Experiments
Please choose one among following experiments on presentation/realisation of which You shall participate.
The goal is to sharpen Your awareness concerning the interaction between humans and machines.
Task 0) Here and now, I am observing a human using a digital device ...
Task 1) Here and now, I do not percieve anyone using a digital device...
Task 2) Here and now, I see a digital device being carried around by a human being...
Task 3) ...
Output: Self-observation protocol.
The objective is to estimate the impact of digital media on human society in June 2019 (AE49).
What You'll need is:
1) Few print-outs of the Media-to-Human protocol (M2H-protocol) , c.f. below
2) Systematic approach
Hello, I will do this experiment (Anna)! :)
> m2h=matrix(c(37, 35, 51, 21),nrow=2)
> m2h
[,1] [,2]
[1,] 37 51
[2,] 35 21
> fisher.test(m2h)
Fisher's Exact Test for Count Data
data: m2h
p-value = 0.02586
alternative hypothesis: true odds ratio is not equal to 1
95 percent confidence interval:
0.2061805 0.9127551
sample estimates:
odds ratio
0.4378763
Adam, Philip, Maja, Daniel, Aaron, Anna
> m2h=read.table("M2H_observations.csv",sep=",",header=TRUE)
> m2h_model=lm(OBSERVATIONS~GENDER*MEDIA*WOCHENTAG*OBSERVER,m2h)
> anova(m2h_model)
Analysis of Variance Table
Response: OBSERVATIONS
Df Sum Sq Mean Sq F value Pr(>F)
GENDER 1 0.9 0.88 0.0347 0.8523733
MEDIA 7 15653.3 2236.18 88.1365 < 2.2e-16 ***
WOCHENTAG 3 495.5 165.17 6.5099 0.0003290 ***
OBSERVER 4 1328.1 332.02 13.0862 2.123e-09 ***
GENDER:MEDIA 7 57.7 8.25 0.3250 0.9419604
GENDER:WOCHENTAG 3 15.4 5.14 0.2026 0.8945048
MEDIA:WOCHENTAG 21 1217.0 57.95 2.2841 0.0018619 **
GENDER:OBSERVER 4 20.0 5.01 0.1973 0.9395594
MEDIA:OBSERVER 28 1636.4 58.44 2.3034 0.0005379 ***
WOCHENTAG:OBSERVER 1 84.5 84.49 3.3302 0.0696387 .
GENDER:MEDIA:WOCHENTAG 21 172.8 8.23 0.3244 0.9980821
GENDER:MEDIA:OBSERVER 28 127.2 4.54 0.1790 0.9999992
GENDER:WOCHENTAG:OBSERVER 1 0.0 0.05 0.0018 0.9657824
MEDIA:WOCHENTAG:OBSERVER 7 150.1 21.44 0.8449 0.5514657
GENDER:MEDIA:WOCHENTAG:OBSERVER 7 60.1 8.58 0.3383 0.9355206
Residuals 184 4668.4 25.37
---
Signif. codes: 0 ‘***’ 0.001 ‘**’ 0.01 ‘*’ 0.05 ‘.’ 0.1 ‘ ’ 1
- Fill the header of the protocol before entering the transport.
- Systematically proceed from one end of transport to the other.
- Do not hurry, quality (truthfulness of data) is more important than quantity.
- Be discrete, smile, use Your peripheral vision.
- Be rigorous :: Do not log one subject more than once even if their state changes. Try not to exclude anyone.
- At every station, wait a while until people sit down. Record only sitting and standing people.
- Note down any unexpected event (either environmental or intrapersonal) on the other (blank) side of the paper.
- Prefer information about media usage instead of interaction/misc. information.
ABSTRACT Our smartphones enable—and encourage—constant connection to information, entertainment, and each other. They put the world at our fingertips, and rarely leave our sides. Although these devices have immense potential to improve welfare, their persistent presence may come at a cognitive cost. In this research, we test the “brain drain” hypothesis that the mere presence of one’s own smartphone may occupy limited-capacity cognitive resources, thereby leaving fewer resources available for other tasks and undercutting cognitive performance. Results from two experiments indicate that even when people are successful at maintaining sustained attention—as when avoiding the temptation to check their phones—the mere presence of these devices reduces available cognitive capacity. Moreover, these cognitive costs are highest for those highest in smartphone dependence. We conclude by discussing the practical implications of this smartphone-induced brain drain for consumer decision-making and consumer welfare.
To determine whether there is a general capacity for all working memory tasks, Turner and Engle (1989) developed a task called operation-word-spanor OSPAN. In this task, participants are asked to read and verify a simple math problem (such as "Is (4/2)-1=1 ?) and then read a word after the operation (such as SNOW). After a series of problems and words has been presented, the participants recall the words that followed each operation. The number of operation-word strings in a sequence is increased and decreased to measure the participant's operation span. Operation span measures predict verbal abilities and reading comprehension even though the subjects are solving mathematical problems. Engle and his colleagues have argued that this implies a general pool of resources that is used in every type of working memory situation.
Abstract
In two nationally representative surveys of U.S. adolescents in grades 8 through 12 (N = 506,820) and national statistics on suicide deaths for those ages 13 to 18, adolescents’ depressive symptoms, suicide-related outcomes, and suicide rates increased between 2010 and 2015, especially among females. Adolescents who spent more time on new media (including social media and electronic devices such as smartphones) were more likely to report mental health issues, and adolescents who spent more time on nonscreen activities (in-person social interaction, sports/exercise, homework, print media, and attending religious services) were less likely. Since 2010, iGen adolescents have spent more time on new media screen activities and less time on nonscreen activities, which may account for the increases in depression and suicide. In contrast, cyclical economic factors such as unemployment and the Dow Jones Index were not linked to depressive symptoms or suicide rates when matched by year.
abstract
Nomophobia is considered a modern age phobia introduced to our lives as a byproduct of the interaction between people and mobile information and communication technologies, especially smartphones. This study sought to contribute to the nomophobia research literature by identifying and describing the dimensions of nomophobia and developing a questionnaire to measure nomophobia. Consequently, this study adopted a two-phase, exploratory sequential mixed methods design. The first phase was a qualitative exploration of nomophobia through semi-structured interviews conducted with nine undergraduate students at a large Midwestern university in the U.S. As a result of the first phase, four dimensions of nomophobia were identified: not being able to communicate, losing connectedness, not being able to access information and giving up convenience. The qualitative findings from this initial exploration were then developed into a 20-item nomophobia questionnaire (NMP-Q). In the second phase, the NMP-Q was validated with a sample of 301 undergraduate students. Exploratory factor analysis revealed a four-factor structure for the NMP-Q, corresponding to the dimensions of nomophobia. The NMP-Q was shown to produce valid and reliable scores; and thus, can be used to assess the severity of nomophobia
ABSTRACT
For many individuals, excessive smartphone use interferes with everyday life. In the present study, we recruited a non-clinical sample of 296 participants for a cross-sectional survey of problematic smartphone use, social and non-social smartphone use, and psychopathology-related constructs including negative affect, fear of negative and positive evaluation, and fear of missing out (FoMO). Results demonstrated that FoMO was most strongly related to both problematic smartphone use and social smartphone use relative to negative affect and fears of negative and positive evaluation, and these relations held when controlling for age and gender. Furthermore, FoMO (cross-sectionally) mediated relations between both fear of negative and positive evaluation with both problematic and social smartphone use. Theoretical implications are considered with regard to developing problematic smartphone use.
ABSTRACT
Two studies tested the hypothesis that exposure to violent media reduces aid offered to people in pain. In Study 1, participants played a violent or nonviolent video game for 20 min. After game play, while completing a lengthy questionnaire, they heard a loud fight, in which one person was injured, outside the lab. Participants who played violent games took longer to help the injured victim, rated the fight as less serious, and were less likely to ‘‘hear’’ the fight in comparison to participants who played nonviolent games. In Study 2, violent- and nonviolentmovie attendees witnessed a young woman with an injured ankle struggle to pick up her crutches outside the theater either before or after the movie. Participants who had just watched a violent movie took longer to help than participants in the other three conditions. The findings from both studies suggest that violent media make people numb to the pain and suffering of others.
Please choose one among following experiments on presentation/realisation of which You shall participate.
Introduction
Method
Results
Discussion
ABSTRACT Our smartphones enable—and encourage—constant connection to information, entertainment, and each other. They put the world at our fingertips, and rarely leave our sides. Although these devices have immense potential to improve welfare, their persistent presence may come at a cognitive cost. In this research, we test the “brain drain” hypothesis that the mere presence of one’s own smartphone may occupy limited-capacity cognitive resources, thereby leaving fewer resources available for other tasks and undercutting cognitive performance. Results from two experiments indicate that even when people are successful at maintaining sustained attention—as when avoiding the temptation to check their phones—the mere presence of these devices reduces available cognitive capacity. Moreover, these cognitive costs are highest for those highest in smartphone dependence. We conclude by discussing the practical implications of this smartphone-induced brain drain for consumer decision-making and consumer welfare.
ABSTRACT
Two studies tested the hypothesis that exposure to violent media reduces aid offered to people in pain. In Study 1, participants played a violent or nonviolent video game for 20 min. After game play, while completing a lengthy questionnaire, they heard a loud fight, in which one person was injured, outside the lab. Participants who played violent games took longer to help the injured victim, rated the fight as less serious, and were less likely to ‘‘hear’’ the fight in comparison to participants who played nonviolent games. In Study 2, violent- and nonviolentmovie attendees witnessed a young woman with an injured ankle struggle to pick up her crutches outside the theater either before or after the movie. Participants who had just watched a violent movie took longer to help than participants in the other three conditions. The findings from both studies suggest that violent media make people numb to the pain and suffering of others.
ABSTRACT
For many individuals, excessive smartphone use interferes with everyday life. In the present study, we recruited a non-clinical sample of 296 participants for a cross-sectional survey of problematic smartphone use, social and non-social smartphone use, and psychopathology-related constructs including negative affect, fear of negative and positive evaluation, and fear of missing out (FoMO). Results demonstrated that FoMO was most strongly related to both problematic smartphone use and social smartphone use relative to negative affect and fears of negative and positive evaluation, and these relations held when controlling for age and gender. Furthermore, FoMO (cross-sectionally) mediated relations between both fear of negative and positive evaluation with both problematic and social smartphone use. Theoretical implications are considered with regard to developing problematic smartphone use.
The objective is to estimate the impact of digital media on human society in June 2019 (AE49).
What You'll need is:
1) Few print-outs of the Media-to-Human protocol (M2H-protocol) , c.f. below
2) Systematic approach
abstract
Nomophobia is considered a modern age phobia introduced to our lives as a byproduct of the interaction between people and mobile information and communication technologies, especially smartphones. This study sought to contribute to the nomophobia research literature by identifying and describing the dimensions of nomophobia and developing a questionnaire to measure nomophobia. Consequently, this study adopted a two-phase, exploratory sequential mixed methods design. The first phase was a qualitative exploration of nomophobia through semi-structured interviews conducted with nine undergraduate students at a large Midwestern university in the U.S. As a result of the first phase, four dimensions of nomophobia were identified: not being able to communicate, losing connectedness, not being able to access information and giving up convenience. The qualitative findings from this initial exploration were then developed into a 20-item nomophobia questionnaire (NMP-Q). In the second phase, the NMP-Q was validated with a sample of 301 undergraduate students. Exploratory factor analysis revealed a four-factor structure for the NMP-Q, corresponding to the dimensions of nomophobia. The NMP-Q was shown to produce valid and reliable scores; and thus, can be used to assess the severity of nomophobia
The goal is to sharpen Your awareness concerning the interaction between humans and machines.
Task 0) Here and now, I am observing a human using a digital device ...
Task 1) Here and now, I do not percieve anyone using a digital device...
Task 2) Here and now, I see a digital device being carried around by a human being...
Task 3) ...
Output: Self-observation protocol.
Abstract
In two nationally representative surveys of U.S. adolescents in grades 8 through 12 (N = 506,820) and national statistics on suicide deaths for those ages 13 to 18, adolescents’ depressive symptoms, suicide-related outcomes, and suicide rates increased between 2010 and 2015, especially among females. Adolescents who spent more time on new media (including social media and electronic devices such as smartphones) were more likely to report mental health issues, and adolescents who spent more time on nonscreen activities (in-person social interaction, sports/exercise, homework, print media, and attending religious services) were less likely. Since 2010, iGen adolescents have spent more time on new media screen activities and less time on nonscreen activities, which may account for the increases in depression and suicide. In contrast, cyclical economic factors such as unemployment and the Dow Jones Index were not linked to depressive symptoms or suicide rates when matched by year.
Please choose one among following experiments on presentation/realisation of which You shall participate.
Introduction
Method
Results
Discussion
/