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What If the Rival Drives a Porsche? Luxury Car Spending as a Costly Signal in Male Intrasexual Competition (2016)
Hennighausen, Christine ; Hudders, Liselot ; Lange, Benjamin P. ; Fink, Hanna
Previous research found that men conspicuously consume luxury products to attract a mate and to signal their mate value. However, these studies have yet neglected to investigate the function of male conspicuous consumption in same-sex competition. Given that intersexual selection and intrasexual selection are closely related processes, it stands to reason that a further function of male conspicuous consumption could be to impress and deter same-sex rivals. An 2 (intrasexual competition context vs. control) × 2 (conspicuous luxury vs. inconspicuous nonluxury) between-subjects experimental study conducted with an Amazon Mechanical Turk sample (N = 160) revealed that men reported both higher liking of and an intent to purchase a conspicuous luxury car compared to an inconspicuous nonluxury car due to increased feelings of social status. This effect was stronger in the intrasexual competition than in the control context. An additional perception study using a single-factor between-subjects design (conspicuous luxury vs. inconspicuous nonluxury car) among German men (N = 405) indicated that male participants rated a man who displayed a conspicuous luxury car more as a rival and mate poacher and less as a friend. They further perceived him to be superior on various mate value characteristics (i.e., attractiveness, intelligence, ambition, and status) and rated him as more oriented toward short-term mating. In sum, our findings add to previous research in the field of evolutionary consumer psychology by suggesting that male conspicuous consumption of luxuries may also serve a function in male–male competition.
Visuelle Aufmerksamkeitsverteilung von Anästhesisten bei der Einleitung einer Allgemeinanästhesie in Abhängigkeit von ihrer Erfahrung und der Umgebung (2020)
Mohme, Sophia
In der vorliegenden experimentellen Studie wurde die visuelle Aufmerksamkeit von Anästhesisten während der Einleitung einer Allgemeinanästhesie in Abhängigkeit von ihrer Erfahrung mithilfe eines mobilen Eye-Tracking-Gerätes untersucht. 12 Assistenten mit durchschnittlich 1,3 Jahren klinischer Erfahrung und ebenfalls 12 Fachärzte mit durchschnittlich circa 10 Jahren klinischer Erfahrung nahmen an der Studie teil. Ebenso wurde der simulierte Fall mit der Anästhesieeinleitung am Patienten verglichen. Beide Anästhesisten-Gruppen führten mit der Eye-Tracking-Brille jeweils eine Einleitung so-wohl an einem Simulator im Simulationsraum als auch am Patienten im Einleitungsraum vor dem OP-Saal durch. Diese Brille zeichnete dabei Daten zu Fixationspunkten und Blickbewegungen der Probanden auf. Angelehnt an Schulz et al.21 wurden 24 Areas of Interest definiert und diese den Gruppen „manuelle Tätigkeiten“, „Überwachung“ und „weitere Beobachtungspunkte“ zugeordnet. Als abhängige Variable für die statistische Auswertung wurde die relative Verweildauer in Prozent genutzt und eine multivariate ANOVA gerechnet. Es ergab sich im Wesentlichen kein signifikanter Effekt des Faktors Erfahrung. Die Assistenten verteilten ihre visuelle Aufmerksamkeit nicht signifikant anders als die erfahreneren Anästhesisten und verhielten sich folglich in Bezug darauf weitgehend gleich. Der Erwerb dieses Verhaltens findet demnach anscheinend schon sehr früh statt, sodass mit 1,3 Jahren Erfahrung in dieser Hinsicht kein Unterschied zu deutlich mehr Erfahrung auftritt. Ein halbstandardisiertes Interview stützt diese Annahme. Der Faktor Umgebung beeinflusste aber signifikant das Verhalten der Anästhesisten. In der Simula-tion widmeten beide Gruppen sowohl der „Überwachung“ insgesamt als auch „manu-ellen Tätigkeiten“ während der Vorbereitungsphase mehr visuelle Aufmerksamkeit als in der Narkoseeinleitung am Patienten. Das ist einerseits mit den Einschränkungen der Simulationspuppe zu erklären und liegt andererseits wahrscheinlich an der ungewohn-ten Umgebung und der unbekannten Pflegekraft, sodass die Anästhesisten das Material länger kontrollierten. Folglich schauten beide Gruppen während der Narkoseeinleitung am Patienten häufiger auf „weitere Beobachtungspunkte“, was auch durch die höhere Komplexität und Störanfälligkeit dieser Situation schlüssig wirkt. Optimierungsmöglichkeiten der Bedingungen im Simulationsraum werden angespro-chen, Anschlussstudien vorgeschlagen. Es konnte gezeigt werden, dass der Einsatz eines Eye-Tracking-Gerätes auch während der hochsensiblen Einleitung einer Allgemein-anästhesie am Patienten problemlos möglich ist. Darüber hinaus liefert die Studie nun eine stark standardisierte Versuchsmethode, welche für weitere Forschungsfragen sehr empfohlen werden kann.
The name is the game: nicknames as predictors of personality and mating strategy in online dating (2019)
Lange, Benjamin P. ; Andrian-Werburg, Maximilian T. P. von ; Adler, Dorothea C. ; Zaretsky, Eugen
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.
The better you feel the better you learn: do warm colours and rounded shapes enhance learning outcome in multimedia learning? (2017)
Münchow, Hannes ; Mengelkamp, Christoph ; Bannert, Maria
The aim of the present study was to examine whether fostering positive activating affect during multimedia learning enhances learning outcome. University students were randomly assigned to either a multimedia learning environment designed to induce positive activating affect through the use of “warm” colours and rounded shapes () or an affectively neutral environment that used achromatic colours and sharp edges (). Participants learned about the topic of functional neuroanatomy for 20 minutes and had to answer several questions for comprehension and transfer afterwards. Affective states as well as achievement goal orientations were investigated before and after the learning phase using questionnaires. The results show that participants in the affectively positive environment were superior in comprehension as well as transfer when initial affect was strong. Preexperimental positive affect was therefore a predictor of comprehension and a moderator for transfer. Goal orientations did not influence these effects. The findings support the idea that positive affect, induced through the design of the particular multimedia learning environment, can facilitate performance if initial affective states are taken into account.
Television Is Still “Easy” and Print Is Still “Tough”? More Than 30 Years of Research on the Amount of Invested Mental Effort (2018)
Schwab, Frank ; Hennighausen, Christine ; Adler, Dorothea C. ; Carolus, Astrid
We provide a literature overview of 30 years of research on the amount of invested mental effort (AIME, Salomon, 1984), illuminating relevant literature in this field. Since the introduction of AIME, this concept appears to have vanished. To obtain a clearer picture of where the theory of AIME has diffused, we conducted a literature search focusing on the period 1985–2015. We examined scientific articles (N = 244) that cite Salomon (1984) and content-analyzed their keywords. Based on these keywords, we identified seven content clusters: affect and motivation, application fields, cognition and learning, education and teaching, media technology, learning with media technology, and methods. We present selected works of each content cluster and describe in which research field the articles had been published. Results indicate that AIME was most commonly (but not exclusively) referred to in the area of educational psychology indicating its importance regarding learning and education, thereby investigating print and TV, as well as new media. From a methodological perspective, research applied various research methods (e.g., longitudinal studies, experimental designs, theoretical analysis) and samples (e.g., children, college students, low income families). From these findings, the importance of AIME for further research is discussed.
Spontaneous eye blinks as an alternative measure for spatial presence experiences (2019)
Brill, Michael
Spatial presence is a state in which media users temporarily overlook the mediated nature of their experience. This study discusses stimulus-dependent structure in spontaneous eye-blink behavior as analternative to presence selfreport measures. To this end, theories and empirical evidence on presence, spontaneous eye-blink behavior, and existing approaches for presence assessment are used to link antecedent processes of presence, especially attention, to presence and structure in blinking behavior. Three experiments in different media environments relate three different methods for quantification of stimulus-dependent structure to an established presence scale. The results are not conclusive, but raise questions on presence and its measurement, and advance the understanding of stimulus-dependent structure in spontaneous eye-blink behavior.
Research Network on Methodology for the Analysis of Social Interaction. Proceedings of the ninth meeting of MASI. (2017)
T-pattern analysis supports studies of various aspects of human or animal behavior as well as interaction between human subjects and animal or artificial agents. The following proceedings give an overiew on the application of T-pattern analysis in different research fields like media, gaming, human behaviour, social and organisational interaction as well as sports and health.
Real-time tablet-based resuscitation documentation by the team leader: evaluating documentation quality and clinical performance (2016)
Grundgeiger, T. ; Albert, M. ; Reinhardt, D. ; Happel, O. ; Steinisch, A. ; Wurmb, T.
Background Precise and complete documentation of in-hospital cardiopulmonary resuscitations is important but data quality can be poor. In the present study, we investigated the effect of a tablet-based application for real-time resuscitation documentation used by the emergency team leader on documentation quality and clinical performance of the emergency team. Methods Senior anaesthesiologists either used the tablet-based application during the simulated resuscitation for documentation and also used the application for the final documentation or conducted the full documentation at the end of the scenario using the local hospital information system. The latter procedure represents the current local documentation method. All scenarios were video recorded. To assess the documentation, we compared the precision of intervention delivery times, documentation completeness, and final documentation time. To assess clinical performance, we compared adherence to guidelines for defibrillation and adrenaline administration, the no-flow fraction, and the time to first defibrillation. Results The results showed significant benefits for the tablet-based application compared to the hospital information system for precision of the intervention delivery times, the final documentation time, and the no-flow fraction. We observed no differences between the groups for documentation completeness, adherence to guidelines for defibrillation and adrenaline administration, and the time to first defibrillation. Discussion In the presented study, we observed that a tablet-based application can improve documentation data quality. Furthermore, we demonstrated that a well-designed application can be used in real-time by a member of the emergency team with possible beneficial effects on clinical performance. Conclusion The present evaluation confirms the advantage of tablet-based documentation tools and also shows that the application can be used by an active member of an emergency team without compromising clinical performance.
Otakuism and the appeal of sex robots (2019)
Appel, Markus ; Marker, Caroline ; Mara, Martina
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.
On a meta-level: Contributions of meta-analytic summaries in media psychological research (2020)
Marker, Caroline
The rising use of new media has given rise to public discussions about their possible negative consequences. The social sciences have answered these concerns, providing many studies investigating different media types (e.g., social media, video games) and different related variables (e.g., psychological well-being, academic achievement). Within this big body of research, some research results have confirmed negative associations with frequent media use; other studies have found no or even positive relationships. With heterogeneous results, it is difficult to obtain a clear picture of the relationships and causalities of new media. The method of meta-analysis allows a synthesis of all existing data, providing an overall effect size as well as moderator and mediator analyses which might explain the heterogeneity. Three manuscripts present meta-analytic evidence related to a) the relationship between social media use and academic achievement, b) the relationship between video gaming and overweight, and c) the relationship between social media and psychological correlates. Manuscript #1 found small relationships which depend on the usage pattern of social media. The relationship is positive, as long as social media use is related to school. Manuscript #2 showed that children’s and adolescents’ video gaming is independent from their body mass, while adults who play more have a higher body mass. Manuscript #3 summarized existing meta-analytic evidence that links social media with psychological wellbeing, academic achievement, and narcissism with small to moderate effect sizes. All three manuscripts underscore the potential of meta-analyses to synthesize previous research and to identify moderators. Although meta-analyses are not necessarily superior to other approaches because of their limitations (e.g. limited information or quality of primary studies) they are very promising for media psychology. Meta-analyses can reduce complexity and might be helpful for the communication of research results to the general public.
Metacognition and Disfluency – The Effects of Disfluency on Monitoring and Performance (2017)
Pieger, Elisabeth
In this thesis, metacognition research is connected with fluency research. Thereby, the focus lies on how disfluency can be used to improve metacognitive monitoring (i.e., students` judgments during the learning process). Improving metacognitive monitoring is important in educational contexts in order to foster performance. Theories about metacognition and self-regulated learning suppose that monitoring affects control and performance. Accurate monitoring is necessary to initiate adequate control and better performance. However, previous research shows that students are often not able to accurately monitor their learning with meaningful text material. Inaccurate monitoring can result in inadequate control and low performance. One reason for inaccurate monitoring is that students use cues for their judgments that are not valid predictors of their performance. Because fluency might be such a cue, the first aim of this thesis is to investigate under which conditions fluency is used as a cue for judgments during the learning process. A fluent text is easy to process and, hence, it should be judged as easy to learn and as easy to remember. Inversely, a disfluent text is difficult to process, for example because of a disfluent font type (e.g., Mistral) or because of deleted letters (e.g., l_tt_rs). Hence, a disfluent text should be judged as difficult to learn and as difficult to remember. This assumption is confirmed when students learn with both fluent and disfluent material. When fluency is manipulated between persons, fluency seems to be less obvious as a cue for judgments. However, there are only a few studies that investigated the effects of fluency on judgments when fluency is manipulated between persons. Results from Experiment 1 (using deleted letters for disfluent text) and from Experiment 4 (using Mistral for disfluent text) in this thesis support the assumption that fluency is used as a cue for judgments in between-person designs. Thereby, however, the interplay with the type of judgment and the learning stage seems to matter. Another condition when fluency affects judgments was investigated in Experiment 2 and 3. The aim of these experiments was to investigate if disfluency leads to analytic monitoring and if analytic monitoring sustains for succeeding fluent material. If disfluency activates analytic monitoring that remains for succeeding fluent material, fluency should no longer be used as a cue for judgments. Results widely support this assumption for deleted letters (Experiment 2) as well as for the font type Mistral (Experiment 3). Thereby, again the interplay between the type of judgment and the learning stage matters. Besides the investigation of conditions when fluency is used as a cue for different types of judgments during the learning process, another aim of this thesis is to investigate if disfluency leads to accurate monitoring. Results from Experiment 3 and 4 support the assumption that Mistral can reduce overconfidence. This is the case when fluency is manipulated between persons or when students first learn with a fluent and then with a disfluent text. Dependent from the type of judgment and the learning stage, disfluency can lead even to underconfidence or to improved relative monitoring accuracy (Experiment 4). Improving monitoring accuracy is only useful when monitoring is implemented into better control and better performance. The effect of monitoring accuracy on control and performance was in the focus of Experiment 4. Results show that accurate monitoring does not result in improved control and performance. Thus, further research is required to develop interventions that do not only improve monitoring accuracy but that also help students to implement accurate monitoring into better control and performance. Summing up, the aim of this thesis is to investigate under which conditions fluency is used as a cue for judgments during the learning process, how disfluency can be used to improve monitoring accuracy, and if improved monitoring accuracy leads to improved performance. By connecting metacognition research and fluency research, further theories about metacognition and theories about fluency are specified. Results show that not only the type of fluency and the design, but also the type of judgment, the type of monitoring accuracy, and the learning stage should be taken into account. Understanding conditions that affect the interplay between metacognitive processes and performance as well as understanding the underlying mechanisms is necessary to enable systematic research and to apply findings into educational settings.
Media Psychology - "Media Research: Yesterday, Today, and Tomorrow" Proceedings of the 8th Conference of the Media Psychology Division of the German Psychological Society (2013)
The proceedings of the 8th Conference of the Media Psychology Division of the German Psychological Society hosted by the University of Wuerzburg from the 4th until the 6th of September 2013 contains the abstracts of the conference participants. Following the motto of the conference "Media Research: Yesterday, Today, and Tomorrow" a large number of media-psychological topics was dealt with. Amongst others, participants presented their research on interactive learning, emotions, virtual agents and avatars, gaming, scientific communication, politics, motion pictures and entertainment, social media, methods, and persuasions.
Marginalien als Explikation der lokalen Makrostruktur beim Lernen mit Hypertext (2016)
Göbel [geb. Aichele], Thorsten Philipp
Im Rahmen der vorliegenden Arbeit wurden vier Experimente zur Eignung von Marginalien als Lernhilfen im Hypertext durchgeführt. Die grundlegende Annahme lautet dabei, dass Marginalien als Kommentar zum Text aufgefasst werden und somit im Vergleich zu intratextuellen Lernhilfen wie Überschriften oder absatzeinleitenden Makropropositionen zu einer interaktiven und tieferen Verarbeitung der Lerninhalte führen. Als Lernmedium wurden eine hierarchische Hypertextumgebung zum Thema Fragebogenkonstruktion und eine netzförmige Hypertextumgebung zur Bedeutung des Buchdrucks in der Medientheorie eingesetzt. Experiment 1 (N= 41) verglich mittels between-Design die Lernleistung bei Marginalien mit einer Präsentation derselben Makropropositionen als absatzeinleitende Topic-Sätze und einer Platzierung der Makropropositionen am Absatzende. Die Ergebnisse zeigen, dass absatzweise Marginalien im Vergleich zu absatzeinleitenden Makropropositionen und der Kontrollgruppe zu einem besseren Abschneiden bei geschlossenen Inferenzfragen führen. Hinsichtlich geschlossener Fragen zur Textbasis konnten jedoch die absatzeinleitenden Makropropositionen im Vergleich mit den beiden anderen Bedingungen die besten Ergebnisse erzielen. Experiment 2 (N= 105) verglich den Einfluss von Marginalien mit Überschriften und einer Kontrollgruppe ohne absatzweise Explikation der Makrostruktur auf das Schreiben einer Zusammenfassung des Lerntextes. Zusätzlich wurden erneut geschlossene Inferenzfragen präsentiert. Ergänzend wurde das Rezeptionsverhalten mittels Blickbewegungsmessung ermittelt. Dabei zeigten sich signifikante Unterschiede zwischen Überschriften und Marginalien. Marginalien wurden in der hierarchischen Hypertextumgebung allgemein seltener gelesen als Überschriften und zeigten auch hinsichtlich der Anzahl der strategischen Rezeptionen und der absatzeinleitenden Rezeption geringere Werte. Einzig nach der Rezeption des zugehörigen Absatzes wurden Marginalien häufiger konsultiert als Überschriften. Diese Unterschiede gingen einher mit signifikanten Einbußen der Lernleistung der Marginalienbedingung im Vergleich zur Überschriftenbedingung. So erinnerten Lerner mit Marginalien weniger explizite Makropropositionen des Lerntextes, weniger Fakteninformationen, sowie weniger Inhalte verschiedener Hypertextknoten und bildeten außerdem weniger eigene Makropropositionen. Hinsichtlich der letzten beiden Variablen war die Marginalienbedingung sogar der Kontrollbedingung unterlegen. Experiment 3 (N = 54) verwendete im Gegensatz zu den Experimenten 1 und 2 einen netzförmig organisierten Hypertext mit embedded Links anstelle eines Navigationsmenüs. Die untersuchten Versuchsbedingungen sowie die Messung der Lernleistung waren jedoch analog zu Experiment 1. Auch hier konnte ein Effekt von Marginalien auf die Inferenzleistung nachgewiesen werden. Allerdings schnitten Marginalien nur besser als die absatzeinleitenden Makropropositionen ab, wohin-gegen kein Unterschied zur Kontrollbedingung festgestellt werden konnten. Hinsichtlich der Leistung bei geschlossenen Faktenfragen konnte die Überlegenheit absatzeinleitender Makropropositionen gegenüber den anderen beiden Präsentationsformen der Makrostruktur erneut bestätigt werden. Experiment 4 (N= 75) verglich analog zu Experiment 2 unter Verwendung der netzförmigen Lernumgebung aus Experiment 3 erneut den Einfluss von Marginalien, Überschriften und einer Kontrollbedingung ohne explizite absatzweise Makropropositionen auf das Schreiben einer Zusammenfassung sowie die Beantwortung geschlossener Inferenzfragen. Auch die Blickbewegungsmessung kam wieder zum Einsatz. Die Ergebnisse von Experiment 2 konnten jedoch nicht bestätigt werden. Es fanden sich keine signifikanten Unterschiede hinsichtlich der Lernleistung zwischen den drei Versuchsbedingungen und auch hinsichtlich des Rezeptionsverhaltens konnte eine Angleichung von Marginalien und Überschriften festgestellt werden. Hinsichtlich der Lernleistung wird angenommen, dass die embedded Links in Kombination mit der Instruktion, eine Zusammenfassung zu schreiben mit den Überschriften und den Marginalien, die jedoch im Vergleich zu Experiment 2 fast vollständig wie Überschriften genutzt wurden, interferiert haben und somit eine Hemmung dieser Lernhilfen stattgefunden hat. Anhand der vier durchgeführten Experimente wird gefolgert, dass Marginalien als Explikation der lokalen Makrostruktur sowohl bei hierarchisch strukturiertem Hypertext als auch bei netzförmig organisiertem Hypertext unter der Instruktion eines verstehenden Lernens eine Verbesserung der Inferenzleistung bewirken können. Lautet die Instruktion jedoch, eine Zusammenfassung der In-halte zu schreiben, sind Marginalien speziell bei hierarchisch strukturiertem Hypertext wenig geeignet, die Lernleistung zu fördern.
Lift me up by looking down: social comparison effects of narratives (2018)
Krause, Stefan ; Weber, Silvana
Stories are a powerful means to change recipients’ views on themselves by being transported into the story world and by identifying with story characters. Previous studies showed that recipients temporarily change in line with a story and its characters (assimilation). Conversely, assimilation might be less likely when recipients are less identified with story protagonists or less transported into a story by comparing themselves with a story character. This may lead to changes, which are opposite to a story and its characters (contrast). In two experiments, we manipulated transportation and experience taking via two written reviews (Experiment 1; N = 164) and by varying the perspective of the story’s narrator (Experiment 2; N = 79) of a short story about a negligent student. Recipients’ self-ratings in comparison to others, motives, and problem-solving behavior served as dependent variables. However, neither the review nor the perspective manipulation affected transportation or experience taking while reading the story. Against our expectations, highly transported recipients (in Study 1) and recipients with high experience taking (in Study 2) showed more persistency working on an anagram-solving task, even when controlling for trait conscientiousness. Our findings are critically discussed in light of previous research.
IntuiBeat: Formative und summative Evaluation intuitiver Benutzung (2020)
Reinhardt, Daniel
Intuitive Benutzung wird in dieser Arbeit definiert als das Ausmaß, mit dem ein Produkt mental effizient und effektiv genutzt wird, was mit einem starken metakognitiven Gefühl von Flüssigkeit einhergeht. Aktuelle Methoden verfügen nicht über eine ausreichend hohe zeitliche Anwendungseffizienz, um im Industrieprojekt 3D-GUIde effektiv zur Evaluation von Interaktionspatterns für 3D-Creation-Oriented-User-Interfaces (3D-CUIs) eingesetzt werden zu können. Diese Interaktionspatterns beschreiben strukturiert, wie 3D-CUIs als User Interfaces zur Erstellung von dreidimensionalen Inhalten gestaltet werden müssen, um intuitive Benutzung zu unterstützen. In dieser Arbeit werden daher zwei neue Evaluationsmethoden vorgeschlagen: 1) IntuiBeat-F als formative Evaluationsmethode und 2) IntuiBeat-S als summative Evaluationsmethode. Basierend auf Default-Interventionist-Theorien und bestehenden Definitionen intuitiver Benutzung werden die mentale Beanspruchung als zentrales objektives, das metakognitive Gefühl von Flüssigkeit als zentrales subjektives und die Effektivität als zentrales pragmatisches mit intuitiver Benutzung assoziiertes Merkmal identifiziert. Die Evaluation intuitiver Benutzung mithilfe von IntuiBeat-F und IntuiBeat-S ist vielversprechend, da es sich bei beiden Methoden um Inhibition basierende Rhythmuszweitaufgaben handelt und diese somit mentale Beanspruchung objektiv erfassen können. Das Potential beider Methoden wird im Hinblick auf vorherige Forschungsarbeiten zur zeitlich effizienten Evaluation von 3D-CUIs aus der Mensch-Computer-Interaktion und der Psychologie diskutiert. Aus dieser Diskussion werden empirische Forschungsfragen abgeleitet. Die erste Forschungsfrage untersucht die wissenschaftliche Güte von IntuiBeat-S. Im ersten, zweiten und dritten Experiment werden Paare von 3D-CUIs miteinander summativ verglichen (d.h. weniger vs. stärker intuitiv benutzbare User Interfaces). Dabei wird die wissenschaftliche Güte von IntuiBeat-S hinsichtlich der Hauptgütekriterien Objektivität, Reliabilität und Validität beurteilt. Die Ergebnisse zeigen, dass IntuiBeat-S eine hohe wissenschaftliche Güte bei der summativen Evaluation besitzt. Zudem macht es bei der Anwendung von IntuiBeat-S keinen Unterschied, ob der Rhythmus über die Ferse oder den Fußballen eingeben wird, und ob als Stichproben Studierende mit höherer oder geringerer Vorerfahrung bezüglich der Nutzung von 3D-CUIs verwendet werden. Die zweite Forschungsfrage untersucht die wissenschaftliche Güte von IntuiBeat-F. Im vierten, fünften, sechsten und siebten Experiment werden 3D-CUIs einzeln formativ evaluiert (d.h. entweder ein weniger oder stärker intuitiv benutzbares User Interface). Dabei wird die wissenschaftliche Güte von IntuiBeat-F hinsichtlich der Hauptgütekriterien Gründlichkeit, Gültigkeit und Zuverlässigkeit beurteilt. Die Ergebnisse zeigen, dass IntuiBeat-F eine hohe wissenschaftliche Güte bei der formativen Evaluation besitzt. Diese liegt bei strikter Anwendung der Methode (d.h. Berücksichtigung ausschließlich mit der Methode entdeckter Nutzungsprobleme) zwar höher, ist aber bei wenig strikter Anwendung der Methode (d.h. Berücksichtigung auch unabhängig von der Methode entdeckter Nutzungsprobleme) noch ausreichend hoch. Jedoch konnte erst die Entwicklung und Einführung einer zusätzlichen Analysesoftware im Zuge des sechsten und siebten Experiments die wissenschaftliche Güte von IntuiBeat-F hinsichtlich aller drei Hauptgütekriterien demonstrieren, da ohne deren Unterstützung IntuiBeat-F vom Evaluator nicht ausreichend gründlich angewendet wird. Die dritte Forschungsfrage untersucht, wie hoch die zeitliche Anwendungseffizienz beider Methoden als wichtiger Aspekt praktischer Güte im Vergleich zu bereits vorhandenen Evaluationsmethoden für intuitive Benutzung ist. Bezüglich der summativen Evaluation wird im zweiten Experiment eine höhere zeitliche Anwendungseffizienz von IntuiBeat-S im Vergleich zum aktuellen summativen Benchmark, der CHAI-Methode, sowohl bei der Evaluation von weniger als auch bei der von stärker intuitiv benutzbaren 3D-CUIs demonstriert. Auch bezüglich der formativen Evaluation konnten die Ergebnisse der letzten vier Experimente zeigen, dass die zeitliche Anwendungseffizienz von IntuiBeat-F im Vergleich zum aktuellen formativen Benchmark, dem Nutzertest mit retrospektivem Think-Aloud- Protokoll, sowohl bei der Evaluation von weniger als auch stärker intuitiv benutzbaren 3D-CUIs höher liegt. Dieser Unterschied bleibt bestehend, egal ob eine zusätzliche Analysesoftware vom Evaluator verwendet wird oder nicht. Als Ergebnis aller Experimente lässt sich feststellen, dass die wissenschaftliche Güte und die zeitliche Anwendungseffizienz beider Methoden zur Evaluation intuitiver Benutzung von 3D-CUIs mehr als zufriedenstellend beurteilt werden kann. Die Arbeit wird mit einer Diskussion des geleisteten Forschungsbeitrags geschlossen. Dabei werden Anregungen für künftige Forschung aus theoretischer (z.B. Berücksichtigung des Gefühls von Flüssigkeit bei der Evaluation), praktischer (z.B. Untersuchung der Anwendbarkeit beider Methoden in anderen Domänen) und methodischer (z.B. Beurteilung der praktischen Güte beider Methoden anhand anderer Kriterien) Perspektive gegeben.
Interactive simulations of biohybrid systems (2017)
von Mammen, Sebastian Albrecht ; Wagner, Daniel ; Knote, Andreas ; Taskin, Umut
In this article, we present approaches to interactive simulations of biohybrid systems. These simulations are comprised of two major computational components: (1) agent-based developmental models that retrace organismal growth and unfolding of technical scaffoldings and (2) interfaces to explore these models interactively. Simulations of biohybrid systems allow us to fast forward and experience their evolution over time based on our design decisions involving the choice, configuration and initial states of the deployed biological and robotic actors as well as their interplay with the environment. We briefly introduce the concept of swarm grammars, an agent-based extension of L-systems for retracing growth processes and structural artifacts. Next, we review an early augmented reality prototype for designing and projecting biohybrid system simulations into real space. In addition to models that retrace plant behaviors, we specify swarm grammar agents to braid structures in a self-organizing manner. Based on this model, both robotic and plant-driven braiding processes can be experienced and explored in virtual worlds. We present an according user interface for use in virtual reality. As we present interactive models concerning rather diverse description levels, we only ensured their principal capacity for interaction but did not consider efficiency analyzes beyond prototypic operation. We conclude this article with an outlook on future works on melding reality and virtuality to drive the design and deployment of biohybrid systems.
Inter-coder reliability of categorising force-dynamic events in human-technology interaction (2013)
Hurtienne, Jörn
Two studies are reported that investigate how readily accessible and applicable ten force-dynamic categories are to novices in describing short episodes of human-technology interaction (Study 1) and that establish a measure of inter-coder reliability when re-classifying these episodes into force-dynamic categories (Study 2). The results of the first study show that people can easily and confidently relate their experiences with technology to the definitions of force-dynamic events (e.g. “The driver released the handbrake” as an example of restraint removal). The results of the second study show moderate agreement between four expert coders across all ten force-dynamic categories (Cohen’s kappa = .59) when re-classifying these episodes. Agreement values for single force-dynamic categories ranged between ‘fair’ and ‘almost perfect’, i.e. between kappa = .30 and .95. Agreement with the originally intended classifications of study 1 was higher than the pure inter-coder reliabilities. Single coders achieved an average kappa of .71, indicating substantial agreement. Using more than one coder increased kappas to almost perfect: up to .87 for four coders. A qualitative analysis of the predicted versus the observed number of category confusions revealed that about half of the category disagreement could be predicted from strong overlaps in the definitions of force-dynamic categories. From the quantitative and qualitative results, guidelines are derived to aid the better training of coders in order to increase inter-coder reliability.
Innovative And Age-Inclusive Interaction Design with Image-Schematic Metaphors (2019)
Tscharn, Robert
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.
Improving stress and positive mental health at work via an app-based intervention: a large-scale multi-center randomized control trial (2019)
Weber, Silvana ; Lorenz, Christopher ; Hemmings, Nicola
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.
I feel, therefore I learn – Effectiveness of affect induction interventions and possible covariates on learning outcomes (2016)
Münchow, Hannes
Affective states in the context of learning and achievement can influence the learning process essentially. The impact of affective states can be both directly on the learning performance and indirectly mediated via, for example, motivational processes. Positive activating affect is often associated with increased memory skills as well as advantages in creative problem solving. Negative activating affect on the other hand is regarded to impair learning outcomes because of promoting task-irrelevant thinking. While these relationships were found to be relatively stable in correlation studies, causal relationships have been examined rarely so far. This dissertation aims to investigate the effects of positive and negative affective states in multimedia learning settings and to identify potential moderating factors. Therefore, three experimental empirical studies on university students were conducted. In Experiment 1, N = 57 university students were randomly allocated to either a positive or negative affect induction group. Affects were elicited using short film clips. After a 20-minute learning phase in a hypertext-based multimedia learning environment on “functional neuroanatomy” the learners’ knowledge as well as transfer performance were measured. It was assumed that inducing positive activating affect should enhance learning performance. Eliciting negative activating affect on the other hand should impair learning performance. However, it was found that the induction of negative activating affect prior to the learning phase resulted in slight deteriorations in knowledge. Contrary to the assumptions, inducing positive activating affect before the learning phase did not improve learning performance. Experiment 2 induced positive activating affect directly during learning. To induce affective states during the entire duration of the learning phase, Experiment 2 used an emotional design paradigm. Therefore, N = 111 university students were randomly assigned to learn either in an affect inducing multimedia learning environment (use of warm colours and round shapes) or an affectively neutral counterpart (using shades of grey and angular shapes) on the same topic as in Experiment 1. Again, knowledge as well as transfer performance were measured after learning for 20 minutes. In addition, positive and negative affective states were measured before and after learning. Complex interaction patterns between the treatment and initial affective states were found. Specifically, learners with high levels of positive affect before learning showed better transfer performance when they learned in the affect inducing learning environment. Regarding knowledge, those participants who reported high levels of negative activating affect prior to the learning period performed worse. However, the effect on knowledge did not occur for those students learning in the affect inducing learning environment. For knowledge, the treatment therefore protected against poorer performance due to high levels of negative affective states. Results of Experiment 2 showed that the induction of positive activating affect influenced learning performance positively when taking into account affective states prior to the learning phase. In order to confirm these interaction effects, a conceptual replication of the previous experiment was conducted in Experiment 3. Experiment 3 largely retained the former study design, but changed the learning materials and tests used. Analogous to Experiment 2, N = 145 university students learning for 20 minutes in either an affect inducing or an affectively neutral multimedia learning environment on “eukaryotic cell”. To strengthen the treatment, Experiment 3 also used anthropomorphic design elements to induce affective states next to warm colours and round shapes. Moreover, in order to assess the change in affective states more exactly, an additional measurement of positive and negative affective states after half of the learning time was inserted. Knowledge and transfer were assessed again to measure learning performance. The learners’ memory skills were used as an additional learning outcome. To control the influence of potential confounding variables, the participants’ general and current achievement motivation as well as interest, and emotion regulation skills were measured. Contrary to the assumptions, Experiment 3 could not confirm the interaction effects of Experiment 2. Instead, there was a significant impact of positive activating affect prior to the learning phase on transfer, irrespective of the learners’ group affiliation. This effect was further independent of the control variables that were measured. Nevertheless, the results of Experiment 3 fit into the picture of findings regarding “emotional design” in hypermedia learning settings. To date, the few publications that have used this approach propose heterogeneous results, even when using identical materials and procedures.
How stories influence the self: Antecedents, processes and consequences (2020)
Krause, Stefan
The impact of stories in their ability to shape our view on the world has long been a central topic in communication science and media psychology. While reading a book or watching a movie, we are transported into story worlds and we identify with depicted protagonists. Several studies showed that high levels of transportation lead to greater story-consistent beliefs. Similar effects were found for identification. However, much less is known how and in which direction stories could affect the self. Five experimental studies were conducted and summarized in three manuscripts. Manuscript #1 explored the moderating role of transportation that could shift one’s self-perception towards traits of a depicted story character (assimilation) or away from him/her (contrast). Manuscript #2 focused on downward social comparisons with a protagonist and possible contrast effects on participants’ self-perception in relation to others, their motives and behavior. Thereby, the mediating role of transportation and identification were investigated. Finally, upward social comparison with a protagonist and related emotions (e.g., envy) that mediate possible effects on one’s self perception and behavioral intentions were investigated in manuscript #3. This dissertation project contributes to the literature on stories and the self. Consistent with previous work, assimilation effects were found for highly transported recipients. However, stories might also elicit contrast effects on recipients’ selves and behavioral intentions that are opposite to a depicted character. Extending prior research, there were evidence that transportation and envy are important process variables explaining assimilation vs. contrast effects.
Gute Musik. Repräsentation und Wirkung prosozialer Musik (2018)
Ruth, Nicolas
Die vorliegende Rahmenschrift der kumulativen Dissertation umfasst zunächst einen einleitenden Teil, der die zentralen Begriffe „prosoziales Verhalten“ und „prosoziale Musik“ definiert. Anschließend werden der Stand der Forschung zu den Inhalten populärer Musik und zur Wirkung prosozialer Musik aufgezeigt. Im darauffolgenden Abschnitt werden die theoretischen Grundlagen für die Wirkungsstudien dieser Arbeit dargestellt und diskutiert. Das theoretische Gerüst bilden das General Learning Model sowie das Reciprocal Feedback Model of Musical Response. Aspekte dieser theoretischen Ansätze werden schließlich kombiniert, um sie in ein eigenes Musikwirkungsmodell zu überführen. Das übergeordnete Forschungsvorhaben wird in zwei zentrale Vorhaben aufgeteilt – die Analyse der Repräsentation und die Untersuchung der Wirkung prosozialer Musik – und im anschließenden Kapitel dargestellt. Im Zentrum des Dissertationsprojekts stehen die vier empirischen Arbeiten, mit denen die Forschungsvorhaben realisiert wurden. Um die Repräsentation pro-sozialen Verhaltens in populärer Musik zu untersuchen, wurde eine Inhaltsanalyse durchgeführt (erschienen bei Musicae Scientiae). Zur Überprüfung der Wirkung prosozialer Musik wurden eine experimentelle Feldstudie (erschienen bei Psychology of Music), zwei aufeinander aufbau-ende Online-Experimente (erschienen bei Musicae Scientiae) und schließlich ein mehrfaktorielles Online-Experiment (erschienen bei Psychology of Music) realisiert. Diese Studien werden in der anschließenden Synopse kurz dargestellt und zueinander in Bezug gesetzt. Den Schluss der Rahmenschrift bilden eine Zusammenfassung und Diskussion der Ergebnisse sowie ein Fazit mit Ausblick auf mögliche weitere Untersuchungen.
Evaluating the Impact of Instructional Support Using Data Mining and Process Mining: A Micro-Level Analysis of the Effectiveness of Metacognitive Prompts (2016)
Sonnenberg, Christoph ; Bannert, Maria
In computer-supported learning environments, the deployment of self-regulatory skills represents an essential prerequisite for successful learning. Metacognitive prompts are a promising type of instructional support to activate students’ strategic learning activities. However, despite positive effects in previous studies, there are still a large number of students who do not benefit from provided support. Therefore, it may be necessary to consider explicitly the conditions under which a prompt is beneficial for a student, i.e., so-called adaptive scaffolding. The current study aims to (i) classify the effectiveness of prompts on regulatory behavior, (ii) investigate the correspondence of the classification with learning outcome, and (iii) discover the conditions under which prompts induce regulatory activities (i.e., the proper temporal positioning of prompts). The think-aloud data of an experiment in which metacognitive prompts supported the experimental group (n = 35) was used to distinguish between effective and non-effective prompts. Students’ activities preceding the prompt presentation were analyzed using data mining and process mining techniques. The results indicate that approximately half of the presented prompts induced metacognitive learning activities as expected. Moreover, the number of induced monitoring activities correlates positively with transfer performance. Finally, the occurrence of orientation and monitoring activities, which are not well-embedded in the course of learning, increases the effectiveness of a presented prompt. In general, our findings demonstrate the benefits of investigating metacognitive support using process data, which can provide implications for the design of effective instructional support.
Errors in Prospective Memory (2019)
Schaper, Philipp
Prospective memory is the ability to implement intentions at a later point in time in response to a specified cue. Such prospective memory tasks often occur in daily living and workplace situations. However, in contrast to retrospective memory there has been relatively little research on prospective memory. The studies by Harris (1984) and Einstein and MacDaniel (1990) served as a starting point for a now steadily growing area of research. Based on this emerging field of study this dissertation presents and connects and five journal articles, which further explore prospective memory by focusing on its potential errors. The first article addresses the question if additional cognitive resources are needed after a prospective memory cue occurs to keep the intention active until it is implemented. The theory by Einstein, McDaniel, Williford, Pagan and Dismukes (2003), which suggested this active maintenance, could not be replicated. The second article demonstrated that interruptions between cue and the window of opportunity to implement the intention reduce prospective memory performance, especially if the interruption is tied with a change of context. Article three to five were focused on the erroneous implementation of a no longer active prospective memory task, so called commission errors. The suggested mechanism for their occurrence, the dual-mechanism account (Bugg, Scullin, & Rauvola, 2016), was not suited to explain the present results. A modification for the dual-mechanism account was formulated, which can account for prior work, as well as for the present data. The results of all five articles also indicate that the moment of cue retrieval is even more relevant for prospective memory and its errors than previously accounted for.
Disfluency as a Desirable Difficulty — The Effects of Letter Deletion on Monitoring and Performance (2018)
Pieger, Elisabeth ; Mengelkamp, Christoph ; Bannert, Maria
Desirable difficulties initiate learning processes that foster performance. Such a desirable difficulty is generation, e.g., filling in deleted letters in a deleted letter text. Likewise, letter deletion is a manipulation of processing fluency: A deleted letter text is more difficult to process than an intact text. Disfluency theory also supposes that disfluency initiates analytic processes and thus, improves performance. However, performance is often not affected but, rather, monitoring is affected. The aim of this study is to propose a specification of the effects of disfluency as a desirable difficulty: We suppose that mentally filling in deleted letters activates analytic monitoring but not necessarily analytic cognitive processing and improved performance. Moreover, once activated, analytic monitoring should remain for succeeding fluent text. To test our assumptions, half of the students (n = 32) first learned with a disfluent (deleted letter) text and then with a fluent (intact) text. Results show no differences in monitoring between the disfluent and the fluent text. This supports our assumption that disfluency activates analytic monitoring that remains for succeeding fluent text. When the other half of the students (n = 33) first learned with a fluent and then with a disfluent text, differences in monitoring between the disfluent and the fluent text were found. Performance was significantly affected by fluency but in favor of the fluent texts, and hence, disfluency did not activate analytic cognitive processing. Thus, difficulties can foster analytic monitoring that remains for succeeding fluent text, but they do not necessarily improve performance. Further research is required to investigate how analytic monitoring can lead to improved cognitive processing and performance.
Discovering the Effects of Metacognitive Prompts on the Sequential Structure of SRL-Processes Using Process Mining Techniques (2015)
Sonnenberg, Christoph ; Bannert, Maria
According to research examining self‐regulated learning (SRL), we regard individual regulation as a specific sequence of regulatory activities. Ideally, students perform various learning activities, such as analyzing, monitoring, and evaluating cognitive and motivational aspects during learning. Metacognitive prompts can foster SRL by inducing regulatory activities, which, in turn, improve the learning outcome. However, the specific effects of metacognitive support on the dynamic characteristics of SRL are not understood. Therefore, the aim of our study was to analyze the effects of metacognitive prompts on learning processes and outcomes during a computer‐based learning task. Participants of the experimental group (EG, n=35) were supported by metacognitive prompts, whereas participants of the control group (CG, n=35) received no support. Data regarding learning processes were obtained by concurrent think‐aloud protocols. The EG exhibited significantly more metacognitive learning events than did the CG. Furthermore, these regulatory activities correspond positively with learning outcomes. Process mining techniques were used to analyze sequential patterns. Our findings indicate differences in the process models of the EG and CG and demonstrate the added value of taking the order of learning activities into account by discovering regulatory patterns.
Costly signaling with mobile devices: An evolutionary psychological perspective on smartphones (2016)
Hennighausen, Anna Christine
In the last decade, mobile device ownership has largely increased. In particular, smartphone ownership is constantly rising (A. Smith, 2015; Statista, 2016a), and there is a real hype for luxury brand smartphones (Griffin, 2015). These observations raise the question of which functions smartphones serve in addition to their original purposes of making and receiving calls, searching for information, and organizing. Beyond these obvious functions, studies suggest that smartphones express fashion, lifestyle, and one’s economic status (e.g., Bødker et al., 2009; Statista, 2016b; Vanden Abeele, Antheunis, & Schouten, 2014). Specifically, individuals seem to purchase and use conspicuous luxury brand smartphones to display and enhance status (D. Kim et al., 2014; Müller-Lietzkow et al., 2014; Suki, 2013). But how does owning a conspicuous, high-status smartphone contribute to status, and which benefits may these status boosts provide to their owners? From an evolutionary perspective, status carries a lot of advantages, particularly for males; high status grants them priority access to resources and correlates with their mating success (van Vugt & Tybur, 2016). In this sense, research suggests that men conspicuously display their cell phones to attract mates and to distinguish themselves from rivals (Lycett & Dunbar, 2000). In a similar vein, evolutionarily informed studies on conspicuous consumption indicate that the purchase and display of conspicuous luxuries (including mobile phones and smartphones) relate to a man’s interest in uncommitted sexual relationships and enhance his desirability as a short-term mate (Hennighausen & Schwab, 2014; Saad, 2013; Sundie et al., 2011). Drawing on these findings, this doctoral dissertation investigated how a man is perceived given that he is an owner of a high-status (vs. nonconspicuous, low-status) smartphone as a romantic partner and male rival. This was done in three experiments. In addition, it was examined how male conspicuous consumption of smartphones interacted with further traits that signal a man’s mate quality, namely facial attractiveness (Studies 1 and 2) and social dominance (Study 3). Study 1 revealed that men and women perceived a male owner of a conspicuous smartphone as a less desirable long-term mate and as more inclined toward short-term mating. Study 2 replicated these results and showed that men and women assigned traits that are associated with short-term mating (e.g., low loyalty, interest in flirts, availability of tangible resources) to a male owner of a conspicuous smartphone and perceived him as a stronger male rival and mate poacher, and less as a friend. The results of Study 2 further suggested that specifically more attractive men might benefit from owning a conspicuous smartphone in a short-term mating context and might be hence considered as stronger male rivals. Study 3 partially replicated the findings of Studies 1 and 2 pertaining to the effects of owning a conspicuous smartphone. Study 3 did not show different effects of conspicuous consumption of smartphones on perceptions of a man dependent on the level of his social dominance. To conclude, the findings of this doctoral dissertation suggest that owning a conspicuous, high-status smartphone might not only serve proximate functions (e.g., making and receiving calls, organization) but also ultimate functions, which relate to mating and reproduction. The results indicate that owning a conspicuous smartphone might yield benefits for men in a short-term rather than in a long-term mating context. Furthermore, more attractive men appear to benefit more from owning a conspicuous smartphone than less attractive men. These findings provide further insights into the motivations that underlie men’s purchases and displays of conspicuous, high-status smartphones from luxury brands that reach beyond the proximate causes frequently described in media and consumer psychological research. By applying an evolutionary perspective, this doctoral dissertation demonstrates the power and utility of this research paradigm for media psychological research and shows how combining a proximate and ultimate perspective adds to a more profound understanding of smartphone phenomena.
Color, Metaphor and Culture - Empirical Foundations for User Interface Design (2017)
Löffler, Diana
Using color in user interface design is both art and science. Often, designers focus on aesthetic properties of color, but neglect that it also carries meaning and entails profound psychological consequences. Color psychology, filling this gap, is in its infancy, and lacks a theoretical approach that predicts and explains color-meaning associations shared by a large group of people in a large variety of contexts. To amend this situation, this work develops Conceptual Metaphor Theory of Color (CMToC), which predicts and explains cross-cultural and experience-based semantic color associations. The theory is based on the idea from cognitive linguistics that the study of metaphorical language provides valuable insights into our mental models involving color. A discussion of three types of metaphors that cover associations with physical and abstract concepts in light of existing empirical evidence provides the basis for deriving empirical research questions. The first research question addresses the use of color for conveying physical information like weight in user interfaces. The results of four online surveys involving a total of 295 German and Japanese participants show the relative impact of hue, saturation and brightness for associations with 16 physical properties. Two thirds of these color associations were correctly predicted by CMToC. Participants frequently matched physical properties to colors based on sensorimotor correspondences and participants of both cultures did not considerably vary in their performance. The second research question addresses the use of color for conveying abstract information like importance in user interfaces. In one experimental study, a total of 75 German and Japanese participants validated color-to-abstract mappings in form of color population stereotypes like important is dark. The majority of these color associations (86%) were correctly predicted by CMToC. Again, participants of both cultures did not considerably vary in their performance. The third research question addresses whether predicted color associations with physical and abstract information are processed automatically as a precondition for intuitive use. The results of three studies involving a total of 85 German and Japanese participants show on the example of temperature that color automatically influences the identification speed of related physical properties, but not vice versa. Color and abstract information were not automatically associated. As a result of these studies it can be concluded that predictions of CMToC are cross-culturally valid for user interface design. Derived implicit associations with physical properties and explicit associations with abstract concepts can inform design decisions in both hard- and software user interface design.
Better Learning with Gaming: Knowledge Encoding and Knowledge Learning Using Gamification (2021)
Oberdörfer, Sebastian
Computer games are highly immersive, engaging, and motivating learning environments. By providing a tutorial at the start of a new game, players learn the basics of the game's underlying principles as well as practice how to successfully play the game. During the actual gameplay, players repetitively apply this knowledge, thus improving it due to repetition. Computer games also challenge players with a constant stream of new challenges which increase in difficulty over time. As a result, computer games even require players to transfer their knowledge to master these new challenges. A computer game consists of several game mechanics. Game mechanics are the rules of a computer game and encode the game's underlying principles. They create the virtual environments, generate a game's challenges and allow players to interact with the game. Game mechanics also can encode real world knowledge. This knowledge may be acquired by players via gameplay. However, the actual process of knowledge encoding and knowledge learning using game mechanics has not been thoroughly defined, yet. This thesis therefore proposes a theoretical model to define the knowledge learning using game mechanics: the Gamified Knowledge Encoding. The model is applied to design a serious game for affine transformations, i.e., GEtiT, and to predict the learning outcome of playing a computer game that encodes orbital mechanics in its game mechanics, i.e., Kerbal Space Program. To assess the effects of different visualization technologies on the overall learning outcome, GEtiT visualizes the gameplay in desktop-3D and immersive virtual reality. The model's applicability for effective game design as well as GEtiT's overall design are evaluated in a usability study. The learning outcome of playing GEtiT and Kerbal Space Program is assessed in four additional user studies. The studies' results validate the use of the Gamified Knowledge Encoding for the purpose of developing effective serious games and to predict the learning outcome of existing serious games. GEtiT and Kerbal Space Program yield a similar training effect but a higher motivation to tackle the assignments in comparison to a traditional learning method. In conclusion, this thesis expands the understanding of using game mechanics for an effective learning of knowledge. The presented results are of high importance for researches, educators, and developers as they also provide guidelines for the development of effective serious games.
Analyzing Technology-Enhanced Learning Processes: What Can Process Mining Techniques Contribute to the Evaluation of Instructional Support? (2017)
Sonnenberg, Christoph
The current dissertation addresses the analysis of technology-enhanced learning processes by using Process Mining techniques. For this purpose, students’ coded think-aloud data served as the measurement of the learning process, in order to assess the potential of this analysis method for evaluating the impact of instructional support. The increasing use of digital media in higher education and further educational sectors enables new potentials. However, it also poses new challenges to students, especially regarding the self-regulation of their learning process. To help students with optimally making progress towards their learning goals, instructional support is provided during learning. Besides the use of questionnaires and tests for the assessment of learning, researchers make use increasingly of process data to evaluate the effects of provided support. The analysis of observed behavioral traces while learning (e.g., log files, eye movements, verbal reports) allows detailed insights into the student’s activities as well as the impact of interventions on the learning process. However, new analytical challenges emerge, especially when going beyond the analysis of pure frequencies of observed events. For example, the question how to deal with temporal dynamics and sequences of learning activities arises. Against this background, the current dissertation concentrates on the application of Process Mining techniques for the detailed analysis of learning processes. In particular, the focus is on the additional value of this approach in comparison to a frequency-based analysis, and therefore on the potential of Process Mining for the evaluation of instructional support. An extensive laboratory study with 70 university students, which was conducted to investigate the impact of a support measure, served as the basis for pursuing the research agenda of this dissertation. Metacognitive prompts supported students in the experimental group (n = 35) during a 40-minute hypermedia learning session; whereas the control group (n = 35) received no support. Approximately three weeks later, all students participated in another learning session; however, this time all students learned without any help. The participants were instructed to verbalize their learning activities concurrently while learning. In the three analyses of this dissertation, the coded think aloud data were examined in detail by using frequency-based methods as well as Process Mining techniques. The first analysis addressed the comparison of the learning activities between the experimental and control groups during the first learning session. This study concentrated on the research questions whether metacognitive prompting increases the number of metacognitive learning activities, whether a higher number of these learning activities corresponds with learning outcome (mediation), and which differences regarding the sequential structure of learning activities can be revealed. The second analysis investigated the impact of the individual prompts as well as the conditions of their effectiveness on the micro level. In addition to Process Mining, we used a data mining approach to compare the findings of both analysis methods. More specifically, we classified the prompts by their effectiveness, and we examined the learning activities preceding and following the presentation of instructional support. Finally, the third analysis considered the long-term effects of metacognitive prompting on the learning process during another learning session without support. It was the key objective of this study to examine which fostered learning activities and process patterns remained stable during the second learning session. Overall, all three analyses indicated the additional value of Process Mining in comparison to a frequency-based analysis. Especially when conceptualizing the learning process as a dynamic sequence of multiple activities, Process Mining allows identifying regulatory loops and crucial routing points of the process. These findings might contribute to optimizing intervention strategies. However, before drawing conclusions for the design of instructional support based on the revealed process patterns, additional analyses need to investigate the generalizability of results. Moreover, the application of Process Mining remains challenging because guidelines for analytical decisions and parameter settings in technology-enhanced learning context are currently missing. Therefore, future studies need to examine further the potential of Process Mining as well as related analysis methods to provide researchers with concrete recommendations for use. Nevertheless, the application of Process Mining techniques can already contribute to advance the understanding of the impact of instructional support through the use of fine-grained process data.
Advertising in social network sites – Investigating the social influence of user-generated content on online advertising effects (2015)
Knoll, Johannes ; Schramm, Holger
In today’s social online world there is a variety of interaction and participatory possibilities which enable web users to actively produce content themselves. This user-generated content is omnipresent in the web and there is growing evidence that it is used to select or evaluate professionally created online information. The present study investigated how this surrounding content affects online advertising by drawing from social influence theory. Specifically, it was assumed that web users sharing an interpersonal relationship (interpersonal influence) and/or a group membership (collective influence) with authors of user-generated content which appears next to advertising on the web page are more strongly influenced in their response to the advertising than unrelated users. These assumptions were tested in a 2 × 2 between-subject experiment with 118 students who were exposed to four different Facebook profiles that differed in terms of interpersonal connection to the source (existent/non-existent) and collective connection to the source (existent/non-existent). The results show a significant impact in the case of collective influence, but not in the case of interpersonal influence. The underlying mechanisms of this effect and implications of the results for online advertising are discussed.
A mixed-methods approach using self-report, observational time series data, and content analysis for process analysis of a media reception phenomenon (2019)
Brill, Michael ; Schwab, Frank
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.
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