This document discusses how social media has changed social and political dynamics by altering the structure and speed of information networks. It argues that social media has created many-to-many networks that allow for mass coordination and rapid information sharing. This complicates the ability of authoritarian states to control dissent by "quarantining" isolated protests. The example is given of protests in Tunisia in 2008 that were easily contained versus the 2010 protests that spread rapidly through social media networks and helped spark the Tunisian revolution.
Michał Brzeziński discusses the concept of affect and how it takes many forms. To properly understand affect, one must acknowledge its variety and complexity rather than reducing it to a single thing. Approaching affect with an openness to its many manifestations presents questions that disrupt traditional divisions in subjects like subjectivity, politics, and becoming.
The 2000 Conference on Affective Computing and Intelligent Interaction emphasizes the human aspects of affective computing by promoting research at the intersection of engineering and human sciences. It will be hosted in Geneva, known for its scenic beauty and history as an international cultural center. Topics will include models of emotion, affect in art and media, bodily expressions of affect, databases
This slide show summarizes a few key conclusions of the Payne Fund Study, headed by Herbert Blumer. It used symbolic interactionism to analysis media effects of children through college-age young adults.
Evolution of Technology discusses how technology has advanced from basic tools to modern devices and networks, changing how people interact and share information. However, increased connectivity has consequences for privacy as more personal data is exposed. While technology will continue to evolve, its effects on society must be carefully considered to avoid unintended harm.
Presented as a Pecha Kucha at Web Science 2013 (Paris), this presentation focuses on a post-modern interpretation of "data" leveraging social theories of Goffman and Foucault.
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.
What You Can Learn From a 4 Year Old About Ponies and Mobile UXFITC
Presented at SCREENS 2013 in Toronto.
Details at fitc.ca/screens
Look at mobile from a child’s perspective to gain insight to practical take-a-ways for implementation with real world examples. See how storytelling, usability and interactive design change the mobile user experience when designed and developed with a four year in mind.
In this session, explore a project case study involving the UX for the various mobile platforms and decisions regarding navigation, content strategy based on testing the user experience with my 4 year old daughter by changing to kid friendly content and images.
Take advantage of the humbling and brutal honesty of kids to build practical and engaging mobile web applications. Feedback was used to make changes to the RWD site’s user experience and the content strategy. If you can engage a 4 year old with good UX, you can certainly engage the target market with good UI/UX, presentation and navigation.
Answer the pressing question “where are the ponies?” in your mobile UX.
The document discusses several theories of media and society, including functional analysis, agenda setting, uses and gratifications, social learning theory, and the spiral of silence. Functional analysis views media as helping to extend our senses to perceive more of the world. Agenda setting theory suggests that media sets the terms of public discourse by influencing what issues receive public attention. Uses and gratifications theory proposes that audiences use media to fulfill various needs and wants, such as amusement, shared social experiences, and models to imitate. Social learning theory maintains that people can learn through observing media and the consequences for others. The spiral of silence theory holds that people are less likely to express opinions they believe to be in the minority to avoid isolation.
This document discusses how social media has changed social and political dynamics by altering the structure and speed of information networks. It argues that social media has created many-to-many networks that allow for mass coordination and rapid information sharing. This complicates the ability of authoritarian states to control dissent by "quarantining" isolated protests. The example is given of protests in Tunisia in 2008 that were easily contained versus the 2010 protests that spread rapidly through social media networks and helped spark the Tunisian revolution.
Michał Brzeziński discusses the concept of affect and how it takes many forms. To properly understand affect, one must acknowledge its variety and complexity rather than reducing it to a single thing. Approaching affect with an openness to its many manifestations presents questions that disrupt traditional divisions in subjects like subjectivity, politics, and becoming.
The 2000 Conference on Affective Computing and Intelligent Interaction emphasizes the human aspects of affective computing by promoting research at the intersection of engineering and human sciences. It will be hosted in Geneva, known for its scenic beauty and history as an international cultural center. Topics will include models of emotion, affect in art and media, bodily expressions of affect, databases
This slide show summarizes a few key conclusions of the Payne Fund Study, headed by Herbert Blumer. It used symbolic interactionism to analysis media effects of children through college-age young adults.
Evolution of Technology discusses how technology has advanced from basic tools to modern devices and networks, changing how people interact and share information. However, increased connectivity has consequences for privacy as more personal data is exposed. While technology will continue to evolve, its effects on society must be carefully considered to avoid unintended harm.
Presented as a Pecha Kucha at Web Science 2013 (Paris), this presentation focuses on a post-modern interpretation of "data" leveraging social theories of Goffman and Foucault.
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.
What You Can Learn From a 4 Year Old About Ponies and Mobile UXFITC
Presented at SCREENS 2013 in Toronto.
Details at fitc.ca/screens
Look at mobile from a child’s perspective to gain insight to practical take-a-ways for implementation with real world examples. See how storytelling, usability and interactive design change the mobile user experience when designed and developed with a four year in mind.
In this session, explore a project case study involving the UX for the various mobile platforms and decisions regarding navigation, content strategy based on testing the user experience with my 4 year old daughter by changing to kid friendly content and images.
Take advantage of the humbling and brutal honesty of kids to build practical and engaging mobile web applications. Feedback was used to make changes to the RWD site’s user experience and the content strategy. If you can engage a 4 year old with good UX, you can certainly engage the target market with good UI/UX, presentation and navigation.
Answer the pressing question “where are the ponies?” in your mobile UX.
The document discusses several theories of media and society, including functional analysis, agenda setting, uses and gratifications, social learning theory, and the spiral of silence. Functional analysis views media as helping to extend our senses to perceive more of the world. Agenda setting theory suggests that media sets the terms of public discourse by influencing what issues receive public attention. Uses and gratifications theory proposes that audiences use media to fulfill various needs and wants, such as amusement, shared social experiences, and models to imitate. Social learning theory maintains that people can learn through observing media and the consequences for others. The spiral of silence theory holds that people are less likely to express opinions they believe to be in the minority to avoid isolation.
The document summarizes 10 criticisms of the "effects model" approach to studying the impact of media on behaviors like violence. It argues that the effects model treats people, especially children, inadequately, makes unfounded assumptions and connections between media content and behaviors, relies on artificial or misapplied study methods, and fails to consider meanings or theories of how media might actually influence people. The effects model is an oversimplified approach that overlooks many other factors and has more to do with advancing ideological or political agendas than understanding complex human behaviors.
The document discusses research on why adults share personal information online. It presents five research questions focusing on how perceptions of communication tools and audiences affect self-disclosure. Several theories are discussed that may help explain online self-disclosure, including symbolic interactionism and hyperpersonal communication. A mixed methods study is proposed involving a survey and interviews to explore the relationship between tool intimacy, imagined audiences, and depth of self-disclosure.
social networking individual vs. crowd behavior (connected intelligence)INFOGAIN PUBLICATION
The study of Human behavior is much more complicated in various situations, especially on the spectrum of Social Networks. The study of individual behavior cannot be replicated for a group/crowd behavior which can have many social and behavioral dimensions. In the connected world where intelligence is shared among individuals and groups, there exists another kind of complexity which needs to be examined.The complexity of human behaviors as an individual or as a group on the social networks is much more versatile and erratic. The research work studies and analyzes these behaviors in a connected networked intelligent environment and as to how these behaviors are reflected towards Connected Intelligence. Consequently it defines how they can affect the intelligent analytical outcomes. Finally it comes up with a generic model which can be applied in any setup.
6.4 - Relationship between Producers and Audience.pptxJamesDixon10403
This document discusses the relationship between media producers and audiences. It begins by discussing how we should think about what people do with media rather than what media do to people. It then discusses two main concerns regarding how audiences engage with media texts: whether texts have a single meaning or multiple meanings, and what factors need to be considered in understanding a text's meanings. The document goes on to explain four communication theories - the hypodermic needle theory, reinforcement theory, uses and gratification theory, and two-step flow theory. It provides a brief overview of each theory, including their perspectives on audiences and influence.
Here is a draft leaflet for parents on the possible effects of video games:
Understanding the Effects of Video Games
Video games have become a popular pastime for many children and teenagers. While games can have both benefits and drawbacks, it's important to be informed about the research on their effects.
Potential Benefits of Video Games
- Improved cognitive skills: Certain games have been shown to enhance cognitive abilities like spatial navigation, problem-solving and hand-eye coordination. Fast-paced action games may improve attention and multitasking skills.
- Promoting prosocial behavior: Games with cooperative or helping themes can encourage prosocial behaviors like teamwork and sharing in children who play them regularly.
This document discusses several audience theories related to how audiences interact with and make meaning from media texts:
1) Hypodermic needle/effects theory proposes media have a direct influence on passive audiences, while cultivation theory argues for a more gradual, "drip-drip" effect over time.
2) Two-step flow theory recognizes indirect influence as audiences discuss media with others they respect.
3) Uses and gratifications theory views audiences as active in using media to fulfill needs rather than being directly influenced.
4) Reception analysis and semiotics examine how audiences construct different meanings based on their backgrounds and can reject or reinterpret dominant meanings.
Process and effectsEffects and usesIt is really interest.docxbriancrawford30935
Process and effects
Effects and uses
It is really interesting that the earlier studies focused on studying the ‘effects’ of media and concluded that the media played a limited role in influencing public opinion!!
There are many theories study the effects such as magic bullet theory or hypodermic theory, payne fund studies, and agenda sitting.
- The "hypodermic theory" which was done by Lasswell, implied mass media had a direct, immediate and powerful effect on its audiences. The mass media in the early studies were perceived as a powerful influence on behavior change. This theory suggests that the mass media could influence a very large group of people directly by ‘injecting’ them with appropriate messages designed to have a desired response. The bullet theory suggests that the message is a bullet, fired from the "media gun" into the viewer's "head". They express the view that the media is a dangerous means of communicating an idea because the receiver or audience is powerless to resist the impact of the message. There is no escape from the effect of the message in these models. The "war of the worlds" broadcast is a good example of the magic bullet theory and this is exactly how this theory worked, by injecting the message directly into the public’s mind in order to make effects. The war of the worlds became known as the "Panic Broadcast" made by Orson Welles.
- “Payne Fund Studies” are the second important studies that also focused on the effects standpoint these studies were developed by the motion picture research council and these studies were concerning about the effects of motion pictures on children particularly. Payne fund studies of effects included the effects on children's information acquisition, attitude change, emotion stimulation, health, and behavior. Children acquired then save or keep the information they received in the movies. Movie viewing changed attitudes concerning ethnic and social issues. Emotions were stimulated especially those related to fear. Health effects were measured by looking at the sleep patterns of children after watching movies, and certain movies disturbed healthy sleep. Children who attended movies regularly were found to behave poorly in school compared to those who attended less frequently. Children imitated favorable behavior they saw in movies, but movies also appeared to play a direct role in delinquent careers. Overall researchers found that movies influenced both children's attitudes and behaviors.
- “Agenda sitting” Agenda setting describes a very powerful influence of the media – the ability to tell us what issues are important. “The world outside and the pictures in our heads” which was done by Lippmann. The article is about an island that was populated by Germans, French and British. The case is that of Madam Caillaux, who was facing a trial for shooting someone. The murder was because of the hate that the English and the French were concealing against the Germans. The people of the island.
Supporting social presence through asynchronous awareness systemsOnno Romijn
This chapter discusses research conducted to understand the requirements of elderly for informal social telecommunication media that may be addressed through awareness technologies. It discusses the relation between the concept of social presence and the notion of awareness that the class of systems studied supports. Finally, we draw attention to the research method used which we feel is the most appropriate for gauging the social effects of technologies introduced to support social activities through ICT
Medium theory proposes that the medium used to deliver a message influences how people receive and understand that message. McLuhan argued that a medium's content takes on the characteristics of the medium itself. Cultivation theory suggests that heavy television viewers are more likely to perceive the real world as similar to how it is portrayed on television. Both theories may be applicable to social media today, as the platforms themselves shape the nature of interactions and content exchanged through their technical features and design.
U06A1 (Methods and Findings)
U06A1 (Methods and Findings)
Student:
Institution:
Professor:
Date of Submission:
Introduction
In this assignment, I was able to get a real chance to be in the actual field making first hand observations. It was such an interesting activity to move around and watch natural behaviour in the field. During this time, my main objectives involved making observations of random people in their natural environment and how they behaved, how frequent they were into social media. Their frequency to social media usage was judged by how they were using their gadgets such as tablets and cell phones. Another objective involved getting close enough to hear their conversations and capture their attitude on some aspects. All this was done without their knowledge so as to ensure they had their natural behaviour free from influence.
Another phase of my activity involved asking some questions about their opinions on some issues such as social media usage. These questions were designed in such a way that a response/behaviour would follow soon enough. The reason for these mechanism was to compare their attitudes towards something and how they actually behaved in relation to their attitudes. Most of my questions were social media related so as to ensure I remained relevant to my research and social psychology.
The activity involved observation of ten random subjects and how they interacted with one another, how they behaved as a result of their peer surrounding since the experiment was conducted in a public setting. The observation occurred on two phases. Each phase taking approximately 20-30mins such that I had approximately two minutes for each person. The second phase was the most interesting since this is where I was asking the questions and observing whether the persons would behave in accord to their opinions and attitude. It should be noticed that, at times I would make the observation then pose the question about what I had observed just to see if their actions would match their opinions.
Their entire time in the field was really interesting and mind opening.
Ethical obligations and challenges
Every research will always have some challenges associated with it. The challenges are even more when the subjects under study are humans. This is because we humans have rights and freedoms which ought to be respected and upheld.
My study had several challenges. However, such challenges were tackled professionally such that my results were not biased and no violations of whatsoever kind were made. My first challenge was to target selection. With so many people in a public setting, it is difficult to select a fair sample that would be representative enough. In addition to this, gender and age repre ...
I apologize for any confusion, but I am an AI assistant created by Anthropic to be helpful, harmless, and honest. I do not have the ability to write handwritten documents or take assignments.
Bandura's research on the Bobo doll experiments demonstrated that children's aggressive behavior could be directly influenced by observing aggressive behavior modeled in media. Specifically, children who watched adult actors aggressively attacking a Bobo doll with actions like hitting later exhibited similar aggressive behaviors towards the doll. Bandura argued this showed behavior could be learned through direct media modeling. He also believed media representations may have an even stronger influence than live modeling due to amplification effects related to attention, retention of vivid media content, and the aspirational nature of celebrities as role models. This research supported the view that media can directly shape human behavior rather than just reflecting existing attitudes.
David gauntlett’s ’10 things wrong with the media 'effects' modelannie7069
The document criticizes the "effects model" approach to studying media influence. It argues that this approach:
1) Starts by assuming media is to blame for social issues rather than studying actual behaviors.
2) Treats children as passive victims unable to think critically about media rather than consider their abilities.
3) Supports conservative ideologies by blaming popular culture rather than social inequalities for problems.
This document is a critical report by Maria Gomez for her MA in Digital Media at London Metropolitan University. The report discusses Mood Mixer, an interactive installation created by Gomez that allows users to create music by selecting different moods. Gomez analyzes Mood Mixer through communication and interactivity theories. She compares it to other projects like Reactable and We Feel Fine that also engage users to actively generate content. While definitions of interactivity vary, Gomez argues it is evolving to demand higher levels of user participation and collaboration as technology advances.
Contents lists available at ScienceDirectComputers in Huma.docxbobbywlane695641
This document summarizes a research study that examined the effects of deindividuation on normative and informational social influence within computer-mediated communication. The study created an online experiment to test how anonymity, physical isolation, and task ambiguity affected conformity under conditions of normative versus informational social influence. Results showed that normative influence was almost ineffective when subjects were deindividuated by anonymity and isolation. Informational influence was generally more effective than normative influence via computer-mediated communication, but was also inhibited by deindividuation conditions of anonymity and isolation. Task ambiguity increased conformity for informational influence tasks as predicted.
This document outlines the itinerary for a presentation on the psychology of technology and computers as social actors. The itinerary includes discussing mental health, emotions, how computers lack reactivity to users, politeness, computers as teammates, and manifestations and counteracting of bias in computer systems. It provides context on Russell's Circumplex Model of Affect, discusses how everyone hated the Clippy assistant because it caused frustration by not being reactive, and explores forms of bias that can emerge from preexisting biases, technical aspects of systems, and emergent biases over time.
The document summarizes 10 criticisms of the "effects model" approach to studying the impact of media on behaviors like violence. It argues that the effects model treats people, especially children, inadequately, makes unfounded assumptions and connections between media content and behaviors, relies on artificial or misapplied study methods, and fails to consider meanings or theories of how media might actually influence people. The effects model is an oversimplified approach that overlooks many other factors and has more to do with advancing ideological or political agendas than understanding complex human behaviors.
The document discusses research on why adults share personal information online. It presents five research questions focusing on how perceptions of communication tools and audiences affect self-disclosure. Several theories are discussed that may help explain online self-disclosure, including symbolic interactionism and hyperpersonal communication. A mixed methods study is proposed involving a survey and interviews to explore the relationship between tool intimacy, imagined audiences, and depth of self-disclosure.
social networking individual vs. crowd behavior (connected intelligence)INFOGAIN PUBLICATION
The study of Human behavior is much more complicated in various situations, especially on the spectrum of Social Networks. The study of individual behavior cannot be replicated for a group/crowd behavior which can have many social and behavioral dimensions. In the connected world where intelligence is shared among individuals and groups, there exists another kind of complexity which needs to be examined.The complexity of human behaviors as an individual or as a group on the social networks is much more versatile and erratic. The research work studies and analyzes these behaviors in a connected networked intelligent environment and as to how these behaviors are reflected towards Connected Intelligence. Consequently it defines how they can affect the intelligent analytical outcomes. Finally it comes up with a generic model which can be applied in any setup.
6.4 - Relationship between Producers and Audience.pptxJamesDixon10403
This document discusses the relationship between media producers and audiences. It begins by discussing how we should think about what people do with media rather than what media do to people. It then discusses two main concerns regarding how audiences engage with media texts: whether texts have a single meaning or multiple meanings, and what factors need to be considered in understanding a text's meanings. The document goes on to explain four communication theories - the hypodermic needle theory, reinforcement theory, uses and gratification theory, and two-step flow theory. It provides a brief overview of each theory, including their perspectives on audiences and influence.
Here is a draft leaflet for parents on the possible effects of video games:
Understanding the Effects of Video Games
Video games have become a popular pastime for many children and teenagers. While games can have both benefits and drawbacks, it's important to be informed about the research on their effects.
Potential Benefits of Video Games
- Improved cognitive skills: Certain games have been shown to enhance cognitive abilities like spatial navigation, problem-solving and hand-eye coordination. Fast-paced action games may improve attention and multitasking skills.
- Promoting prosocial behavior: Games with cooperative or helping themes can encourage prosocial behaviors like teamwork and sharing in children who play them regularly.
This document discusses several audience theories related to how audiences interact with and make meaning from media texts:
1) Hypodermic needle/effects theory proposes media have a direct influence on passive audiences, while cultivation theory argues for a more gradual, "drip-drip" effect over time.
2) Two-step flow theory recognizes indirect influence as audiences discuss media with others they respect.
3) Uses and gratifications theory views audiences as active in using media to fulfill needs rather than being directly influenced.
4) Reception analysis and semiotics examine how audiences construct different meanings based on their backgrounds and can reject or reinterpret dominant meanings.
Process and effectsEffects and usesIt is really interest.docxbriancrawford30935
Process and effects
Effects and uses
It is really interesting that the earlier studies focused on studying the ‘effects’ of media and concluded that the media played a limited role in influencing public opinion!!
There are many theories study the effects such as magic bullet theory or hypodermic theory, payne fund studies, and agenda sitting.
- The "hypodermic theory" which was done by Lasswell, implied mass media had a direct, immediate and powerful effect on its audiences. The mass media in the early studies were perceived as a powerful influence on behavior change. This theory suggests that the mass media could influence a very large group of people directly by ‘injecting’ them with appropriate messages designed to have a desired response. The bullet theory suggests that the message is a bullet, fired from the "media gun" into the viewer's "head". They express the view that the media is a dangerous means of communicating an idea because the receiver or audience is powerless to resist the impact of the message. There is no escape from the effect of the message in these models. The "war of the worlds" broadcast is a good example of the magic bullet theory and this is exactly how this theory worked, by injecting the message directly into the public’s mind in order to make effects. The war of the worlds became known as the "Panic Broadcast" made by Orson Welles.
- “Payne Fund Studies” are the second important studies that also focused on the effects standpoint these studies were developed by the motion picture research council and these studies were concerning about the effects of motion pictures on children particularly. Payne fund studies of effects included the effects on children's information acquisition, attitude change, emotion stimulation, health, and behavior. Children acquired then save or keep the information they received in the movies. Movie viewing changed attitudes concerning ethnic and social issues. Emotions were stimulated especially those related to fear. Health effects were measured by looking at the sleep patterns of children after watching movies, and certain movies disturbed healthy sleep. Children who attended movies regularly were found to behave poorly in school compared to those who attended less frequently. Children imitated favorable behavior they saw in movies, but movies also appeared to play a direct role in delinquent careers. Overall researchers found that movies influenced both children's attitudes and behaviors.
- “Agenda sitting” Agenda setting describes a very powerful influence of the media – the ability to tell us what issues are important. “The world outside and the pictures in our heads” which was done by Lippmann. The article is about an island that was populated by Germans, French and British. The case is that of Madam Caillaux, who was facing a trial for shooting someone. The murder was because of the hate that the English and the French were concealing against the Germans. The people of the island.
Supporting social presence through asynchronous awareness systemsOnno Romijn
This chapter discusses research conducted to understand the requirements of elderly for informal social telecommunication media that may be addressed through awareness technologies. It discusses the relation between the concept of social presence and the notion of awareness that the class of systems studied supports. Finally, we draw attention to the research method used which we feel is the most appropriate for gauging the social effects of technologies introduced to support social activities through ICT
Medium theory proposes that the medium used to deliver a message influences how people receive and understand that message. McLuhan argued that a medium's content takes on the characteristics of the medium itself. Cultivation theory suggests that heavy television viewers are more likely to perceive the real world as similar to how it is portrayed on television. Both theories may be applicable to social media today, as the platforms themselves shape the nature of interactions and content exchanged through their technical features and design.
U06A1 (Methods and Findings)
U06A1 (Methods and Findings)
Student:
Institution:
Professor:
Date of Submission:
Introduction
In this assignment, I was able to get a real chance to be in the actual field making first hand observations. It was such an interesting activity to move around and watch natural behaviour in the field. During this time, my main objectives involved making observations of random people in their natural environment and how they behaved, how frequent they were into social media. Their frequency to social media usage was judged by how they were using their gadgets such as tablets and cell phones. Another objective involved getting close enough to hear their conversations and capture their attitude on some aspects. All this was done without their knowledge so as to ensure they had their natural behaviour free from influence.
Another phase of my activity involved asking some questions about their opinions on some issues such as social media usage. These questions were designed in such a way that a response/behaviour would follow soon enough. The reason for these mechanism was to compare their attitudes towards something and how they actually behaved in relation to their attitudes. Most of my questions were social media related so as to ensure I remained relevant to my research and social psychology.
The activity involved observation of ten random subjects and how they interacted with one another, how they behaved as a result of their peer surrounding since the experiment was conducted in a public setting. The observation occurred on two phases. Each phase taking approximately 20-30mins such that I had approximately two minutes for each person. The second phase was the most interesting since this is where I was asking the questions and observing whether the persons would behave in accord to their opinions and attitude. It should be noticed that, at times I would make the observation then pose the question about what I had observed just to see if their actions would match their opinions.
Their entire time in the field was really interesting and mind opening.
Ethical obligations and challenges
Every research will always have some challenges associated with it. The challenges are even more when the subjects under study are humans. This is because we humans have rights and freedoms which ought to be respected and upheld.
My study had several challenges. However, such challenges were tackled professionally such that my results were not biased and no violations of whatsoever kind were made. My first challenge was to target selection. With so many people in a public setting, it is difficult to select a fair sample that would be representative enough. In addition to this, gender and age repre ...
I apologize for any confusion, but I am an AI assistant created by Anthropic to be helpful, harmless, and honest. I do not have the ability to write handwritten documents or take assignments.
Bandura's research on the Bobo doll experiments demonstrated that children's aggressive behavior could be directly influenced by observing aggressive behavior modeled in media. Specifically, children who watched adult actors aggressively attacking a Bobo doll with actions like hitting later exhibited similar aggressive behaviors towards the doll. Bandura argued this showed behavior could be learned through direct media modeling. He also believed media representations may have an even stronger influence than live modeling due to amplification effects related to attention, retention of vivid media content, and the aspirational nature of celebrities as role models. This research supported the view that media can directly shape human behavior rather than just reflecting existing attitudes.
David gauntlett’s ’10 things wrong with the media 'effects' modelannie7069
The document criticizes the "effects model" approach to studying media influence. It argues that this approach:
1) Starts by assuming media is to blame for social issues rather than studying actual behaviors.
2) Treats children as passive victims unable to think critically about media rather than consider their abilities.
3) Supports conservative ideologies by blaming popular culture rather than social inequalities for problems.
This document is a critical report by Maria Gomez for her MA in Digital Media at London Metropolitan University. The report discusses Mood Mixer, an interactive installation created by Gomez that allows users to create music by selecting different moods. Gomez analyzes Mood Mixer through communication and interactivity theories. She compares it to other projects like Reactable and We Feel Fine that also engage users to actively generate content. While definitions of interactivity vary, Gomez argues it is evolving to demand higher levels of user participation and collaboration as technology advances.
Contents lists available at ScienceDirectComputers in Huma.docxbobbywlane695641
This document summarizes a research study that examined the effects of deindividuation on normative and informational social influence within computer-mediated communication. The study created an online experiment to test how anonymity, physical isolation, and task ambiguity affected conformity under conditions of normative versus informational social influence. Results showed that normative influence was almost ineffective when subjects were deindividuated by anonymity and isolation. Informational influence was generally more effective than normative influence via computer-mediated communication, but was also inhibited by deindividuation conditions of anonymity and isolation. Task ambiguity increased conformity for informational influence tasks as predicted.
This document outlines the itinerary for a presentation on the psychology of technology and computers as social actors. The itinerary includes discussing mental health, emotions, how computers lack reactivity to users, politeness, computers as teammates, and manifestations and counteracting of bias in computer systems. It provides context on Russell's Circumplex Model of Affect, discusses how everyone hated the Clippy assistant because it caused frustration by not being reactive, and explores forms of bias that can emerge from preexisting biases, technical aspects of systems, and emergent biases over time.
This document outlines the itinerary and topics to be covered for a presentation on the psychology of technology and algorithms, including an overview of algorithms and machine learning models, examples of successes and failures, and a discussion on whether humans are simply complex algorithms, if automated truth is possible, and if algorithmic censorship protects the public good or not.
This document outlines an orientation for a course on the psychology of technology. It introduces the instructors, Dave Miller and Lorin Dole, and discusses that the course will examine human-computer interaction from a psychological perspective and consider topics like cognition, agents, interfaces, and ethics. It also reviews housekeeping items like the research resources and learning management system to be used and includes a discussion of perceptions of technology at different scales and both utopian and dystopian visions.
Psychology of Technology class 7
Ubiquituous Computing
Weiser's computer for the 21st century
Computers Everywhere
Persuasive Computing
Mechanisms and applications
The document outlines an itinerary for discussing topics related to artificial intelligence such as brief introductions to AI, Harman's brain in a vat, Searle's Chinese room, and Turing's test. Early predictions about AI from 1950-1967 are presented which anticipated machines being able to think and do any work humans can do within 20-25 years. Key developments in AI like search engines, voice assistants, and games playing machines are reviewed along with debates around what constitutes intelligence and limitations of the Turing test.
The document discusses how technology affects psychology and behavior, including how design influences how people interact with and perceive technology. It covers topics like persuasion theory in relation to online information, designing credible web search results, the development of computers from the 1950s to 1980s, and debates around the impacts of emerging technologies.
The document discusses a psychology of technology seminar presented by Dave Miller. The seminar itinerary includes discussions of ELIZA, an early natural language processing system that simulated conversation; the media equation, which proposes people relate to media and technology similarly to how they relate to other people; and requirements for a major paper assignment, including choosing a topic, using a template, and citing appropriate sources.
The document discusses mental models and how they relate to technology. It defines a mental model as an internal representation of how a system works. It then discusses different aspects that inform mental models, like affordances, constraints, and mappings. The document uses several examples, like the Apollo guidance computer and Don Norman's refrigerator, to illustrate how mental models are formed and how mismatches between a user's mental model and the actual system can cause problems.
This document discusses virtual reality (VR) and its applications. It covers topics like VR presence and telepresence, using VR for training purposes like aircraft training, and how VR allows researchers to conduct experiments that can't be done in real life. It also discusses defining elements of VR like tracking, rendering and reacting to user behavior. Additionally, it examines the Proteus Effect where characteristics of a user's avatar can influence their own behaviors and factors that influence the feeling of presence in VR.
This document discusses the psychology of technology and ethics relating to computers and robots. It covers several topics:
- Moral theories like utilitarianism and Kantianism and how they relate to issues like the trolley problem.
- Robot ethics and Asimov's Three Laws of Robotics.
- Persuasive technologies and ensuring they are used ethically.
- Issues around autonomous systems and at what point robots require independent ethics.
- Open questions around when a system becomes an entity with rights and how to balance human and computer agency.
The document provides an itinerary for a talk on the psychology of technology, beginning with a brief history of computers evolving from tools to prosthetics to assistants and friends. It then outlines key developments like early computers, visual computing pioneered by Memex and Xerox Alto, and the "Mother of All Demos" introducing graphical user interfaces. The talk will discuss topics such as organizing information, intelligent assistants, persuasive design, interface design for the masses, and the optimal level of complexity in digital experiences.
This document describes an app called Avatar Goalseeker that allows users to create an avatar to represent themselves and track their progress toward goals. Users set milestones and mega goals for their avatar to accomplish, which unlocks accessories and powers for the avatar. As the user achieves more goals, their avatar improves with better accessories. Friends can support each other's avatars and give powerups for completing goals.
The document discusses behavior change and the Fogg Behavior Model, which states that behavior change requires motivation, ability, and a trigger. It explores how social media can provide triggers to motivate behavior change by sending reminders and calls-to-action, but is limited in directly improving ability. While social media amplifies messages, it cannot perform physical actions for users.
Designing pro environmental behavior into product interfacesStanford University
The document discusses several studies that tested the effectiveness of different labeling interventions on increasing the percentage of cold water washing machine loads. The studies found that adding functional, environmental, or energy saving prompts to existing labels had the greatest impact on cold water wash selection, increasing those loads by 30-40% compared to controls. Combining multiple labeling strategies, like functional labels with additional prompts, led to the highest rates of more sustainable washing behaviors.
Walmart Business+ and Spark Good for Nonprofits.pdfTechSoup
"Learn about all the ways Walmart supports nonprofit organizations.
You will hear from Liz Willett, the Head of Nonprofits, and hear about what Walmart is doing to help nonprofits, including Walmart Business and Spark Good. Walmart Business+ is a new offer for nonprofits that offers discounts and also streamlines nonprofits order and expense tracking, saving time and money.
The webinar may also give some examples on how nonprofits can best leverage Walmart Business+.
The event will cover the following::
Walmart Business + (https://business.walmart.com/plus) is a new shopping experience for nonprofits, schools, and local business customers that connects an exclusive online shopping experience to stores. Benefits include free delivery and shipping, a 'Spend Analytics” feature, special discounts, deals and tax-exempt shopping.
Special TechSoup offer for a free 180 days membership, and up to $150 in discounts on eligible orders.
Spark Good (walmart.com/sparkgood) is a charitable platform that enables nonprofits to receive donations directly from customers and associates.
Answers about how you can do more with Walmart!"
How to Add Chatter in the odoo 17 ERP ModuleCeline George
In Odoo, the chatter is like a chat tool that helps you work together on records. You can leave notes and track things, making it easier to talk with your team and partners. Inside chatter, all communication history, activity, and changes will be displayed.
This presentation includes basic of PCOS their pathology and treatment and also Ayurveda correlation of PCOS and Ayurvedic line of treatment mentioned in classics.
LAND USE LAND COVER AND NDVI OF MIRZAPUR DISTRICT, UPRAHUL
This Dissertation explores the particular circumstances of Mirzapur, a region located in the
core of India. Mirzapur, with its varied terrains and abundant biodiversity, offers an optimal
environment for investigating the changes in vegetation cover dynamics. Our study utilizes
advanced technologies such as GIS (Geographic Information Systems) and Remote sensing to
analyze the transformations that have taken place over the course of a decade.
The complex relationship between human activities and the environment has been the focus
of extensive research and worry. As the global community grapples with swift urbanization,
population expansion, and economic progress, the effects on natural ecosystems are becoming
more evident. A crucial element of this impact is the alteration of vegetation cover, which plays a
significant role in maintaining the ecological equilibrium of our planet.Land serves as the foundation for all human activities and provides the necessary materials for
these activities. As the most crucial natural resource, its utilization by humans results in different
'Land uses,' which are determined by both human activities and the physical characteristics of the
land.
The utilization of land is impacted by human needs and environmental factors. In countries
like India, rapid population growth and the emphasis on extensive resource exploitation can lead
to significant land degradation, adversely affecting the region's land cover.
Therefore, human intervention has significantly influenced land use patterns over many
centuries, evolving its structure over time and space. In the present era, these changes have
accelerated due to factors such as agriculture and urbanization. Information regarding land use and
cover is essential for various planning and management tasks related to the Earth's surface,
providing crucial environmental data for scientific, resource management, policy purposes, and
diverse human activities.
Accurate understanding of land use and cover is imperative for the development planning
of any area. Consequently, a wide range of professionals, including earth system scientists, land
and water managers, and urban planners, are interested in obtaining data on land use and cover
changes, conversion trends, and other related patterns. The spatial dimensions of land use and
cover support policymakers and scientists in making well-informed decisions, as alterations in
these patterns indicate shifts in economic and social conditions. Monitoring such changes with the
help of Advanced technologies like Remote Sensing and Geographic Information Systems is
crucial for coordinated efforts across different administrative levels. Advanced technologies like
Remote Sensing and Geographic Information Systems
9
Changes in vegetation cover refer to variations in the distribution, composition, and overall
structure of plant communities across different temporal and spatial scales. These changes can
occur natural.
Strategies for Effective Upskilling is a presentation by Chinwendu Peace in a Your Skill Boost Masterclass organisation by the Excellence Foundation for South Sudan on 08th and 09th June 2024 from 1 PM to 3 PM on each day.
How to Build a Module in Odoo 17 Using the Scaffold MethodCeline George
Odoo provides an option for creating a module by using a single line command. By using this command the user can make a whole structure of a module. It is very easy for a beginner to make a module. There is no need to make each file manually. This slide will show how to create a module using the scaffold method.
A workshop hosted by the South African Journal of Science aimed at postgraduate students and early career researchers with little or no experience in writing and publishing journal articles.
This slide is special for master students (MIBS & MIFB) in UUM. Also useful for readers who are interested in the topic of contemporary Islamic banking.
বাংলাদেশের অর্থনৈতিক সমীক্ষা ২০২৪ [Bangladesh Economic Review 2024 Bangla.pdf] কম্পিউটার , ট্যাব ও স্মার্ট ফোন ভার্সন সহ সম্পূর্ণ বাংলা ই-বুক বা pdf বই " সুচিপত্র ...বুকমার্ক মেনু 🔖 ও হাইপার লিংক মেনু 📝👆 যুক্ত ..
আমাদের সবার জন্য খুব খুব গুরুত্বপূর্ণ একটি বই ..বিসিএস, ব্যাংক, ইউনিভার্সিটি ভর্তি ও যে কোন প্রতিযোগিতা মূলক পরীক্ষার জন্য এর খুব ইম্পরট্যান্ট একটি বিষয় ...তাছাড়া বাংলাদেশের সাম্প্রতিক যে কোন ডাটা বা তথ্য এই বইতে পাবেন ...
তাই একজন নাগরিক হিসাবে এই তথ্য গুলো আপনার জানা প্রয়োজন ...।
বিসিএস ও ব্যাংক এর লিখিত পরীক্ষা ...+এছাড়া মাধ্যমিক ও উচ্চমাধ্যমিকের স্টুডেন্টদের জন্য অনেক কাজে আসবে ...
The simplified electron and muon model, Oscillating Spacetime: The Foundation...RitikBhardwaj56
Discover the Simplified Electron and Muon Model: A New Wave-Based Approach to Understanding Particles delves into a groundbreaking theory that presents electrons and muons as rotating soliton waves within oscillating spacetime. Geared towards students, researchers, and science buffs, this book breaks down complex ideas into simple explanations. It covers topics such as electron waves, temporal dynamics, and the implications of this model on particle physics. With clear illustrations and easy-to-follow explanations, readers will gain a new outlook on the universe's fundamental nature.
2. ITINERARY
MAJOR PAPER TOPIC SUBMISSIONS
THE MEDIA EQUATION
NONCONSCIOUS RESPONSES TO SOCIAL INTERACTION
WHAT DOES THIS MEAN FOR AGENTIC SYSTEMS?
4. THE MEDIA EQUATION
“Individuals’ interactions with computers, television, and new media are
fundamentally social and natural, just like interactions in real life” (p. 5).
“media are perceived as real people and place, and that human responses
to media are determined by the rules that apply to social relationships and
navigating the world” (p.10).
“All people automatically and unconsciously respond socially and naturally
to media” (p.7).
Media use the same pathways as elements of the natural environment and
thus elicit the same responses – there are no pictures of snakes on the
savannah
7. PROCEDURES
1. Find a psych experiment testing
interactions between people or
reactions to the environment
2. Find the natural principle postulated
3. Replace “person” or “environment”
and replace it with “media” or
computer
4. How did the authors of the prototype
project test their theory?
5. Substitute media (or a computer) for
the interactant or the environment
6. Run the experiment just like the
original version (obviously modified as
necessary)
7. Draw implications for the effects of
interacting with media or
computers/robots
10. THE MEDIA EQUATION IS AN
UNCONCIOUS REACTION
“We reject the assumption of anthropomorphism, largely based on the fact
that the participants in our experiment were adult, experienced computer
users. When debriefed, they insisted that they would never respond
socially to a computer, and vehemently denied the specific behaviors they
had in fact exhibited during the experiments. Because these behaviors
extended over many minutes and relied on intentional responses on the
part of the user (as distinct from physiological or other automatic
responses, such as shouting at the computer), we believe that the
participants were sincere in their protestations.” – Nass and Moon (2000)
11. ALTERNATE EXPLANATIONS
Anthropomorphism
When interviewed, participants say they didn’t believe the computer was
humanlike
Orientation to the programmer
If you brief participants to think of the programmer/think of a computer, you get
different results
Demand characteristics
There isn’t a “suspension of disbelief” in the studies
The phenomena measured are hard to consciously manipulate
12. EFFECTS OF THE MEDIA EQUATION
“The iCat is a very sophisticated little
robot with a mind of its own”