AVATAR

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  • 文章类型: Journal Article
    电子健康(eHealth)已广泛用于慢性病管理。先前的研究集中在基于时间的提醒上,作为促进行为改变意图的线索,忽略了通过其他线索类型的自动线索-行为关联的发展。
    因此,这项研究利用化身外观作为基于视觉的提示,以帮助建立外观转换和健康行为之间的自动关联,以形成无意的习惯。
    为了更好地了解用户对应用化身外观变化以发展高血压患者的提示行为关联的态度和经验。在14天的实验中招募了15名参与者。在排除了一名退出实验的参与者之后,其他人被随机分为两组.一组由基于视觉的提示(虚拟植物)和基本行为改变技术(BCT)组成。另一组仅包括基础BCT。态度和经验结果是通过访谈收集的,定性数据采用专题分析法进行分析。
    57%的参与者被诊断患有高血压超过五年,超过50%的参与者有使用移动应用程序或可穿戴设备的经验。66%的参与者每周进行3次以上的体育锻炼。结果表明,定制的基于时间的提醒,血压监测,每日饮食摄入量是最有吸引力的特征。此外,高血压参与者对化身外观持积极态度,作为一种基于视觉的线索来发展线索-行为关联,这增强了自我管理的动机。
    这项研究提出了一种基于视觉的习惯形成线索设计,并进行了一种定性方法来探索高血压患者的感知。这些发现提供了从用户角度对高血压患者对基于视觉的线索的态度以及对化身外观与健康行为之间的联系进行自我管理的感知的见解。随后的讨论提出了从意图形成习惯的电子健康设计指南,自动提示-行为关联,和自我管理的观点。
    UNASSIGNED: Electronic health (eHealth) has been widely adopted in chronic disease management. Prior studies focused on time-based reminders as a cue to facilitate behavior change intentions, ignoring the development of automatic cue-behavior associations via other cue types.
    UNASSIGNED: Hence, this study utilized avatar appearance as a visual-based cue to help establish the automatic association between appearance transformation and health behavior to form habits without intention.
    UNASSIGNED: To better understand users\' attitudes and experiences toward applying changes in avatar appearance to develop cue-behavior associations for hypertensive patients. Fifteen participants were recruited in a 14-day experiment. After excluding one participant who dropped out of the experiment, others were randomly assigned to two groups. One group consisted of a visual-based cue (a virtual plant) and basic behavior change techniques (BCTs). The other group only included basic BCTs. Attitudes and experience outcomes were collected by interview, and qualitative data were analyzed using thematic analysis.
    UNASSIGNED: 57% of participants had been diagnosed with hypertension for more than five years, and more than 50% of participants have experience using mobile apps or wearables. 66% of participants did physical activity more than three times every week. The result shows that tailored time-based reminders, blood pressure monitoring, and daily dietary intake were the most attractive features. Additionally, hypertensive participants have positive attitudes toward avatar appearance as a visual-based cue to develop cue-behavior association, which enhances self-management motivation.
    UNASSIGNED: This study proposes a visual-based cue design for habit formation and conducts a qualitative method to explore hypertensive patients\' perceptions. The findings offer insights from user\'s perspectives into hypertensive patients\' attitudes toward visual-based cues and perception of the connection between avatar appearance and health behavior for self-management. Subsequent discussions present eHealth design guidelines of habit formation from intention, automatic cue-behavior association, and self-management perspectives.
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  • 文章类型: Journal Article
    知识普及具有相当的重要性和必要性,传统知识普及活动成本高,接受度低,影响其有效性和覆盖面。将虚拟化身应用于教育视频可能是解决该问题的有效方法。本研究调查了将虚拟化身应用于教育视频对用户体验的影响。构建了具有虚拟化身的用户体验对教育视频的影响模型,从目标人群中收集数据,并进行了实证分析。影响因素的视频质量和虚拟形象表现力维度对学习效果有显著的正向影响,度维度;影响因素中的内容质量维度对用户体验的三个维度有显著的负向影响。影响因素的视频质量和虚拟形象表现力维度对学习效果有显著的正向影响,度维度;影响因素中的内容质量维度对用户体验的三个维度有显著的负向影响。
    Popularization of knowledge is of considerable importance and necessity, and traditional knowledge popularization activities suffer from high cost and low acceptance, which affect their effectiveness and coverage. Applying virtual avatars to educational videos may be an effective way to solve the problem. This study investigates the impact of applying virtual avatars to educational videos on user experience. Constructed a model of the impact of user experience on educational videos with virtual avatars, collected data from the target population, and analyzed it empirically. The video quality and virtual avatar expressiveness dimensions of the influencing factors have a significant positive effect on the learning effect, emotional experience and user engagement dimensions of user experience; the content quality dimension of the influencing factors has a significant negative effect on the three dimensions of user experience. The video quality and virtual avatar expressiveness dimensions of the influencing factors have a significant positive effect on the learning effect, emotional experience and user engagement dimensions of user experience; the content quality dimension of the influencing factors has a significant negative effect on the three dimensions of user experience.
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  • 文章类型: Journal Article
    本研究探讨了网络游戏中女性玩家性别互换的影响因素及其对网络游戏行为的影响。基于对中国3658名女运动员的在线调查,我们发现感知的好处和坦比倾向,喜欢小说的心理沉迷,漫画,或者关于有魅力的男性之间的爱和性的系列,是女性球员雇用男性化身的最重要因素。性取向,感知匿名,和感知的耐受性也对性别交换有显著影响。与在网络游戏中使用女性化身的男性所感受到的实际利益不同,对于使用男性化身的女性玩家来说,感知到的好处是避免了性别歧视。为了获得更多的自由和更公平的待遇,他们选择男性化身是为了更好的体验。性别交换程度较高的女性玩家在游戏中表现出更强的攻击性和占主导地位的“超男性气质”行为倾向。尽管在线虚拟世界可能是女性通过性别交换体验性别平等的便利场所,这项研究的结果表明,游戏中的性别交换可能,在某种程度上,在现实世界中延续甚至强化性别刻板印象。
    This research explored the influencing factors of gender swapping among female players in online games and their impact on online gaming behavior. Based on an online survey of 3,658 female players in China, we found that perceived benefits and the Tanbi tendency, a psychological indulgence in enjoying novels, comics, or series on love and sex between attractive males, were the most important factors for female players to employ male avatars. Sexual orientation, perceived anonymity, and perceived tolerance also had a significant influence on gender swapping. Different from the practical benefits perceived by men who use female avatars in online games, the perceived benefit for female players who use male avatars was to avoid gender discrimination. In order to obtain more freedom and fairer treatment, they chose male avatars for a better experience. Female players with a higher degree of gender swapping showed a stronger aggressiveness and dominant \"hyper-masculinity\" behavior tendency in the game. Though online virtual worlds may be a convenient place for females to experience gender equality through gender swapping, the findings of this study suggest that gender swapping in games may, to some extent, perpetuate or even reinforce gender stereotypes in the real world.
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  • 文章类型: Journal Article
    The present study aimed to examine the effects of a novel avatar interviewing aid during memory interviews with children with autism spectrum disorder (ASD). Thirty children were recruited for our study (Age: M = 7.60, SD = 0.68), half with ASD (13 boys; 2 girls) and the other half being neurotypical (13 boys; 2 girls). Children participated in a target event and were subsequently interviewed a week later by either an avatar interviewer or a human. The participants were also asked six misleading questions aimed to examine their suggestibility. Bayesian analysis showed some increase in memory performance for both groups of children interviewed by the avatar interviewer, and this effect exacerbated for children with ASD. These results showed encouraging implications for future applications.
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