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Cybersecurity activities for education and curriculum design: A survey 用于教育和课程设计的网络安全活动:调查
IF 4.9 Q1 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2024-10-11 DOI: 10.1016/j.chbr.2024.100501
Muhusina Ismail , Nisha Thorakkattu Madathil , Meera Alalawi , Saed Alrabaee , Mohammad Al Bataineh , Suhib Melhem , Djedjiga Mouheb
Cyber threats are one of the main concerns in this growing technology epoch. To tackle this issue, highly skilled and motivated cybersecurity professionals are increasingly in demand to prevent, detect, respond to, or even mitigate the effects of such threats. However, the world faces a workforce shortage of qualified cybersecurity professionals and practitioners. To address this dilemma, several cybersecurity educational programs have been introduced, such as specialized cybersecurity courses in computer science graduate programs. With the increasing demand, different cybersecurity courses are introduced at the high school level, undergraduate computer science and information systems programs, and even at the government level. Due to the peculiar nature of cybersecurity, educational institutions face many issues when designing a curriculum or cybersecurity activities. In this paper, we study existing cybersecurity curriculum approaches and activities. We also present case studies on cybersecurity education around the globe.
在技术不断发展的今天,网络威胁是人们关注的主要问题之一。为解决这一问题,人们越来越需要技术精湛、积极进取的网络安全专业人员来预防、检测、应对甚至减轻此类威胁的影响。然而,全世界都面临着合格的网络安全专业人员和从业人员短缺的问题。为解决这一难题,一些网络安全教育计划已经推出,如计算机科学研究生课程中的网络安全专业课程。随着需求的不断增加,高中、本科计算机科学和信息系统课程,甚至政府层面都开设了不同的网络安全课程。由于网络安全的特殊性,教育机构在设计课程或网络安全活动时面临许多问题。在本文中,我们将研究现有的网络安全课程方法和活动。我们还介绍了全球网络安全教育的案例研究。
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引用次数: 0
Virtual reality based executive function training in schools: The experience of primary school-aged children, teachers and training teaching assistants 基于虚拟现实技术的学校执行功能培训:小学学龄儿童、教师和培训助教的体验
IF 4.9 Q1 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2024-10-05 DOI: 10.1016/j.chbr.2024.100500
Susan Hindman, Rachel King, Antonina Pereira
Executive function (EF) is a set of higher order cognitive processes through which learning and everyday goals are realised. They comprise the fundamental building blocks of how we plan, execute, monitor and regulate tasks, and impact our cognitive, socioemotional and behavioural responses. An important question to consider is how we can support children to develop effective EF skills through motivating and age-appropriate training. Virtual reality (VR) offers an interesting avenue to enhance motivation due to the experience of presence and immersion, however, whether children experience presence and immersion similarly to adults is unknown and could impact the educational utility of VR over other media. In order to understand whether VR is suitable for an educational setting we must understand the experience of key stakeholders, such as school-aged children and adults that will be facilitating use in the educational context. Therefore, the current study aims to understand the experience of key stakeholders using EF training delivered in a VR environment, to enable reflection on the feasibility and usability of the technology. This study aimed to explore the qualitative experiences of 8 primary school-aged children, 5 teachers and 13 training teaching assistants, after playing an EF training game, Koji's Quest, on a VR head mounted display. Firstly we found that most teachers and trainee teachers gave good ratings of usability, but in their subjective descriptions of use focused on hedonic experiences, whereas, children focused on pragmatic experiences. Results also indicate that adults may favour ‘being’ definitions of presence, whereas child participants appear to incorporate both ‘being’ and ‘doing’ definitions into their accounts. This research has implications for how VR based EF training can be maximised within an educational setting.
执行功能(EF)是一系列高阶认知过程,通过这些过程,学习和日常目标得以实现。它们包括我们如何计划、执行、监控和调节任务的基本构件,并影响我们的认知、社会情感和行为反应。我们需要考虑的一个重要问题是,如何通过激励性的、适合儿童年龄的训练,帮助儿童发展有效的 EF 技能。虚拟现实(VR)提供了一个有趣的途径,通过临场感和沉浸感的体验来提高儿童的积极性,然而,儿童是否会像成人一样体验到临场感和沉浸感还不得而知,这可能会影响虚拟现实相对于其他媒体的教育效用。为了了解 VR 是否适合教育环境,我们必须了解主要利益相关者的体验,如学龄儿童和成人,他们将促进教育环境中的使用。因此,本研究旨在了解主要利益相关者使用在 VR 环境中提供的英孚培训的体验,以便对该技术的可行性和可用性进行反思。本研究旨在探讨 8 名小学学龄儿童、5 名教师和 13 名培训助教在 VR 头戴式显示器上玩英孚培训游戏 "Koji's Quest "后的定性体验。首先,我们发现大多数教师和实习教师对游戏的可用性给予了很好的评价,但在他们对游戏使用的主观描述中,他们更注重享乐体验,而儿童则更注重实用体验。研究结果还表明,成人可能更倾向于 "存在 "的定义,而儿童参与者似乎将 "存在 "和 "做 "的定义都纳入了他们的描述中。这项研究对如何在教育环境中最大限度地利用基于虚拟现实技术的英孚培训具有重要意义。
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引用次数: 0
Trust and distrust coexistence and change in the adoption of an emerging technology in organizations 组织采用新兴技术过程中的信任与不信任共存与变化
IF 4.9 Q1 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2024-10-05 DOI: 10.1016/j.chbr.2024.100503
Celeste Cantú Alejandro, David Güemes-Castorena
Emerging technologies challenge organizations by introducing information systems that transform processes and introduce a series of risks and uncertainties for stakeholders. These conditions make trust and distrust important in the adoption and implementation of technology. Most of the trust in Information Systems literature has focused on building the constructs of trust and distrust between an artifact and the final user, but there is a gap in the analysis of changes in trust and distrust beliefs and their possible coexistence across time. This case study illustrates how trust and distrust manifest across a mobile health monitoring system implementation: the attitudes, objects of trust/distrust, and the changes they exhibit across four stages. The results point at the objects of trust/distrust corresponding to the technology frames that shift during the implementation from an artifact-centric to a more encompassing technology involving other users, programmers, and themselves. The actual technology use leads to changes in perceived risks and expectations, which are fed by the interaction of all users with the system. Behaviors are shaped by coexisting trust and distrust in technology beliefs, which usually compensate for the elements of the technology they distrust. The study concludes that the coexistence of trust and distrust in technology is a constantly shifting phenomenon, leading to a complex yet stabilized use of technology.
新兴技术给组织带来了挑战,因为它们引入了改变流程的信息系统,并给利益相关者带来了一系列风险和不确定性。这些条件使得信任和不信任在技术的采用和实施过程中变得非常重要。信息系统信任方面的大多数文献都侧重于构建人工制品与最终用户之间的信任和不信任关系,但在分析信任和不信任信念的变化及其可能的跨时间共存方面还存在空白。本案例研究说明了信任和不信任在移动健康监测系统实施过程中的表现:信任/不信任的态度、对象以及它们在四个阶段中的变化。研究结果表明,信任/不信任的对象与技术框架相对应,在实施过程中,技术框架从以人工制品为中心转变为涉及其他用户、程序员和他们自己的更全面的技术。技术的实际使用会导致感知风险和期望值的变化,而所有用户与系统的互动都会产生这些变化。对技术信仰的信任和不信任并存会影响人们的行为,而这种信任和不信任通常会弥补他们所不信任的技术要素。研究得出的结论是,对技术的信任和不信任并存是一种不断变化的现象,它导致了复杂但稳定的技术使用。
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引用次数: 0
Computer use and cardiovascular risk biomarkers in midlife and older adults 中老年人使用电脑与心血管风险生物标志物
IF 4.9 Q1 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2024-10-05 DOI: 10.1016/j.chbr.2024.100502
Meilan Hu, Shu Fen Diong, K.T.A. Sandeeshwara Kasturiratna, Andree Hartanto
With increased computer usage amongst midlife and older adults, concerns are emerging with regards to the potential adverse health effects of computer use given the sedentary habits it may encourage. The current study aims to investigate the relationship between computer use and cardiovascular risk in midlife and older adults. From the National Survey of Midlife Development in the United States II: Biomarker Project (2004–2009) and the National Survey of Midlife Development in the United States (MIDUS II), 2004–2006, we examined five cardiovascular risk biomarkers—high-density lipoprotein (HDL) cholesterol, low-density lipoprotein (LDL) cholesterol, triglycerides, interleukin-6, and C-reactive protein—in relation to self-reported general computer use frequency and computer use at work frequency. Our results show that general computer use frequency and computer use at work frequency were not significant predictors of any of the five cardiovascular risk biomarkers—HDL cholesterol, LDL cholesterol, triglycerides, interleukin-6, and C-reactive protein. However, our exploratory analysis showed that employment status significantly moderated the relationship between general computer use frequency and LDL cholesterol. Our study highlights the importance of a more nuanced approach to understanding the health implications of computer use and sedentary behaviour in general.
随着中老年人越来越多地使用电脑,人们开始担心使用电脑可能会对健康产生不利影响,因为电脑可能会鼓励人们养成久坐不动的习惯。本研究旨在调查中老年人使用电脑与心血管风险之间的关系。通过美国全国中年发展调查 II:生物标志物项目(2004-2009 年)和美国全国中年发展调查 II(2004-2006 年),我们研究了五种心血管风险生物标志物--高密度脂蛋白(HDL)胆固醇、低密度脂蛋白(LDL)胆固醇、甘油三酯、白细胞介素-6 和 C 反应蛋白--与自我报告的一般电脑使用频率和工作时电脑使用频率的关系。我们的研究结果表明,一般电脑使用频率和工作时使用电脑的频率对五种心血管风险生物标志物--高密度脂蛋白胆固醇、低密度脂蛋白胆固醇、甘油三酯、白细胞介素-6 和 C 反应蛋白中的任何一种都没有显著的预测作用。不过,我们的探索性分析表明,就业状况在很大程度上调节了一般电脑使用频率与低密度脂蛋白胆固醇之间的关系。我们的研究强调了采用更细致的方法来了解电脑使用和一般久坐行为对健康的影响的重要性。
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引用次数: 0
Validating the Motives for Online Gaming Questionnaire (MOGQ) within the WHO and APA gaming disorder symptoms frameworks 在世界卫生组织和美国心理学会游戏障碍症状框架内验证在线游戏动机问卷(MOGQ)
IF 4.9 Q1 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2024-10-05 DOI: 10.1016/j.chbr.2024.100504
Christian Bäcklund , Daniel Eriksson Sörman , Hanna M. Gavelin , Zsolt Demetrovics , Orsolya Király , Jessica K. Ljungberg
The increasing interest in digital games and the reasons behind their popularity worldwide warrants further psychometric investigation of motivation factors for engagement in digital games. The present study aimed to validate the Motives for Online Gaming Questionnaire (MOGQ) in a Swedish sample and compare the associations between the seven motivational factors and gaming disorder symptoms across the American Psychiatric Association and World Health Organization diagnostic frameworks. Furthermore, considering the utility of more concise psychological measures, a 14-item version of the MOGQ was developed (MOGQ-14). A sample of 678 Swedish video game players (68.4% men, 29.7% women, and 1.9% other, Mage = 29.5 years, range 15–66) were included in the analyses after participating in an online survey. The analyses revealed that the Swedish version of the MOGQ had good psychometric properties. All MOGQ factors showed good reliability (McDonald's omega), and all intercorrelations among the MOGQ dimensions were consistent with previous findings. The results showed that, on average, men reported higher gaming motivations concerning competition than women. The relationships between six gaming motivation factors (social, escape, competition, coping, skill development, fantasy) and gaming disorder symptoms were consistent with previous research. Findings indicated that the relationship between motivations (escape and recreation) and gaming disorder symptoms varied across APA and WHO diagnostic frameworks, depending on the motivation scale used (MOGQ or MOGQ-14). Recreation significantly differed in its relationship with symptoms when using MOGQ, and the MOGQ-14 showed larger effect sizes in the WHO framework for escape and recreation motivations.
随着人们对数字游戏的兴趣与日俱增,以及数字游戏风靡全球的原因,我们有必要对参与数字游戏的动机因素进行进一步的心理测量调查。本研究的目的是在瑞典样本中验证在线游戏动机问卷(MOGQ),并在美国精神病学协会和世界卫生组织的诊断框架内比较七个动机因素与游戏障碍症状之间的关联。此外,考虑到更简洁的心理测量方法的实用性,我们还开发了一个包含 14 个项目的 MOGQ 版本(MOGQ-14)。678 名瑞典电子游戏玩家(68.4% 为男性,29.7% 为女性,1.9% 为其他年龄段,年龄 = 29.5 岁,年龄范围在 15-66 岁之间)在参与在线调查后被纳入分析样本。分析结果显示,瑞典版 MOGQ 具有良好的心理测量特性。所有 MOGQ 因子都显示出良好的可靠性(麦当劳Ω),MOGQ 各维度之间的相互关系与之前的研究结果一致。结果表明,平均而言,男性在竞争方面的游戏动机高于女性。六个游戏动机因素(社交、逃避、竞争、应对、技能发展、幻想)与游戏障碍症状之间的关系与之前的研究结果一致。研究结果表明,在美国心理学会(APA)和世界卫生组织(WHO)的诊断框架中,游戏动机(逃避和娱乐)与游戏障碍症状之间的关系因所使用的游戏动机量表(MOGQ或MOGQ-14)而异。在使用MOGQ时,娱乐与症状的关系存在明显差异,而在WHO框架下,MOGQ-14在逃避和娱乐动机方面显示出更大的效应量。
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引用次数: 0
Global research trends on cyberbullying: A bibliometric study 关于网络欺凌的全球研究趋势:文献计量学研究
IF 4.9 Q1 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2024-10-04 DOI: 10.1016/j.chbr.2024.100499
Arti Singh , Abderahman Rejeb , Hunnar Nangru , Smriti Pathak
The rapid growth of the media industry, particularly social media, has enhanced interaction and information sharing but has also led to harmful uses of cyberspace, such as cyberbullying. This phenomenon, primarily affecting adolescents, involves repeated harm through electronic devices in forms like abusive or aggressive text messages, inappropriate videos, and identity theft. The present study utilizes the Scopus database to analyze 5201 publications on cyberbullying from 1999 to 2023. Using various bibliometric network methods for analysis such as networks, citation, co-citation, collaboration, and keyword co-occurrence networks, along with intellectual structure maps, we identified key contributors and publications from this field.
The study identifies significant growth in scientific output over the years, with prominent contributors like Michelle F. Wright, Heidi Vandebosch, and Rosario Ortega-Ruiz, and key journals including Computers in Human behavior, International Journal of Environmental Research and Public Health, and Journal of Interpersonal Violence. The United States leads research production, with substantial collaboration among American institutions, followed by Canada and the United Kingdom. This study recognizes social media, gender, and online abuse as key topics well-explored in studies on cyberbullying. However, further investigation is required in fields such as cyber dating violence and harassment, along with the associated challenges faced by sexual minorities. Our results show a growing research interest among academics in understanding the various aspects of cyberbullying in recent years.
媒体行业,尤其是社交媒体的快速发展加强了互动和信息共享,但也导致了网络空间的有害使用,如网络欺凌。这种现象主要影响青少年,涉及通过电子设备以辱骂或攻击性短信、不当视频和身份盗用等形式反复造成伤害。本研究利用 Scopus 数据库分析了 1999 年至 2023 年期间有关网络欺凌的 5201 篇出版物。通过使用各种文献计量学网络分析方法,如网络、引文、共引、合作和关键词共现网络,以及知识结构图,我们确定了该领域的主要贡献者和出版物。研究发现,这些年来科学产出显著增长,主要贡献者包括米歇尔-F-赖特(Michelle F. Wright)、海蒂-万德博什(Heidi Vandebosch)和罗萨里奥-奥尔特加-鲁伊斯(Rosario Ortega-Ruiz),主要期刊包括《人类行为中的计算机》(Computers in Human behavior)、《国际环境研究与公共卫生期刊》(International Journal of Environmental Research and Public Health)和《人际暴力期刊》(Journal of Interpersonal Violence)。美国的研究成果居首位,美国机构之间开展了大量合作,其次是加拿大和英国。本研究认为,社交媒体、性别和在线虐待是网络欺凌研究中探讨较多的关键主题。然而,网络约会暴力和骚扰以及性少数群体面临的相关挑战等领域还需要进一步调查。我们的研究结果表明,近年来学术界对了解网络欺凌各个方面的研究兴趣日益浓厚。
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引用次数: 0
Enhancing M Enhancing mathematics problem-solving skills in AI-driven environment: Integrated SEM-neural network approach 在人工智能驱动的环境中提高数学解题技巧:SEM-神经网络综合方法
IF 4.9 Q1 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2024-09-30 DOI: 10.1016/j.chbr.2024.100491
Anass Bayaga
This study explores the nexus of gamification, artificial intelligence (AI), and mathematics cognition. Sample size of 71 responded in an intervention using game-based learning (GBL) approach. The purpose of designing the GBL was to enhance computational thinking and mathematical skills. The research employed multigroup partial least squares structural equation modelling (MGA-PLS-SEM) and artificial neural networks (ANN) through multilayer perceptron (MLP) as data analysis technique. The findings showed significant positive influence on class engagement, attitudes toward mathematics, as well as student performance. The analysis also revealed gender-related variations, which affirmed the model's consistency across diverse groups. The study validated the hypothesis and consequently advocated for the transformative potential of gamification, in preparation of 21st-century learners for AI-driven digital landscape. The implications are to ensure the integration of gamified elements into educational strategies, benefiting educators, curriculum developers, and policymakers resonating strongly for educators, curriculum developers, and policymakers.
本研究探讨了游戏化、人工智能(AI)和数学认知之间的联系。71个样本对基于游戏的学习(GBL)方法进行了干预。设计 GBL 的目的是提高计算思维和数学技能。研究采用了多组偏最小二乘结构方程模型(MGA-PLS-SEM)和多层感知器(MLP)人工神经网络(ANN)作为数据分析技术。研究结果表明,数学教学对学生的课堂参与度、数学学习态度和学习成绩都有明显的积极影响。分析还揭示了与性别有关的差异,这证实了该模型在不同群体中的一致性。这项研究验证了假设,并因此倡导游戏化的变革潜力,为 21 世纪的学习者做好准备,迎接人工智能驱动的数字时代。研究的意义在于确保将游戏化元素融入教育战略,使教育工作者、课程开发人员和政策制定者从中受益。
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引用次数: 0
Trust models and theories in human–computer interaction: A systematic literature review 人机交互中的信任模型和理论:系统文献综述
IF 4.9 Q1 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2024-09-29 DOI: 10.1016/j.chbr.2024.100495
Siddharth Gulati , Joe McDonagh , Sonia Sousa , David Lamas
Trust in human–computer interaction (HCI) has been studied from multiple angles using a variety of theoretical frameworks. However, there is no comprehensive overview of these frameworks in the literature. We conducted a systematic literature review of 47 studies to establish a body of knowledge on trust frameworks in HCI. We found that 22 studies used theories from diverse fields such as psychology, economics, and communication to study trust formation and development. Our review highlights the challenge of capturing the dynamic nature of trust in HCI, given the complex interplay of multiple underlying factors. We also identify significant gaps in the current body of literature, highlighting the scarcity of standardized, empirically validated instruments for trust measurement. To address these issues, we propose avenues for future research, both theoretical and empirical. Furthermore, we emphasize the imperative of advancing new methods to capture better the multi-dimensional nature of trust. Our review contributes to broadening the discourse on trust in HCI, stimulating further inquiry and offering valuable insights for future research and practice.
人们利用各种理论框架从多个角度研究了人机交互(HCI)中的信任问题。然而,文献中并没有对这些框架进行全面概述。我们对 47 项研究进行了系统的文献综述,以建立人机交互信任框架的知识体系。我们发现,有 22 项研究使用了心理学、经济学和传播学等不同领域的理论来研究信任的形成和发展。鉴于多种基本因素的复杂相互作用,我们的综述强调了捕捉人机交互中信任的动态性质所面临的挑战。我们还发现了当前文献中存在的重大空白,强调了缺乏标准化的、经过经验验证的信任测量工具。为了解决这些问题,我们提出了未来研究的途径,包括理论研究和实证研究。此外,我们强调必须推进新的方法,以更好地捕捉信任的多维性。我们的综述有助于拓宽人机交互中有关信任的讨论,激发进一步的探索,并为未来的研究和实践提供有价值的见解。
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引用次数: 0
AI in STEM education: The relationship between teacher perceptions and ChatGPT use STEM 教育中的人工智能:教师认知与 ChatGPT 使用之间的关系
IF 4.9 Q1 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2024-09-28 DOI: 10.1016/j.chbr.2024.100494
Maik Beege, Christopher Hug, Josef Nerb
The rapid development of AI in the recent years has triggered numerous discussions in the education sector since it offers numerous opportunities, but also challenges. This study addresses one context in which AI might become a relevant tool for different purposes: German secondary education. This study therefore examines the extent to which STEM teachers in German secondary education assess the benefits but also the risks of ChatGPT and how this influences the future use of AI in an educational context. As part of a questionnaire study, 102 STEM teachers were investigated. The current and future use of ChatGPT and various teacher variables were recorded with questionnaires based on classifications of researchers as well as political institutions. Relationships between the variables were explored using a path model investigating hypotheses regarding the affect heuristic, perceived risks and benefits as well as effects on teaching quality. In general, AI is still used relatively rarely, but future usage expectations are high compared to current usage. Results further revealed that perceived competence and benefits of ChatGPT have a positive influence on the use and intention to use it. Perceived risks and concerns have no significant influence on the usefulness of ChatGPT in the classroom, indicating that STEM teachers use AI in the classroom despite potential concerns and perceived risks. Additionally, perceived benefits and risks are negatively associated with each other, indicating that teachers rely on an affect heuristic when judging the usefulness of AI technology in the classroom.
近年来,人工智能的快速发展在教育领域引发了众多讨论,因为它带来了众多机遇,同时也带来了挑战。本研究探讨了人工智能可能成为用于不同目的的相关工具的一种情况:德国中学教育。因此,本研究探讨了德国中学教育中的 STEM 教师对 ChatGPT 的益处和风险的评估程度,以及这对未来在教育环境中使用人工智能的影响。作为问卷调查的一部分,我们对 102 名 STEM 教师进行了调查。根据研究人员和政治机构的分类,通过调查问卷记录了 ChatGPT 当前和未来的使用情况以及各种教师变量。使用路径模型探讨了变量之间的关系,并就影响启发式、感知风险和收益以及对教学质量的影响提出了假设。总体而言,人工智能的使用仍然相对较少,但与目前的使用情况相比,未来的使用预期较高。结果进一步显示,ChatGPT 的感知能力和益处对使用和使用意向有积极影响。感知到的风险和担忧对 ChatGPT 在课堂上的实用性没有显著影响,这表明尽管存在潜在的担忧和感知到的风险,STEM 教师仍在课堂上使用人工智能。此外,感知到的益处和风险呈负相关,表明教师在判断人工智能技术在课堂中的实用性时依赖于情感启发式。
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引用次数: 0
Increasing citizen engagement in sustainable architecture using augmented reality: A pilot study 利用增强现实技术提高公民对可持续建筑的参与度:试点研究
IF 4.9 Q1 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2024-09-28 DOI: 10.1016/j.chbr.2024.100498
Claudia Moscoso , Roya Morad , Andreas Oksvold , Olav Dimmen , Jo Skjermo , Kristoffer Tangrand
Sustainability processes aim to include citizens as it is their behaviour and use of the cities that will play a pivotal role in achieving sustainable communities. Yet, active participation of citizens can be challenging, mostly due to lack of information about the topic. Augmented Reality (AR) has been identified as a useful tool to provide information to people, yet it is unclear whether its use can contribute to achieve citizen engagement in sustainability. The present study explores whether the use of AR can increase people's understanding of sustainable architecture topics, thus increasing their interest and engagement. An experimental pilot study was designed, using a self-developed AR application (app). The AR app presented information on how different façade materials of a Sports Hall building in Oslo might impact the CO2-emissions. Two aspects were evaluated in the study: the technical aspect (related to the use of the AR tool), and the sustainability aspects (related to the users' engagement in sustainable architecture). Both aspects were evaluated via subjective assessments (i.e. how user-friendly, useful, realistic and satisfactory the app is evaluated for the technical aspects, and how users understand, get interested and engaged in sustainability aspects). In addition, possible effects of reported gender and professional background (experts vs non-experts) on the subjective evaluations were evaluated. The pilot study included 27 participants, who evaluated the AR tool using a Likert-scale to rate both the technical and the sustainability aspects. The statistical results showed that there were no significant differences between males and females or between experts and non-experts in the technical evaluation of the AR tool nor the evaluation of environmental interest. The results also showed positive correlations between the positive technical experience of the AR tool with the increment of understanding, engagement and interest of the users in sustainability. The findings show advancement in understanding the potential of the use of AR as a practical tool for increasing users' interest and engaging them into the creation of more sustainable communities.
可持续发展进程旨在将公民纳入其中,因为公民的行为和对城市的使用将在实现可持续社区方面发挥关键作用。然而,公民的积极参与可能具有挑战性,主要原因是缺乏相关信息。增强现实(AR)已被认为是向人们提供信息的有用工具,但其使用是否有助于实现公民参与可持续发展还不清楚。本研究探讨了 AR 的使用是否能增加人们对可持续建筑主题的了解,从而提高他们的兴趣和参与度。我们设计了一项实验性试点研究,使用的是自主开发的 AR 应用程序(App)。该 AR 应用程序介绍了奥斯陆体育馆建筑的不同外墙材料可能对二氧化碳排放产生的影响。该研究对两个方面进行了评估:技术方面(与 AR 工具的使用有关)和可持续性方面(与用户对可持续建筑的参与有关)。这两个方面都是通过主观评估进行评价的(即应用程序在技术方面的用户友好性、实用性、现实性和令人满意程度,以及用户对可持续发展方面的理解、兴趣和参与程度)。此外,还评估了性别和专业背景(专家与非专家)对主观评价可能产生的影响。试点研究包括 27 名参与者,他们使用李克特量表对 AR 工具的技术和可持续性方面进行了评价。统计结果表明,在对 AR 工具的技术评价和环境兴趣评价方面,男性和女性之间、专家和非专家之间没有明显差异。结果还显示,用户对 AR 工具的积极技术体验与他们对可持续发展的理解、参与度和兴趣的提高之间存在正相关。研究结果表明,将 AR 作为一种实用工具来提高用户的兴趣,并让他们参与到创建更可持续的社区中来,在理解其使用潜力方面取得了进展。
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引用次数: 0
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Computers in human behavior reports
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