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Effectiveness evaluation indicators of organizational E-learning courses 组织电子学习课程的效果评估指标
Pub Date : 2024-05-21 DOI: 10.1016/j.chbr.2024.100432
Maedeh Zareisaroukolaei, Gholamreza Shams, Morteza RezaeiZadeh, Mohammad Ghahramani

Many organizations have turned to e-learning courses to train their employees, as a result of which the evaluation of the effectiveness of these courses has become an important issue in organizations. The study aims to design a construct that evaluates the effectiveness of e-learning courses in the industry. Effectiveness can be evaluated with measurable indicators specific to this type of training and it can investigate the results of organizational managers' investment in training programs. Data were collected in three consecutive stages; first, using a mixed methods systematic review, the effectiveness evaluation dimensions were identified; second, the effectiveness evaluation indicators were determined by using semi-structured interviews with three groups including trainees in the industry, instructors of e-learning courses in the industry, and university professors; third, the indicators were validated by using a quantitative method. Finally, 46 measurable indicators from 6 main dimensions including content, instructor, learner, organization, assessment, and technical system were identified as effective evaluation indicators of e-learning courses in the industry. In evaluating the effectiveness of e-learning courses, different aspects of different dimensions were identified that managers of organizational training can use in evaluating organizational e-learning courses. It is similar to a system that includes input, process, output, and all factors together affect the effectiveness of these courses.

许多组织都转而采用电子学习课程来培训员工,因此,对这些课程的效果进行评估已成为组织中的一个重要问题。本研究旨在设计一种评价行业内电子学习课程有效性的结构。有效性可以通过此类培训特有的可衡量指标进行评估,并可调查组织管理者在培训项目上的投资结果。数据的收集分为三个连续的阶段:首先,利用混合方法的系统回顾,确定了效果评估的维度;其次,通过对行业学员、行业电子学习课程的讲师和大学教授等三类群体进行半结构化访谈,确定了效果评估指标;第三,利用定量方法对指标进行了验证。最后,从内容、教师、学员、组织、评估和技术系统等 6 个主要维度确定了 46 个可测量指标,作为行业网络学习课程的有效评价指标。在评估电子学习课程的有效性时,确定了不同维度的不同方面,组织培训的管理者可以用来评估组织的电子学习课程。它类似于一个系统,包括输入、过程、输出,所有因素共同影响这些课程的有效性。
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引用次数: 0
The necessity of technological intelligence for startups performance: Insights from Algerian startups using neural network modelling and fuzzy logic 技术智能对初创企业业绩的必要性:利用神经网络建模和模糊逻辑从阿尔及利亚初创企业获得的启示
Pub Date : 2024-05-18 DOI: 10.1016/j.chbr.2024.100429
Sabri Mekimah , Rahma Zighed , Imane Benaouali , Ismail Bengana , Eltahir Ibrahim Elnour Salim , Mahmaod Alrawad

This study aims to investigate the role of technological intelligence in enhancing the performance of start-ups in Algeria. It seeks to explore fundamental concepts such as performance and technological intelligence to bolster the efficiency of start-ups and foster economic development in the country. Employing a descriptive-analytical approach, the study distributed questionnaires to a random sample of 213 start-up companies. Additionally, it utilized an experimental approach, employing neural network modelling and fuzzy logic to test hypotheses. The study reveals that the elements of technological intelligence collectively exhibit a weak impact on the performance improvement of start-ups in Algeria. Approximately 31% of the observed weak impact of technological intelligence elements on start-up performance is attributed to the underutilization of available market technology for product development. This study underscores the importance of integrating technological intelligence into various activities of Algerian start-ups to augment performance, development, and growth. Furthermore, it aims to advance the start-up sector, alleviate unemployment challenges, integrate youth into the business landscape, and generate value addition. Moreover, the study contributes to advancing scientific research and leveraging the role of universities and research centers in supporting economic sectors through research endeavors aimed at enhancing start-up performance.

本研究旨在探讨技术智能在提高阿尔及利亚初创企业绩效方面的作用。它试图探讨绩效和技术智能等基本概念,以提高初创企业的效率,促进该国的经济发展。研究采用了描述性分析方法,向随机抽样的 213 家初创公司发放了调查问卷。此外,研究还采用了实验方法,利用神经网络建模和模糊逻辑来检验假设。研究结果表明,技术智能要素总体上对阿尔及利亚初创公司业绩提升的影响较弱。在观察到的技术智能要素对初创企业绩效的微弱影响中,约有 31% 归因于产品开发对现有市场技术的利用不足。这项研究强调了将技术情报融入阿尔及利亚初创企业各种活动的重要性,以提高绩效、促进发展和增长。此外,它还旨在推动初创企业部门的发展,缓解失业挑战,将青年融入商业环境,并创造附加值。此外,这项研究还有助于推动科学研究,并通过旨在提高初创企业绩效的研究工作,发挥大学和研究中心在支持经济部门方面的作用。
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引用次数: 0
Modelling the antecedents of students’ satisfaction and continuous use intentions of an electronic appraisal portal system in higher education 建立高等教育中学生对电子评价门户系统的满意度和持续使用意愿的前因模型
Pub Date : 2024-05-16 DOI: 10.1016/j.chbr.2024.100431
Brandford Bervell , Dickson Okoree Mireku , Daniel Agyapong

Developing and implementing appraisal portal systems for students can be highly beneficial for evaluating tutors’ teaching performances and providing constructive feedback to university authorities, thereby enhancing students’ learning experiences and satisfaction. Therefore, identifying the determinants of students’ satisfaction towards an appraisal portal system is crucial in this regard. In light of this, the study adopted a quantitative research approach and was based on an exploratory survey design. A survey instrument was used to collect data from 470 respondents selected using a cluster probability sampling technique. The collected data were analysed using both descriptive and Partial Least Squares-Structural Equation Modeling (PLS-SEM) techniques. The findings from the data analysis revealed three factors, namely, appraisal portal ease of use, system information display, and system performance positively predicted students’ appraisal portal use satisfaction. Furthermore, it was observed that both appraisal portal information display and portal ease of use were positive correlates and predictors of portal performance, while portal system information adequacy and information display, significantly predicted the portal system’s ease of use. Additionally, portal system information display determined portal system information adequacy. Finally, students’ satisfaction with the appraisal portal system determined their intention to continuously use the system. Based on the findings, recommendations have been made for policy and practice to manage the student appraisal portal system effectively, aiming to increase students’ participation and involvement in lecturer performance assessment.

开发和实施学生评价门户系统对评价导师的教学表现和向大学当局提供建设性反馈意见大有裨益,从而提高学生的学习体验和满意度。因此,确定学生对评价门户系统满意度的决定因素在这方面至关重要。有鉴于此,本研究采用了定量研究方法和探索性调查设计。研究人员使用调查工具,通过聚类概率抽样技术从 470 名受访者中收集数据。收集到的数据采用了描述性和偏最小二乘法-结构方程模型(PLS-SEM)技术进行分析。数据分析结果显示,考核门户网站的易用性、系统信息显示和系统性能这三个因素对学生的考核门户网站使用满意度有积极的预测作用。此外,研究还发现,考核门户网站的信息显示和门户网站的易用性与门户网站的绩效呈正相关并能预测门户网站的绩效,而门户网站系统信息的充分性和信息显示则能显著预测门户网站系统的易用性。此外,门户系统的信息显示也决定了门户系统信息的充分性。最后,学生对评价门户系统的满意度决定了他们继续使用该系统的意愿。根据研究结果,提出了有效管理学生评估门户系统的政策和实践建议,旨在提高学生对讲师绩效评估的参与度。
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引用次数: 0
Smartphone use, nomophobia, and academic achievement in Vietnamese high school students 越南高中生的智能手机使用、网络恐惧症和学习成绩
Pub Date : 2024-05-01 DOI: 10.1016/j.chbr.2024.100418
Tuan-Vinh Nguyen , Quynh-Anh Ngoc Nguyen , Ngoc P.H. Nguyen , Uyen B. Nguyen

Nomophobia, the fear of being without one's smartphone, is pervasive among students globally, yet its relationship with smartphone uses and academic achievement remains underexplored, particularly in countries like Vietnam. This cross-sectional study examined 950 students from six high schools in Central Vietnam. Results revealed that 60.1% of participants used smartphones for over three years, dedicating an average of 5.73 h daily. Nomophobia prevalence reached 99.9%, with 23.7% exhibiting severe levels. Females and older students displayed higher nomophobia levels than males and younger peers. A robust correlation emerged between nomophobia and daily phone-checking frequency. The study emphasizes the urgent need for further research to uncover contributing mechanisms to nomophobia and develop interventions promoting responsible smartphone use among students, providing valuable insights into an increasingly prevalent concern impacting the academic landscape.

没有智能手机的恐惧在全球学生中普遍存在,但它与智能手机的使用和学业成绩之间的关系仍未得到充分探讨,尤其是在越南这样的国家。这项横断面研究调查了越南中部六所高中的 950 名学生。结果显示,60.1%的参与者使用智能手机超过三年,平均每天使用5.73小时。虚拟恐惧症的发生率达到 99.9%,其中 23.7% 的学生表现出严重的虚拟恐惧症。女性和年龄较大的学生比男性和年龄较小的学生表现出更高的厌机水平。恐名症与每天查看手机的频率之间存在密切联系。这项研究强调了进一步研究的迫切性,以揭示导致恐名症的机制,并制定干预措施,促进学生负责任地使用智能手机,为了解影响学术界日益普遍的问题提供了宝贵的见解。
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引用次数: 0
Establishing the temporal stability of machine learning models that detect online gambling-related harms 建立检测网络赌博相关危害的机器学习模型的时间稳定性
Pub Date : 2024-05-01 DOI: 10.1016/j.chbr.2024.100427
W. Spencer Murch, Sylvia Kairouz, Martin French

Artificial Intelligence (AI) models can detect at-risk online gamblers by analyzing patterns in their betting behaviour, but their performance over time has not been assessed. Linking online gamblers’ self-reported gambling problems to their transactional gambling data, we investigated the temporal stability of online gambling behaviours at two timepoints (2019–2022). We then assessed the impacts of shifting gambling behaviours on the performance of two previously-validated AI harm detection models.

Adult users of a Canadian online gambling website (n2019 = 9,145, n2022 = 11,258) completed the Problem Gambling Severity Index (PGSI), a validated questionnaire examining past-year gambling problems. Population Stability Index assessed the temporal stability of 10 previously-validated indicators of problematic online gambling. Two AI models were then revalidated using overall and threshold-dependent performance metrics.

All measured indicators of problematic online gambling behaviour shifted significantly from 2019 to 2022 (all p < 0.001). Existing AI models showed significant changes in Area Under the Precision-Recall Curve (PGSI 5+ ΔAUPRC = +2.87%; t(20401) = 2.83, p = 0.004; PGSI 8+ ΔAUPRC = +7.06%; t(20401) = 7.21, p < 0.001). Adjusting these models’ decision thresholds realigned their classification performance with originally-validated levels. These results support the use of AI for online gambling harm detection.

人工智能(AI)模型可以通过分析在线赌徒的博彩行为模式来检测他们的风险,但其随时间变化的表现尚未得到评估。我们将在线赌徒自我报告的赌博问题与他们的交易赌博数据联系起来,调查了两个时间点(2019-2022 年)在线赌博行为的时间稳定性。加拿大一家在线赌博网站的成年用户(n2019 = 9,145, n2022 = 11,258)填写了问题赌博严重程度指数(PGSI),这是一份经过验证的调查问卷,用于调查过去一年的赌博问题。人口稳定性指数评估了 10 个先前经过验证的问题网络赌博指标的时间稳定性。所有测量的问题网络赌博行为指标从 2019 年到 2022 年都发生了显著变化(所有 p < 0.001)。现有人工智能模型的精确度-召回曲线下面积(PGSI 5+ ΔAUPRC = +2.87%;t(20401) = 2.83,p = 0.004;PGSI 8+ ΔAUPRC = +7.06%;t(20401) = 7.21,p <0.001)发生了显著变化。调整这些模型的决策阈值后,它们的分类性能重新达到了最初验证的水平。这些结果支持将人工智能用于网络赌博危害检测。
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引用次数: 0
The abstinence from smartphone scale (ABSS-10): Psychometric properties and practical utility 智能手机戒断量表(ABSS-10):心理测量特性与实用性
Pub Date : 2024-05-01 DOI: 10.1016/j.chbr.2024.100428
Claudia Virginia Manara , Serena Mingolo , Michele Grassi , Fabrizio Sors , Valter Prpic , Tiziano Agostini , Mauro Murgia

In order to frame excessive smartphone use as an addiction, it is important to understand whether this behavior determines abstinence symptoms and which damaging effect it has on emotions and cognition. However, an appropriate tool to assess the presence of smartphone abstinence symptoms is still lacking. In the present study, we propose a scale that is specifically developed to assess the psychological state deriving from smartphone abstinence: The Abstinence from Smartphone Scale (ABSS-10). The aim of this work is to validate ABSS-10 and to investigate its relevance in the context of smartphone addiction. Two studies were conducted to explore ABSS-10 psychometric properties, focusing on discriminant validity, and its relationship with smartphone dependence and emotional attachment. In Study 1, university students were administered the ABSS-10 two times during a two and a half-hour long smartphone restriction period. In Study 2, the scale was administered three times during a five-hour long smartphone restriction period. General state anxiety and smartphone dependence scales were also administered. The findings reveal that ABSS-10 effectively differentiates smartphone abstinence symptoms from general state anxiety and dependence. Moreover, results show that the scale detects changes in abstinence symptoms scores during a five-hour restriction period. The scale's utility in both research and practical settings is discussed, highlighting its potential contributions to understanding the psychological dynamics of smartphone use and abstinence. The present work suggests that ABSS-10 is a robust tool for research on the psychological effects of smartphone usage.

为了将过度使用智能手机定性为成瘾,了解这种行为是否决定了戒断症状以及它对情绪和认知的破坏性影响是非常重要的。然而,目前仍缺乏一种合适的工具来评估智能手机禁用症状的存在。在本研究中,我们提出了一个量表,专门用于评估因禁用智能手机而产生的心理状态:智能手机戒断量表(ABSS-10)。这项工作的目的是验证 ABSS-10,并研究其与智能手机成瘾的相关性。我们进行了两项研究来探索 ABSS-10 的心理测量特性,重点是判别效度及其与智能手机依赖和情感依恋的关系。在研究 1 中,大学生在长达两个半小时的智能手机限制时间内接受了两次 ABSS-10 测评。在研究 2 中,该量表在长达五小时的智能手机限制期中使用了三次。此外,还采用了一般状态焦虑和智能手机依赖量表。研究结果显示,ABSS-10 能有效区分智能手机戒断症状与一般状态焦虑和依赖。此外,研究结果表明,该量表还能检测出禁欲症状得分在五小时限制期内的变化。本研究讨论了该量表在研究和实际环境中的实用性,强调了它在理解智能手机使用和禁欲的心理动态方面的潜在贡献。本研究表明,ABSS-10 是研究智能手机使用心理影响的有力工具。
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引用次数: 0
Tactics to mitigate the negative impact of introducing advanced technology on employees: Evidence from large listed companies in Japan 减轻引进先进技术对员工负面影响的策略:来自日本大型上市公司的证据
Pub Date : 2024-05-01 DOI: 10.1016/j.chbr.2024.100423
Takumi Kato , Masaki Koizumi

This study examines how the introduction of advanced technology such as artificial intelligence adversely affects employees and the tactics to mitigate these negative effects. We surveyed 5438 employees working for large companies listed on the Tokyo Stock Exchange in nine industries in Japan. The questionnaire considered the five drivers of employee attitudes (skill acquisition, fair wages, work/life balance, relationship with supervisor, and diversity of human resources) as well as the introduction of advanced technology in workplaces. Using structural equation modeling, we revealed that the introduction of advanced technology increases turnover intention. While the effect is not observed for sales and marketing, it is evident among back-office and software development personnel. Further, this effect is more pronounced among younger workers and those who change jobs more frequently. Managers should consider not only the positive effect of cutting-edge technology, but also its adverse impact on employees.

本研究探讨了人工智能等先进技术的引入如何对员工产生负面影响,以及减轻这些负面影响的策略。我们调查了 5438 名在日本九个行业的东京证券交易所上市大公司工作的员工。问卷调查了员工态度的五个驱动因素(技能学习、公平工资、工作/生活平衡、与上司的关系和人力资源多样性)以及工作场所引入先进技术的情况。通过结构方程建模,我们发现引进先进技术会增加离职意向。虽然在销售和营销人员中没有观察到这种效应,但在后台和软件开发人员中却很明显。此外,这种效应在年轻员工和频繁更换工作的员工中更为明显。管理者不仅要考虑前沿技术的积极影响,还要考虑其对员工的不利影响。
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引用次数: 0
Tilt in esports: Understanding the phenomenon in new digital contexts 电子竞技中的倾斜:了解新数字环境下的电竞现象
Pub Date : 2024-05-01 DOI: 10.1016/j.chbr.2024.100425
Sarven S. McLinton, Stefan J. Pascale

Tilt is a state of frustration leading to poor performance in poker players, but despite widespread adoption of the term in the gaming community, nascent esports (electronic sports) research has yet to establish a definition of tilt. The rapid growth of the esports industry has sparked demand for research that expands knowledge on psychological factors in gaming, especially the application of performance-oriented improvements for competitive gamers. Our qualitative approach explored the construct of tilt and how it manifests in esports, including generating the first clear definition of tilt as it applies to this context. Thematic analysis of interviews with six industry experts defined tilt as a state of indignation and frustration resulting in inhibited decision-making, as well as identifying several esports-specific contexts that trigger or mitigate tilt. Themes diverge noticeably from the problem gambling contexts in which tilt definitions originated, answering the recent call for more context-specific athlete-orientated research. Our findings provide the first definition of tilt bespoke to esports and marks an important conceptual foundation for this emerging research area. The definition will also inform evidence-based practice as coaches and psychologists search for new ways to improve athlete performance in the highly competitive world of esports.

倾斜是一种导致扑克玩家表现不佳的挫败感,尽管这一术语在游戏界被广泛采用,但新生的电竞(电子竞技)研究尚未确立倾斜的定义。电子竞技产业的快速发展激发了人们对研究的需求,这些研究将拓展人们对游戏中心理因素的了解,尤其是对竞技游戏玩家以成绩为导向的改进措施的应用。我们采用定性方法探讨了倾斜的概念及其在电子竞技中的表现形式,包括首次提出了适用于电子竞技的倾斜的明确定义。对六位业内专家的访谈进行了主题分析,将倾斜定义为一种导致决策受阻的愤慨和沮丧状态,并确定了几种引发或减轻倾斜的电竞特定环境。这些主题与倾斜定义起源于问题赌博的背景明显不同,响应了最近关于开展更多针对特定背景、以运动员为导向的研究的呼吁。我们的研究结果首次为电竞倾斜提供了定义,为这一新兴研究领域奠定了重要的概念基础。当教练和心理学家在竞争激烈的电竞世界中寻找提高运动员表现的新方法时,该定义也将为循证实践提供参考。
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引用次数: 0
Deviation from typical organic voices best explains a vocal uncanny valley 与典型有机声音的偏差最能解释人声的不可思议谷
Pub Date : 2024-05-01 DOI: 10.1016/j.chbr.2024.100430
Alexander Diel , Michael Lewis

The uncanny valley describes the negative evaluation of near humanlike artificial entities. Previous research with synthetic and real voices failed to find an uncanny valley of voices. This may have been due to an incomplete selection of stimuli. In Experiment 1 (n = 50), synthetic, normal, and deviating voices (distorted and pathological) were rated on uncanniness and human likeness and categorized as human or non-human. Results showed a non-monotonic function when the uncanniness was plotted against human likeness indicative of an uncanny valley. However, the shape could be divided into two monotonic functions based on voice type (synthetic vs deviating). Categorization ambiguity could not predict voice uncanniness but moderated the effect of realism on uncanniness. Experiment 2 (n = 35) found that perceived organicness, animacy, and mind attribution of voices significantly moderated the effect of realism on uncanniness. Results indicate a vocal uncanny valley driven by deviations from typical human voices. While voices can fall into an uncanny valley, synthetic voices successfully escape it. Finally, the results support the account that uncanniness is caused by deviations from familiar categories, rather than categorical ambiguity or the misattribution of mind or animacy.

不可思议谷描述了对近似人类的人工实体的负面评价。以前对合成声音和真实声音的研究未能发现声音的 "不可思议谷"。这可能是由于刺激物选择不全面造成的。在实验 1(n = 50)中,对合成声音、正常声音和偏差声音(扭曲声音和病态声音)进行了不可思议性和人类相似性评分,并将其分为人类声音和非人类声音。结果显示,当不可敬度与人类相似度相对照时,会出现一个非单调函数,这表明存在一个 "不可思议谷"。不过,根据声音类型(合成与偏离),该形状可分为两个单调函数。分类模糊性不能预测声音的不可爱程度,但可以调节逼真度对不可爱程度的影响。实验 2(n = 35)发现,声音的感知有机性、灵性和心灵归属在很大程度上调节了逼真度对不可思议感的影响。实验结果表明,人声的 "不可思议谷 "是由偏离典型人声的声音驱动的。虽然人声可能会陷入不可思议谷,但合成人声却能成功逃脱。最后,研究结果支持这样一种观点,即不可思议是由偏离熟悉的类别造成的,而不是由类别模糊或错误的心灵或灵性归属造成的。
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引用次数: 0
Measuring virtual embodiment: A psychometric investigation of a standardised questionnaire for the psychological sciences 测量虚拟体现:心理科学标准化问卷的心理计量学调查
Pub Date : 2024-05-01 DOI: 10.1016/j.chbr.2024.100422
Cassandra L. Crone, Rachel W. Kallen

Psychological science increasingly employs virtual reality (VR) as a therapeutic and experimental tool. When represented by an avatar, a user's self-perception is altered through a full-body perceptual illusion known as virtual embodiment. However, inconsistent measurement of this construct derives uncertainties about the efficacy of VR-driven behavioural, cognitive, and social-psychological changes. Accordingly, we sought to provide psychological scientists a valid and reliable measure to assess the virtual embodiment construct during experimental and therapeutic simulations. In a repeated-measures experimental paradigm, participants (N = 86) completed a series of visuo-motor tasks in-vivo and in VR. Our study had three objectives: 1) compare visuo-motor performance across in-vivo and VR tasks; 2) assess the psychometric properties of theoretically foundational body ownership, agency, and self-location dimensions from a virtual embodiment questionnaire widely used in the literature; 3) analyse the simplified 11-item questionnaire's underlying structure using principal component analysis (PCA). We found that VR embodiment does not directly align with physical embodiment when considering proprioception and kinaesthesia, and there is limited support for convergent and discriminant validity of body ownership, agency, and self-location as independent dimensions of the embodiment construct. However, there is strong support for criterion validity when these dimensions comprise the overall measurement of embodiment. The PCA revealed a straightforward and theoretically interpretable underlying structure with three components: embodiment, disembodiment, and agency. This study offers psychometric support for the exploration of the simplified 11-item questionnaire as a theoretically grounded measure for behavioural scientists who seek to investigate virtual embodiment as a psychological construct.

心理科学越来越多地采用虚拟现实(VR)作为治疗和实验工具。当用户使用虚拟化身时,其自我感知会通过一种被称为 "虚拟化身 "的全身感知幻觉而发生改变。然而,对这一结构的测量并不一致,这就给虚拟现实驱动的行为、认知和社会心理变化的有效性带来了不确定性。因此,我们试图为心理科学家提供一种有效可靠的测量方法,以评估实验和治疗模拟过程中的虚拟体现结构。在重复测量实验范式中,参与者(N = 86)在体内和 VR 中完成了一系列视觉运动任务。我们的研究有三个目标1)比较体内和 VR 任务中的视觉运动表现;2)评估文献中广泛使用的虚拟体现问卷中具有理论基础的身体所有权、代理权和自我定位维度的心理测量特性;3)使用主成分分析法(PCA)分析简化的 11 项问卷的基本结构。我们发现,在考虑本体感觉和运动感觉时,虚拟现实体现与物理体现并不直接一致,而且身体所有权、代理权和自我定位作为体现结构的独立维度,其收敛有效性和判别有效性的支持有限。然而,当这些维度构成对体现的整体测量时,其标准效度得到了强有力的支持。PCA 揭示了一个简单明了、可从理论上解释的基本结构,其中包含三个组成部分:具身、非具身和代理。这项研究为探索简化的 11 项问卷提供了心理测量学支持,将其作为行为科学家研究虚拟具身这一心理结构的理论依据。
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引用次数: 0
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Computers in human behavior reports
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