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Confounding in Educational Research: An Overview of Research Approaches Investigating Virtual and Augmented Reality 教育研究中的混淆:虚拟现实与增强现实研究方法综述
Pub Date : 2023-11-10 DOI: 10.24989/dp.v4i1s.2227
Miriam Mulders
Media comparison studies are often confounded because relevant factors of the learning scenario are not considered. Media comparison studies would be more meaningful if the conditions during investigations were standardized, and additional moderator and mediator variables were incorporated into the experimental design. Other research approaches, e.g., value added studies, may offer insights relevant to educational practice.
& # x0D;由于没有考虑到学习情景的相关因素,媒介比较研究往往会混淆。 如果调查期间的条件标准化,并在实验设计中加入额外的调节变量和中介变量,介质比较研究将更有意义。 其他研究方法,如增值研究,可能会提供与教育实践相关的见解。
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 Media comparison studies are often confounded because relevant factors of the learning scenario are not considered.
 Media comparison studies would be more meaningful if the conditions during investigations were standardized, and additional moderator and mediator variables were incorporated into the experimental design.
 Other research approaches, e.g., value added studies, may offer insights relevant to educational practice.
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引用次数: 0
Redefining Immersive Technology Research: Beyond Media Comparisons to Holistic Learning Approaches 重新定义沉浸式技术研究:超越媒体比较到整体学习方法
Pub Date : 2023-11-10 DOI: 10.24989/dp.v4i1s.2272
Noah Glaser, Stephanie Moore
Highlights: Highlight 1: Media comparison studies on AR and VR raise questions about research relevance and methodology, tracing back to historical and philosophical debates. Highlight 2: The rise of immersive technologies like AR and VR complicates the evaluation of their educational efficacy, challenging traditional media comparison paradigms. Highlight 3: A shift from technocentric research to understanding AR and VR's unique learning affordances is essential, emphasizing collaboration for transformative educational experiences.
亮点:& # x0D;& # x0D;亮点1:& # x0D;关于AR和VR的媒体比较研究提出了关于研究相关性和方法的问题,可以追溯到历史和哲学辩论。 & # x0D;亮点2:& # x0D;AR和VR等沉浸式技术的兴起使对其教育效果的评估变得复杂,挑战了传统的媒体比较范式。 & # x0D;亮点3:& # x0D;从以技术为中心的研究转向理解AR和VR独特的学习能力是必不可少的,强调合作以实现变革性的教育体验。
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 Highlight 1:
 Media comparison studies on AR and VR raise questions about research relevance and methodology, tracing back to historical and philosophical debates.
 
 Highlight 2:
 The rise of immersive technologies like AR and VR complicates the evaluation of their educational efficacy, challenging traditional media comparison paradigms.
 
 Highlight 3:
 A shift from technocentric research to understanding AR and VR's unique learning affordances is essential, emphasizing collaboration for transformative educational experiences.","PeriodicalId":119095,"journal":{"name":"Digital Psychology","volume":"112 45","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-11-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135137962","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Beyond Media Comparison: Investigating When and How Learning with Augmented and Virtual Reality Works 超越媒体比较:研究增强现实和虚拟现实学习的时间和方式
Pub Date : 2023-11-10 DOI: 10.24989/dp.v4i1s.2419
Josef Buchner
Buchner, J. (2023). Beyond Media Comparison: Investigating When and How Learning with Augmented and Virtual Reality Works. Digital Psychology, 4(1S), 1–3. https://doi.org/10.24989/dp.v4i1S.2419
Buchner, J.(2023)。超越媒体比较:研究增强现实和虚拟现实学习的时间和方式。数字心理学,4(1),1-3。https://doi.org/10.24989/dp.v4i1S.2419
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引用次数: 0
Edited Pictures in Social Network and Borderline Personality Organization: Focusing on Shame, Guilt, Social Comparison, and Body Image 社交网络中的编辑图片与边缘型人格组织:关注羞耻、内疚、社会比较和身体形象
Pub Date : 2023-07-13 DOI: 10.24989/dp.v4i1.2171
Gea Elena Spada, Roberta Bortolla, Greta Pittelli, C. Maffei
The habit to share edited pictures through social networks have been reported in young people and associated to psychological vulnerabilities. The research addresses the effects of the exposure to edited pictures on guilt, shame, social comparison tendencies, body image dissatisfaction. Moreover, the study assesses the mediating role of borderline organization on perceived identification and attractiveness in edited and original personal pictures. We asked seventy young women to rate perceived identification and attractiveness in their original and edited pictures. Subjects report higher identification in the original picture compared to the edited ones; attractiveness does not change between original and edited pictures, but high identification in edited ones negatively affects the score of attractiveness in original versions. They report negative associations between the level of identification and attractiveness in the original picture and dysphoria, guilt and body image. Identification and attractiveness in personal pictures are influenced by psychological vulnerabilities. Eventually, borderline organization features mediate the association between guilt and body image satisfaction with identification and attractiveness respectively. Furthermore, psychopathological features might affect individual self-perception and behavior in social network.
据报道,年轻人有在社交网络上分享编辑过的照片的习惯,这与心理脆弱性有关。该研究探讨了接触编辑过的照片对内疚感、羞耻感、社会比较倾向和身体形象不满的影响。此外,研究还评估了在编辑和原始个人照片中,边缘组织对感知识别和吸引力的中介作用。我们让70名年轻女性对她们的原始照片和编辑过的照片进行辨识度和吸引力评分。与编辑后的图片相比,受试者对原始图片的识别度更高;原图和编辑图的吸引力没有变化,但编辑图的高辨识度对原图的吸引力得分有负向影响。他们报告说,原始照片中的身份认同水平和吸引力与焦虑、内疚和身体形象之间存在负相关。个人照片中的识别和吸引力受到心理脆弱性的影响。最终,边缘组织特征分别介导内疚感和身体形象满意度与认同和吸引力之间的关联。此外,心理病理特征也可能影响个体在社会网络中的自我知觉和行为。
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引用次数: 0
ChatGPT, who?
Pub Date : 2023-07-13 DOI: 10.24989/dp.v4i1.2268
O. Kothgassner, A. Felnhofer
Artificial intelligence (AI) is a rapidly growing and highly interdisciplinary field that touches all areas of science. However, the impact of generative AI in the scientific publication process is currently still uncertain, although some problem areas and dilemmas are already emerging. Currently, it is ChatGPT (Generative Pre-trained Transformer) from OpenAI, that produces very naturalistic texts, seemingly written by humans, on specific prompts or context. ChatGPT has been trained on a large dataset of texts from the Internet to understand and (re)produce a wide range of topics and language styles. While AI can be helpful in the academic process to transform large amounts of data into useful and actionable information, which would not be possible for a human researcher. Specifically, ChatGPT can facilitate the text production of scientific papers, assist the editing processes within scientific journals, but it also runs the risk of leading to poorer quality scientific papers, as the linguistic design and also the revision process itself can highlight errors that have crept in, as well as stimulate new ideas and be part of the engagement with a subject matter. In addition, AI only knows the content it has been trained with and it has a lack of ability to generalize from one task to another. All of these are among the topics that will continue to occupy us in this journal in the future. Digital Psychology does not intend to ban AI-generated texts completely but would like to ask authors to mark passages or graphics of their scientific work that were created with the help of AI and to reference the respective program. It is not desired to cite AI as the author, but it is desired to cite AI as the software used. We would like to point out that AI is also just a tool to produce content and therefore the authors have a corresponding obligation to check and critically use the products of AI. In this issue we also discussed different opinions about AI. We are also expanding our Editorial Board and would like to welcome Michael Zeiler (Medical University of Vienna) as Associate Editor. Furthermore, we would like to point out the possibility for proposals of Special Issues. We have also included three articles on different areas of Digital Psychology in the current issue and wish everyone an interesting read.
人工智能(AI)是一个快速发展和高度跨学科的领域,涉及所有科学领域。然而,尽管一些问题领域和困境已经出现,但生成式人工智能在科学出版过程中的影响目前仍不确定。目前,OpenAI的ChatGPT(生成预训练转换器)可以根据特定的提示或上下文生成非常自然的文本,似乎是由人类编写的。ChatGPT已经在来自互联网的大量文本数据集上进行了训练,以理解和(重新)产生广泛的主题和语言风格。虽然人工智能可以在学术过程中帮助将大量数据转化为有用和可操作的信息,但这对于人类研究人员来说是不可能的。具体来说,ChatGPT可以促进科学论文的文本制作,协助科学期刊的编辑过程,但它也有导致质量较差的科学论文的风险,因为语言设计和修改过程本身可以突出已经出现的错误,以及激发新的想法,并成为参与主题的一部分。此外,AI只知道训练过的内容,它缺乏从一个任务推广到另一个任务的能力。所有这些都是本杂志未来将继续占据我们的话题。数字心理学并不打算完全禁止人工智能生成的文本,但希望要求作者标记在人工智能帮助下创建的科学作品的段落或图形,并参考相应的程序。不希望引用AI作为作者,但希望引用AI作为使用的软件。我们想指出的是,人工智能也只是一个生产内容的工具,因此作者有相应的义务来检查和批判性地使用人工智能的产品。在本期中,我们也讨论了关于AI的不同观点。我们也在扩大我们的编辑委员会,并欢迎Michael Zeiler(维也纳医科大学)担任副主编。此外,我们想指出提出特别问题的可能性。在本期杂志中,我们还收录了三篇关于数字心理学不同领域的文章,希望大家都能读得有趣。
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引用次数: 2
Expert Views On Artificial Intelligence 专家对人工智能的看法
Pub Date : 2023-07-13 DOI: 10.24989/dp.v4i1.2269
O. Kothgassner
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引用次数: 0
Post-Traumatic Stress after Corona Virus Disease 19 (COVID-19): The Role of Gender and Distressing Social Media Exposure as Risk Factors 冠状病毒病(COVID-19)后的创伤后应激:性别和痛苦的社交媒体暴露作为风险因素的作用
Pub Date : 2023-07-13 DOI: 10.24989/dp.v4i1.2183
Adelais Reichmann, Ines Bauda, Bettina Pfeffer, A. Goreis, Mercedes M Bock, P. Plener, O. Kothgassner
Direct (e.g. being in contact with the virus) and indirect traumatic experiences (e.g. Distressing Social Media Exposure: DSME) of the COVID-19 pandemic led to a variety of psychological and psychosocial consequences. They represent COVID-19-related Posttraumatic Stress Symptoms (PTSS) risk factors, whereby their interactions and their relations to gender have not yet been explored. 1368 participants filled in an online survey between the January and March 2021. Risk Ratios and 95% CIs were calculated to estimate the magnitude of the risk related to a reported COVID-19 infection, reported COVID-19 symptom severity, gender and DSME on COVID-19-related PTSS. A 2x2x2 ANOVA was used to determine the main and interaction effects of a COVID-19 infection, gender and DSME on COVID-19 PTSS. 174 (13%) participants reported COVID-19-related PTSS, which was more prominent in female (n=127; 15%), than in male participants (n=49; 9%). Individuals, who reported to have or have had a COVID-19 infection showed a significantly higher risk (RR=2.50, LCI=1.87, UCI=3.32) for COVID-19-related PTSS, especially when severe COVID-19 symptoms were reported (RR=4.01, LCI=2.66, UCI=6.03). Whereas non-infected females were at higher risk than males (p≤.001, LCI=16.96,UCI=23.81), a non-significant mean difference of 6.54 (p=.159, LCI=-14.62,UCI=1.54) between males and females was found when COVID-19 infections were reported. DSME increased the Risk Ratios by 2.81 (LCI=2.08, UCI=3.79) and was more prominent in males. The results from this study indicate that severe COVID-19 symptoms, DSME and female gender are risk factors for COVID-19 related PTSS. This underlines the need for effective public health measures for prevention.  
COVID-19大流行的直接(例如与病毒接触)和间接创伤经历(例如令人痛苦的社交媒体曝光:DSME)导致了各种心理和社会心理后果。它们代表了与covid -19相关的创伤后应激症状(PTSS)风险因素,因此它们的相互作用及其与性别的关系尚未得到探讨。在2021年1月至3月期间,1368名参与者填写了一项在线调查。计算风险比和95% ci,以估计与报告的COVID-19感染、报告的COVID-19症状严重程度、性别和COVID-19相关PTSS的DSME相关的风险程度。采用2x2x2方差分析确定COVID-19感染、性别和DSME对COVID-19 PTSS的主要影响和交互影响。174名(13%)参与者报告了与covid -19相关的ptsd,其中女性更为突出(n=127;15%),比男性参与者(n=49;9%)。报告感染或曾经感染COVID-19的个体患COVID-19相关PTSS的风险显著增加(RR=2.50, LCI=1.87, UCI=3.32),特别是当报告了严重的COVID-19症状时(RR=4.01, LCI=2.66, UCI=6.03)。而未感染的女性风险高于男性(p≤。0.001, LCI=16.96,UCI=23.81),平均差异为6.54 (p=。(159), LCI=-14.62,UCI=1.54)。DSME使风险比增加2.81 (LCI=2.08, UCI=3.79),且在男性中更为突出。本研究结果表明,严重的COVID-19症状、DSME和女性性别是COVID-19相关ptsd的危险因素。这突出表明需要采取有效的公共卫生预防措施。
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引用次数: 0
Overcoming Pain with Virtual Reality: Exploring the Potential of VR as a Tool for Pediatric Pain Management 用虚拟现实克服疼痛:探索虚拟现实作为儿科疼痛管理工具的潜力
Pub Date : 2023-07-13 DOI: 10.24989/dp.v4i1.2224
A. Felnhofer, Lisa Weiss
HighlightsVirtual Reality interventions are a relatively new approach in pain management for children and adolescents,however, research in this field is growing.Two not mutually exclusive theories emerged on how VR can decrease acute and chronic pain:(1) via distraction – VR has been repeatedly tested as a distraction tool in experiments as well as in clinical contexts,especially for acute pain. There are strong indications in literature pointing towards a pain-relieving effect ofVR, however the evidence is weak and relevant studies are not systematically comparable due to unstandardizedmethods and different age groups, as well as partially insufficient sample sizes and open questions regarding theused paradigms.(2) via embodiment – experimental studies indicate that ownership and visual modification of a virtual bodypart may decrease pain perception in this body part, however this approach has not been sufficiently tested in aclinical context yet; in particular, more evidence for children and adolescents and with regards to acute versuschronic pain is needed.
虚拟现实干预是儿童和青少年疼痛管理的一种相对较新的方法,然而,该领域的研究正在增长。关于虚拟现实如何减少急性和慢性疼痛,出现了两种并不相互排斥的理论:(1)通过分散注意力——虚拟现实已经在实验和临床环境中被反复测试为分散注意力的工具,特别是在急性疼痛方面。文献中有强烈的迹象表明虚拟现实具有缓解疼痛的作用,但证据薄弱,由于方法不标准化和不同年龄组,以及部分样本量不足和关于使用范例的开放性问题,相关研究无法进行系统比较。(2)通过具体化-实验研究表明,虚拟身体部位的所有权和视觉修改可能会减少该身体部位的疼痛感知。然而,这种方法尚未在临床环境中得到充分的测试;特别是,需要更多关于儿童和青少年以及急性和慢性疼痛的证据。
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引用次数: 0
Assessment of Learners’ Needs Regarding Learning Videos and Immersive Learning Environments 学习者对学习视频和沉浸式学习环境的需求评估
Pub Date : 2022-11-07 DOI: 10.24989/dp.v3i2.2050
Ingrid Wahl, Stefanie Kuso, Barbara Wimmer
Background Learning videos are widely used in higher education and design principles are established. Immersive learning environments (e.g., augmented reality, virtual reality) are so far barely used for educational purposes, resulting in a lack of recommendations for their design. Therefore, when designing immersive learning environments, potential users should be involved from the beginning. Objective The objective of this paper was to explore learners’ needs and perspectives regarding learning videos and immersive learning environments, to examine their fit with established design principles, and to derive new design recommendations. Furthermore, we aimed to identify suitable application fields from learners’ perspectives. Methods In total, 14 current and former students participated in two online focus groups. They were asked about their usage habits for learning videos, their experience with immersive learning environments, and potential fields of useful implementation for immersive learning in their studies. Thematic analysis was used to identify relevant themes. Results Results confirm established principles (e.g. coherence, minimalism, pacing, guided activity); however, additional design recommendations were found (brevity, focus, merry, accessibility). Learning videos are mostly used for demanding and dry subjects, when a different approach is needed, or to catch up on lacking previous knowledge. Empathy, three-dimensional space, and tangibility were identified as suitable applications for immersive technologies. Conclusion Experience with immersive learning technologies is scarce among students, nonetheless they have ideas about how the design of immersive learning environments could contribute to their learning activities. The recommendations presented should be implemented and their effect on learning outcomes should be empirically tested.
学习视频在高等教育中被广泛应用,其设计原则已经确立。沉浸式学习环境(例如,增强现实,虚拟现实)到目前为止很少用于教育目的,导致缺乏对其设计的建议。因此,在设计沉浸式学习环境时,应该让潜在用户从一开始就参与进来。本文的目的是探索学习者对学习视频和沉浸式学习环境的需求和观点,检查它们是否符合既定的设计原则,并得出新的设计建议。此外,我们旨在从学习者的角度确定合适的应用领域。方法共有14名在校生和往届学生参加了两个在线焦点小组。他们被问及学习视频的使用习惯,沉浸式学习环境的体验,以及沉浸式学习在学习中的潜在应用领域。专题分析用于确定相关主题。结果证实了既定的原则(如连贯性、极简主义、节奏、引导活动);然而,我们发现了其他的设计建议(简洁、专注、快乐、可访问性)。学习视频主要用于要求高和枯燥的科目,当需要一种不同的方法时,或者弥补以前缺乏的知识。移情、三维空间和有形性被认为是沉浸式技术的合适应用。沉浸式学习技术的经验在学生中很少,尽管如此,他们对沉浸式学习环境的设计如何有助于他们的学习活动有自己的想法。提出的建议应予以实施,并对其对学习成果的影响进行实证检验。
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引用次数: 1
The Tower of Babel: Virtual Reality Revisited 巴别塔:虚拟现实重访
Pub Date : 2022-11-07 DOI: 10.24989/dp.v3i2.2181
A. Felnhofer, O. Kothgassner
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引用次数: 0
期刊
Digital Psychology
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