•Social media is becoming a powerful tool in public higher education discussions.•Attribution of social media to youth is dangerous considering media’s current use.•College students preferred more ...traditional means of expressing opinions.•Social media was primary used by media discussing the closing of the university.
The 12-month discussion surrounding a regional university campus quickly evolved from a suggestion of independence, to a plan, to the ultimate closure of the university. This unique series of events at the University of South Florida Polytechnic (USFP) allows for an investigation of how various forms of media were used during this significant event that impacted college student’s education and immediate future. A campus wide survey was combined with social and online media monitoring to assess the topics, authors, and methods used during prominent discussions during and preceding the closure of USFP. Although social media played a crucial role, the most common format was Twitter and it was used almost exclusively by members of the media itself. Students instead relied on traditional sources to gather information. Additionally, students expressed their opinion utilizing classic methods, such as petitions, foregoing more modern Twitter or Facebook campaigns. It is incorrect to automatically assume younger demographic authorship or utilization of social media technology. Whereas social media use could expand even more over the next decade, identifying authorship remains critical as it is unclear how frequent social media is viewed as an official method of public discussion, especially when politics and higher education collide.
A two-experiment study assessed throwing performance in VR and real life. The first experiment was a direct comparison of a carnival type throwing game in which participants attempted to throw 20 ...balls into a bucket from distances of 5 and 10 ft. Fifteen participants completed the task in both real life and in an identical VR environment. In the second experiment, the same task was repeated at the 5ft distance only with the addition of a randomized order of three different VR controllers and the real-life condition. Results from both experiments indicate substantial differences between real life and VR performance along with differences between controllers. Significant VR research has stressed enhancing visual quality to better replicate real life. However, the focus needs to shift to examine creating accurate psychomotor interactions to achieve more accurate performance and ultimately training success.
Batting in baseball or softball represents a physically and perceptually challenging task. Changes in flight of a high-speed pitched ball require quick and accurate predictions of future location. To ...be successful, an individual must be able to rapidly gather and process visual information, suggesting an emphasis on spatial working memory. The current experiment assessed if individuals of variant expertise levels (novices and varsity softball players) differed in ability to determine future locations of a pitched ball based on different pitch types and durations. Data suggest an impressive base capability for visual motion prediction including a time appropriate ability to predict motion timing. Additionally, while not central to this capability, data suggest a relevance for spatial working memory in predicting speed. These results demonstrate a need to further investigate a base ability in motion prediction as well as the impact of working memory in high performance skills.
Research has shown that games are able to engender educational settings that better the process of learning and enhance the execution and achievement of tasks. These studies, however, have only used ...games with automatic, responsive interfaces, or active games. Although effective, these video games necessitate the expenditure of human, physical, and monetary resources, and are, therefore, not inclusive of all populations. Alternatively, passive games are structured around the same principles as active games, but do not require programmed platforms. This study presents the theoretical design, development and implications of a passive game that is to be used in undergraduate psychology classes.
Background: Given the increased emphasis on active learning in psychology, it is important to use data to enhance these experiences. In learning courses, both live animals and virtual training ...laboratories have been found to enhance learning, but less research has examined student preferences. Generally, live rats are preferred, but students may resist these experiences. Additionally, both laboratory types have drawbacks. Objective: This study examined student preferences for learning laboratory experiences. Method: The current study surveyed students to understand preferences between laboratory experiences and within a virtual program. Specifically, students were asked preference for species and between realistic and cartoon versions. Results: Participants preferred live animals, but the difficulties of working with live animals may require the use of virtual laboratory programs. For those programs, students preferred realistic dogs. Additionally, based on these preferences a pilot program was designed and tested in a class. The students supported the inclusion of the program for similar classes and provided feedback for improvement. Conclusions: Live animal laboratories are worthwhile when feasible, but well-designed virtual programs can be beneficial for engaging and impactful learning experiences. Teaching Implications: Instructors should consider using live or virtual animal laboratories for psychology of learning courses.
Celotno besedilo
Dostopno za:
DOBA, NUK, OILJ, SAZU, UILJ, UKNU, UL, UM, UPUK
Felids in captivity are often inactive and elusive in zoos, leading to a frustrating visitor experience. Eight roars were recorded from an adult male lion and played back over speakers as auditory ...enrichment to benefit the lions while simultaneously enhancing the zoo visitor experience. In addition, ungulates in an adjacent exhibit were observed to ensure that the novel location and increased frequency of roars did not lead to a stress or fear response. The male lion in this study roared more in the playback phase than in the baseline phases while not increasing any behaviors that would indicate compromised welfare. In addition, zoo visitors remained at the lion exhibit longer during playback. The nearby ungulates never exhibited any reactions stronger than orienting to playbacks, identical to their reactions to live roars. Therefore, naturalistic playbacks of lion roars are a potential form of auditory enrichment that leads to more instances of live lion roars and enhances the visitor experience without increasing the stress levels of nearby ungulates or the lion themselves, who might interpret the roar as that of an intruder.
This study looks at the effects on users’ choices when presented with Product Reaction Cards (PRC) in parallel and sequential order. Participants were given brief tasks on two websites and presented ...with PRC in parallel or sequential order to describe their sentiments. We found that participants selected 25% more words in the sequential condition, including the selection of more positive words (23%). However, the sequential condition took on average 5 minutes longer to complete word selection. Therefore, it is important to understand that the PRC presentation modality can affect the quantity and the choice of vocabulary used by participants.
Campus carry, which permits concealed firearms on college campuses, is an intense topic of discussion. While research has found that a majority of students and faculty oppose such a law, much of this ...previous research was conducted at traditional universities, with a sizable percentage of students under the minimum age for a conceal carry permit. It is unclear how such a law is viewed at campuses with nontraditional student populations, especially concerning age, where there may be higher percentages of potential permitted carriers. Student, staff, and faculty opinions collected at a university with a majority nontraditional student population in Texas demonstrate a more complex picture of the potential impact of campus carry and how personal characteristics affect campus carry opinions. Results show more diverse campus carry opinions than in other published samples, as well as differing opinion patterns between students, staff, and faculty. When coupled with effects related to personal characteristics, results suggest a more complex interpretation of campus carry acceptance.
Towards Making XR 100% Accessible: A Discussion Panel Rupp, Michael A.; Gluck, Aaron; Derby, Jessyca ...
Proceedings of the Human Factors and Ergonomics Society Annual Meeting,
09/2023, Letnik:
67, Številka:
1
Journal Article
Recenzirano
Given the increased usage of extended reality (XR), it is important to consider what difficulties users may have using these systems. This discussion panel will provide an open dialog about what ...accessibility means for XR systems and for whom. Each panelist will provide a brief overview of the following topics within their bailiwick followed by Q & A. Aaron Gluck will discuss broadening access to XR by users with disabilities. Jessyca Derby will discuss heuristics for making AR/MR experiences more accessible and what resources are available to assist designers and practitioners, Thom Gable will discuss inclusive design in the XR space more broadly and discuss the approach within Microsoft, Nicholas Kelling will discuss the role behavioral and sensory accessibility plays in opening XR to a broader audience, and Carmen Van Ommen will discuss how best practices from other domains can be applied to XR