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Corrigendum to ‘Interplay of agenda setters in the digital age: The associative issue network between news organizations and political YouTube channels’ [Computers in Human Behavior 155 (2024) 108169] 数字时代议程设置者的相互作用:新闻机构与 YouTube 政治频道之间的关联性议题网络》[《计算机在人类行为中的应用》155 (2024) 108169] 更正
IF 9 1区 心理学 Q1 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2024-08-31 DOI: 10.1016/j.chb.2024.108425
Bumsoo Kim , Han Lin , Yonghwan Kim
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引用次数: 0
“I feel AI is neither too good nor too bad”: Unveiling Chinese EFL teachers’ perceived emotions in generative AI-Mediated L2 classes "我觉得人工智能不好也不坏":揭示中国 EFL 教师在人工智能生成式 L2 课堂中的感知情绪
IF 9 1区 心理学 Q1 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2024-08-31 DOI: 10.1016/j.chb.2024.108429
Yumin Shen , Hongyu Guo

Despite the recent growth in the integration of artificial intelligence (AI) into second/foreign language (L2) education, its emotional side has been ignored, to date. In order to address this gap, the present qualitative study aimed to explore the typology of emotions that Chinese English as a foreign language (EFL) teachers had experienced in their AI-based L2 classes. Drawing on the technology acceptance model (TAM) and control value theory (CVT), a sample of 50 EFL teachers were interviewed individually. The results of thematic analysis showed that Chinese EFL teachers, in this study, had experienced a variety of positive and negative emotions due to AI technologies. The most frequently experienced positive emotions were ‘enjoyment’, ‘excitement’, ‘motivation’, and ‘satisfaction’. Conversely, the participants had most repeatedly experienced negative emotions of ‘anxiety’, ‘stress’, ‘worry’, and ‘frustration’ in their AI-based classes. The findings are discussed in light of prior research and suggestions and implications are presented to EFL teachers and educators.

尽管近年来人工智能(AI)在第二语言/外语(L2)教育中的应用日益增多,但迄今为止,其情感方面却一直被忽视。为了填补这一空白,本定性研究旨在探索中国英语作为外语(EFL)教师在基于人工智能的第二语言课堂中体验到的情感类型。本研究以技术接受模型(TAM)和控制价值理论(CVT)为基础,对 50 名英语为外语(EFL)的教师进行了个别访谈。主题分析结果表明,在本研究中,中国 EFL 教师体验到了人工智能技术带来的各种积极和消极情绪。最常体验到的积极情绪是 "享受"、"兴奋"、"激励 "和 "满意"。相反,学员们在人工智能课堂上体验最多的是 "焦虑"、"压力"、"担忧 "和 "沮丧 "等负面情绪。本报告结合先前的研究对研究结果进行了讨论,并向英语教师和教育工作者提出了建议和启示。
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引用次数: 0
Corrigendum to ‘Social viewing of news and political participation: The mediating roles of information acquisition, self-expression, and partisan identity’ [Computers in Human Behavior 154 (2024) 108158] 社会新闻观看与政治参与:信息获取、自我表达和党派身份的中介作用" [Computers in Human Behavior 154 (2024) 108158] 更正
IF 9 1区 心理学 Q1 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2024-08-31 DOI: 10.1016/j.chb.2024.108426
Yi Wang , Yonghwan Kim , Han Lin
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引用次数: 0
Privacy concerns in mobile technology: Can interactivity reduce friction? 移动技术中的隐私问题:互动能否减少摩擦?
IF 9 1区 心理学 Q1 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2024-08-30 DOI: 10.1016/j.chb.2024.108421
Yongnam Jung , Jiaqi Agnes Bao , Megan Pietruszewski Norman , S. Shyam Sundar

Many, if not most, mobile applications tend to elicit personal information from users to offer personalized services. However, users may not be comfortable with such intrusiveness and therefore hesitate to download or adopt a new app even when its use could be beneficial to their health and well-being. To overcome this friction and help users make informed decisions, we propose message interactivity as a solution. Guided by privacy calculus, the theory of interactive media effects (TIME), and the elaboration likelihood model (ELM), we conducted a 4-condition, pre-registered online between-subjects experiment (N = 305) to assess the effect of message interactivity on attitudes and behavioral intentions pertaining to information disclosure in mobile health apps. Data indicate a significant positive effect via three serial mediators, including perceived contingency, elaboration, and perceived benefits. Theoretical and practical implications are discussed.

即使不是大多数,也有许多移动应用程序倾向于从用户那里获取个人信息,以提供个性化服务。然而,用户可能会对这种侵入性感到不舒服,因此在下载或采用新应用程序时会犹豫不决,即使该应用程序的使用可能对他们的健康和福祉有益。为了克服这种摩擦并帮助用户做出明智的决定,我们提出了信息交互作为一种解决方案。在隐私计算、互动媒体效应理论(TIME)和阐释可能性模型(ELM)的指导下,我们进行了一个四条件、预先登记的在线主体间实验(N = 305),以评估信息互动性对移动健康应用程序信息披露的态度和行为意向的影响。数据显示,通过感知到的或然性、详细说明和感知到的益处等三个序列中介因素,交互性产生了明显的积极影响。本文讨论了其理论和实践意义。
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引用次数: 0
Distinguishing social virtual reality: Comparing communication channels across perceived social affordances, privacy, and trust 区分社交虚拟现实:比较不同社交功能、隐私和信任的通信渠道
IF 9 1区 心理学 Q1 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2024-08-29 DOI: 10.1016/j.chb.2024.108427
James J. Cummings, Alexis Shore Ingber

Social virtual reality (SVR) attempts to allow for connections akin to face-to-face communication (Ftf). Yet, it is unclear whether the technology successfully mimics Ftf or more closely resembles other mediated communication channels. This study empirically compares SVR and other communication channels in terms of perceived social affordances, privacy, and trust through a between-subjects online survey (n = 743). Findings indicate that SVR and Ftf are similar regarding some perceived affordances (e.g., personalization) but differ with respect to others (e.g., anonymity, presence). Additionally, SVR is perceived as significantly distinct from one or multiple mediated channels for almost every measured social affordance. While SVR is seen as offering relatively greater levels of affordances that benefit interpersonal interaction, privacy concerns and a lack of trust in other users were found to often characterize the current user experience. This study provides theoretical insights for affordance research and practical implications for SVR designers.

社交虚拟现实(SVR)试图实现与面对面交流(Ftf)类似的联系。然而,目前还不清楚该技术是成功模仿了面对面交流,还是更接近于其他中介交流渠道。本研究通过一项主体间在线调查(n = 743),对 SVR 和其他交流渠道在感知社交功能、隐私和信任方面进行了实证比较。研究结果表明,SVR 和 Ftf 在某些感知能力(如个性化)方面相似,但在其他方面(如匿名性、存在感)有所不同。此外,SVR 被认为在几乎所有衡量的社会支付能力方面都明显有别于一个或多个中介渠道。虽然 SVR 被认为提供了更多有利于人际互动的能力,但人们发现,隐私问题和对其他用户缺乏信任往往是当前用户体验的特点。这项研究为可负担性研究提供了理论启示,也为 SVR 设计者提供了实践意义。
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引用次数: 0
“It’s a terrible choice to make but also a necessary one”: Exploring player experiences with moral decision making mechanics in video games "这是一个可怕的选择,但也是一个必要的选择":探索玩家对电子游戏中道德决策机制的体验
IF 9 1区 心理学 Q1 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2024-08-28 DOI: 10.1016/j.chb.2024.108424
Sophie Wright , Alena Denisova

Video games offer a unique platform for players to engage interactively with morally challenging topics and dilemmas. Despite the growing popularity of games that offer such content, there is a paucity of research on the player experiences and the specific game mechanics that facilitate moral decision making. To address this gap, this research identifies key game mechanics that support moral decision making through a comprehensive review of related literature and qualitative survey responses from players (n = 30). The effects of these mechanics on players’ decision making processes and their overall impact on player experience were further explored through semi-structured, video-elicitation interviews (n = 11). This research develops a theoretical framework based on the findings from these two exploratory studies, culminating in a set of design guidelines to inform the future development of moral decision making games.

电子游戏提供了一个独特的平台,让玩家以互动的方式参与具有道德挑战性的主题和困境。尽管提供此类内容的游戏越来越受欢迎,但有关玩家体验和促进道德决策的具体游戏机制的研究却很少。为了填补这一空白,本研究通过对相关文献和玩家(n = 30)定性调查反馈的全面回顾,确定了支持道德决策的关键游戏机制。这些机制对玩家决策过程的影响及其对玩家体验的总体影响,则通过半结构化的视频启发式访谈(n = 11)进行了进一步探讨。本研究在这两项探索性研究结果的基础上建立了一个理论框架,最终形成了一套设计指南,为今后开发道德决策游戏提供参考。
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引用次数: 0
Investigating the usefulness of artificial intelligence-driven robots in developing empathy for English for medical purposes communication: The role-play of Asian and African students 研究人工智能驱动的机器人在培养医疗英语交流移情能力方面的作用:亚洲和非洲学生的角色扮演
IF 9 1区 心理学 Q1 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2024-08-28 DOI: 10.1016/j.chb.2024.108416
Ali Derakhshan , Timothy Teo , Saeed Khazaie

Studies have shown that integrating Artificial Intelligence into robot-assisted language learning ushers in an immersive situation to establish empathy for communication competence and enjoyment. To investigate the usefulness of Artificial Intelligence-driven robots in learning English for Medical Purposes oral skills, this quasi-experimental study was conducted through an embedded mixed methods design in the 2024 academic year. One thousand and forty male (n = 398) and female (n = 642) students of different academic disciplines from the Isfahan University of Medical Sciences were included in the study and grouped under three categories. They were randomly assigned to control (n = 520) and experimental (n = 520) groups. In the qualitative phase, students’ communication enjoyment was debriefed through semi-structured interviews. Simultaneously, in the quantitative phase, once the participants watched simulcast lectures and joined in conversation with Artificial Intelligence-driven (non)-robots, their academic and professional oral skills were assessed. The collected data were the participants’ responses to the interviews and formative assessment of their progress and performance through Objective Structured Video Examinations and Mini-Clinical Evaluation Exercises. The interview results suggested that the participants had empathy in joining conversations with robots. The statistical analysis indicated that in performing role-play to teach oral skills to the Artificial Intelligence-driven robot, the participants achieved significantly greater communication competence than those who did role-play for virtual agents. Students of Medicine were great academic and professional achievers as they were significantly successful in establishing empathy and communication. The findings could open up further prospects for using Artificial Intelligence-driven robots in discipline-specific language learning contexts.

研究表明,将人工智能融入机器人辅助语言学习中,可以让学生在身临其境的情境中建立共鸣,从而提高交流能力和乐趣。为了研究人工智能驱动的机器人在学习医学英语口语技能中的作用,本准实验研究通过嵌入式混合方法设计,在2024学年进行。伊斯法罕医科大学不同学科的 140 名男生(n = 398)和女生(n = 642)被纳入研究,并分为三类。他们被随机分配到对照组(n = 520)和实验组(n = 520)。在定性阶段,通过半结构化访谈对学生的交流乐趣进行了汇报。同时,在定量阶段,参与者在观看模拟直播讲座并与人工智能驱动的(非)机器人进行对话后,对其学术和专业口语技能进行了评估。收集的数据包括参与者对访谈的回答,以及通过客观结构化视频考试和小型临床评估练习对他们的进步和表现进行的形成性评估。访谈结果表明,学员在与机器人对话时能产生共鸣。统计分析表明,在通过角色扮演向人工智能驱动的机器人传授口语技能时,学员的沟通能力明显高于为虚拟代理进行角色扮演的学员。医学专业的学生在建立共鸣和沟通方面取得了显著成功,因此他们在学术和专业方面都取得了巨大成就。这些发现为在特定学科的语言学习环境中使用人工智能驱动的机器人开辟了更广阔的前景。
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引用次数: 0
Unleashing pre-service language teachers’ productivity with generative AI: Emotions, appraisal and coping strategies 利用生成式人工智能释放职前语文教师的生产力:情感、评价和应对策略
IF 9 1区 心理学 Q1 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2024-08-25 DOI: 10.1016/j.chb.2024.108417
Hongbiao Yin , Chan Wang , Zhijun Liu

The potential of Generative Artificial Intelligence (AI) in language education has been widely recognized. However, there has been limited attention given to the emotional experiences of language teachers using AI and its relationship with AI-enabled productivity. By investigating 1,683 pre-service language teachers’ experiences of using generative AI in their teaching practicum or learning, this study explored how teachers’ emotional responses to AI use in teaching and learning are related to their AI-enabled productivity through the mediation of appraisal and coping. We uncovered several key findings: (1) achievement, challenge, and loss emotions were directly and/or indirectly related to AI-enabled productivity, while deterrence emotions were not; (2) achievement and challenge emotions were positively correlated with challenge appraisal and negatively correlated with hindrance appraisal, whereas loss and deterrence emotions showed the opposite pattern of correlation; (3) challenge emotions were positively related to approach-oriented coping, while loss and deterrence emotions were positively associated with avoidance-oriented coping; (4) among the coping strategies, only positive reinterpretation was positively associated with AI-enabled productivity; and (5) challenge appraisal and positive reinterpretation were significant mediators in the relationships between emotions and AI-enabled productivity, either separately or sequentially. These findings provide valuable insights for future research and practice, aiming to support the application of generative AI in the context of language education.

生成式人工智能(AI)在语言教育中的潜力已得到广泛认可。然而,人们对语文教师使用人工智能的情感体验及其与人工智能所带来的生产力之间的关系关注有限。本研究通过调查 1683 名职前语言教师在教学实习或学习中使用生成式人工智能的经历,探讨了教师在教学中使用人工智能的情绪反应如何通过评估和应对的中介作用与人工智能提高的工作效率之间的关系。我们发现了几个重要的发现:(1) 成就感、挑战感和失落感与人工智能的生产力直接和/或间接相关,而威慑感则不然;(2) 成就感和挑战感与挑战评价正相关,与阻碍评价负相关,而失落感和威慑感则呈现相反的相关模式;(3) 挑战情绪与以接近为导向的应对方式呈正相关,而损失和威慑情绪与以回避为导向的应对方式呈正相关;(4) 在各种应对策略中,只有积极的重新解释与人工智能提高生产率呈正相关;(5) 挑战评价和积极的重新解释是情绪与人工智能提高生产率之间关系的重要中介,无论是单独还是依次进行。这些发现为未来的研究和实践提供了宝贵的见解,旨在支持生成式人工智能在语言教育中的应用。
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引用次数: 0
Investigation of bi-directional relations between pre-sleep electronic media use and sleep: A seven-day dairy study 睡前使用电子媒体与睡眠之间的双向关系调查:一项为期七天的乳制品研究
IF 9 1区 心理学 Q1 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2024-08-24 DOI: 10.1016/j.chb.2024.108423
Yun Li , Qingwei Chen , Meiheng He , Siyu Li , Yuping Chen , Taotao Ru , Guofu Zhou

The current study aimed to examine the bi-directional relationships between pre-sleep electronic media use and sleep, and to assess the relative predictive strength of different types of electronic media use in the evening on subsequent sleep. Eighty-eight young adults (20.57 ± 0.99, 27 males) completed an online intake survey and received notifications to complete daily diaries for seven consecutive days. Results of dynamic structural equation models (DSEM) revealed that the total screen time, sleep onset time, sleep latency, sleep duration, and sleep quality showed significant positive autoregressive parameters. In contrast, the results revealed no statistically significant cross-lagged associations between the total screen time in the evening and sleep outcomes. Inspection of the predictive strength of various types of screen activities at the within-person level revealed that increased active social media use is linked to delayed sleep onset, while internet browsing is associated with shorter sleep latency. At the between-person level, screen time of T.V. watching, video streaming, social media use, and shopping correlated with delayed sleep onset. Shopping was also connected to longer sleep latency. Additionally, more time spent on T.V., video streaming, non-work internet browsing, and shopping was linked to reduced total sleep duration. These findings indicated a screen activity-dependent association between pre-sleep screen time and subsequent sleep. More objective assessments of electronic media use (e.g., app recording screen time) and sleep (e.g., actigraphy) and longitudinal monitoring over a relatively long period (i.e., several weeks or months) are warred to further elucidate (cross-lagged) relationships between electronic media use and sleep.

本研究旨在考察睡前使用电子媒体与睡眠之间的双向关系,并评估晚上使用不同类型电子媒体对随后睡眠的相对预测强度。88名年轻人(20.57±0.99,27名男性)完成了在线摄入量调查,并收到了连续七天完成每日日记的通知。动态结构方程模型(DSEM)的结果显示,总屏幕时间、睡眠开始时间、睡眠潜伏期、睡眠持续时间和睡眠质量显示出显著的正自回归参数。相比之下,结果显示晚上的总屏幕时间与睡眠结果之间没有统计学意义上的交叉滞后关系。对各种类型的屏幕活动在人内层面的预测强度进行检查后发现,社交媒体使用活跃度的增加与睡眠开始时间的延迟有关,而互联网浏览与睡眠潜伏期的缩短有关。在人与人之间,观看电视、视频流媒体、使用社交媒体和购物的屏幕时间与睡眠开始时间延迟有关。购物也与较长的睡眠潜伏期有关。此外,观看电视、视频流媒体、浏览非工作互联网和购物的时间越长,总睡眠时间越短。这些研究结果表明,睡前屏幕时间与随后的睡眠之间存在着屏幕活动依赖关系。为了进一步阐明电子媒体使用与睡眠之间的(交叉滞后)关系,我们需要对电子媒体使用(如记录屏幕时间的应用程序)和睡眠(如行为记录仪)进行更客观的评估,并在相对较长的时间内(如数周或数月)进行纵向监测。
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引用次数: 0
Machine learning applied to digital phenotyping: A systematic literature review and taxonomy 应用于数字表型的机器学习:系统文献综述和分类法
IF 9 1区 心理学 Q1 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2024-08-23 DOI: 10.1016/j.chb.2024.108422
Marília Pit dos Santos, Wesllei Felipe Heckler, Rodrigo Simon Bavaresco, Jorge Luis Victória Barbosa

Health conditions, encompassing both physical and mental aspects, hold an influence that extends beyond the individual. These conditions affect personal well-being, relationships, and financial stability. Innovative strategies in healthcare, such as digital phenotyping, are strategic to mitigate these impacts. By merging diverse data sources, digital phenotyping seeks a comprehensive understanding of health, well-being, and behavioral conditions. Machine learning can enhance the analysis of these data, improving the comprehension of health and well-being. Therefore, this paper presents a systematic literature review on machine learning and digital phenotyping, examining the research field by filtering 2,860 articles from eleven databases published up to November 2023. The analysis focused on 124 articles to answer six research questions addressing machine learning techniques, data, devices, ontologies, and research challenges. This work presents a taxonomy for mapping explored areas in digital phenotyping and another for organizing machine learning techniques used in digital phenotyping research. The review found increased publications in 2023, indicating a growing interest in the field. The main challenges arise from the studies’ small participant samples and imbalanced datasets, limiting the generalizability of the results to broader populations and the choice of ML methods. Furthermore, the reliance on self-reported data can introduce potential inaccuracies due to recall and reporting biases. Beyond self-reports, authors explored different data types, including physiological, clinical, contextual, smartphone-based, and multimedia. Despite using video recordings in controlled experiments, studies have yet to investigate this method within intelligent environments. Researchers also analyzed neurophysiological phenotypes, suggesting the potential for interventions based on these characteristics.

健康状况包括身体和精神两个方面,其影响超出个人范围。这些状况会影响个人福祉、人际关系和财务稳定性。医疗保健领域的创新战略,如数字表型技术,具有减轻这些影响的战略意义。通过合并不同的数据源,数字表型技术寻求对健康、幸福和行为状况的全面了解。机器学习可以加强对这些数据的分析,提高对健康和福祉的理解。因此,本文对机器学习和数字表型进行了系统的文献综述,从十一个数据库中筛选出截至 2023 年 11 月发表的 2860 篇文章,对该研究领域进行了研究。分析重点放在 124 篇文章上,以回答涉及机器学习技术、数据、设备、本体和研究挑战的六个研究问题。这项工作提出了一种分类法,用于映射数字表型的探索领域,另一种分类法用于组织数字表型研究中使用的机器学习技术。综述发现,2023年发表的论文数量有所增加,表明人们对该领域的兴趣日益浓厚。主要的挑战来自于研究的参与者样本较小,数据集不平衡,限制了研究结果在更广泛人群中的推广性,也限制了机器学习方法的选择。此外,对自我报告数据的依赖可能会因回忆和报告偏差而带来潜在的不准确性。除了自我报告,作者们还探索了不同的数据类型,包括生理数据、临床数据、情境数据、基于智能手机的数据和多媒体数据。尽管在受控实验中使用了视频记录,但还没有研究在智能环境中使用这种方法。研究人员还对神经生理学表型进行了分析,认为有可能根据这些特征进行干预。
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引用次数: 0
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Computers in Human Behavior
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