@article{LangeAndrianWerburgAdleretal.2019, author = {Lange, Benjamin P. and Andrian-Werburg, Maximilian T. P. von and Adler, Dorothea C. and Zaretsky, Eugen}, title = {The name is the game: nicknames as predictors of personality and mating strategy in online dating}, series = {Frontiers in Communication}, volume = {4}, journal = {Frontiers in Communication}, number = {3}, doi = {10.3389/fcomm.2019.00003}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-201659}, year = {2019}, abstract = {Objective: We investigated the communicative function of online dating nicknames. Our aim was to assess if it is possible to correctly guess personality traits of a user simply by reading his/her nickname. Method: We had 69 nickname users (average age: 33.59 years, 36 female) complete questionnaires assessing their personality (Big 5 + narcissism) and mating strategy (short- vs. long-term). We then checked (using a total of 638 participants, average age: 26.83 years, 355 female), whether personality and mating strategy of the nickname users could be assessed correctly based only on the nickname. We also captured the motivation to contact the user behind a nickname and looked at linguistic features of the nicknames. Results: We found that personality and mating strategy could be inferred from a nickname. Furthermore, going by trends, women were better at intersexual personality judgments, whereas men were better in intrasexual judgements. We also found several correlates of the motivation to contact the person behind the nickname. Among other factors, long nicknames seemed to deter people from contacting the nickname user. Conclusions: Findings display that humans are capable of making accurate personality judgements in computer-mediated communication by means of even small cues like nicknames.}, language = {en} } @article{BrillSchwab2019, author = {Brill, Michael and Schwab, Frank}, title = {A mixed-methods approach using self-report, observational time series data, and content analysis for process analysis of a media reception phenomenon}, series = {Frontiers in Psychology}, volume = {10}, journal = {Frontiers in Psychology}, doi = {10.3389/fpsyg.2019.01666}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-201380}, pages = {1666}, year = {2019}, abstract = {Due to the complexityof research objects, theoretical concepts, and stimuli in media research, researchers in psychology and communications presumably need sophisticated measures beyond self-report scales to answer research questions on media use processes. The present study evaluates stimulus-dependent structure in spontaneous eye-blink behavior as an objective, corroborative measure for the media use phenomenon of spatial presence. To this end, a mixed methods approach is used in an experimental setting to collect, combine, analyze, and interpret data from standardized participant self-report, observation of participant behavior, and content analysis of the media stimulus. T-pattern detection is used to analyze stimulus-dependent blinking behavior, and this structural data is then contrasted with self-report data. The combined results show that behavioral indicators yield the predicted results, while self-report data shows unpredicted results that are not predicted by the underlying theory. The use of a mixed methods approach offered insights that support further theory development and theory testing beyond a traditional, mono-method experimental approach.}, language = {en} } @article{AppelMarkerMara2019, author = {Appel, Markus and Marker, Caroline and Mara, Martina}, title = {Otakuism and the appeal of sex robots}, series = {Frontiers in Psychology}, volume = {10}, journal = {Frontiers in Psychology}, number = {569}, issn = {1664-1078}, doi = {10.3389/fpsyg.2019.00569}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-195893}, year = {2019}, abstract = {Social robots are becoming increasingly prevalent in everyday life and sex robots are a sub-category of especially high public interest and controversy. Starting from the concept of the otaku, a term from Japanese youth culture that describes secluded persons with a high affinity for fictional manga characters, we examine individual differences behind sex robot appeal (anime and manga fandom, interest in Japanese culture, preference for indoor activities, shyness). In an online-experiment, 261 participants read one out of three randomly assigned descriptions of future technologies (sex robot, nursing robot, genetically modified organism) and reported on their overall evaluation, eeriness, and contact/purchase intentions. Higher anime and manga fandom was associated with higher appeal for all three future technologies. For our male subsample, sex robots and GMOs stood out as shyness yielded a particularly strong relationship to contact/purchase intentions for these new technologies.}, language = {en} } @article{WeberLorenzHemmings2019, author = {Weber, Silvana and Lorenz, Christopher and Hemmings, Nicola}, title = {Improving stress and positive mental health at work via an app-based intervention: a large-scale multi-center randomized control trial}, series = {Frontiers in Psychology}, volume = {10}, journal = {Frontiers in Psychology}, number = {2745}, issn = {1664-1078}, doi = {10.3389/fpsyg.2019.02745}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-194337}, year = {2019}, abstract = {Mobile health interventions (i.e., "apps") are used to address mental health and are an increasingly popular method available to both individuals and organizations to manage workplace stress. However, at present, there is a lack of research on the effectiveness of mobile health interventions in counteracting or improving stress-related health problems, particularly in naturalistic, non-clinical settings. This project aimed at validating a mobile health intervention (which is theoretically grounded in the Job Demands-Resources Model) in preventing and managing stress at work. Within the mobile health intervention, employees make an evidence-based, personalized, psycho-educational journey to build further resources, and thus, reduce stress. A large-scale longitudinal randomized control trial, conducted with six European companies over 6 weeks using four measurement points, examined indicators of mental health via measures of stress, wellbeing, resilience, and sleep. The data were analyzed by means of hierarchical multilevel models for repeated measures, including both self-report measures and user behavior metrics from the app. The results (n = 532) suggest that using the mobile health intervention (vs. waitlist control group) significantly improved stress and wellbeing over time. Higher engagement in the intervention increased the beneficial effects. Additionally, use of the sleep tracking function led to an improvement in sleeping troubles. The intervention had no effects on measures of physical health or social community at work. Theoretical and practical implications of these findings are discussed, focusing on benefits and challenges of using technological solutions for organizations to support individuals' mental health in the workplace.}, language = {en} } @phdthesis{Brill2019, author = {Brill, Michael}, title = {Spontaneous eye blinks as an alternative measure for spatial presence experiences}, edition = {1. Auflage}, publisher = {W{\"u}rzburg University Press}, address = {W{\"u}rzburg}, isbn = {978-3-95826-094-8}, doi = {10.25972/WUP-978-3-95826-095-5}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-167898}, school = {W{\"u}rzburg University Press}, pages = {xvi, 265}, year = {2019}, abstract = {Spatial presence, a state in which media users temporarily overlook the mediated nature of their media use experience, is frequently assessed by means of post-session self-report scales. However, such methods have methodical limitations, for example concerning measurement of dynamic fluctuations in presence during media use. Consequently, researchers have tested several approaches that try to infer subjective experiences of spatial presence from objectively measurable indicators. The present doctoral thesis examines aspects of temporal structure in spontaneous eye-blink behavior. Cognitive processes—and especially attention—are seen as essential antecedents of presence experiences. Because such cognitive processes influence timing of spontaneous eye-blinks, it is tested if the degree of stimulus-dependent structure in spontaneous eye-blink behavior is related to presence self-report scores. To address this research question, the thesis first establishes a theoretical framework, including theorizing and empirical findings on presence, on related media use phenomena, spontaneous eye-blink behavior, and subjective and objective approaches for presence assessment. Then, three experiments are presented that examine the relation between self-reported presence, and amount of stimulus-dependent structure in blinking behavior. Three different methods for quantification of stimulus-dependent structure are tested in different media environments, and are related to an established presence scale. Discussion of the experimental findings leads, on the one hand, to fundamental questions on the presence concept and on the understanding of stimulus-dependent structure in spontaneous eye-blink behavior. On the other hand, interpretation of the results emphasizes the necessity for methods with appropriate temporal resolution, that consider both media events and user behavior.}, subject = {Lidschlag}, language = {en} } @phdthesis{Tscharn2019, author = {Tscharn, Robert}, title = {Innovative And Age-Inclusive Interaction Design with Image-Schematic Metaphors}, doi = {10.25972/OPUS-17576}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-175762}, school = {Universit{\"a}t W{\"u}rzburg}, year = {2019}, abstract = {The field of human-computer interaction (HCI) strives for innovative user interfaces. Innovative and novel user interfaces are a challenge for a growing population of older users and endanger older adults to be excluded from an increasingly digital world. This is because older adults often have lower cognitive abilities and little prior experiences with technology. This thesis aims at resolving the tension between innovation and age-inclusiveness by developing user interfaces that can be used regardless of cognitive abilities and technology-dependent prior knowledge. The method of image-schematic metaphors holds promises for innovative and age-inclusive interaction design. Image-schematic metaphors represent a form of technology-independent prior knowledge. They reveal basic mental models and can be gathered in language (e.g. bank account is container from "I put money into my bank account"). Based on a discussion of previous applications of image-schematic metaphors in HCI, the present work derives three empirical research questions regarding image-schematic metaphors for innovative and age-inclusive interaction design. The first research question addresses the yet untested assumption that younger and older adults overlap in their technology-independent prior knowledge and, therefore, their usage of image-schematic metaphors. In study 1, a total of 41 participants described abstract concepts from the domains of online banking and everyday life. In study 2, ten contextual interviews were conducted. In both studies, younger and older adults showed a substantial overlap of 70\% to 75\%, indicating that also their mental models overlap substantially. The second research question addresses the applicability and potential of image-schematic metaphors for innovative design from the perspective of designers. In study 3, 18 student design teams completed an ideation process with either an affinity diagram as the industry standard, image-schematic metaphors or both methods in combination and created paper prototypes. The image-schematic metaphor method alone, but not the combination of both methods, was readily adopted and applied just as a well as the more familiar standard method. In study 4, professional interaction designers created prototypes either with or without image-schematic metaphors. In both studies, the method of image-schematic metaphors was perceived as applicable and creativity stimulating. The third research question addresses whether designs that explicitly follow image-schematic metaphors are more innovative and age-inclusive regarding differences in cognitive abilities and prior technological knowledge. In two experimental studies (study 5 and 6) involving a total of 54 younger and 53 older adults, prototypes that were designed with image-schematic metaphors were perceived as more innovative compared to those who were designed without image-schematic metaphors. Moreover, the impact of prior technological knowledge on interaction was reduced for prototypes that had been designed with image-schematic metaphors. However, participants' cognitive abilities and age still influenced the interaction significantly. The present work provides empirical as well as methodological findings that can help to promote the method of image-schematic metaphors in interaction design. As a result of these studies it can be concluded that the image-schematic metaphors are an applicable and effective method for innovative user interfaces that can be used regardless of prior technological knowledge.}, subject = {Mensch-Maschine-Kommunikation}, language = {en} } @phdthesis{Schaper2019, author = {Schaper, Philipp}, title = {Errors in Prospective Memory}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-175217}, school = {Universit{\"a}t W{\"u}rzburg}, year = {2019}, abstract = {Prospektives Ged{\"a}chtnis beschreibt die F{\"a}higkeit Intentionen zu einem sp{\"a}teren Zeitpunkt als Reaktion auf einen Hinweisreiz auszuf{\"u}hren. Derartige Aufgaben finden sich zahlreich in Alltags- wie auch Arbeitskontexten, waren aber im Gegensatz zum retrospektiven Ged{\"a}chtnis lange Zeit nicht im Fokus der Forschung. Erst die Arbeit von Harris (1984) und insbesondere der Artikel von Einstein and McDaniel (1990) wurden Ausgangspunkte eines sich stetig vergr{\"o}ßernden Forschungsfeldes. Aufbauend auf dieser Forschung werden im Rahmen dieser Dissertationsschrift f{\"u}nf Journal-Artikel pr{\"a}sentiert und verkn{\"u}pft, die das Verst{\"a}ndnis zum prospektiven Ged{\"a}chtnis durch die Betrachtung von m{\"o}glichen Fehlern erweitern. Die erste Studie besch{\"a}ftigt sich mit der Frage ob zus{\"a}tzliche kognitiven Ressourcen ben{\"o}tigt werden um eine Intention zwischen dem Hinweisreiz und ihrer Ausf{\"u}hrung aufrecht zu erhalten. Die Folgerungen von Einstein, McDaniel, Williford, Pagan, and Dismukes (2003), die eine derartige Aufrechterhaltung vorschlugen konnten nicht repliziert werden. In der zweiten Studie konnte gezeigt werden, dass Unterbrechungen zwischen Hinweisreiz und Ausf{\"u}hrung der Intention insbesondere dann negative Folgen zeigen, wenn sie mit einem Kontextwechsel verbunden sind. In den Studien drei bis f{\"u}nf stand das irrt{\"u}mliche Ausf{\"u}hren von beendeten prospektiven Ged{\"a}chtnisaufgaben im Zentrum der Untersuchung. Hier konnte nicht nur gezeigt werden, dass die bisherige Theorie zur Vorhersage derartiger Fehler, die vor allem auf Unterdr{\"u}ckung der Reaktion beruht (Bugg, Scullin, \& Rauvola, 2016), mit den Ergebnissen speziell zu deren Pr{\"u}fung entworfener Experimente nicht zu vereinbaren ist. Dar{\"u}ber hinaus wurde im Rahmen der Untersuchungen eine Modifikation der Theorie ausgearbeitet, die besser geeignet erscheint sowohl bisherige Ergebnisse als auch die hinzugekommenen Experimente vorherzusagen. {\"U}ber alle f{\"u}nf Artikel wird zus{\"a}tzlich verdeutlicht, dass der Moment in dem der Hinweisreiz pr{\"a}sentiert wird eine noch gr{\"o}ßere Rolle zu spielen scheint, als durch bisherige Forschung deutlich geworden ist.}, subject = {Ged{\"a}chtnis}, language = {en} }