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Impact of social anxiety on communication skills in face-to-face vs. online contexts 社交焦虑对面对面交流与在线交流技巧的影响
IF 4.9 Q1 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2024-07-10 DOI: 10.1016/j.chbr.2024.100458
Corina Lacombe , Karine Elalouf , Charles Collin

Individuals with social anxiety have been shown to prefer communicating through online platforms. Part of this preference may be accounted for by their self-perceived level of social skill ability in online modalities. However, it is unclear whether perceived social skill abilities change across in-person and online contexts. Therefore, this study investigated whether specific social skills, like sociability, assertiveness, self-disclosure, and non-verbal emotion recognition vary across online and face-to-face settings. We first validated the Real and Electronic Communications Skills (RECS) questionnaire using a confirmatory factor analysis in a sample of 780 participants, who completed the survey through Qualtrics. We then conducted a series of correlations and a doubly multivariate GLM to evaluate whether perceived social skills abilities are influenced by communication medium and social anxiety. Our results indicated that we were able to validate the RECS, and that specific social skills like sociability and assertiveness are influenced by communication medium. Specifically, higher social anxiety scores were associated with decreased in-person sociability, emotion recognition, and assertiveness. The results highlight a potential perceived barrier to approaching in-person interactions, which may exacerbate avoidance of social interaction, thus resulting in social isolation and loneliness.

研究表明,社交焦虑症患者更喜欢通过网络平台进行交流。这种偏好的部分原因可能是他们自我感觉在网络模式下的社交能力水平。然而,人们所感知的社交技能能力是否会在人际交往和网络环境中发生变化,目前尚不清楚。因此,本研究调查了特定社交技能(如交际能力、自信、自我披露和非语言情绪识别)在网络和面对面环境下是否会发生变化。我们首先对通过 Qualtrics 完成调查的 780 名参与者样本进行了确认性因子分析,验证了真实与电子交流技能(RECS)问卷。然后,我们进行了一系列相关分析和双重多变量 GLM,以评估感知社交技能能力是否受沟通媒介和社交焦虑的影响。我们的结果表明,我们能够验证 RECS,并且特定的社交技能(如交际能力和自信心)会受到交流媒介的影响。具体来说,社交焦虑得分越高,当面社交能力、情绪识别能力和自信心就越差。研究结果凸显了一种潜在的感知障碍,这种障碍可能会加剧人们对社交互动的回避,从而导致社会隔离和孤独感。
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引用次数: 0
Playing single-player tasks together: Dyads’ collaborative activities across two games in Math Garden 一起玩单人游戏:数学花园》两款游戏中的小组合作活动
IF 4.9 Q1 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2024-07-06 DOI: 10.1016/j.chbr.2024.100456
M.S.M. Sachisthal , C. Paans , A.D. Hofman , C.M. Stevenson , H.L.J. van der Maas , I. Molenaar , B.R.J. Jansen

Much research on collaborative learning focuses on working together on tasks that are designed with collaboration in mind. However, teachers may ask children to collaborate on single player tasks as well, given a scarcity of available computers in the classroom or assuming that children can learn from each other and motivate each other. In the current study, we studied the conversations of primary school children (N = 64; 39 girls, 25 boys) working together in dyads in an adaptive single-player math learning environment (Math Garden). We aimed to investigate (1) how dyads collaborate across two math tasks aimed at practicing different math skills (arithmetic vs. reasoning skills) embedded within Math Garden and (2) whether collaborative activities differed across the two math tasks. We studied both individual utterances as well as episodes of social metacognitive interactions between the dyad members. We found that children engaged in activities important for successful collaboration, such as relational and metacognitive activities. Moreover, we identified social metacognitive episodes, meaning that children regulated their groups’ learning and that the regulatory processes which took part within the collaborative learning session cannot be reduced to individual activities. We conclude that children engage in collaborative activities when working together on single player tasks. And, in line with previous research, these collaborative activities differed across games, highlighting that collaborative learning is shaped by the task at hand.

有关协作学习的许多研究都侧重于共同完成以协作为目的的任务。然而,由于教室里可用电脑有限,或者假设孩子们可以相互学习、相互激励,教师也可能要求孩子们合作完成单人任务。在本研究中,我们研究了小学生(人数=64;39 名女生,25 名男生)在自适应单人数学学习环境(数学花园)中的对话。我们的目的是研究:(1) 在两个数学任务中,二人组如何合作,以练习数学花园中的不同数学技能(算术与推理技能);(2) 在两个数学任务中,合作活动是否有所不同。我们既研究了个人的话语,也研究了二人组成员之间的社会元认知互动。我们发现,儿童参与了对成功合作非常重要的活动,如关系活动和元认知活动。此外,我们还发现了社会元认知事件,这意味着儿童对其小组的学习进行了调控,而且在协作学习环节中的调控过程不能简化为个体活动。我们的结论是,儿童在共同完成单人任务时会参与协作活动。而且,与以往的研究一样,这些协作活动在不同的游戏中有所不同,这突出表明协作学习是由手头的任务决定的。
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引用次数: 0
Comparing and modeling the use of online recommender systems 在线推荐系统的使用比较与建模
IF 4.9 Q1 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2024-07-06 DOI: 10.1016/j.chbr.2024.100449
Emma Engström , Irina Vartanova , Jennifer Viberg Johansson , Minna Persson , Pontus Strimling

This study explores a new way to model the adoption of AI, specifically online recommender systems. It aims to find factors that can explain the variation in usage in terms of differences between individuals and differences over technologies. We analyzed survey data from users of online platforms in the U.S. using a two-level structural equation model (SEM) (N = 1007). In this model, the dependent variable was the usage rate, which was defined as the share of time a person used a particular recommender system (e.g., “People You May Know”) when they use the platform (e.g., Facebook). The individual responses (within-systems level) were clustered in the 26 recommender systems (between-systems level). We hypothesized that three technology-specific factors, adapted from the Diffusion of Innovations (DOI) theory and the Unified Theory of Acceptance and Use of Technology 2 (UTAUT2), could explain the variations in usage at both levels: perceived performance expectancy (PE), perceived effort expectancy (EE), and perceived hedonic motivation (HM). Our estimated model showed that usage was associated with PE and HM at the within-system level and only with PE at the between-system level. A considerable part of the variation in usage across the 26 systems could be explained by PE only (R2 = 0.30). The most important contribution to practitioners is that this study provides evidence for the idea that there are inherent, measurable differences across recommender technologies that affect their usage rates, and specifically it finds usefulness to be a key factor. This is potentially valuable for app developers and marketeers who look to promote the adoption of novel recommender systems. The main contribution to the literature is that it presents a proof-of-concept of a two-level model for AI adoption, conceptualizing it as an effect of both variations over users and variations over applications. This finding is potentially valuable for policymakers, as better predictive models might enable improved assessments of AI's social implications. In future studies, the two-level approach presented here could be applied to other forms of AI, such as voice assistants, chatbots, or Internet of Things (IoT).

本研究探索了一种新的方法来模拟人工智能的应用,特别是在线推荐系统的应用。其目的是从个体差异和技术差异两个方面寻找能够解释使用差异的因素。我们使用两级结构方程模型(SEM)分析了美国网络平台用户的调查数据(N = 1007)。在该模型中,因变量是使用率,它被定义为一个人在使用平台(如 Facebook)时使用特定推荐系统(如 "你可能认识的人")的时间份额。个人回复(系统内层面)在 26 个推荐系统(系统间层面)中进行聚类。我们假设,从创新扩散(DOI)理论和技术接受与使用统一理论 2(UTAUT2)改编而来的三个技术特定因素可以解释两个层面的使用率变化:感知绩效预期(PE)、感知努力预期(EE)和感知享乐动机(HM)。我们估计的模型显示,在系统内层面,使用率与 PE 和 HM 相关,而在系统间层面,仅与 PE 相关。在 26 个系统中,使用率的很大一部分差异只能用 PE 来解释(R2 = 0.30)。这项研究对从业人员最重要的贡献在于,它为以下观点提供了证据,即不同推荐技术之间存在着影响使用率的固有的、可测量的差异,特别是它发现有用性是一个关键因素。这对于希望促进新型推荐系统采用的应用程序开发人员和营销人员来说具有潜在的价值。该研究对文献的主要贡献在于,它提出了人工智能采用的两级模型的概念验证,将其概念化为用户变化和应用程序变化的影响。这一发现对政策制定者具有潜在的价值,因为更好的预测模型可以改进对人工智能社会影响的评估。在未来的研究中,本文提出的两级方法可应用于其他形式的人工智能,如语音助手、聊天机器人或物联网(IoT)。
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引用次数: 0
The relation between learners’ experience in simulations and diagnostic accuracy: Generalizability across medical and teacher education 学习者的模拟经验与诊断准确性之间的关系:在医学和教师教育中的可推广性
IF 4.9 Q1 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2024-07-05 DOI: 10.1016/j.chbr.2024.100454
Olga Chernikova , Matthias Stadler , Daniel Sommerhoff , Christian Schons , Nicole Heitzmann , Doris Holzberger , Tina Seidel , Constanze Richters , Amadeus J. Pickal , Christof Wecker , Michael Nickl , Elias Codreanu , Stefan Ufer , Stephanie Kron , Caroline Corves , Birgit J. Neuhaus , Martin R. Fischer , Frank Fischer

Simulation-based learning is being increasingly implemented across different domains of higher education to facilitate essential skills and competences (e.g. diagnostic skills, problem-solving, etc.). However, the lack of research that assesses and compares simulations used in different contexts (e.g., from design perspective) makes it challenging to effectively transfer good practices or establish guidelines for effective simulations across different domains. This study suggests some initial steps to address this issue by investigating the relations between learners' experience in simulation-based learning environments and learners' diagnostic accuracy across several different domains and types of simulations, with the goal of facilitating cross-domain research and generalizability. The findings demonstrate that used learners' experience ratings are correlated with objective performance measures, and can be used for meaningful comparisons across different domains. Measures of perceived extraneous cognitive load were found to be specific to the simulation and situation, while perceived involvement and authenticity were not. Further, the negative correlation between perceived extraneous cognitive load and perceived authenticity was more pronounced in interaction-based simulations. These results provide supporting evidence for theoretical models that highlight the connection between learners' experience in simulated learning environments and their performance. Overall, this research contributes to the understanding of the relationship between learners’ experience in simulation-based learning environments and their diagnostic accuracy, paving the way for the dissemination of best practices across different domains within higher education.

在高等教育的不同领域,越来越多地采用模拟学习来促进基本技能和能力(如诊断技能、解决问题等)的提高。然而,由于缺乏对不同环境下使用的模拟教学进行评估和比较的研究(例如,从设计角度),因此在不同领域有效地推广良好实践或建立有效的模拟教学指导原则具有挑战性。本研究通过调查学习者在模拟学习环境中的体验与学习者在多个不同领域和不同类型模拟中的诊断准确性之间的关系,提出了解决这一问题的一些初步措施,目的是促进跨领域研究和推广。研究结果表明,使用过的学习者的体验评分与客观成绩测量结果相关,可用于不同领域的有意义比较。研究发现,对感知到的无关认知负荷的测量是针对模拟和情境的,而感知到的参与度和真实性则不是。此外,在基于互动的模拟中,感知到的无关认知负荷与感知到的真实性之间的负相关更为明显。这些结果为强调学习者在模拟学习环境中的体验与学习成绩之间联系的理论模型提供了支持性证据。总之,这项研究有助于理解学习者在模拟学习环境中的体验与其诊断准确性之间的关系,为在高等教育的不同领域推广最佳实践铺平了道路。
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引用次数: 0
Social connectedness in spatial audio calling contexts 空间音频通话语境中的社交联系
IF 4.9 Q1 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2024-07-04 DOI: 10.1016/j.chbr.2024.100451
Vanessa Y. Oviedo , Khia A. Johnson , Madeline Huberth , W. Owen Brimijoin

People often use audio-only communication to connect with others. Spatialization of audio has been previously found to improve immersion, presence, and social presence during conversations. We propose that spatial audio improves social connectedness between dyads. Participants engaged in three 8-min semi-structured conversations with an acquainted partner in three conditions: in-person communication, monaural audio communication, and spatial audio communication. Using Media Naturalness Theory as our theoretical framework, we found that the use of spatial audio benefited aspects of social connectedness. While in-person communication yielded the greatest social connectedness, spatial audio better facilitated social connectedness than traditional monaural communication. Spatial audio improved feelings of being physically in the same room and being on the same wavelength and produced more nonverbal behaviors associated with rapport building than monaural communication.

人们经常使用纯音频交流来与他人沟通。以前的研究发现,音频的空间化可以提高对话过程中的沉浸感、临场感和社交存在感。我们认为,空间音频可以改善二人组之间的社交联系。参与者在三种条件下与相识的伙伴进行了三次 8 分钟的半结构化对话:面对面交流、单声道音频交流和空间音频交流。以 "媒体自然性理论 "为理论框架,我们发现空间音频的使用有利于社会联系的各个方面。虽然面对面交流产生的社会联系最大,但与传统的单声道交流相比,空间音频能更好地促进社会联系。与单声道交流相比,空间音频改善了同处一室、心有灵犀的感觉,并产生了更多与建立融洽关系相关的非语言行为。
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引用次数: 0
Perceptions, attitudes, and demographic influences on metaverse: A comprehensive investigation 对元宇宙的认知、态度和人口影响:全面调查
IF 4.9 Q1 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2024-07-04 DOI: 10.1016/j.chbr.2024.100441
Mohamad Daradkeh , Diana W. Dawoud , Shereen Ismail , Wathiq Mansoor

The Metaverse represents an innovative post-reality universe that seamlessly blends physical reality with virtual digital environments, facilitated by advanced technologies like virtual reality. As the adoption of Metaverse gains momentum, it becomes essential to comprehend individuals’ perceptions, attitudes, and the potential influence of demographic factors on their engagement with this novel digital realm. To address this gap, a comprehensive questionnaire survey was conducted in the United Arab Emirates (UAE) to investigate participants’ understanding, attention, interest, and confidence in the Metaverse. The study also sought to examine how variables such as age, gender, education level, and professional background might impact respondents’ perceptions. This cross-sectional survey involved a diverse sample of 252 individuals residing in the UAE, encompassing different age groups, educational backgrounds, and occupations. The survey instrument was carefully designed to generate responses related to four primary dimensions: understanding, attention, interest, and confidence in the Metaverse. Demographic information, including age, gender, education level, and professional background, was also collected to assess potential associations with respondents’ perceptions. The survey findings revealed disparities based on gender and age in terms of understanding, attention, and interest in the Metaverse. Particularly, male respondents demonstrated higher levels of comprehension and attention in specific aspects, while undergraduate students or higher expressed significantly greater interest in Metaverse technology compared to individuals with lower educational backgrounds.

在虚拟现实等先进技术的推动下,Metaverse 代表了一种创新的后现实世界,它将物理现实与虚拟数字环境完美地融合在一起。随着 Metaverse 的应用势头日益强劲,了解个人对这一新型数字领域的看法、态度以及人口因素的潜在影响变得至关重要。为了填补这一空白,我们在阿拉伯联合酋长国(UAE)开展了一项综合问卷调查,调查参与者对 Metaverse 的理解、关注、兴趣和信心。研究还试图探讨年龄、性别、教育水平和专业背景等变量如何影响受访者的看法。这项横向调查涉及 252 个居住在阿联酋的不同样本,包括不同的年龄组、教育背景和职业。调查工具经过精心设计,可生成与四个主要方面相关的回答:对 Metaverse 的理解、关注、兴趣和信心。此外,还收集了包括年龄、性别、教育水平和职业背景在内的人口统计学信息,以评估与受访者看法之间的潜在关联。调查结果显示,在对 Metaverse 的理解、关注和兴趣方面,不同性别和年龄的受访者之间存在差异。特别是,男性受访者在特定方面表现出更高的理解力和关注度,而与教育背景较低的人相比,本科生或以上学历的人对元数据技术的兴趣明显更大。
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引用次数: 0
Conceptual frameworks for designing and evaluating persuasive messages aimed at changing behavior: Systematic review 设计和评估旨在改变行为的说服信息的概念框架:系统回顾
IF 4.9 Q1 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2024-07-03 DOI: 10.1016/j.chbr.2024.100448
Kiemute Oyibo, Shogo Toyonaga

Effective persuasive messages are indispensable when it comes to using technology to motivate behavior change. However, no scoping or systematic review has explored the landscape of using conceptual frameworks to design and evaluate persuasive messages for effective persuasive communication in different domains. The primary aim of this review is to map published articles on conceptual frameworks that aid effective persuasive message design and evaluation in technology-driven interventions with a view to uncovering their potential and unfilled research gaps. The secondary aim is to uncover how persuasive message design and evaluation frameworks have been applied to address behavior change using the United Nations' Sustainable Development Goals as an analytical lens. Our results show that about three-quarter of the articles on persuasive message design and evaluation frameworks were published in the last decade. While the reviewed user studies were not longitudinal, the presented frameworks show strong promise in fostering behavior change among the target audiences if implemented correctly. However, there is a need to (1) conduct more research among underrepresented groups (e.g., in lower-to-middle-income countries in Africa, South America, and Asia) and in unexplored domains related to other United Nations’ Sustainable Development Goals other than Good Health and Wellbeing; and (2) move away from ad hoc design principles, use of only behavior theories, and non-use of validated frameworks towards using established behavioral theory-driven frameworks to design and evaluate persuasive messages to make them more effective.

在利用技术推动行为改变的过程中,有效的说服信息是不可或缺的。然而,目前还没有任何范围界定或系统性综述探讨过在不同领域使用概念框架设计和评估说服信息以实现有效说服沟通的情况。本综述的主要目的是对已发表的有关概念框架的文章进行梳理,这些概念框架有助于在技术驱动的干预措施中进行有效的说服信息设计和评估,以期发现其潜力和尚未填补的研究空白。次要目的是以联合国可持续发展目标为分析视角,揭示如何将有说服力的信息设计和评估框架应用于行为改变。我们的研究结果表明,关于有说服力的信息设计和评估框架的文章中,约有四分之三是在过去十年间发表的。虽然所审查的用户研究并非纵向研究,但所介绍的框架显示,如果实施得当,在促进目标受众的行为改变方面大有可为。然而,还需要:(1) 在代表性不足的群体(如非洲、南美洲和亚洲的中低收入国家)中,以及在除良好健康和福祉之外的其他联合国可持续发展目标相关的未探索领域开展更多研究;(2) 从临时设计原则、仅使用行为理论和不使用经过验证的框架转向使用既定的行为理论驱动框架来设计和评估说服信息,使其更加有效。
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引用次数: 0
Design and validation of an artificial intelligence-powered instrument for the assessment of migraine risk in university students in Lebanon 设计并验证用于评估黎巴嫩大学生偏头痛风险的人工智能工具
IF 4.9 Q1 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2024-07-02 DOI: 10.1016/j.chbr.2024.100453
Zahraa Tahhan, Georges Hatem, Ahmed M. Abouelmaty, Zad Rafei, Sanaa Awada
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引用次数: 0
The impact of self-conscious emotions on the continuance intention of digital voice assistants in private and public contexts 在私人和公共环境中,自我意识情绪对数字语音助手使用意向的影响
IF 4.9 Q1 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2024-07-02 DOI: 10.1016/j.chbr.2024.100450
Pascal Kowalczuk, Jennifer Musial

Digital voice assistants (DVAs) are application programs that can understand and interpret natural language voice commands. They are embedded in various products like smartphones and smart speakers and have thus become integral in everyday life, interpersonal communications, and social relationships. Despite users tend to humanize DVAs, emotions that arise in interpersonal interactions such as self-conscious emotions (i.e., pride, shame, guilt, and vicarious embarrassment) and their influence on human-machine interaction remain unstudied. Grounding on regulatory focus theory, we argue that these emotions are fundamental for promoting or preventing future DVA use. Additionally, drawing on social influence theory, we contend that the influence of self-conscious emotions on continuous DVA use varies across specific usage situations. Thus, we extend the expectation-confirmation model with self-conscious emotions and empirically compare user reactions between different social scenarios (alone and with friends in private vs. public places). Analyzing 860 DVA user responses through structural equation modeling and multigroup analysis, our findings reveal that pride consistently positively influences continuance intention across all social contexts. Furthermore, shame acts as an important inhibitor of continuance intentions in public, while guilt inhibits continuance intentions in private places. Vicarious embarrassment, however, does not exhibit significant effects in any scenario. These results carry valuable implications for both research and management in understanding and optimizing DVA user experiences.

数字语音助手(DVA)是一种能够理解和解释自然语言语音指令的应用程序。它们被嵌入到智能手机和智能扬声器等各种产品中,因此已成为日常生活、人际沟通和社会关系中不可或缺的一部分。尽管用户倾向于将 DVA 人性化,但人际交往中产生的情绪,如自我意识情绪(即自豪感、羞耻感、内疚感和替代性尴尬)及其对人机交互的影响仍未得到研究。基于调节焦点理论,我们认为这些情绪是促进或预防未来使用 DVA 的基础。此外,借鉴社会影响理论,我们认为自我意识情绪对持续使用 DVA 的影响在不同的特定使用情况下是不同的。因此,我们用自我意识情绪扩展了期望-确认模型,并通过经验比较了用户在不同社交场景(单独使用和与朋友在私人场所使用与在公共场所使用)下的反应。通过结构方程建模和多组分析对 860 个 DVA 用户的反应进行分析,我们的研究结果表明,在所有社交情境中,自豪感都会对持续意向产生积极影响。此外,在公共场合,羞耻感是继续使用意图的重要抑制因素,而在私人场所,内疚感则会抑制继续使用意图。然而,模仿性尴尬在任何情况下都没有表现出显著的影响。这些结果对研究和管理部门了解和优化 DVA 用户体验具有重要意义。
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引用次数: 0
Effectiveness of virtual reality intervention in promoting sustainable hand hygiene for community participants: A mixed methods approach 虚拟现实干预在促进社区参与者持续保持手部卫生方面的效果:混合方法
IF 4.9 Q1 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2024-07-01 DOI: 10.1016/j.chbr.2024.100452
Haohan Lily Hu , Alison Hui , Patrick Ip , King-Wa Fu

Hand hygiene compliance is well known as an important measure in preventing the transmission of infectious disease. Even though general public was aware of this health message during the COVID-19 pandemic, sustaining such personal hygiene behavior is difficult. While personal hygiene virtual reality intervention via an immersive experience has been found as an effective health promotion strategy, its prior implementation was mostly among healthcare workers but not among people in the community. Using a mixed methods approach, this study draws on the theory of planned behaviors to design two experimental studies for testing this interventional approach's sustainability and applicability to the general population. The result confirmed the virtual reality scenario with both presence and embodiment demonstrated a more sustainable treatment effect in boosting individual's self-efficacy over other experimental arms. Post-hoc analysis revealed the reduction of perceived barrier after exposure to immersive environment was attributable to treatment effect. The findings were reconfirmed through triangulation in the qualitative post-intervention interviews. Finally, we highlight the theoretical and practical implication of the study for the future development of personal hygiene immersive environment-based intervention.

众所周知,遵守手部卫生是预防传染病传播的一项重要措施。尽管在 COVID-19 大流行期间,公众都知道这一健康信息,但要保持这种个人卫生行为却很困难。虽然通过沉浸式体验进行个人卫生虚拟现实干预已被认为是一种有效的健康促进策略,但之前主要是在医护人员中实施,而不是在社区人群中。本研究采用混合方法,借鉴计划行为理论,设计了两项实验研究,以测试这种干预方法的可持续性和对普通人群的适用性。结果证实,与其他实验方法相比,同时具有临场感和体现感的虚拟现实场景在提高个人自我效能感方面具有更持久的治疗效果。事后分析表明,暴露于沉浸式环境后感知障碍的减少可归因于治疗效果。干预后的定性访谈通过三角测量再次证实了这一结论。最后,我们强调了本研究对未来发展基于沉浸式环境的个人卫生干预的理论和实践意义。
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引用次数: 0
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Computers in human behavior reports
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