploratory study, Journal of American
College Health, volume 50, number 1, p Pages 21–26. (2001)
[5] Yu–Mei Wang and Marge Artero, Caught in the Web: University student use of Web resources,
Educational Media International, volume 42, number 1, Pages. 71–82. (2005)
[6] Emily Moyer-Gusé, Howard Giles, Daniel Linz. Encyclopedia of Violence, Peace, & Conflict
(Second Edition). Pages 368-379. (2008)
[7] Christopher Pieper, Leonard D. Eron, L. Rowell Huesmann. Television Programming and Violence,
US. Pages 2069-2078. (2008)
[8] Richard Philpot Lasse Liebst Mark Levine Wim Bernasco Marie Lindegaard, Would I be Helped?
Cross-National CCTV Footage Shows That Intervention Is the Norm in Public Conflicts. Pages 3.
(2019)
[9] Darley, J.M.; Latané, B. Bystander intervention in emergencies: diffusion of responsibility. Journal of
Personality and Social Psychology. 8 (4): 377–383. (1968)
[10] Barron, G; Yechiam, E, Private E-mail requests and the diffusion of responsibility. Computers in
Human Behavior. 18 (5): 507–520. (2002)
[11] Darley, J.M.; Latané, B. Bystander intervention in emergencies: diffusion of responsibility. Journal of
Personality and Social Psychology. 8 (4): 377–383.1968
19. Signal & Image Processing: An International Journal (SIPIJ) Vol.12, No.5, October 2021
19
[12] Michael Smith.” From Theory To Common Practice: Consumer Neuroscience Goes
Mainstream”.(2016)https://www.nielsen.com/us/en/insights/article/2016/from-theory-to-common-
practice-consumer-neuroscience/
[13] Tom Trabasso, Paul van den Broek, Causal thinking and the representation of narrative events,
Journal of Memory and Language, Volume 24, Issue 5,1985,Pages 612-630,ISSN 0749-596X
[14] Harman, J., Brown, R., & Johnson, D. (2017). Improved memory elicitation in virtual reality: New
experimental results and insights. In R. Bernhaupt, G. D. Anirudha, J. Devanuj, K. Balkrishan, J.
O’Neill, & M. Winckler (Eds.), IFIP Conference on Human–Computer Interaction (pp. 128–146)
[15] Ruddle, R. A., Volkova, E., Mohler, B., & Bülthoff, H. H. (2011). The effect of landmark and body-
based sensory information on route knowledge. Memory & Cognition, 39(4), 686–699
[16] J. Clement , Virtual reality (VR) and augmented reality (AR) device ownership and purchase intent
among consumers in the United States as of 1st quarter 2017, by gender.(2021)
[17] J. Clement , Distribution of video gamers in the United States from 2006 to 2020, by gender.
Unpublished,(2021)
[18] Xiaohan Feng, Narrative theory in virtual reality Comparison of VR news game and non-VR news
game. (2021)
[19] Cichoń, E., Gawęda, Ł., Moritz, S. et al. Experience-based knowledge increases confidence in
discriminating our memories. Curr Psychol 40, 840–852. https://doi.org/10.1007/s12144-018-0011-8,
2021
[20] Buckner, R. L., & Carroll, D. C. Self-projection and the brain. Trends in Cognitive Sciences, 11(2),
49–57. https://doi.org/10.1016/j.tics.2006.11.004.(2007)
[21] Abigail C. Doolen & Gabriel A. Radvansky (2021) A novel study: long-lasting event memory,
Memory
[22] Ginting, Henndy. It is Fear, Not Disgust, That Enhances Memory: Experimental Research on
Students in Bandung. anima. 31. 77-83. (2016)
[23] Andreano, J., Liang, K., Kong, L., Hubbard, D., Wiederhold, B. K., & Wiederhold, M. D. (2009).
Auditory cues increase the hippocampal response to unimodal virtual reality. Cyberpsychology &
Behavior, 12(3), 309–313
[24] Alan M. Lesgold & Charles A. Perfetti (1978) Interactive processes in reading comprehension,
Discourse Processes, 1:4, 323-336, DOI: 10.1080/01638537809544443
[25] Spreng, R. N., & Grady, C. L. Patterns of Brain Activity Supporting Autobiographical Memory,
Prospection, and Theory of Mind, and Their Relationship to the Default Mode Network. Journal of
Cognitive Neuroscience, 22(6), 1112–1123. https://doi.org/10.1162/jocn.2009.21282, (2009)
[26] Spreng, R. N., Mar, A. R., & Kim, A. S. N. The Common Neural Basis of Autobiographical Memory,
Prospection, Navigation, Theory of Mind, and the Default Mode: A Quantitative Meta-analysis.
Journal of Cognitive Neuroscience, 21(3), 489–510. https://doi.org/10.1162/jocn.2008.21029, (2009)
[27] Rueda, Jon & Lara, Francisco, Virtual Reality and Empathy Enhancement: Ethical Aspects. Frontiers
in Robotics and AI. 7. 10.3389/frobt.2020.506984. (2020)
[28] Ginting, Henndy. It is Fear, Not Disgust, That Enhances Memory: Experimental Research on
Students in Bandung. anima. 31. 77-83. (2016)
[29] Liao, Wan-Ting & Tzeng, Angela. The-Mechanism-Underlying-Empathy-Related-Helping-Behavior-
An-Investigation-of-Empathy-Attitude--Action-Model. (2020)