RESUMO
The Proteus effect is a phenomenon found in over 60 studies where people tend to conform behaviorally to their avatars' identity characteristics, especially in virtual reality. This study extends research on the Proteus effect to consider organization-representing avatars and misogynistic behavioral outcomes. Male participants (N = 141) in a lab experiment embodied a set of pretested avatars which varied in level of association with a university mascot (i.e., color and body type) in a bespoke virtual reality simulation designed to elicit misogynistic behavior. Namely, participants were directed to place a hand on virtual agents' body parts, including the buttocks (i.e., a transgressive misogynistic act). Time delay in complying with directions to touch the agents' buttocks served as an implicit measure of resistance to this misogynistic behavior. Results suggest that within moderately masculine body-size avatar users, those who embodied a university-color-associated avatar exhibited more misogynistic behaviors (i.e., faster buttocks-touching). Unexpectedly, this effect of avatar color was not apparent within the hypermasculine body-size avatars, and within the university-associated color condition, hypermasculine body-type was associated with less misogynistic behavior. These findings suggest that organization-representing avatars may induce behavioral conformity to implicit attitudes associated with the organization, such as misogyny.
Assuntos
Realidade Virtual , Humanos , Masculino , Adulto , Adulto Jovem , Esportes/psicologia , Adolescente , Masculinidade , AvatarRESUMO
BACKGROUND: Interprofessional communication is needed to enhance the early recognition and management of patients with sepsis. Preparing medical and nursing students using virtual reality simulation has been shown to be an effective learning approach for sepsis team training. However, its scalability is constrained by unequal cohort sizes between medical and nursing students. An artificial intelligence (AI) medical team member can be implemented in a virtual reality simulation to engage nursing students in sepsis team training. OBJECTIVE: This study aimed to evaluate the effectiveness of an AI-powered doctor versus a human-controlled doctor in training nursing students for sepsis care and interprofessional communication. METHODS: A randomized controlled trial study was conducted with 64 nursing students who were randomly assigned to undertake sepsis team training with an AI-powered doctor (AI-powered group) or with medical students using virtual reality simulation (human-controlled group). Participants from both groups were tested on their sepsis and communication performance through simulation-based assessments (posttest). Participants' sepsis knowledge and self-efficacy in interprofessional communication were also evaluated before and after the study interventions. RESULTS: A total of 32 nursing students from each group completed the simulation-based assessment, sepsis and communication knowledge test, and self-efficacy questionnaire. Compared with the baseline scores, both the AI-powered and human-controlled groups demonstrated significant improvements in communication knowledge (P=.001) and self-efficacy in interprofessional communication (P<.001) in posttest scores. For sepsis care knowledge, a significant improvement in sepsis care knowledge from the baseline was observed in the AI-powered group (P<.001) but not in the human-controlled group (P=.16). Although no significant differences were found in sepsis care performance between the groups (AI-powered group: mean 13.63, SD 4.23, vs human-controlled group: mean 12.75, SD 3.85, P=.39), the AI-powered group (mean 9.06, SD 1.78) had statistically significantly higher sepsis posttest knowledge scores (P=.009) than the human-controlled group (mean 7.75, SD 2.08). No significant differences were found in interprofessional communication performance between the 2 groups (AI-powered group: mean 29.34, SD 8.37, vs human-controlled group: mean 27.06, SD 5.69, P=.21). However, the human-controlled group (mean 69.6, SD 14.4) reported a significantly higher level of self-efficacy in interprofessional communication (P=.008) than the AI-powered group (mean 60.1, SD 13.3). CONCLUSIONS: Our study suggested that AI-powered doctors are not inferior to human-controlled virtual reality simulations with respect to sepsis care and interprofessional communication performance, which supports the viability of implementing AI-powered doctors to achieve scalability in sepsis team training. Our findings also suggested that future innovations should focus on the sociability of AI-powered doctors to enhance users' interprofessional communication training. Perhaps in the nearer term, future studies should examine how to best blend AI-powered training with human-controlled virtual reality simulation to optimize clinical performance in sepsis care and interprofessional communication. TRIAL REGISTRATION: ClinicalTrials.gov NCT05953441; https://clinicaltrials.gov/study/NCT05953441.
Assuntos
Sepse , Realidade Virtual , Humanos , Inteligência Artificial , Simulação por Computador , Comunicação , Sepse/terapia , Relações Interprofissionais , Equipe de Assistência ao PacienteRESUMO
Pornography use is multidimensional, yet most studies of the topic use variable-oriented methods (e.g., frequency of use) that reduce the experience to a single dimension. In this study, we sought to identify different multidimensional patterns of pornography genre preferences among a sample of women (n = 206) and examine how those patterns are differentially associated with sexual experiences and beliefs examined in previous literature. Latent Class Analysis uncovered four patterns (or classes): Heterogeneous (39%), Traditionally Feminine (27%), Female Pleasure (23%) and Rough/violent (11%). Class membership was differentially predicted by prior sexual victimization, sexual esteem, and diverse sexual experiences while controlling for frequency of use. These findings suggest that genre preference could account for much of the mixed findings of prior work that measured pornography use with unidimensional approaches.
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Vítimas de Crime , Literatura Erótica , Feminino , Humanos , Comportamento Sexual , Agressão , Análise de Classes LatentesRESUMO
BACKGROUND: Virtual reality simulations are shown to be an effective approach for interprofessional nurse-physician communication training. However, its scalability is constrained by unequal medical-nursing cohort size, rendering a great challenge for all nursing students to form an interprofessional team with medical students. With the evolution of artificial intelligence (AI), an AI medical team player can be integrated into virtual reality simulations for more nursing students to engage in interprofessional team training. OBJECTIVES: To describe the development of a novel AI-enabled virtual reality simulation (AI-enabled VRS) and to evaluate nursing students' competencies and experiences in communicating with an AI medical doctor. METHODS: A mixed-methods design using a one-group pretest-posttest design and focus group discussions were employed in the evaluation phase. Nursing students from a university were recruited to undertake the 2-hour AI-enabled VRS. Pre-test and post-tests were administered to evaluate the participants' communication knowledge and self-efficacy. Survey questionnaires were administered to examine their experiences with the virtual reality environment and the AI doctor. Five focus group discussions were conducted to gain deeper insight into their learning experiences. RESULTS: The participants demonstrated significant improvements in communication knowledge and interprofessional communication self-efficacy after the learning. They reported positively on the acceptability, feasibility and usability of the AI-enabled VRS. The subscale of "human-like" feature of the AI medical doctor was rated the lowest. Three themes surrounding participants' experiences of the virtual learning emerged: "relate to the real world", "artificial intelligence versus human intelligence" and "complement with face-to-face learning". CONCLUSIONS: This study demonstrates initial evidence on the potential of AI-enabled VRS in fostering nursing students' learning on interprofessional communication skills. The findings have also provided insights on how to improve the AI-enabled VRS, in particular, the expressiveness of the AI pedagogical agent and facilitating more dialogue trainings with learner-agent conversations.
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Treinamento por Simulação , Estudantes de Enfermagem , Realidade Virtual , Humanos , Inteligência Artificial , Relações Interprofissionais , Simulação por Computador , ComunicaçãoRESUMO
Viewing self-video during videoconferences potentially causes negative self-focused attention that contributes to virtual meeting (VM) or "Zoom" fatigue. The present research examines this proposition, focusing on facial dissatisfaction-feeling unhappy about one's own facial appearance-as a potential psychological mechanism of VM fatigue. A study of survey responses from a panel of 613 adults found that VM fatigue was 14.9 percent higher for women than for men, and 11.1 percent higher for Asian than for White participants. These gender and race/ethnicity differences were found to be mediated by facial dissatisfaction. This study replicates earlier VM fatigue research, extends the theoretical understanding of facial dissatisfaction as a psychological mechanism of VM fatigue, and suggests that practical approaches to mitigating VM fatigue could include implementing technological features that reduce self-focused attention during VMs (e.g., employing avatars).
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Emoções , Fadiga , Adulto , Imagem Corporal , Face , Feminino , Humanos , Masculino , Inquéritos e QuestionáriosRESUMO
Scholars have not reached an agreement on a theoretical foundation that underlies the psychological effects of avatar use on users. One group of scholars focuses on the perceptual nature of avatar use, proposing that perceiving the self-being represented by a virtual representation leads to the effects (i.e., Proteus effect). Another group suggests that social traits in avatars prime users causing them to behave in accordance with the social traits (i.e., priming effects). We combine these two theoretical explanations and present an alternative approach, hinging on a concept of meta-cognitive experience. The psychological mechanism of the avatar-user bond is explicated in terms of cognitive fluency, a type of meta-cognitive experience reflecting an awareness of how readily or easily information is processed. Under this explication, two concepts related to avatar-user bond, identification and embodiment, are understood as the meta-cognitive experience of cognitive fluency at the level of one's identity and physical body, respectively. Existing empirical evidence on avatar effects is revisited to explore how this new theoretical framework can be applied.
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This article examines avatar gender choice within a competitive context in which avatar gender is not equivalent across functions. In data from the game League of Legends (n = 15,392) reflecting >5 million avatar gender choices, women were found to have stronger preferences for avatar gender consistency than men. Furthermore, women tended to choose female avatars at twice the available rate offered by the game, whereas men chose male avatars at a rate approximately the same as the proportion offered. These findings support the argument that women experience more pressure than men do to perform their gender identities overtly, even in competitive games where avatar choice is mostly functional and avatar gender is fixed within specific characters. A practical implication is that by offering a wider range of female avatar and character options, game designers could likely attract greater female audiences without a significant loss of male players.
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Comportamento de Escolha , Identidade de Gênero , Jogos de Vídeo/psicologia , Adulto , Feminino , Humanos , Masculino , Fatores Sexuais , Adulto JovemRESUMO
The propagation of augmented reality (AR) and virtual reality (VR) applications that leverage smartphone technology has increased along with the ubiquity of smartphone adoption. Although AR and VR technologies have been widely utilized in the educational domain, there remains a dearth of empirical research examining the differences in educational impact across AR and VR technologies. The purpose of our exploratory study was to address this gap in the literature by comparing AR and VR technologies with regard to their impact on learning outcomes, such as retention of science information. Specifically, we use a two-condition (AR vs. VR) between-subjects' design to test college students' science-knowledge retention in response to both auditory and visual information presented on a Samsung S4 smartphone app. Our results (N = 109) suggest that VR is more immersive and engaging through the mechanism of spatial presence. However, AR seems to be a more effective medium for conveying auditory information through the pathway of spatial presence, possibly because of increased cognitive demands associated with immersive experiences. Thus, an important implication for design is that educational content should be integrated into visual modalities when the experience will be consumed in VR, but into auditory modalities when it will be consumed in AR.
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Aprendizagem , Aplicativos Móveis , Interface Usuário-Computador , Realidade Virtual , Adolescente , Feminino , Humanos , Conhecimento , Masculino , Smartphone , Adulto JovemRESUMO
The 150 top-selling video games were content analyzed to study representations of male bodies. Human males in the games were captured via screenshot and body parts measured. These measurements were then compared to anthropometric data drawn from a representative sample of 1120 North American men. Characters at high levels of photorealism were larger than the average American male, but these characters did not mirror the V-shaped ideal found in mainstream media. Characters at low levels of photorealism were also larger than the average American male, but these characters were so much larger that they appeared cartoonish. Idealized male characters were more likely to be found in games for children than in games for adults. Implications for cultivation theory are discussed.