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Tecnologia e comportamento humano: Um infinito de possibilidades 技术与人类行为:无限的可能性
Pub Date : 2019-03-21 DOI: 10.26580/PTHJ.ED4-2018
Miguel Melo
A tecnologia está cada vez mais presente no nosso dia a dia, tornando-se incontornável a sua utilização. Sendo que o conceito de comportamento humano se refere, de forma geral, a um conjunto de reações face às interações de um indivíduo com o meio envolvente, percebe-se desde logo a estreita ligação entre os domínios da tecnologia e do comportamento humano.
科技越来越多地出现在我们的日常生活中,它的使用变得不可避免。由于人类行为的概念一般指的是一组对个人与环境相互作用的反应,我们可以立即看到技术领域和人类行为之间的密切联系。
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引用次数: 0
Heart Rate, Electrodermic Activity and Player´s Experience with Virtual Games 心率、皮电活动和玩家对虚拟游戏的体验
Pub Date : 2018-10-15 DOI: 10.26580/PTHJ.ART12-2018
Cátia Rosa da Silva Mendes, Débora Vieira, Ana Rita Almeida Alves da Costa
The virtual reality can be defined as an immersive, interactive and tridimensional experience that occurs in real time. With this work we pretend to answer the following question: “How can the self report measures of game experience and the physiological measures of excitement be correlated?”. The sample was composed by 24 men, with age between 18 and 44. For such, we used a two questionnaires, HTC VIVE, Quiet comfort 15, the Endless Night game, Nexus 10 MKII. The results, showed that the level of heart frequency and electrodynamic activity vary with the difficulty levels of the game. It was possible to find out that there is no correlation between the satisfaction level and the physiological excitement in the different difficulty levels.
虚拟现实可以定义为实时发生的沉浸式、互动性和三维体验。通过这项工作,我们假装回答了以下问题:“游戏体验的自我报告测量和兴奋的生理测量是如何关联起来的?”样本由24名年龄在18岁到44岁之间的男性组成。为此,我们使用了两个问卷,HTC VIVE, Quiet comfort 15, Endless Night游戏,Nexus 10 MKII。结果显示,心脏频率和电动力活动水平随着游戏难度的不同而变化。在不同难度下,满意度与生理兴奋度之间不存在相关性。
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引用次数: 1
Psychology, Technology and Knowledge Dissimination 心理学、技术与知识传播
Pub Date : 2018-10-15 DOI: 10.26580/PTHJ.ED3-2018
J. Vasconcelos-Raposo
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引用次数: 0
The Impact of Virtual Reality on the Induction of Affective States 虚拟现实对情感状态诱导的影响
Pub Date : 2018-10-15 DOI: 10.26580/PTHJ.ART9-2018
C. Teixeira, A. Gonçalves, Catarina Gonçalves, Cátia Martins, Luís Diogo Marinho Matos
The main objective of this study is to understand if two different virtual environments induce different affective states in the participants. The specific objectives are to compare the different levels of game experience according to the dimensions of presence, to compare the absence and presence of virtual reality in the induction of affective states and to compare the levels of regularity in the use of video games and its impact on affective states. For this purpose, 20 participants were collected for convenience, from a Portuguese University in the north, aged between 18 and 44 years of both sexes, which were distributed 10 for each virtual environment where a group performed the experience with the game Aboots Demo and the other group performed with the game Resident Evil 7. A Socio-Demographic Questionnaire, the Affective States Profile and the IPQp were used for data collection. The main conclusions of this study showed different affective states in the different virtual reality conditions/environments, where Tension, Vigor and fatigue are the most relevant.
本研究的主要目的是了解两种不同的虚拟环境是否会引起参与者的不同情感状态。具体目标是根据存在的维度比较不同的游戏体验水平,比较虚拟现实的缺失和存在对情感状态的诱导,比较电子游戏使用的规律性水平及其对情感状态的影响。为此,为了方便起见,从北部的一所葡萄牙大学收集了20名年龄在18至44岁之间的参与者,他们被分配到每个虚拟环境中,其中一组体验游戏《aboot Demo》,另一组体验游戏《生化危机7》。采用社会人口调查问卷、情感状态问卷和IPQp进行数据收集。本研究的主要结论表明,在不同的虚拟现实条件/环境中,情感状态存在差异,其中张力、活力和疲劳是最相关的。
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引用次数: 0
Heart Rate, Electrodermic Activity and Self-Reported Experience in Shooter Games, in University Students 大学生射击游戏中的心率、皮电活动和自我报告体验
Pub Date : 2018-10-15 DOI: 10.26580/PTHJ.ART11-2018
J. Vasconcelos-Raposo, Joana Filipa Almeida Fernandes, Sara Cristina Azevedo Nobre, Sónia Alexandra Gonçalves Teixeira
The purpose of this investigation is to compare the heart rate frequency and the electrodermic activity during the gameplay of Bullet Sorrow VR Demo and VR Shooter Guns Demo, the generality of the players, reported the through self-report questionnaires the experiences they felt during their participation. Twenty male university students participated in this study [M = 22 anos, DP = 1.95]. The equipment used was the NeXus-10, the Vive, the IPQ and finally a socio-demographic quiz. The results showed that there was a null effect in the comparison between the FC of the game Bullet Sorrow VR Demo and a small negative statistical effect between the FC of the game VR Shooter Guns Demo. In conclusion, it was verified that there are no significant effects in the relationship between the psychophysiological measures and the two games.
本调查的目的是比较《Bullet Sorrow VR Demo》和《VR Shooter Guns Demo》在游戏过程中的心率频率和皮肤电活动,通过自述问卷的方式报告玩家在参与过程中的感受。本研究共选取20名男大学生[M = 22, DP = 1.95]。使用的设备是NeXus-10、Vive、IPQ,最后是一个社会人口统计测验。结果表明,《Bullet Sorrow VR Demo》的FC比较不存在零效应,《VR Shooter Guns Demo》的FC比较存在较小的负统计效应。综上所述,我们验证了心理生理指标与两种游戏之间的关系不存在显著影响。
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引用次数: 1
Internet, Physical Activity, Depression, Anxiety and Stress 互联网,体育活动,抑郁,焦虑和压力
Pub Date : 2018-10-15 DOI: 10.26580/PTHJ.ART10-2018
F. Cabral, Monica Pereira, C. Teixeira
The main objective of this study was to examine the relationship between internet use, depression, anxiety and stress, as well as with the practice of physical activity. The sample consisted of 150 college students, 25 males and 125 females, between the ages of 18 and 30. The instruments used were a sociodemographic questionnaire including questions about the frequency of Internet use (days per week and hours per day), as well as the frequency of physical activity practice. The Portuguese version of the Depression, Anxiety, and Stress-21 Scale and the Young Internet Addiction Test (IAT) were also used. Multivariate analyzes were carried out to compare the effect of gender, residence, frequency of Internet use (in days and hours) and the practice or not of PA on the dependent variables (Depression, anxiety and stress and internet dependence - IAT), Pearson’s correlation analyzes were also performed to examine possible associations between these dependent variables. We concluded that there are significant effects between sexes and Internet Addiction and significant positive correlations were found between stress, anxiety, depression and Internet Addiction.
这项研究的主要目的是研究互联网使用、抑郁、焦虑和压力之间的关系,以及与体育锻炼之间的关系。样本包括150名大学生,25名男性和125名女性,年龄在18到30岁之间。所使用的工具是一份社会人口调查问卷,包括有关互联网使用频率(每周天数和每天小时数)以及体育锻炼频率的问题。葡萄牙语版的抑郁,焦虑和压力-21量表和青少年网络成瘾测试(IAT)也被使用。进行多变量分析,比较性别、居住地、互联网使用频率(以天和小时为单位)和是否使用PA对因变量(抑郁、焦虑、压力和互联网依赖- IAT)的影响,Pearson相关分析也用于检查这些因变量之间可能存在的关联。研究发现,性别对网络成瘾有显著影响,压力、焦虑、抑郁与网络成瘾有显著正相关。
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引用次数: 3
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PSYCHTECH & HEALTH JOURNAL
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