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Sökning: L773:1094 9313 OR L773:1557 8364

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1.
  • Andersson, Gerhard, 1966-, et al. (författare)
  • Stroop facilitation in tinnitus patients : An experiment conducted via the World Wide Web
  • 2005
  • Ingår i: Cyberpsychology & Behavior. - : Mary Ann Liebert Inc. - 1094-9313 .- 1557-8364. ; 8:1, s. 32-38
  • Tidskriftsartikel (refereegranskat)abstract
    • Cognitive mechanisms have been proposed to play an important role in tinnitus. In the present study, tinnitus participants were administered an emotional Stroop test via the Internet, incorporating words related to tinnitus concerns. In line with previous research using this Web-based version of the emotional Stroop test, faster color naming was demonstrated for concern-relevant words relative to neutral words. The present results thus provided support for a role for cognitive factors that are important for the understanding of tinnitus. However, future research is warranted in order to clarify the precise mechanisms involved in tinnitus-related Stroop effects. 1© Mary Ann Liebert, Inc.
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2.
  • Broeren, Jurgen, et al. (författare)
  • Virtual reality and haptics as an assessement device in the postacute phase after stroke.
  • 2002
  • Ingår i: Cyber Psychology and Behaviour. - : Mary Ann Liebert Inc. - 1094-9313 .- 1557-8364. ; 5:3, s. 207-211
  • Tidskriftsartikel (refereegranskat)abstract
    • Virtual reality (VR) technology is altering the health care environment and is changing the options that are available to therapists. This study describes how a haptic device was used as a cinematic assessment utility. Three chronic stroke inpatients at Sahlgrenska University Hospital with left hemisphere damage were assessed. The patients were administered by the box and block manual dexterity test. For comparisons, a reference group was added to the study. Several parameters, including time, speed, and movement of the right upper extremity, were extracted and evaluated. The results indicate that the system shows potential as an assessment device. The feasibility study setup is working well, as is the assessment method. Further research, testing, refinement of the exercises, and use of VR and haptics within neurological rehabilitation are suggested.
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3.
  • Frostling-Henningsson, Maria (författare)
  • First-Person Shooter Games as a Way of Connecting to People : "Brothers in Blood"
  • 2009
  • Ingår i: Cyberpsychology & Behavior. - : Mary Ann Liebert Inc. - 1094-9313 .- 1557-8364. ; 12:5, s. 557-562
  • Tidskriftsartikel (refereegranskat)abstract
    • This work seeks to understand young adults' motives for online gaming and extends previous research concerning social interaction in virtual contexts. The focus of the study is on Counter-Strike and World of Warcraft. Drawing on Baudrillard's concept of simulacra, an analysis of young gamers' motivation for gaming is carried out. The empirical data was generated employing a mix of qualitative methods such as researcher introspection, observation, and interviews with young adults in two different online gaming centers in Stockholm during 2006 and 2007. The results show that online gaming is foremost motivated by social reasons providing the gamers with a possibility of cooperation and communication. Some of the gamers in the study were motivated by escapism. Online gaming also provides gamers with an experience in which ""flow"" can be obtained and serves as a ""hallucination of the real,"" making it possible to do things and try out behaviors that would be impossible to do or try in real life. The gamers felt that online gaming gave them more experiences than real life could provide. For research purposes, this work provides a better understanding of the motivational aspects for gamers.
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4.
  • Klinger, E, et al. (författare)
  • Virtual reality therapy versus cognitive behavior therapy for social phobia: A preliminary controlled study
  • 2005
  • Ingår i: CyberPsychology & Behavior. - : Mary Ann Liebert Inc. - 1094-9313 .- 1557-8364. ; 8:1, s. 76-88
  • Tidskriftsartikel (refereegranskat)abstract
    • Social phobia is one of the most frequent mental disorders and is accessible to two forms of scientifically validated treatments: anti-depressant drugs and cognitive behavior therapies (CBT). In this last case, graded exposure to feared social situations is one of the fundamental therapeutic ingredients. Virtual reality technologies are an interesting alternative to the standard exposure in social phobia, especially since studies have shown its usefulness for the fear of public speaking. This paper reports a preliminary study in which a virtual reality therapy (VRT), based on exposure to virtual environments, was used to treat social phobia. The sample consisted of 36 participants diagnosed with social phobia assigned to either VRT or a group-CBT ( control condition). The virtual environments used in the treatment recreate four situations dealing with social anxiety: performance, intimacy, scrutiny, and assertiveness. With the help of the therapist, the patient learns adapted cognitions and behaviors in order to reduce anxiety in the corresponding real situations. Both treatments lasted 12 weeks, and sessions were delivered according to a treatment manual. Results showed statistically and clinically significant improvement in both conditions. The effect-sizes comparing the efficacy of VRT to the control traditional group-CBT revealed that the differences between the two treatments are trivial.
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5.
  • Knez, Igor, 1959-, et al. (författare)
  • Lighting in digital game worlds : Effects on affect and play performance
  • 2008
  • Ingår i: Cyberpsychology & Behavior. - : Mary Ann Liebert Inc. - 1094-9313 .- 1557-8364. ; 11:2, s. 129-137
  • Tidskriftsartikel (refereegranskat)abstract
    • As a means of extending the significance of findings in experimental psychology and nonvisual psychological lighting research to digital game research, the present study was designed to investigate the impact of warm (reddish) and cool (bluish) simulated illumination in digital game worlds on game users' affect and play performance. In line with some previous findings, we predicted that lighting in a digital game world might, as in the real world, differently influence the nonvisual psychological mechanisms of affect, which in turn might enhance or impair the players' performance. It was shown that the players performed best and fastest in a game world lit with a warm (reddish) as compared to a cool (bluish) lighting. The former color of lighting also induced the highest level of pleasantness in game users. A regression analysis indicated tentatively that it was the level of pleasantness induced by the warm lighting that enhanced the players' better performance in that digital game world. It was also shown that high- as opposed to medium- or low-skilled players engage almost 2.5 times more per week in game playing. Given their skill, they performed significantly faster and felt significantly calmer and more relaxed in doing so.
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6.
  • Månsson, Sven-Axel, et al. (författare)
  • Using the internet to find offline sex partners
  • 2007
  • Ingår i: CyberPsychology & Behavior. - : Mary Ann Liebert. - 1094-9313 .- 1557-8364. ; 10:1 Feb 2007, s. 100-107
  • Tidskriftsartikel (refereegranskat)abstract
    • We aimed to expand upon the demographic characteristics and gender differences among those who have met someone on the Internet who they later met offline and had sex with as well as any relationship with cybersex, sexually transmitted infections, and online sexual problems. We analyzed data collected through an online questionnaire in 2002 in Sweden including a total population of 1836 respondents of which 1458 used the Internet for sexual purposes. Of those, 35% men and 40% women reported to have met offline sex partners online. The majority reported an occurrence of one to two times, whereas 10% reported six or more times. The analysis suggested women aged 34–49 and 50–65 years, homo- and bisexual men, and singles more likely to have this experience. They were also more likely to have engaged in cybersex. No relationships were found with sexually transmitted infections or online sexual problems. The results suggest that using the Internet to find sex partners may be less hazardous for the general Internet users than pointed out by prior research about this behavior often focusing on specific sub groups of Internet users.
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7.
  • Nacke, Lennart, et al. (författare)
  • Brain Training for Silver Gamers : Effects of Age and Game Form on Effectiveness, Efficiency, Self-Assessment, and Gameplay Experience
  • 2009
  • Ingår i: Cyberpsychology & Behavior. - : Mary Ann Liebert, Inc.. - 1094-9313 .- 1557-8364. ; 12:5, s. 493-499
  • Tidskriftsartikel (refereegranskat)abstract
    • In recent years, an aging demographic majority in the Western world has come to the attention of the game industry. The recently released “brain-training” games target this population, and research investigating gameplay experience of the elderly using this game form is lacking. This study employs a 2×2 mixed factorial design (age group: young and old×game form: paper and Nintendo DS) to investigate effects of age and game form on usability, self-assessment, and gameplay experience in a supervised field study. Effectiveness was evaluated in task completion time, efficiency as error rate, together with self-assessment measures (arousal, pleasure, dominance) and game experience (challenge, flow, competence, tension, positive and negative affect). Results indicate players, regardless of age, are more effective and efficient using pen-and-paper than using a Nintendo DS console. However, the game is more arousing and induces a heightened sense of flow in digital form for gamers of all ages. Logic problem– solving challenges within digital games may be associated with positive feelings for the elderly but with negative feelings for the young. Thus, digital logic-training games may provide positive gameplay experience for an aging Western civilization.
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8.
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9.
  • Petersson, Eva, et al. (författare)
  • Virtual and Physical Toys : Open-ended Featurestowards Non-formal Learning
  • 2006
  • Ingår i: Cyberpsychology & Behavior. - : Mary Ann Liebert. - 1094-9313 .- 1557-8364. ; 9:2, s. 196-199
  • Tidskriftsartikel (övrigt vetenskapligt/konstnärligt)abstract
    • This paper examines the integrated toy--both physical and virtual--as an essential resource for collaborative learning. This learning incorporates rehabilitation, training, and education. The data derived from two different cases. Pedagogical issues related to non-formal learning and open-ended features of design are discussed. Findings suggest that social, material, and expressive affordances constitute a base for an alterative interface to encourage children's play and learning.
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10.
  • Riva, Giuseppe, et al. (författare)
  • Virtual Environments in the Diagnosis, Prevention, and Intervention of Age-Related Diseases: A Review of VR Scenarios Proposed in the EC VETERAN Project
  • 1999
  • Ingår i: CyberPsychology & Behavior. - : Mary Ann Liebert Inc. - 1094-9313 .- 1557-8364. ; 2:6, s. 577-591
  • Tidskriftsartikel (refereegranskat)abstract
    • A group of worldwide virtual reality and health-care researchers have decided to combine their efforts in a multidisciplinary project titled VETERAN – virtual environments in the diagnosis, prevention and intervention of age-related diseases. The main goal of the VETERAN project is the tuning and testing of different virtual environments, designed to address the cognitive/functional impairments that may occur due to the aging process and age-related disorders. In particular the developed modules will address the problems commonly found in the following pathologies that have a strong impact on the elderly health care policy: Alzheimer’s disease and other senile dementias; stroke and unilateral spatial neglect; mobility-related accidents within specific environments (e.g., falls, shocks). The project will focus on research into clinical aspects of age-related diseases and disorders of high morbidity and specifically target goals of prevention, treatment, or delay in onset. Another goal of the VETERAN project is to define and develop new protocols and tools to be used for general rehabilitation purposes. These tools will aim to provide systematic restorative training within the context of functionally relevant, ecologically valid simulated environments This approach is hoped to optimize the degree of transfer of training and/or generalization of learning to the person’s real world environment.
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