Exemplary Social Studies Teachers Use of Computer-Supported Instruction in the Classroom
ERIC Educational Resources Information Center
Acikalin, Mehmet
2010-01-01
Educators increasingly support the use of computer-supported instruction in social studies education. However few studies have been conducted to study teacher use of computer-supported instruction in social studies education. This study was therefore designed to examine the use of exemplary social studies teachers' computer-supported instruction…
Comparing the social skills of students addicted to computer games with normal students.
Zamani, Eshrat; Kheradmand, Ali; Cheshmi, Maliheh; Abedi, Ahmad; Hedayati, Nasim
2010-01-01
This study aimed to investigate and compare the social skills of studentsaddicted to computer games with normal students. The dependentvariable in the present study is the social skills. The study population included all the students in the second grade ofpublic secondary school in the city of Isfahan at the educational year of2009-2010. The sample size included 564 students selected using thecluster random sampling method. Data collection was conducted usingQuestionnaire of Addiction to Computer Games and Social SkillsQuestionnaire (The Teenage Inventory of Social Skill or TISS). The results of the study showed that generally, there was a significantdifference between the social skills of students addicted to computer gamesand normal students. In addition, the results indicated that normal studentshad a higher level of social skills in comparison with students addicted tocomputer games. As the study results showed, addiction to computer games may affectthe quality and quantity of social skills. In other words, the higher theaddiction to computer games, the less the social skills. The individualsaddicted to computer games have less social skills.).
Comparing the Social Skills of Students Addicted to Computer Games with Normal Students
Zamani, Eshrat; Kheradmand, Ali; Cheshmi, Maliheh; Abedi, Ahmad; Hedayati, Nasim
2010-01-01
Background This study aimed to investigate and compare the social skills of studentsaddicted to computer games with normal students. The dependentvariable in the present study is the social skills. Methods The study population included all the students in the second grade ofpublic secondary school in the city of Isfahan at the educational year of2009-2010. The sample size included 564 students selected using thecluster random sampling method. Data collection was conducted usingQuestionnaire of Addiction to Computer Games and Social SkillsQuestionnaire (The Teenage Inventory of Social Skill or TISS). Findings The results of the study showed that generally, there was a significantdifference between the social skills of students addicted to computer gamesand normal students. In addition, the results indicated that normal studentshad a higher level of social skills in comparison with students addicted tocomputer games. Conclusion As the study results showed, addiction to computer games may affectthe quality and quantity of social skills. In other words, the higher theaddiction to computer games, the less the social skills. The individualsaddicted to computer games have less social skills.). PMID:24494102
Computer Simulation in the Social Sciences/Social Studies.
ERIC Educational Resources Information Center
Klassen, Daniel L.
Computers are beginning to be used more frequently as instructional tools in secondary school social studies. This is especially true of "new social studies" programs; i.e., programs which subordinate mere mastery of factual content to the recognition of and ability to deal with the social imperatives of the future. Computer-assisted…
Computer-Based Education in the Social Studies.
ERIC Educational Resources Information Center
Ehman, Lee H.; Glenn, Allen D.
Computers have not revolutionized social studies curricula because so few teachers use them. But research does indicate that computers are flexible instructional tools that can assist in the development of attitudes, intellectual motivation, and inquiry skills. Social studies educators need to consider expanded computer use in their classrooms…
ERIC Educational Resources Information Center
Kendall, Diane S.; Budin, Howard
1987-01-01
Provides an introduction to the articles in this issue. Maintains that social studies teachers and textbooks will not be replaced by computers. States that the relationship between the social studies and computers is limited only by our imaginations. (JDH)
Handheld Computers in the Classroom: Integration Strategies for Social Studies Educators.
ERIC Educational Resources Information Center
Ray, Beverly
Handheld computers have gone beyond the world of business and are now finding their way into the hands of social studies teachers and students. This paper discusses how social studies teachers can use handheld computers to aid anytime/ anywhere course management. The integration of handheld technology into the classroom provides social studies…
Computational Social Creativity.
Saunders, Rob; Bown, Oliver
2015-01-01
This article reviews the development of computational models of creativity where social interactions are central. We refer to this area as computational social creativity. Its context is described, including the broader study of creativity, the computational modeling of other social phenomena, and computational models of individual creativity. Computational modeling has been applied to a number of areas of social creativity and has the potential to contribute to our understanding of creativity. A number of requirements for computational models of social creativity are common in artificial life and computational social science simulations. Three key themes are identified: (1) computational social creativity research has a critical role to play in understanding creativity as a social phenomenon and advancing computational creativity by making clear epistemological contributions in ways that would be challenging for other approaches; (2) the methodologies developed in artificial life and computational social science carry over directly to computational social creativity; and (3) the combination of computational social creativity with individual models of creativity presents significant opportunities and poses interesting challenges for the development of integrated models of creativity that have yet to be realized.
Using Computers for Research into Social Relations.
ERIC Educational Resources Information Center
Holden, George W.
1988-01-01
Discusses computer-presented social situations (CPSS), i.e., microcomputer-based simulations developed to provide a new methodological tool for social scientists interested in the study of social relations. Two CPSSs are described: DaySim, used to help identify types of parenting; and DateSim, used to study interpersonal attraction. (21…
Computer Training for Seniors: An Academic-Community Partnership
ERIC Educational Resources Information Center
Sanders, Martha J.; O'Sullivan, Beth; DeBurra, Katherine; Fedner, Alesha
2013-01-01
Computer technology is integral to information retrieval, social communication, and social interaction. However, only 47% of seniors aged 65 and older use computers. The purpose of this study was to determine the impact of a client-centered computer program on computer skills, attitudes toward computer use, and generativity in novice senior…
ERIC Educational Resources Information Center
Mishra, Punya
2006-01-01
We report an experimental study that examined two questions: (a) The effect of affective feedback from computers on participants' motivation and self-perception of ability; and (b) whether people respond similarly to computer feedback as they do to human feedback. This study, framed within the Computers As Social Actors (CASA) framework,…
Impact of Netbook Computers on One District's Social Studies Curriculum
ERIC Educational Resources Information Center
Schleicher, Joel L.
2011-01-01
The purpose of this study was to collect and analyze quantitative and qualitative data to determine the overall impact of a pilot netbook initiative in five social studies classrooms. The researcher explored the impact on teaching and learning social studies with the primary source of curriculum delivery through one-to-one netbook computer access…
ERIC Educational Resources Information Center
Achor, Emmanuel E.; Shaibu, Joshua S.
2013-01-01
This study examined attitude dimensions of secondary school social studies teachers towards computer usage in Kogi State Nigeria. Qualification and Gender influence on their use was examined. Participants were 427 (Male = 224; female = 203) social studies teachers. Sampling was purposive and random. The study adopted the survey design. Data were…
ERIC Educational Resources Information Center
Wang, X. Christine; Ching, Cynthia Carter
2003-01-01
This ethnographic study investigated first-graders' social construction of their classroom computer experience. Findings showed that children constantly negotiate between their own individual and collective goals in the classroom as they create their own definition of computer use while conforming to the teacher's rules. Considers the usefulness…
A Study To Increase Computer Applications in Social Work Management.
ERIC Educational Resources Information Center
Lucero, John A.
The purpose of this study was to address the use of computers in social work practice and to survey the field for tools, concepts, and trends that could assist social workers in their practice. In addition to a review of the relevant literature, information was requested from the Social Work Service and Ambulatory Care Database Section at Walter…
The Social Organisation of Help during Young Children's Use of the Computer
ERIC Educational Resources Information Center
Davidson, Christina
2012-01-01
This article examines some of the ways that young children seek and provide help through social interaction during use of the computer in the home. Although social interaction is considered an important aspect of young children's use of computers, there are still few studies that provide detailed analysis of how young children accomplish that…
ERIC Educational Resources Information Center
Vekiri, Ioanna; Chronaki, Anna
2008-01-01
In this study, we examined relations between outside school computer experiences, perceived social support for using computers, and self-efficacy and value beliefs about computer learning for 340 Greek elementary school boys and girls. Participants responded to a questionnaire about their access to computer use outside school (e.g. frequency of…
Are Heavy Users of Computer Games and Social Media More Computer Literate?
ERIC Educational Resources Information Center
Appel, Markus
2012-01-01
Adolescents spend a substantial part of their leisure time with playing games and using social media such as Facebook. The present paper examines the link between adolescents' computer and Internet activities and computer literacy (defined as the ability to work with a computer efficiently). A cross-sectional study with N = 200 adolescents, aged…
Defragging Computer/Videogame Implementation and Assessment in the Social Studies
ERIC Educational Resources Information Center
McBride, Holly
2014-01-01
Students in this post-industrial technological age require opportunities for the acquisition of new skills, especially in the marketplace of innovation. A pedagogical strategy that is becoming more and more popular within social studies classrooms is the use of computer and video games as enhancements to everyday lesson plans. Computer/video games…
Leveraging Social Computing for Personalized Crisis Communication using Social Media.
Leykin, Dmitry; Aharonson-Daniel, Limor; Lahad, Mooli
2016-03-24
The extensive use of social media in modern life redefines social interaction and communication. Communication plays an important role in mitigating, or exacerbating, the psychological and behavioral responses to critical incidents and disasters. As recent disasters demonstrated, people tend to converge to social media during and following emergencies. Authorities can then use this media and other computational methods to gain insights from the public, mainly to enhance situational awareness, but also to improve their communication with the public and public adherence to instructions. The current review presents a conceptual framework for studying psychological aspects of crisis and risk communication using the social media through social computing. Advanced analytical tools can be integrated in the processes and objectives of crisis communication. The availability of the computational techniques can improve communication with the public by a process of Hyper-Targeted Crisis Communication. The review suggests that using advanced computational tools for target-audience profiling and linguistic matching in social media, can facilitate more sensitive and personalized emergency communication.
Lim, Tee Teng; Jung, Sun Young; Kim, Eunyi
2018-04-01
This study examined the impact of community and neighborhood on time spent computer gaming. Computer gaming for over 20 hours a week was set as the cutoff line for "engaged use" of computer games. For the analysis, this study analyzed data for about 1,800 subjects who participated in the Korean Children and Youth Panel Survey. The main findings are as follows: first, structural community characteristics and neighborhood social capital affected the engaged use of computer games. Second, adolescents who reside in regions with a higher divorce rate or higher residential mobility were likely to exhibit engaged use of computer games. Third, adolescents who highly perceive neighborhood social capital exhibited lower possibility of engaged use of computer games. Based on these findings, practical implications and directions for further study are suggested.
ERIC Educational Resources Information Center
Pop, Cristina A.; Simut, Ramona E.; Pintea, Sebastian; Saldien, Jelle; Rusu, Alina S.; Vanderfaeillie, Johan; David, Daniel O.; Lefeber, Dirk; Vanderborght, Bram
2013-01-01
Background and Objectives: The aim of this exploratory study is to test whether social stories presented by a social robot have a greater effect than ones presented on a computer display in increasing the independency in expressing social abilities of children with autism spectrum disorders (ASD). Although much progress has been made in developing…
Mohammadi, Mehrnoosh; RezaeiDehaghani, Abdollah; Mehrabi, Tayebeh; RezaeiDehaghani, Ali
2016-01-01
As adolescents spend much time on playing computer games, their mental and social effects should be considered. The present study aimed to investigate the association between playing computer games and the mental and social health among male adolescents in Iran in 2014. This is a cross-sectional study conducted on 210 adolescents selected by multi-stage random sampling. Data were collected by Goldberg and Hillier general health (28 items) and Kiez social health questionnaires. The association was tested by Pearson and Spearman correlation coefficients, one-way analysis of variance (ANOVA), and independent t-test. Computer games related factors such as the location, type, length, the adopted device, and mode of playing games were investigated. Results showed that 58.9% of the subjects played games on a computer alone for 1 h at home. Results also revealed that the subjects had appropriate mental health and 83.2% had moderate social health. Results showed a poor significant association between the length of games and social health (r = -0.15, P = 0.03), the type of games and mental health (r = -0.16, P = 0.01), and the device used in playing games and social health (F = 0.95, P = 0.03). The findings showed that adolescents' mental and social health is negatively associated with their playing computer games. Therefore, to promote their health, educating them about the correct way of playing computer games is essential and their parents and school authorities, including nurses working at schools, should determine its relevant factors such as the type, length, and device used in playing such games.
ERIC Educational Resources Information Center
Deechuay, Naraphol; Koul, Ravinder; Maneewan, Sorakrich; Lerdpornkulrat, Thanita
2016-01-01
This study investigated relationship between gender identity, social support for using computers and computer self-efficacy and value beliefs. Data was collected from first year undergraduate students at a university near Bangkok (72.3% females, mean age = 18.52 years). The respondents in our survey did not intend to major in computer sciences.…
Is Human-Computer Interaction Social or Parasocial?
ERIC Educational Resources Information Center
Sundar, S. Shyam
Conducted in the attribution-research paradigm of social psychology, a study examined whether human-computer interaction is fundamentally social (as in human-human interaction) or parasocial (as in human-television interaction). All 30 subjects (drawn from an undergraduate class on communication) were exposed to an identical interaction with…
Leveraging Social Computing for Personalized Crisis Communication using Social Media
Leykin, Dmitry; Aharonson-Daniel, Limor; Lahad, Mooli
2016-01-01
Introduction: The extensive use of social media in modern life redefines social interaction and communication. Communication plays an important role in mitigating, or exacerbating, the psychological and behavioral responses to critical incidents and disasters. As recent disasters demonstrated, people tend to converge to social media during and following emergencies. Authorities can then use this media and other computational methods to gain insights from the public, mainly to enhance situational awareness, but also to improve their communication with the public and public adherence to instructions. Methods: The current review presents a conceptual framework for studying psychological aspects of crisis and risk communication using the social media through social computing. Results: Advanced analytical tools can be integrated in the processes and objectives of crisis communication. The availability of the computational techniques can improve communication with the public by a process of Hyper-Targeted Crisis Communication. Discussion: The review suggests that using advanced computational tools for target-audience profiling and linguistic matching in social media, can facilitate more sensitive and personalized emergency communication. PMID:27092290
Computer Technology and Social Issues.
ERIC Educational Resources Information Center
Garson, G. David
Computing involves social issues and political choices. Issues such as privacy, computer crime, gender inequity, disemployment, and electronic democracy versus "Big Brother" are addressed in the context of efforts to develop a national public policy for information technology. A broad range of research and case studies are examined in an…
ERIC Educational Resources Information Center
Robinson-Ervin, Porsha; Cartledge, Gwendolyn; Musti-Rao, Shobana; Gibson, Lenwood, Jr.; Keyes, Starr E.
2016-01-01
This study examined the effects of culturally relevant/responsive, computer-based social skills instruction on the social skill acquisition and generalization of 6 urban African American sixth graders with emotional and behavioral disorders (EBD). A multiple-probe across participants design was used to evaluate the effects of the social skills…
ERIC Educational Resources Information Center
Vrocharidou, Anatoli; Efthymiou, Ilias
2012-01-01
The present study approaches the Internet as a social space, where university students make use of computer mediated communication (CMC) applications, i.e. e-mail, instant messaging and social network sites, in order to satisfy social and academic needs. We focus on university students, because they represent one of the most avid groups of CMC…
Wikipedia Writing as Praxis: Computer-Mediated Socialization of Second-Language Writers
ERIC Educational Resources Information Center
King, Brian W.
2015-01-01
This study explores the writing of Wikipedia articles as a form of authentic writing for learners of English in Hong Kong. Adopting "Second Language Socialization and Language Learning & Identity" approaches to language learning inquiry, it responds to an identified shortage of research on computer-mediated language socialization.…
On the Rhetorical Contract in Human-Computer Interaction.
ERIC Educational Resources Information Center
Wenger, Michael J.
1991-01-01
An exploration of the rhetorical contract--i.e., the expectations for appropriate interaction--as it develops in human-computer interaction revealed that direct manipulation interfaces were more likely to establish social expectations. Study results suggest that the social nature of human-computer interactions can be examined with reference to the…
Mohammadi, Mehrnoosh; RezaeiDehaghani, Abdollah; Mehrabi, Tayebeh; RezaeiDehaghani, Ali
2016-01-01
Background: As adolescents spend much time on playing computer games, their mental and social effects should be considered. The present study aimed to investigate the association between playing computer games and the mental and social health among male adolescents in Iran in 2014. Materials and Methods: This is a cross-sectional study conducted on 210 adolescents selected by multi-stage random sampling. Data were collected by Goldberg and Hillier general health (28 items) and Kiez social health questionnaires. The association was tested by Pearson and Spearman correlation coefficients, one-way analysis of variance (ANOVA), and independent t-test. Computer games related factors such as the location, type, length, the adopted device, and mode of playing games were investigated. Results: Results showed that 58.9% of the subjects played games on a computer alone for 1 h at home. Results also revealed that the subjects had appropriate mental health and 83.2% had moderate social health. Results showed a poor significant association between the length of games and social health (r = −0.15, P = 0.03), the type of games and mental health (r = −0.16, P = 0.01), and the device used in playing games and social health (F = 0.95, P = 0.03). Conclusions: The findings showed that adolescents’ mental and social health is negatively associated with their playing computer games. Therefore, to promote their health, educating them about the correct way of playing computer games is essential and their parents and school authorities, including nurses working at schools, should determine its relevant factors such as the type, length, and device used in playing such games. PMID:27095988
NASA Astrophysics Data System (ADS)
Barrett, Christopher L.; Bisset, Keith; Chen, Jiangzhuo; Eubank, Stephen; Lewis, Bryan; Kumar, V. S. Anil; Marathe, Madhav V.; Mortveit, Henning S.
Human behavior, social networks, and the civil infrastructures are closely intertwined. Understanding their co-evolution is critical for designing public policies and decision support for disaster planning. For example, human behaviors and day to day activities of individuals create dense social interactions that are characteristic of modern urban societies. These dense social networks provide a perfect fabric for fast, uncontrolled disease propagation. Conversely, people’s behavior in response to public policies and their perception of how the crisis is unfolding as a result of disease outbreak can dramatically alter the normally stable social interactions. Effective planning and response strategies must take these complicated interactions into account. In this chapter, we describe a computer simulation based approach to study these issues using public health and computational epidemiology as an illustrative example. We also formulate game-theoretic and stochastic optimization problems that capture many of the problems that we study empirically.
Fast Ss-Ilm a Computationally Efficient Algorithm to Discover Socially Important Locations
NASA Astrophysics Data System (ADS)
Dokuz, A. S.; Celik, M.
2017-11-01
Socially important locations are places which are frequently visited by social media users in their social media lifetime. Discovering socially important locations provide several valuable information about user behaviours on social media networking sites. However, discovering socially important locations are challenging due to data volume and dimensions, spatial and temporal calculations, location sparseness in social media datasets, and inefficiency of current algorithms. In the literature, several studies are conducted to discover important locations, however, the proposed approaches do not work in computationally efficient manner. In this study, we propose Fast SS-ILM algorithm by modifying the algorithm of SS-ILM to mine socially important locations efficiently. Experimental results show that proposed Fast SS-ILM algorithm decreases execution time of socially important locations discovery process up to 20 %.
Yearning to Give Back: Searching for Social Purpose in Computer Science and Engineering.
Carrigan, Coleen M
2017-01-01
Computing is highly segregated and stratified by gender. While there is abundant scholarship investigating this problem, emerging evidence suggests that a hierarchy of value exists between the social and technical dimensions of Computer Science and Engineering (CSE) and this plays a role in the underrepresentation of women in the field. This ethnographic study of women's experiences in computing offers evidence of a systemic preference for the technical dimensions of computing over the social and a correlation between gender and social aspirations. Additionally, it suggests there is a gap between the exaltation of computing's social contributions and the realities of them. My participants expressed a yearning to contribute to the collective well-being of society using their computing skills. I trace moments of rupture in my participants' stories, moments when they felt these aspirations were in conflict with the cultural values in their organizations. I interpret these ruptures within a consideration of yearning, a need my participants had to contribute meaningfully to society that remained unfulfilled. The yearning to align one's altruistic values with one's careers aspirations in CSE illuminates an area for greater exploration on the path to realizing gender equity in computing. I argue that before a case can be made that careers in computing do indeed contribute to social and civil engagements, we must first address the meaning of the social within the values, ideologies and practices of CSE institutions and next, develop ways to measure and evaluate the field's contributions to society.
Yearning to Give Back: Searching for Social Purpose in Computer Science and Engineering
Carrigan, Coleen M.
2017-01-01
Computing is highly segregated and stratified by gender. While there is abundant scholarship investigating this problem, emerging evidence suggests that a hierarchy of value exists between the social and technical dimensions of Computer Science and Engineering (CSE) and this plays a role in the underrepresentation of women in the field. This ethnographic study of women's experiences in computing offers evidence of a systemic preference for the technical dimensions of computing over the social and a correlation between gender and social aspirations. Additionally, it suggests there is a gap between the exaltation of computing's social contributions and the realities of them. My participants expressed a yearning to contribute to the collective well-being of society using their computing skills. I trace moments of rupture in my participants' stories, moments when they felt these aspirations were in conflict with the cultural values in their organizations. I interpret these ruptures within a consideration of yearning, a need my participants had to contribute meaningfully to society that remained unfulfilled. The yearning to align one's altruistic values with one's careers aspirations in CSE illuminates an area for greater exploration on the path to realizing gender equity in computing. I argue that before a case can be made that careers in computing do indeed contribute to social and civil engagements, we must first address the meaning of the social within the values, ideologies and practices of CSE institutions and next, develop ways to measure and evaluate the field's contributions to society. PMID:28790936
ERIC Educational Resources Information Center
Wu, Heping; Gao, Junde; Zhang, Weimin
2014-01-01
The present study examines the professional growth of three Chinese English teachers by analyzing their interactional patterns and their social and cognitive presence in an online community. The data from social network analysis (SNA) and content analysis revealed that computer-mediated communication (CMC) created new opportunities for teachers to…
ERIC Educational Resources Information Center
Tecnica Education Corp., San Carlos, CA.
This book is one of a series in Course II of the Relevant Educational Applications of Computer Technology (REACT) Project. It is designed to point out to teachers two of the major applications of computers in the social sciences: simulation and data analysis. The first section contains a variety of simulation units organized under the following…
Individual Differences in Learning Computer Programming: A Social Cognitive Approach
ERIC Educational Resources Information Center
Akar, Sacide Guzin Mazman; Altun, Arif
2017-01-01
The purpose of this study is to investigate and conceptualize the ranks of importance of social cognitive variables on university students' computer programming performances. Spatial ability, working memory, self-efficacy, gender, prior knowledge and the universities students attend were taken as variables to be analyzed. The study has been…
ERIC Educational Resources Information Center
Yamada, Masanori
2009-01-01
This study aimed to clarify the relationship between media, learners' perception of social presence, and output in communicative learning using synchronous computer-mediated communication (SCMC). In this study, we developed four types of SCMC: videoconferencing (image and voice), audioconferencing (voice but no image), text chat with image (image…
ERIC Educational Resources Information Center
Rice, Linda Marie; Wall, Carla Anne; Fogel, Adam; Shic, Frederick
2015-01-01
This study examined the extent to which a computer-based social skills intervention called "FaceSay"™ was associated with improvements in affect recognition, mentalizing, and social skills of school-aged children with Autism Spectrum Disorder (ASD). "FaceSay"™ offers students simulated practice with eye gaze, joint attention,…
Learning experiences of science teachers in a computer-mediated communication context
NASA Astrophysics Data System (ADS)
Chung, Chia-Jung
The use of computer-mediated-communication (CMC) has been applied increasingly in staff development efforts for teachers. Many teacher education programs are looking to CMC, particularly computer conferencing systems, as an effective and low-cost medium for the delivery of teacher educational programs anytime, anywhere. Based on constructivist learning theories, this study focused on examining the use of an online discussion board in a graduate course as a place where forty-six inservice teachers shared experiences and ideas. Data collection focused on online discussion transcripts of all the messages from three separate weeks, and supplemented by interviews and teacher self-evaluation reports. The nature and development of the discussions were studied over one semester by analyzing teacher online discussions in two domains: critical reflections and social-interpersonal rapport. In effect, this study provided insights into how to employ computer conferencing technology in facilitating inservice teachers' teaching practices and their professional development. Major findings include: (1) Participation: The level of participation varied during the semester but was higher at the beginning of the semester and lower at the end of the semester. (2) Critical Reflection: Teachers' critical reflection developed over time as a result of the online discussion board according to mean critical thinking scores during the three selected weeks. Cognitive presence was found mostly in focused discussion forums and social presence mainly existed in the unfocused discussion forums. (3) Social-Interpersonal Rapport: The number of social cues in the messages increased initially but declined significantly over time. When teachers focused more on on-task discussions or critical reflection, there was less social conversation. (4) Teaching Practices and Professional Development: The researcher, the instructor, and teachers identified some advantages for using computer conferencing for improving teaching practices and for professional development. The results of this study suggest that applying computer-mediated communication in teacher education would impact positively on teachers' growth in critical reflection and social-interpersonal rapport. Furthermore, this study may encourage other researchers to use cognitive and social learning theories as the theoretical backgrounds for developing teacher educational models by applying computer conferencing.
ERIC Educational Resources Information Center
Shields, Mark A., Ed.
This volume contributes to the understanding of higher education's catalytic role in shaping the microcomputer revolution. Academic computing is viewed here as a social and cultural phenomenon. An in-depth collection of mainly ethnographic studies of the academic computing revolution--its consequences, meanings, and significance--is presented. The…
Dynamic Scaffolding of Socially Regulated Learning in a Computer-Based Learning Environment
ERIC Educational Resources Information Center
Molenaar, Inge; Roda, Claudia; van Boxtel, Carla; Sleegers, Peter
2012-01-01
The aim of this study is to test the effects of dynamically scaffolding social regulation of middle school students working in a computer-based learning environment. Dyads in the scaffolding condition (N=56) are supported with computer-generated scaffolds and students in the control condition (N=54) do not receive scaffolds. The scaffolds are…
Human-Computer Interaction: A Review of the Research on Its Affective and Social Aspects.
ERIC Educational Resources Information Center
Deaudelin, Colette; Dussault, Marc; Brodeur, Monique
2003-01-01
Discusses a review of 34 qualitative and non-qualitative studies related to affective and social aspects of student-computer interactions. Highlights include the nature of the human-computer interaction (HCI); the interface, comparing graphic and text types; and the relation between variables linked to HCI, mainly trust, locus of control,…
A Study of the Correlation between Computer Games and Adolescent Behavioral Problems
Shokouhi-Moqhaddam, Solmaz; Khezri-Moghadam, Noshiravan; Javanmard, Zeinab; Sarmadi-Ansar, Hassan; Aminaee, Mehran; Shokouhi-Moqhaddam, Majid; Zivari-Rahman, Mahmoud
2013-01-01
Background Today, due to developing communicative technologies, computer games and other audio-visual media as social phenomena, are very attractive and have a great effect on children and adolescents. The increasing popularity of these games among children and adolescents results in the public uncertainties about plausible harmful effects of these games. This study aimed to investigate the correlation between computer games and behavioral problems on male guidance school students. Methods This was a descriptive-correlative study on 384 randomly chosen male guidance school students. They were asked to answer the researcher's questionnaire about computer games and Achenbach’s Youth Self-Report (YSR). Findings The Results of this study indicated that there was about 95% direct significant correlation between the amount of playing games among adolescents and anxiety/depression, withdrawn/depression, rule-breaking behaviors, aggression, and social problems. However, there was no statistically significant correlation between the amount of computer game usage and physical complaints, thinking problems, and attention problems. In addition, there was a significant correlation between the students’ place of living and their parents’ job, and using computer games. Conclusion Computer games lead to anxiety, depression, withdrawal, rule-breaking behavior, aggression, and social problems in adolescents. PMID:24494157
A Study of the Correlation between Computer Games and Adolescent Behavioral Problems.
Shokouhi-Moqhaddam, Solmaz; Khezri-Moghadam, Noshiravan; Javanmard, Zeinab; Sarmadi-Ansar, Hassan; Aminaee, Mehran; Shokouhi-Moqhaddam, Majid; Zivari-Rahman, Mahmoud
2013-01-01
Today, due to developing communicative technologies, computer games and other audio-visual media as social phenomena, are very attractive and have a great effect on children and adolescents. The increasing popularity of these games among children and adolescents results in the public uncertainties about plausible harmful effects of these games. This study aimed to investigate the correlation between computer games and behavioral problems on male guidance school students. This was a descriptive-correlative study on 384 randomly chosen male guidance school students. They were asked to answer the researcher's questionnaire about computer games and Achenbach's Youth Self-Report (YSR). The Results of this study indicated that there was about 95% direct significant correlation between the amount of playing games among adolescents and anxiety/depression, withdrawn/depression, rule-breaking behaviors, aggression, and social problems. However, there was no statistically significant correlation between the amount of computer game usage and physical complaints, thinking problems, and attention problems. In addition, there was a significant correlation between the students' place of living and their parents' job, and using computer games. Computer games lead to anxiety, depression, withdrawal, rule-breaking behavior, aggression, and social problems in adolescents.
The Impact of Time Delay on the Content of Discussions at a Computer-Mediated Conference
NASA Astrophysics Data System (ADS)
Huntley, Byron C.; Thatcher, Andrew
2008-11-01
This study investigates the relationship between the content of computer-mediated discussions and the time delay between online postings. The study aims to broaden understanding of the dynamics of computer-mediated discussion regarding the time delay and the actual content of computer-mediated discussions (knowledge construction, social aspects, amount of words and number of postings) which has barely been researched. The computer-mediated discussions of the CybErg 2005 virtual conference served as the sample for this study. The Interaction Analysis Model [1] was utilized to analyze the level of knowledge construction in the content of the computer-mediated discussions. Correlations have been computed for all combinations of the variables. The results demonstrate that knowledge construction, social aspects and amount of words generated within postings were independent of, and not affected by, the time delay between the postings and the posting from which the reply was formulated. When greater numbers of words were utilized within postings, this was typically associated with a greater level of knowledge construction. Social aspects in the discussion were found to neither advantage nor disadvantage the overall effectiveness of the computer-mediated discussion.
NASA Astrophysics Data System (ADS)
Liben-Nowell, David
With the recent explosion of popularity of commercial social-networking sites like Facebook and MySpace, the size of social networks that can be studied scientifically has passed from the scale traditionally studied by sociologists and anthropologists to the scale of networks more typically studied by computer scientists. In this chapter, I will highlight a recent line of computational research into the modeling and analysis of the small-world phenomenon - the observation that typical pairs of people in a social network are connected by very short chains of intermediate friends - and the ability of members of a large social network to collectively find efficient routes to reach individuals in the network. I will survey several recent mathematical models of social networks that account for these phenomena, with an emphasis on both the provable properties of these social-network models and the empirical validation of the models against real large-scale social-network data.
ERIC Educational Resources Information Center
Baumeister, Antonia E.; Engelmann, Tanja; Hesse, Friedrich W.
2017-01-01
This experimental study extends conflict elaboration theory (1) by revealing social influence dynamics for a knowledge-rich computer-supported socio-cognitive conflict task not investigated in the context of this theory before and (2) by showing the impact of individual differences in social comparison orientation. Students in two conditions…
Brain-Computer Interfaces: A Neuroscience Paradigm of Social Interaction? A Matter of Perspective
Mattout, Jérémie
2012-01-01
A number of recent studies have put human subjects in true social interactions, with the aim of better identifying the psychophysiological processes underlying social cognition. Interestingly, this emerging Neuroscience of Social Interactions (NSI) field brings up challenges which resemble important ones in the field of Brain-Computer Interfaces (BCI). Importantly, these challenges go beyond common objectives such as the eventual use of BCI and NSI protocols in the clinical domain or common interests pertaining to the use of online neurophysiological techniques and algorithms. Common fundamental challenges are now apparent and one can argue that a crucial one is to develop computational models of brain processes relevant to human interactions with an adaptive agent, whether human or artificial. Coupled with neuroimaging data, such models have proved promising in revealing the neural basis and mental processes behind social interactions. Similar models could help BCI to move from well-performing but offline static machines to reliable online adaptive agents. This emphasizes a social perspective to BCI, which is not limited to a computational challenge but extends to all questions that arise when studying the brain in interaction with its environment. PMID:22675291
Information Technology and the Social Studies.
ERIC Educational Resources Information Center
Searles, John E.
1983-01-01
The information revolution is making various impacts on social studies. Students are children of this age and are learning social ideas from technology. The information revolution should be part of the social studies curriculum. Unresolved questions (e.g., Who should write computer software?) and some thoughts on the future are discussed. (RM)
Rice, Linda Marie; Wall, Carla Anne; Fogel, Adam; Shic, Frederick
2015-07-01
This study examined the extent to which a computer-based social skills intervention called FaceSay was associated with improvements in affect recognition, mentalizing, and social skills of school-aged children with Autism Spectrum Disorder (ASD). FaceSay offers students simulated practice with eye gaze, joint attention, and facial recognition skills. This randomized control trial included school-aged children meeting educational criteria for autism (N = 31). Results demonstrated that participants who received the intervention improved their affect recognition and mentalizing skills, as well as their social skills. These findings suggest that, by targeting face-processing skills, computer-based interventions may produce changes in broader cognitive and social-skills domains in a cost- and time-efficient manner.
Patterns of Kindergarten Children's Social Interaction with Peers in the Computer Area
ERIC Educational Resources Information Center
Lim, Eun Mee
2012-01-01
This study explored how young children interact with their peers in the computer area of a public kindergarten classroom. Children's social interaction, as defined in this study, is the action of giving and taking information that results in children's knowledge construction and cognitive development that can be accomplished through peer-to-peer…
ERIC Educational Resources Information Center
Hopkins, Ingrid Maria; Gower, Michael W.; Perez, Trista A.; Smith, Dana S.; Amthor, Franklin R.; Wimsatt, F. Casey; Biasini, Fred J.
2011-01-01
This study assessed the efficacy of "FaceSay," a computer-based social skills training program for children with Autism Spectrum Disorders (ASD). This randomized controlled study (N = 49) indicates that providing children with low-functioning autism (LFA) and high functioning autism (HFA) opportunities to practice attending to eye gaze,…
A roadmap to computational social neuroscience.
Tognoli, Emmanuelle; Dumas, Guillaume; Kelso, J A Scott
2018-02-01
To complement experimental efforts toward understanding human social interactions at both neural and behavioral levels, two computational approaches are presented: (1) a fully parameterizable mathematical model of a social partner, the Human Dynamic Clamp which, by virtue of experimentally controlled interactions between Virtual Partners and real people, allows for emergent behaviors to be studied; and (2) a multiscale neurocomputational model of social coordination that enables exploration of social self-organization at all levels-from neuronal patterns to people interacting with each other. These complementary frameworks and the cross product of their analysis aim at understanding the fundamental principles governing social behavior.
ERIC Educational Resources Information Center
Kolata, Gina
1984-01-01
Examines social influences which discourage women from pursuing studies in computer science, including monopoly of computer time by boys at the high school level, sexual harassment in college, movies, and computer games. Describes some initial efforts to encourage females of all ages to study computer science. (JM)
Zamani, Eshrat; Chashmi, Maliheh; Hedayati, Nasim
2009-01-01
This study aimed to investigate the effects of addiction to computer games on physical and mental health of students. The study population includes all students in the second year of public guidance schools in the city of Isfahan in the educational year of 2009-2010. The sample size includes 564 students selected by multiple steps stratified sampling. Dependent variables include general health in dimensions of physical health, anxiety and sleeplessness and impaired social functioning. Data were collected using General Health Questionnaire (GHQ-28) scale and a questionnaire on addiction to computer games. Pearson's correlation coefficient and structural model were used for data analysis. There was a significant positive correlation between students' computer games addiction and their physical and mental health in dimensions of physical health, anxiety and sleeplessness There was a significant negative relationship between addictions to computer games and impaired social functioning. The results of this study are in agreement with the findings of other studies around the world. As the results show, addiction to computer games affects various dimensions of health and increases physical problems, anxiety and depression, while decreases social functioning disorder.
Zamani, Eshrat; Chashmi, Maliheh; Hedayati, Nasim
2009-01-01
Background: This study aimed to investigate the effects of addiction to computer games on physical and mental health of students. Methods: The study population includes all students in the second year of public guidance schools in the city of Isfahan in the educational year of 2009-2010. The sample size includes 564 students selected by multiple steps stratified sampling. Dependent variables include general health in dimensions of physical health, anxiety and sleeplessness and impaired social functioning. Data were collected using General Health Questionnaire (GHQ-28) scale and a questionnaire on addiction to computer games. Pearson's correlation coefficient and structural model were used for data analysis. Findings: There was a significant positive correlation between students' computer games addiction and their physical and mental health in dimensions of physical health, anxiety and sleeplessness There was a significant negative relationship between addictions to computer games and impaired social functioning. Conclusion: The results of this study are in agreement with the findings of other studies around the world. As the results show, addiction to computer games affects various dimensions of health and increases physical problems, anxiety and depression, while decreases social functioning disorder. PMID:24494091
Rasmussen, Mette; Meilstrup, Charlotte Riebeling; Bendtsen, Pernille; Pedersen, Trine Pagh; Nielsen, Line; Madsen, Katrine Rich; Holstein, Bjørn E
2015-02-01
Young people's engagement in electronic gaming and Internet communication have caused concerns about potential harmful effects on their social relations, but the literature is inconclusive. The aim of this paper was to examine whether perceived problems with computer gaming and Internet communication are associated with young people's social relations. Cross-sectional questionnaire survey in 13 schools in the city of Aarhus, Denmark, in 2009. Response rate 89%, n = 2,100 students in grades 5, 7, and 9. Independent variables were perceived problems related to computer gaming and Internet use, respectively. Outcomes were measures of structural (number of days/week with friends, number of friends) and functional (confidence in others, being bullied, bullying others) dimensions of student's social relations. Perception of problems related to computer gaming were associated with almost all aspects of poor social relations among boys. Among girls, an association was only seen for bullying. For both boys and girls, perceived problems related to Internet use were associated with bullying only. Although the study is cross-sectional, the findings suggest that computer gaming and Internet use may be harmful to young people's social relations.
The Relationship between Computer Games and Reading Achievement
ERIC Educational Resources Information Center
Reed, Tammy Dotson
2010-01-01
Illiteracy rates are increasing. The negative social and economic effects caused by weak reading skills include political unrest, social and health service inequality, poverty, and employment challenges. This quantitative study explored the proposition that the use of computer software games would increase reading achievement in second grade…
NASA Astrophysics Data System (ADS)
Thackeray, Lynn Roy
The purpose of this study is to understand the meaning that women make of the social and cultural factors that influence their reasons for entering and remaining in study of computer science. The twenty-first century presents many new challenges in career development and workforce choices for both men and women. Information technology has become the driving force behind many areas of the economy. As this trend continues, it has become essential that U.S. citizens need to pursue a career in technologies, including the computing sciences. Although computer science is a very lucrative profession, many Americans, especially women, are not choosing it as a profession. Recent studies have shown no significant differences in math, technical and science competency between men and women. Therefore, other factors, such as social, cultural, and environmental influences seem to affect women's decisions in choosing an area of study and career choices. A phenomenological method of qualitative research was used in this study, based on interviews of seven female students who are currently enrolled in a post-secondary computer science program. Their narratives provided meaning into the social and cultural environments that contribute to their persistence in their technical studies, as well as identifying barriers and challenges that are faced by female students who choose to study computer science. It is hoped that the data collected from this study may provide recommendations for the recruiting, retention and support for women in computer science departments of U.S. colleges and universities, and thereby increase the numbers of women computer scientists in industry. Keywords: gender access, self-efficacy, culture, stereotypes, computer education, diversity.
Reshadat, S; Ghasemi, S R; Ahmadian, M; RajabiGilan, N
2014-01-09
Computer or video games are a popular recreational activity and playing them may constitute a large part of leisure time. This cross-sectional study aimed to evaluate the relationship between playing computer or video games with mental health and social relationships among students in guidance schools in Kermanshah, Islamic Republic of Iran, in 2012. Our total sample was 573 students and our tool was the General Health Questionnaire (GHQ-28) and social relationships questionnaires. Survey respondents reported spending an average of 71.07 (SD 72.1) min/day on computer or video games. There was a significant relationship between time spent playing games and general mental health (P < 0.04) and depression (P < 0.03). There was also a significant difference between playing and not playing computer or video games with social relationships and their subscales, including trans-local relationships (P < 0.0001) and association relationships (P < 0.01) among all participants. There was also a significant relationship between social relationships and time spent playing games (P < 0.02) and its dimensions, except for family relationships.
Social robots as embedded reinforcers of social behavior in children with autism.
Kim, Elizabeth S; Berkovits, Lauren D; Bernier, Emily P; Leyzberg, Dan; Shic, Frederick; Paul, Rhea; Scassellati, Brian
2013-05-01
In this study we examined the social behaviors of 4- to 12-year-old children with autism spectrum disorders (ASD; N = 24) during three tradic interactions with an adult confederate and an interaction partner, where the interaction partner varied randomly among (1) another adult human, (2) a touchscreen computer game, and (3) a social dinosaur robot. Children spoke more in general, and directed more speech to the adult confederate, when the interaction partner was a robot, as compared to a human or computer game interaction partner. Children spoke as much to the robot as to the adult interaction partner. This study provides the largest demonstration of social human-robot interaction in children with autism to date. Our findings suggest that social robots may be developed into useful tools for social skills and communication therapies, specifically by embedding social interaction into intrinsic reinforcers and motivators.
The Impact of Learner Characteristics on the Multi-Dimensional Construct of Social Presence
ERIC Educational Resources Information Center
Mykota, David
2017-01-01
This study explored the impact of learner characteristics on the multi-dimensional construct of social presence as measured by the computer-mediated communication questionnaire. Using Multiple Analysis of Variance findings reveal that the number of online courses taken and computer-mediated communication experience significantly affect the…
Modeling the Impact of Motivation, Personality, and Emotion on Social Behavior
NASA Astrophysics Data System (ADS)
Miller, Lynn C.; Read, Stephen J.; Zachary, Wayne; Rosoff, Andrew
Models seeking to predict human social behavior must contend with multiple sources of individual and group variability that underlie social behavior. One set of interrelated factors that strongly contribute to that variability - motivations, personality, and emotions - has been only minimally incorporated in previous computational models of social behavior. The Personality, Affect, Culture (PAC) framework is a theory-based computational model that addresses this gap. PAC is used to simulate social agents whose social behavior varies according to their personalities and emotions, which, in turn, vary according to their motivations and underlying motive control parameters. Examples involving disease spread and counter-insurgency operations show how PAC can be used to study behavioral variability in different social contexts.
Crowd Sensing-Enabling Security Service Recommendation for Social Fog Computing Systems
Wu, Jun; Su, Zhou; Li, Jianhua
2017-01-01
Fog computing, shifting intelligence and resources from the remote cloud to edge networks, has the potential of providing low-latency for the communication from sensing data sources to users. For the objects from the Internet of Things (IoT) to the cloud, it is a new trend that the objects establish social-like relationships with each other, which efficiently brings the benefits of developed sociality to a complex environment. As fog service become more sophisticated, it will become more convenient for fog users to share their own services, resources, and data via social networks. Meanwhile, the efficient social organization can enable more flexible, secure, and collaborative networking. Aforementioned advantages make the social network a potential architecture for fog computing systems. In this paper, we design an architecture for social fog computing, in which the services of fog are provisioned based on “friend” relationships. To the best of our knowledge, this is the first attempt at an organized fog computing system-based social model. Meanwhile, social networking enhances the complexity and security risks of fog computing services, creating difficulties of security service recommendations in social fog computing. To address this, we propose a novel crowd sensing-enabling security service provisioning method to recommend security services accurately in social fog computing systems. Simulation results show the feasibilities and efficiency of the crowd sensing-enabling security service recommendation method for social fog computing systems. PMID:28758943
Crowd Sensing-Enabling Security Service Recommendation for Social Fog Computing Systems.
Wu, Jun; Su, Zhou; Wang, Shen; Li, Jianhua
2017-07-30
Fog computing, shifting intelligence and resources from the remote cloud to edge networks, has the potential of providing low-latency for the communication from sensing data sources to users. For the objects from the Internet of Things (IoT) to the cloud, it is a new trend that the objects establish social-like relationships with each other, which efficiently brings the benefits of developed sociality to a complex environment. As fog service become more sophisticated, it will become more convenient for fog users to share their own services, resources, and data via social networks. Meanwhile, the efficient social organization can enable more flexible, secure, and collaborative networking. Aforementioned advantages make the social network a potential architecture for fog computing systems. In this paper, we design an architecture for social fog computing, in which the services of fog are provisioned based on "friend" relationships. To the best of our knowledge, this is the first attempt at an organized fog computing system-based social model. Meanwhile, social networking enhances the complexity and security risks of fog computing services, creating difficulties of security service recommendations in social fog computing. To address this, we propose a novel crowd sensing-enabling security service provisioning method to recommend security services accurately in social fog computing systems. Simulation results show the feasibilities and efficiency of the crowd sensing-enabling security service recommendation method for social fog computing systems.
Computer-Delivered Social Norm Message Increases Pain Tolerance
Pulvers, Kim; Schroeder, Jacquelyn; Limas, Eleuterio F.; Zhu, Shu-Hong
2013-01-01
Background Few experimental studies have been conducted on social determinants of pain tolerance. Purpose This study tests a brief, computer-delivered social norm message for increasing pain tolerance. Methods Healthy young adults (N=260; 44 % Caucasian; 27 % Hispanic) were randomly assigned into a 2 (social norm)×2 (challenge) cold pressor study, stratified by gender. They received standard instructions or standard instructions plus a message that contained artifically elevated information about typical performance of others. Results Those receiving a social norm message displayed significantly higher pain tolerance, F(1, 255)=26.95, p<.001, ηp2=.10 and pain threshold F(1, 244)=9.81, p=.002, ηp2=.04, but comparable pain intensity, p>.05. There were no interactions between condition and gender on any outcome variables, p>.05. Conclusions Social norms can significantly increase pain tolerance, even with a brief verbal message delivered by a video. PMID:24146086
Interactive Technologies and the Social Studies. Emerging Issues and Applications.
ERIC Educational Resources Information Center
Martorella, Peter H., Ed.
This book includes contributions from seven authors with diverse backgrounds, whose specializations include the area of social studies education, software development, computer science, and visual design. The chapters are: (1) "Online Learning Communities: Implications for the Social Studies" (Lynn A. Fontana); (2) "Bringing Preservice Teachers…
Ciullo, Stephen; Falcomata, Terry S; Pfannenstiel, Kathleen; Billingsley, Glenna
2015-01-01
Concept maps have been used to help students with learning disabilities (LD) improve literacy skills and content learning, predominantly in secondary school. However, despite increased access to classroom technology, no previous studies have examined the efficacy of computer-based concept maps to improve learning from informational text for students with LD in elementary school. In this study, we used a concurrent delayed multiple probe design to evaluate the interactive use of computer-based concept maps on content acquisition with science and social studies texts for Hispanic students with LD in Grades 4 and 5. Findings from this study suggest that students improved content knowledge during intervention relative to a traditional instruction baseline condition. Learning outcomes and social validity information are considered to inform recommendations for future research and the feasibility of classroom implementation. © The Author(s) 2014.
ERIC Educational Resources Information Center
Twyman, Todd; Tindal, Gerald
2006-01-01
The purpose of this study was to improve the comprehension and problem-solving skills of students with disabilities in social studies using a conceptually framed, computer-adapted history text. Participants were 11th and 12th grade students identified with learning disabilities in reading and writing from two intact, self-contained social studies…
ERIC Educational Resources Information Center
de Laat, Maarten; Lally, Vic; Lipponen, Lasse; Simons, Robert-Jan
2007-01-01
The focus of this study is to explore the advances that Social Network Analysis (SNA) can bring, in combination with other methods, when studying Networked Learning/Computer-Supported Collaborative Learning (NL/CSCL). We present a general overview of how SNA is applied in NL/CSCL research; we then go on to illustrate how this research method can…
ERIC Educational Resources Information Center
Padmanabhan, Poornima; Wise, Alyssa Friend
2012-01-01
Low-cost laptop programs attempt to address gaps in access to computers in developing countries. However, the translation of computing access from intention to actuality is mediated by many situational factors. This research presents a case study of how access to a set of laptops donated to a school for socially disadvantaged children in India was…
Nakayasu, Tomohiro; Yasugi, Masaki; Shiraishi, Soma; Uchida, Seiichi; Watanabe, Eiji
2017-01-01
We studied social approach behaviour in medaka fish using three-dimensional computer graphic (3DCG) animations based on the morphological features and motion characteristics obtained from real fish. This is the first study which used 3DCG animations and examined the relative effects of morphological and motion cues on social approach behaviour in medaka. Various visual stimuli, e.g., lack of motion, lack of colour, alternation in shape, lack of locomotion, lack of body motion, and normal virtual fish in which all four features (colour, shape, locomotion, and body motion) were reconstructed, were created and presented to fish using a computer display. Medaka fish presented with normal virtual fish spent a long time in proximity to the display, whereas time spent near the display was decreased in other groups when compared with normal virtual medaka group. The results suggested that the naturalness of visual cues contributes to the induction of social approach behaviour. Differential effects between body motion and locomotion were also detected. 3DCG animations can be a useful tool to study the mechanisms of visual processing and social behaviour in medaka.
Nakayasu, Tomohiro; Yasugi, Masaki; Shiraishi, Soma; Uchida, Seiichi; Watanabe, Eiji
2017-01-01
We studied social approach behaviour in medaka fish using three-dimensional computer graphic (3DCG) animations based on the morphological features and motion characteristics obtained from real fish. This is the first study which used 3DCG animations and examined the relative effects of morphological and motion cues on social approach behaviour in medaka. Various visual stimuli, e.g., lack of motion, lack of colour, alternation in shape, lack of locomotion, lack of body motion, and normal virtual fish in which all four features (colour, shape, locomotion, and body motion) were reconstructed, were created and presented to fish using a computer display. Medaka fish presented with normal virtual fish spent a long time in proximity to the display, whereas time spent near the display was decreased in other groups when compared with normal virtual medaka group. The results suggested that the naturalness of visual cues contributes to the induction of social approach behaviour. Differential effects between body motion and locomotion were also detected. 3DCG animations can be a useful tool to study the mechanisms of visual processing and social behaviour in medaka. PMID:28399163
Computer Science Majors: Sex Role Orientation, Academic Achievement, and Social Cognitive Factors
ERIC Educational Resources Information Center
Brown, Chris; Garavalia, Linda S.; Fritts, Mary Lou Hines; Olson, Elizabeth A.
2006-01-01
This study examined the sex role orientations endorsed by 188 male and female students majoring in computer science, a male-dominated college degree program. The relations among sex role orientation and academic achievement and social cognitive factors influential in career decision-making self-efficacy were explored. Findings revealed that…
Structural Reproduction of Social Networks in Computer-Mediated Communication Forums
ERIC Educational Resources Information Center
Stefanone, M. A.; Gay, G.
2008-01-01
This study explores the relationship between the structure of an existing social network and the structure of an emergent discussion-board network in an undergraduate university class. Thirty-one students were issued with laptop computers that remained in their possession for the duration of the semester. While using these machines, participants'…
Social Mathematics and Media: Using Pictures, Maps, Charts, and Graphs. Media Corner.
ERIC Educational Resources Information Center
Braun, Joseph A., Jr., Ed.
1993-01-01
Asserts that integrating disciplines is a goal of elementary social studies education. Presents a bibliographic essay describing instructional materials that can be used to integrate mathematics and social studies. Includes recommended photograph packages, computer databases, and data interpretation packages. (CFR)
Optimal social-networking strategy is a function of socioeconomic conditions.
Oishi, Shigehiro; Kesebir, Selin
2012-12-01
In the two studies reported here, we examined the relation among residential mobility, economic conditions, and optimal social-networking strategy. In study 1, a computer simulation showed that regardless of economic conditions, having a broad social network with weak friendship ties is advantageous when friends are likely to move away. By contrast, having a small social network with deep friendship ties is advantageous when the economy is unstable but friends are not likely to move away. In study 2, we examined the validity of the computer simulation using a sample of American adults. Results were consistent with the simulation: American adults living in a zip code where people are residentially stable but economically challenged were happier if they had a narrow but deep social network, whereas in other socioeconomic conditions, people were generally happier if they had a broad but shallow networking strategy. Together, our studies demonstrate that the optimal social-networking strategy varies as a function of socioeconomic conditions.
ERIC Educational Resources Information Center
Cilesiz, Sebnem
2009-01-01
Computer use is a widespread leisure activity for adolescents. Leisure contexts, such as Internet cafes, constitute specific social environments for computer use and may hold significant educational potential. This article reports a phenomenological study of adolescents' experiences of educational computer use at Internet cafes in Turkey. The…
The Time Course of Neural Responses to Social versus Non-social Unfairness in the Ultimatum Game.
Chen, Mingliang; Zhao, Zhen; Lai, Hongxia
2018-06-08
The unfairness effects are always the hotspot within social psychology and cognitive neuroscience. However, people's neural responses to social versus non-social unfairness remain under-researched, especially about temporal features. We engaged participants in the Ultimatum Game to respond to human and computer proposers (representing social and non-social contexts respectively) and recorded their event-related potentials. The interactions elicited three components of interest: medial frontal negativity (MFN), late positive potential (LPP) and response related negativity (RRN). First, unfair human offers elicited larger MFN than unfair computer offers did, suggesting a greater perception of unfairness in the social context. Second, rejected unfair human offers elicited smaller LPP than rejected unfair computer offers did. This finding implies that the rejection to social unfairness could down-regulate the unfairness-aversive emotions. These two mechanisms explained the stronger resistance to social unfairness in behavioural results. Last, the RRN for unfairness rejections were larger than for fairness acceptances, but showed no variance to the two types of proposers, signifying a similar degree of response conflict behind rejections to social and non-social unfairness. These results of our exploratory study will be helpful in revealing the sociality effect on the perceptual, emotional and reappraisal processing during the unfairness response.
ERIC Educational Resources Information Center
Zhao, Huahui; Sullivan, Kirk P. H.; Mellenius, Ingmarie
2014-01-01
A key reason for using asynchronous computer conferencing in instruction is its potential for supporting collaborative learning. However, few studies have examined collaboration in computer conferencing. This study examined collaboration in six peer review groups within an asynchronous computer conferencing. Eighteen tertiary students participated…
Combining Computational and Social Effort for Collaborative Problem Solving
Wagy, Mark D.; Bongard, Josh C.
2015-01-01
Rather than replacing human labor, there is growing evidence that networked computers create opportunities for collaborations of people and algorithms to solve problems beyond either of them. In this study, we demonstrate the conditions under which such synergy can arise. We show that, for a design task, three elements are sufficient: humans apply intuitions to the problem, algorithms automatically determine and report back on the quality of designs, and humans observe and innovate on others’ designs to focus creative and computational effort on good designs. This study suggests how such collaborations should be composed for other domains, as well as how social and computational dynamics mutually influence one another during collaborative problem solving. PMID:26544199
Clinician attitudes, social norms and intentions to use a computer-assisted intervention.
Buti, Allison L; Eakins, Danielle; Fussell, Holly; Kunkel, Lynn E; Kudura, Aisha; McCarty, Dennis
2013-04-01
The National Drug Abuse Treatment Clinical Trials Network (CTN) works to bridge the gap between research and practice and tested a Web-delivered psychosocial intervention (the Therapeutic Education System, TES) in 10 community treatment centers. Computer-assisted therapies, such as Web-delivered interventions, may improve the consistency and efficiency of treatment for alcohol and drug use disorders. Prior to the start of the study, we surveyed counselors (N=96) in participating treatment centers and assessed counselor attitudes, perceived social norms and intentions to use a Web-delivered intervention. Analysis of the intention to adopt a Web-delivered intervention assessed the influence of attitudes and perceived social norms. Perceived social norms were a significant contributor to clinician intention to adopt Web-based interventions while attitude was not. To promote successful implementation, it may be helpful to create social norms supportive of computer-assisted therapies. Copyright © 2013 Elsevier Inc. All rights reserved.
The Relationship between Social Cohesion and Computer-Internet Usage
ERIC Educational Resources Information Center
Balkan, Emre; Adalier, Ahmet
2011-01-01
The aim of this study is to analyze the relationship between social cohesion and computer-internet usage among university students. The research was conducted among university students in North Cyprus. The sample for the research consists of 38.8% (n=80) female, 61.2 % (n=126) male, 206 university students by using the criterion sampling method.…
Implications of Ubiquitous Computing for the Social Studies Curriculum
ERIC Educational Resources Information Center
van Hover, Stephanie D.; Berson, Michael J.; Bolick, Cheryl Mason; Swan, Kathleen Owings
2004-01-01
In March 2002, members of the National Technology Leadership Initiative (NTLI) met in Charlottesville, Virginia to discuss the potential effects of ubiquitous computing on the field of education. Ubiquitous computing, or "on-demand availability of task-necessary computing power," involves providing every student with a handheld computer--a…
Tam, S F
2000-10-15
The aim of this controlled, quasi-experimental study was to evaluate the effects of both self-efficacy enhancement and social comparison training strategy on computer skills learning and self-concept outcome of trainees with physical disabilities. The self-efficacy enhancement group comprised 16 trainees, the tutorial training group comprised 15 trainees, and there were 25 subjects in the control group. Both the self-efficacy enhancement group and the tutorial training group received a 15 week computer skills training course, including generic Chinese computer operation, Chinese word processing and Chinese desktop publishing skills. The self-efficacy enhancement group received training with tutorial instructions that incorporated self-efficacy enhancement strategies and experienced self-enhancing social comparisons. The tutorial training group received behavioural learning-based tutorials only, and the control group did not receive any training. The following measurements were employed to evaluate the outcomes: the Self-Concept Questionnaire for the Physically Disabled Hong Kong Chinese (SCQPD), the computer self-efficacy rating scale and the computer performance rating scale. The self-efficacy enhancement group showed significantly better computer skills learning outcome, total self-concept, and social self-concept than the tutorial training group. The self-efficacy enhancement group did not show significant changes in their computer self-efficacy: however, the tutorial training group showed a significant lowering of their computer self-efficacy. The training strategy that incorporated self-efficacy enhancement and positive social comparison experiences maintained the computer self-efficacy of trainees with physical disabilities. This strategy was more effective in improving the learning outcome (p = 0.01) and self-concept (p = 0.05) of the trainees than the conventional tutorial-based training strategy.
Esthetic Education of Children with Special Needs by Means of Computer Art
ERIC Educational Resources Information Center
Salakhov, Rasykh F.; Salakhova, Rada I.; Nasibullov, Ramis R.
2016-01-01
Thematic justification of the problem under study: growth of social stratification in the present context of social and economic transformations and emerging forms of social inequality, which is creating serious obstacles for the younger generation's social adaptation, specifically among those social groups that are dealing with difficulties due…
ERIC Educational Resources Information Center
Vickers, Caroline H.
2007-01-01
This article, based on a longitudinal, ethnographic study among engineering students, examines the interactional processes surrounding second language (L2) socialization. L2 socialization perspectives argue that the cognitive and the social are interconnected, and that learning an L2 is a process of coming to understand socially constructed…
ERIC Educational Resources Information Center
Adalier, Ahmet
2012-01-01
The aim of this study is to reveal the relation between the Turkish and English language teacher candidates' social demographic characteristics and their perceived computer self-efficacy and attitudes toward computer. The population of the study consists of the teacher candidates in the Turkish and English language departments at the universities…
ERIC Educational Resources Information Center
Teo, T.; Lee, C. B.; Chai, C. S.
2008-01-01
Computers are increasingly widespread, influencing many aspects of our social and work lives. As we move into a technology-based society, it is important that classroom experiences with computers are made available for all students. The purpose of this study is to examine pre-service teachers' attitudes towards computers. This study extends the…
Teaching Computing in a Multidisciplinary Way in Social Studies Classes in School--A Case Study
ERIC Educational Resources Information Center
von Wangenheim, Christiane Gresse; Alves, Nathalia Cruz; Rodrigues, Pedro Eurico; Hauck, Jean Carlo
2017-01-01
In order to be well-educated citizens in the 21st century, children need to learn computing in school. However, implementing computing education in schools faces several practical problems, such as lack of computing teachers and time in an already overloaded curriculum. A solution can be a multidisciplinary approach, integrating computing…
Bridging Social and Semantic Computing - Design and Evaluation of User Interfaces for Hybrid Systems
ERIC Educational Resources Information Center
Bostandjiev, Svetlin Alex I.
2012-01-01
The evolution of the Web brought new interesting problems to computer scientists that we loosely classify in the fields of social and semantic computing. Social computing is related to two major paradigms: computations carried out by a large amount of people in a collective intelligence fashion (i.e. wikis), and performing computations on social…
Improving Family Forest Knowledge Transfer through Social Network Analysis
ERIC Educational Resources Information Center
Gorczyca, Erika L.; Lyons, Patrick W.; Leahy, Jessica E.; Johnson, Teresa R.; Straub, Crista L.
2012-01-01
To better engage Maine's family forest landowners our study used social network analysis: a computational social science method for identifying stakeholders, evaluating models of engagement, and targeting areas for enhanced partnerships. Interviews with researchers associated with a research center were conducted to identify how social network…
ERIC Educational Resources Information Center
Gül, Seray Olçay
2016-01-01
There are many studies in the literature in which individuals with intellectual disabilities exhibit social skills deficits and which show the need for teaching these skills systematically. This study aims to investigate the effects of an intervention package of consisting computer-presented video modeling and Social Stories on individuals with…
Loyalty to Computer Terminals: Is it Anthropomorphism or Consistency?
ERIC Educational Resources Information Center
Sundar, S. Shyam
2004-01-01
The psychological tendency to behave socially with a computer is quite well documented in the literature. But does the short-term socialness of human-computer interaction extend over to long-term social relationships with computers? In particular, do we show loyalty to particular computer terminals over a period of time? An electronic observation…
NASA Astrophysics Data System (ADS)
Serugendo, Giovanna Di Marzo; Risoldi, Matteo; Solemayni, Mohammad
The following sections are included: * Introduction * Problem and Research Questions * State of the Art * TSC Structure and Computational Awareness * Methodology and Research Directions * Case Study: Democracy * Conclusions
Games at work: the recreational use of computer games during working hours.
Reinecke, Leonard
2009-08-01
The present study investigated the recreational use of video and computer games in the workplace. In an online survey, 833 employed users of online casual games reported on their use of computer games during working hours. The data indicate that playing computer games in the workplace elicits substantial levels of recovery experience. Recovery experience associated with gameplay was the strongest predictor for the use of games in the workplace. Furthermore, individuals with higher levels of work-related fatigue reported stronger recovery experience during gameplay and showed a higher tendency to play games during working hours than did persons with lower levels of work strain. Additionally, the social situation at work was found to have a significant influence on the use of games. Persons receiving less social support from colleagues and supervisors played games at work more frequently than did individuals with higher levels of social support. Furthermore, job control was positively related to the use of games at work. In sum, the results of the present study illustrate that computer games have a significant recovery potential. Implications of these findings for research on personal computer use during work and for games research in general are discussed.
ERIC Educational Resources Information Center
Gülay Ogelman, Hülya; Güngör, Hande; Körükçü, Özlem; Erten Sarkaya, Hatice
2018-01-01
The primary objective of this study is to determine the predictive effect of technology use durations of 5-6 year-old children on their social skill levels and social status. In this study, children's technology usage is restricted to the use of television, portable computers, tablets and smartphones. The sample group of the study consisted of 162…
Djomba, Janet Klara; Zaletel-Kragelj, Lijana
2016-12-01
Research on social networks in public health focuses on how social structures and relationships influence health and health-related behaviour. While the sociocentric approach is used to study complete social networks, the egocentric approach is gaining popularity because of its focus on individuals, groups and communities. One of the participants of the healthy lifestyle health education workshop 'I'm moving', included in the study of social support for exercise was randomly selected. The participant was denoted as the ego and members of her/his social network as the alteri. Data were collected by personal interviews using a self-made questionnaire. Numerical methods and computer programmes for the analysis of social networks were used for the demonstration of analysis. The size, composition and structure of the egocentric social network were obtained by a numerical analysis. The analysis of composition included homophily and homogeneity. Moreover, the analysis of the structure included the degree of the egocentric network, the strength of the ego-alter ties and the average strength of ties. Visualisation of the network was performed by three freely available computer programmes, namely: Egonet.QF, E-net and Pajek. The computer programmes were described and compared by their usefulness. Both numerical analysis and visualisation have their benefits. The decision what approach to use is depending on the purpose of the social network analysis. While the numerical analysis can be used in large-scale population-based studies, visualisation of personal networks can help health professionals at creating, performing and evaluation of preventive programmes, especially if focused on behaviour change.
Virtual reality exposure using three-dimensional images for the treatment of social phobia.
Gebara, Cristiane M; Barros-Neto, Tito P de; Gertsenchtein, Leticia; Lotufo-Neto, Francisco
2016-03-01
To test a potential treatment for social phobia, which provides exposure to phobia-inducing situations via computer-generated, three-dimensional images, using an open clinical trial design. Twenty-one patients with a DSM-IV diagnosis of social phobia took part in the trial. Treatment consisted of up to 12 sessions of exposure to relevant images, each session lasting 50 minutes. Improvements in social anxiety were seen in all scales and instruments used, including at follow-up 6 months after the end of treatment. The average number of sessions was seven, as the participants habituated rapidly to the process. Only one participant dropped out. This study provides evidence that exposure to computer-generated three-dimensional images is relatively inexpensive, leads to greater treatment adherence, and can reduce social anxiety. Further studies are needed to corroborate these findings.
Computer Technology, Large-Scale Social Integration, and the Local Community.
ERIC Educational Resources Information Center
Calhoun, Craig
1986-01-01
A conceptual framework is proposed for studying variations in kind and extent of social integration and relatedness, such as those new communication technology may foster. Emphasis is on the contrast between direct and indirect social relationships. The framework is illustrated by consideration of potential social impacts of widespread…
Tsai, Hsin-yi Sandy; Shillair, Ruth; Cotten, Shelia R.
2017-01-01
This study examines how older adults learn to use tablet computers. Learning to use new technologies can help older adults to be included in today’s digital society. However, learning to use new technologies is not always easy, especially for older adults. This study focuses on how older adults learn to use a specific technology, tablet computers, and the role that social support plays in this process. Data for this project are from 21 in-depth interviews with individuals who own tablet computers. We examine how older adults engage with tablet devices and increase their digital literacy. The findings suggest that, for older adults to start to use tablets, social support plays an important role. In addition, a key way that many participants report gaining expertise with the technology is through “playing around” with the tablets. Suggestions for how to help older adults learn to use new technologies are detailed. PMID:26491029
Tsai, Hsin-Yi Sandy; Shillair, Ruth; Cotten, Shelia R
2017-01-01
This study examines how older adults learn to use tablet computers. Learning to use new technologies can help older adults to be included in today's digital society. However, learning to use new technologies is not always easy, especially for older adults. This study focuses on how older adults learn to use a specific technology, tablet computers, and the role that social support plays in this process. Data for this project are from 21 in-depth interviews with individuals who own tablet computers. We examine how older adults engage with tablet devices and increase their digital literacy. The findings suggest that, for older adults to start to use tablets, social support plays an important role. In addition, a key way that many participants report gaining expertise with the technology is through "playing around" with the tablets. Suggestions for how to help older adults learn to use new technologies are detailed. © The Author(s) 2015.
Peterburs, Jutta; Sandrock, Carolin; Miltner, Wolfgang H R; Straube, Thomas
2016-06-01
It is as yet unknown if behavioral and neural correlates of performance monitoring in socially anxious individuals are affected by whether feedback is provided by a person or a computer. This fMRI study investigated modulation of feedback processing by feedback source (person vs. computer) in participants with high (HSA) (N=16) and low social anxiety (LSA) (N=16). Subjects performed a choice task in which they were informed that they would receive positive or negative feedback from a person or the computer. Subjective ratings indicated increased arousal and anxiety in HSA versus LSA, most pronounced for social and negative feedback. FMRI analyses yielded hyperactivation in ventral medial prefrontal cortex (vmPFC)/anterior cingulate cortex (ACC) and insula for social relative to computer feedback, and in mPFC/ventral ACC for positive relative to negative feedback in HSA as compared to LSA. These activation patterns are consistent with increased interoception and self-referential processing in social anxiety, especially during processing of positive feedback. Increased ACC activation in HSA to positive feedback may link to unexpectedness of (social) praise as posited in social anxiety disorder (SAD) psychopathology. Activation in rostral ACC showed a reversed pattern, with decreased activation to positive feedback in HSA, possibly indicating altered action values depending on feedback source and valence. The present findings corroborate a crucial role of mPFC for performance monitoring in social anxiety. Copyright © 2016 Elsevier Inc. All rights reserved.
ERIC Educational Resources Information Center
Pekel, Haci Ahmet
2014-01-01
Foreign language, computer programs and social network applications or web sites are widely used by many people nowadays for various aims. In the literature, the number of studies investigating over university departments of physical education or more specifically to say, taking sports students' and teachers' foreign language and social networking…
2007-03-01
NAVAL POSTGRADUATE SCHOOL MONTEREY, CALIFORNIA THESIS Approved for public release; distribution is unlimited. HACKING SOCIAL NETWORKS : EXAMINING THE...VIABILITY OF USING COMPUTER NETWORK ATTACK AGAINST SOCIAL NETWORKS by Russell G. Schuhart II March 2007 Thesis Advisor: David Tucker Second Reader...Master’s Thesis 4. TITLE AND SUBTITLE: Hacking Social Networks : Examining the Viability of Using Computer Network Attack Against Social Networks 6. AUTHOR
78 FR 1275 - Privacy Act of 1974; Computer Matching Program
Federal Register 2010, 2011, 2012, 2013, 2014
2013-01-08
... Social Security Administration (Computer Matching Agreement 1071). SUMMARY: In accordance with the... of its new computer matching program with the Social Security Administration (SSA). DATES: OPM will... conditions under which SSA will disclose Social Security benefit data to OPM via direct computer link. OPM...
A Replication Study on the Multi-Dimensionality of Online Social Presence
ERIC Educational Resources Information Center
Mykota, David B.
2015-01-01
The purpose of the present study is to conduct an external replication into the multi-dimensionality of social presence as measured by the Computer-Mediated Communication Questionnaire (Tu, 2005). Online social presence is one of the more important constructs for determining the level of interaction and effectiveness of learning in an online…
Challenges in Computational Social Modeling and Simulation for National Security Decision Making
2011-06-01
This study is grounded within a system-activity theory , a logico-philosophical model of interdisciplinary research [13, 14], the concepts of social...often a difficult challenge. Ironically, social science research methods , such as ethnography , may be tremendously helpful in designing these...social sciences. Moreover, CSS projects draw on knowledge and methods from other fields of study , including graph theory , information visualization
Evaluating a Computational Model of Social Causality and Responsibility
2006-01-01
Evaluating a Computational Model of Social Causality and Responsibility Wenji Mao University of Southern California Institute for Creative...empirically evaluate a computa- tional model of social causality and responsibility against human social judgments. Results from our experimental...developed a general computational model of social cau- sality and responsibility [10, 11] that formalizes the factors people use in reasoning about
Bellwether Social Studies Programs.
ERIC Educational Resources Information Center
Daetz, Denney
1985-01-01
Describes and reviews commercially-available computer software for social studies (SS). They are: "Jury Trial II" (utilizes artificial intelligence); "Africa" (utilizes creative graphics to teaching SS facts; "Revolutions: Past, Present and Future"; "The Other Side" (examines world peace using values…
Social networking among upper extremity patients.
Rozental, Tamara D; George, Tina M; Chacko, Aron T
2010-05-01
Despite their rising popularity, the health care profession has been slow to embrace social networking sites. These are Web-based initiatives, designed to bring people with common interests or activities under a common umbrella. The purpose of this study is to evaluate social networking patterns among upper extremity patients. A total of 742 anonymous questionnaires were distributed among upper extremity outpatients, with a 62% response rate (462 were completed). Demographic characteristics (gender, age, level of education, employment, type of health insurance, and income stratification) were defined, and data on computer ownership and frequency of social networking use were collected. Social network users and nonusers were compared according to their demographic and socioeconomic characteristics. Our patient cohort consisted of 450 patients. Of those 450 patients, 418 had a high school education or higher, and 293 reported a college or graduate degree. The majority of patients (282) were employed at the time of the survey, and income was evenly distributed among U.S. Census Bureau quintiles. A total of 349 patients reported computer ownership, and 170 reported using social networking sites. When compared to nonusers, social networking users were younger (p<.001), more educated (p<.001), and more likely to be employed (p = .013). Users also had higher income levels (p=0.028) and had high rates of computer ownership (p<.001). Multivariate regression revealed that younger age (p<.001), computer ownership (p<.001), and higher education (p<.001) were independent predictors of social networking use. Most users (n = 114) regularly visit a single site. Facebook was the most popular site visited (n=142), followed by MySpace (n=28) and Twitter (n=16). Of the 450 upper extremity patients in our sample, 170 use social networking sites. Younger age, higher level of education, and computer ownership were associated with social networking use. Physicians should consider expanding their use of social networking sites to reach their online patient populations. Copyright 2010 American Society for Surgery of the Hand. Published by Elsevier Inc. All rights reserved.
Computers, Networks, and Desegregation at San Jose High Academy.
ERIC Educational Resources Information Center
Solomon, Gwen
1987-01-01
Describes magnet high school which was created in California to meet desegregation requirements and emphasizes computer technology. Highlights include local computer networks that connect science and music labs, the library/media center, business computer lab, writing lab, language arts skills lab, and social studies classrooms; software; teacher…
ERIC Educational Resources Information Center
Friedman, Batya
This study examines the relationship between societal forces and school computer use in the context of two issues surrounding computer technology: computer property and computer privacy. Four types of data were collected from district administrators, principals, computer teachers, and students over a 9-month period in a high school with a broad,…
Religious Studies as a Test-Case For Computer-Assisted Instruction In The Humanities.
ERIC Educational Resources Information Center
Jones, Bruce William
Experiences with computer-assisted instructional (CAI) programs written for religious studies indicate that CAI has contributions to offer the humanities and social sciences. The usefulness of the computer for presentation, drill and review of factual material and its applicability to quantifiable data is well accepted. There now exist…
A Quantitative Exploration of Preservice Teachers' Intent to Use Computer-based Technology
ERIC Educational Resources Information Center
Kim, Kioh; Jain, Sachin; Westhoff, Guy; Rezabek, Landra
2008-01-01
Based on Bandura's (1977) social learning theory, the purpose of this study is to identify the relationship of preservice teachers' perceptions of faculty modeling of computer-based technology and preservice teachers' intent of using computer-based technology in educational settings. There were 92 participants in this study; they were enrolled in…
Computer Mediated Social Network Approach to Software Support and Maintenance
2010-06-01
Page 1 Computer Mediated Social Network Approach to Software Support and Maintenance LTC J. Carlos Vega *Student Paper* Point...DATES COVERED 00-00-2010 to 00-00-2010 4. TITLE AND SUBTITLE Computer Mediated Social Network Approach to Software Support and Maintenance...This research highlights the preliminary findings on the potential of computer mediated social networks . This research focused on social networks as
ERIC Educational Resources Information Center
Elfeky, Abdellah
2017-01-01
The study aims to examine the impact of social networks of a "Computer in Teaching" course on the achievement and attitudes students at the faculty of education at Najran University. The sample consists of (60) students from the third level in the special education program, (30) students represented the control group whereas the other…
ERIC Educational Resources Information Center
Kupersmidt, Janis B.; Stelter, Rebecca; Dodge, Kenneth A.
2011-01-01
The purpose of this study was to evaluate the psychometric properties of an audio computer-assisted self-interviewing Web-based software application called the Social Information Processing Application (SIP-AP) that was designed to assess social information processing skills in boys in RD through 5th grades. This study included a racially and…
ERIC Educational Resources Information Center
Bonner, Aisha Ain
2012-01-01
The focus of this research is the mandatory use of Computer Based Technology (CBT) with social work professionals. Such a study is important in order to investigate which determinants are essential for social workers 45 and older to achieve adoption of CBT. The membership list of the National Association of Social Workers provided access to…
NASA Astrophysics Data System (ADS)
Gennett, Zachary Andrew
Millennial Generation students bring significant learning and teaching challenges to the classroom, because of their unique learning styles, breadth of interests related to social and environmental issues, and intimate experiences with technology. As a result, there has been an increased willingness at many universities to experiment with pedagogical strategies that depart from a traditional "learning by listening" model, and move toward more innovative methods involving active learning through computer games. In particular, current students typically express a strong interest in sustainability in which economic concerns must be weighed relative to environmental and social responsibilities. A game-based setting could prove very effective for fostering an operational understanding of these tradeoffs, and especially the social dimension which remains largely underdeveloped relative to the economic and environmental aspects. Through an examination of the educational potential of computer games, this study hypothesizes that to acquire the skills necessary to manage and understand the complexities of sustainability, Millennial Generation students must be engaged in active learning exercises that present dynamic problems and foster a high level of social interaction. This has led to the development of an educational computer game, entitled Shortfall, which simulates a business milieu for testing alternative paths regarding the principles of sustainability. This study examines the evolution of Shortfall from an educational board game that teaches the principles of environmentally benign manufacturing, to a completely networked computer game, entitled Shortfall Online that teaches the principles of sustainability. A capital-based theory of sustainability is adopted to more accurately convey the tradeoffs and opportunity costs among economic prosperity, environmental preservation, and societal responsibilities. While the economic and environmental aspects of sustainability have received considerable attention in traditional pedagogical approaches, specific focus is provided for the social dimension of sustainability, as it had remained largely underdeveloped. To measure social sustainability and provide students with an understanding of its significance, a prospective metric utilizing a social capital peer-evaluation survey, unique to Shortfall, is developed.
Student leadership in small group science inquiry
NASA Astrophysics Data System (ADS)
Oliveira, Alandeom W.; Boz, Umit; Broadwell, George A.; Sadler, Troy D.
2014-09-01
Background: Science educators have sought to structure collaborative inquiry learning through the assignment of static group roles. This structural approach to student grouping oversimplifies the complexities of peer collaboration and overlooks the highly dynamic nature of group activity. Purpose: This study addresses this issue of oversimplification of group dynamics by examining the social leadership structures that emerge in small student groups during science inquiry. Sample: Two small student groups investigating the burning of a candle under a jar participated in this study. Design and method: We used a mixed-method research approach that combined computational discourse analysis (computational quantification of social aspects of small group discussions) with microethnography (qualitative, in-depth examination of group discussions). Results: While in one group social leadership was decentralized (i.e., students shared control over topics and tasks), the second group was dominated by a male student (centralized social leadership). Further, decentralized social leadership was found to be paralleled by higher levels of student cognitive engagement. Conclusions: It is argued that computational discourse analysis can provide science educators with a powerful means of developing pedagogical models of collaborative science learning that take into account the emergent nature of group structures and highly fluid nature of student collaboration.
Analyzing the Dynamics of Communication in Online Social Networks
NASA Astrophysics Data System (ADS)
de Choudhury, Munmun; Sundaram, Hari; John, Ajita; Seligmann, Doree Duncan
This chapter deals with the analysis of interpersonal communication dynamics in online social networks and social media. Communication is central to the evolution of social systems. Today, the different online social sites feature variegated interactional affordances, ranging from blogging, micro-blogging, sharing media elements (i.e., image, video) as well as a rich set of social actions such as tagging, voting, commenting and so on. Consequently, these communication tools have begun to redefine the ways in which we exchange information or concepts, and how the media channels impact our online interactional behavior. Our central hypothesis is that such communication dynamics between individuals manifest themselves via two key aspects: the information or concept that is the content of communication, and the channel i.e., the media via which communication takes place. We present computational models and discuss large-scale quantitative observational studies for both these organizing ideas. First, we develop a computational framework to determine the "interestingness" property of conversations cented around rich media. Second, we present user models of diffusion of social actions and study the impact of homophily on the diffusion process. The outcome of this research is twofold. First, extensive empirical studies on datasets from YouTube have indicated that on rich media sites, the conversations that are deemed "interesting" appear to have consequential impact on the properties of the social network they are associated with: in terms of degree of participation of the individuals in future conversations, thematic diffusion as well as emergent cohesiveness in activity among the concerned participants in the network. Second, observational and computational studies on large social media datasets such as Twitter have indicated that diffusion of social actions in a network can be indicative of future information cascades. Besides, given a topic, these cascades are often a function of attribute homophily existent among the participants. We believe that this chapter can make significant contribution into a better understanding of how we communicate online and how it is redefining our collective sociological behavior.
Reciprocity in computer-human interaction: source-based, norm-based, and affect-based explanations.
Lee, Seungcheol Austin; Liang, Yuhua Jake
2015-04-01
Individuals often apply social rules when they interact with computers, and this is known as the Computers Are Social Actors (CASA) effect. Following previous work, one approach to understand the mechanism responsible for CASA is to utilize computer agents and have the agents attempt to gain human compliance (e.g., completing a pattern recognition task). The current study focuses on three key factors frequently cited to influence traditional notions of compliance: evaluations toward the source (competence and warmth), normative influence (reciprocity), and affective influence (mood). Structural equation modeling assessed the effects of these factors on human compliance with computer request. The final model shows that norm-based influence (reciprocity) increased the likelihood of compliance, while evaluations toward the computer agent did not significantly influence compliance.
ERIC Educational Resources Information Center
Enriquez, Judith Guevarra
2010-01-01
In this article, centrality is explored as a measure of computer-mediated communication (CMC) in networked learning. Centrality measure is quite common in performing social network analysis (SNA) and in analysing social cohesion, strength of ties and influence in CMC, and computer-supported collaborative learning research. It argues that measuring…
ERIC Educational Resources Information Center
Friedman, Adam
2014-01-01
In his 1997 article "Technology and the Social Studies--or: Which Way to the Sleeping Giant?" Peter Martorella made several predictions regarding technology resources in the social studies. Through a 2014 lens, Martorella's Internet seems archaic, yet two of his predictions were particularly poignant and have had a significant impact on…
Tran, Phuoc; Subrahmanyam, Kaveri
2013-01-01
The use of computers in the home has become very common among young children. This paper reviews research on the effects of informal computer use and identifies potential pathways through which computers may impact children's development. Based on the evidence reviewed, we present the following guidelines to arrange informal computer experiences that will promote the development of children's academic, cognitive and social skills: (1) children should be encouraged to use computers for moderate amounts of time (2-3 days a week for an hour or two per day) and (2) children's use of computers should (a) include non-violent action-based computer games as well as educational games, (b) not displace social activities but should instead be arranged to provide opportunities for social engagement with peers and family members and (c) involve content with pro-social and non-violent themes. We conclude the paper with questions that must be addressed in future research. This paper reviews research on the effects of informal computer use on children's academic, cognitive and social skills. Based on the evidence presented, we have presented guidelines to enable parents, teachers and other adults to arrange informal computer experiences so as to maximise their potential benefit for children's development.
Ethics Regulation in Social Computing Research: Examining the Role of Institutional Review Boards.
Vitak, Jessica; Proferes, Nicholas; Shilton, Katie; Ashktorab, Zahra
2017-12-01
The parallel rise of pervasive data collection platforms and computational methods for collecting, analyzing, and drawing inferences from large quantities of user data has advanced social computing research, investigating digital traces to understand mediated behaviors of individuals, groups, and societies. At the same time, methods employed to access these data have raised questions about ethical research practices. This article provides insights into U.S. institutional review boards' (IRBs) attitudes and practices regulating social computing research. Through descriptive and inferential analysis of survey data from staff at 59 IRBs at research universities, we examine how IRBs evaluate the growing variety of studies using pervasive digital data. Findings unpack the difficulties IRB staff face evaluating increasingly technical research proposals while highlighting the belief in their ability to surmount these difficulties. They also indicate a lack of consensus among IRB staff about what should be reviewed and a willingness to work closely with researchers.
Toward Using Games to Teach Fundamental Computer Science Concepts
ERIC Educational Resources Information Center
Edgington, Jeffrey Michael
2010-01-01
Video and computer games have become an important area of study in the field of education. Games have been designed to teach mathematics, physics, raise social awareness, teach history and geography, and train soldiers in the military. Recent work has created computer games for teaching computer programming and understanding basic algorithms. …
Puleo, Elaine; Bennett, Gary G; Emmons, Karen M
2007-01-01
Background As advances in computer access continue to be made, there is a need to better understand the challenges of increasing access for racial/ethnic minorities, particularly among those with lower incomes. Larger social contextual factors, such as social networks and neighborhood factors, may influence computer ownership and the number of places where individuals have access to computers. Objectives We examined the associations of sociodemographic and social contextual factors with computer ownership and frequency of use among 1554 adults living in urban public housing. Methods Bivariate associations between dependent variables (computer ownership and regular computer use) and independent variables were used to build multivariable logistic models adjusted for age and site clusters. Results Participants (N = total weighted size of 2270) were on average 51.0 (± 21.4) years old, primarily African American or Hispanic, and earned less than US $20000 per year. More than half owned a computer, and 42% were regular computer users. Reporting computer ownership was more likely if participants lived above the poverty level (OR = 1.78, 95% CI = 1.39-2.29), completed high school (OR = 2.46, 95% CI = 1.70-3.55), were in financial hardship (OR = 1.38, 95% CI = 1.06-1.81), were employed and supervised others (OR = 1.94, 95% CI = 1.08-3.46), and had multiple role responsibilities (OR = 2.18, 95% CI = 1.31-3.61). Regular computer use was more likely if participants were non-Hispanic (OR = 1.94, 95% CI = 1.30-2.91), lived above the poverty level (OR = 2.84, 95% CI = 1.90-4.24), completed high school (OR = 4.43, 95% CI = 3.04-6.46), were employed and supervised others (OR = 2.41, 95% CI = 1.37-4.22), felt safe in their neighborhood (OR = 1.57, 95% CI = 1.08-2.30), and had greater social network ties (OR = 3.09, 95% CI = 1.26-7.59). Conclusions Disparities in computer ownership and use are narrowing, even among those with very low incomes; however, identifying factors that contribute to disparities in access for these groups will be necessary to ensure the efficacy of future technology-based interventions. A unique finding of our study is that it may be equally as important to consider specific social contextual factors when trying to increase access and use among low-income minorities, such as social network ties, household responsibilities, and neighborhood safety. PMID:18093903
Language Views on Social Networking Sites for Language Learning: The Case of Busuu
ERIC Educational Resources Information Center
Álvarez Valencia, José Aldemar
2016-01-01
Social networking has compelled the area of computer-assisted language learning (CALL) to expand its research palette and account for new virtual ecologies that afford language learning and socialization. This study focuses on Busuu, a social networking site for language learning (SNSLL), and analyzes the views of language that are enacted through…
Social Robots as Embedded Reinforcers of Social Behavior in Children with Autism
ERIC Educational Resources Information Center
Kim, Elizabeth S.; Berkovits, Lauren D.; Bernier, Emily P.; Leyzberg, Dan; Shic, Frederick; Paul, Rhea; Scassellati, Brian
2013-01-01
In this study we examined the social behaviors of 4- to 12-year-old children with autism spectrum disorders (ASD; N = 24) during three tradic interactions with an adult confederate and an interaction partner, where the interaction partner varied randomly among (1) another adult human, (2) a touchscreen computer game, and (3) a social dinosaur…
The Behavioral and Social Sciences Survey: Mathematical Sciences and Social Sciences.
ERIC Educational Resources Information Center
Kruskal, William, Ed.
This book, one of a series prepared in connection with the Behavioral and Social Sciences Survey (BASS) conducted between 1967 and 1969, deals with problems of statistics, mathematics, and computation as they related to the social sciences. Chapter 1 shows how these subjects help in their own ways for studying learning behavior with irregular…
Experiences of women with breast cancer: exchanging social support over the CHESS computer network.
Shaw, B R; McTavish, F; Hawkins, R; Gustafson, D H; Pingree, S
2000-01-01
Using an existential-phenomenological approach, this paper describes how women with breast cancer experience the giving and receiving of social support in a computer-mediated context. Women viewed their experiences with the computer-mediated support group as an additional and unique source of support in facing their illness. Anonymity within the support group fostered equalized participation and allowed women to communicate in ways that would have been more difficult in a face-to-face context. The asynchronous communication was a frustration to some participants, but some indicated that the format allowed for more thoughtful interaction. Motivations for seeking social support appeared to be a dynamic process, with a consistent progression from a position of receiving support to that of giving support. The primary benefits women received from participation in the group were communicating with other people who shared similar problems and helping others, which allowed them to change their focus from a preoccupation with their own sickness to thinking of others. Consistent with past research is the finding that women in this study expressed that social support is a multidimensional phenomenon and that their computer-mediated support group provided abundant emotional support, encouragement, and informational support. Excerpts from the phenomenological interviews are used to review and highlight key theoretical concepts from the research literatures on computer-mediated communication, social support, and the psychosocial needs of women with breast cancer.
Different but Similar: Computer Use Patterns between Young Korean Males and Females
ERIC Educational Resources Information Center
Lim, Keol; Meier, Ellen B.
2011-01-01
This study was developed to identify and describe new trends and gender differences in the use of computers and the Internet in South Korea. In this mixed-method study, both quantitative and qualitative techniques were used. Results indicated that both males and females used computers generally for four purposes: social networking, personal…
Campion, Thomas R.; Waitman, Lemuel R.; May, Addison K.; Ozdas, Asli; Lorenzi, Nancy M.; Gadd, Cynthia S.
2009-01-01
Introduction: Evaluations of computerized clinical decision support systems (CDSS) typically focus on clinical performance changes and do not include social, organizational, and contextual characteristics explaining use and effectiveness. Studies of CDSS for intensive insulin therapy (IIT) are no exception, and the literature lacks an understanding of effective computer-based IIT implementation and operation. Results: This paper presents (1) a literature review of computer-based IIT evaluations through the lens of institutional theory, a discipline from sociology and organization studies, to demonstrate the inconsistent reporting of workflow and care process execution and (2) a single-site case study to illustrate how computer-based IIT requires substantial organizational change and creates additional complexity with unintended consequences including error. Discussion: Computer-based IIT requires organizational commitment and attention to site-specific technology, workflow, and care processes to achieve intensive insulin therapy goals. The complex interaction between clinicians, blood glucose testing devices, and CDSS may contribute to workflow inefficiency and error. Evaluations rarely focus on the perspective of nurses, the primary users of computer-based IIT whose knowledge can potentially lead to process and care improvements. Conclusion: This paper addresses a gap in the literature concerning the social, organizational, and contextual characteristics of CDSS in general and for intensive insulin therapy specifically. Additionally, this paper identifies areas for future research to define optimal computer-based IIT process execution: the frequency and effect of manual data entry error of blood glucose values, the frequency and effect of nurse overrides of CDSS insulin dosing recommendations, and comprehensive ethnographic study of CDSS for IIT. PMID:19815452
ERIC Educational Resources Information Center
Yoon, Susan A.
2011-01-01
This study extends previous research that explores how visualization affordances that computational tools provide and social network analyses that account for individual- and group-level dynamic processes can work in conjunction to improve learning outcomes. The study's main hypothesis is that when social network graphs are used in instruction,…
ERIC Educational Resources Information Center
Yilmaz, Ramazan; Karaoglan Yilmaz, Fatma Gizem; Kilic Cakmak, Ebru
2017-01-01
The purpose of this study is to examine the impacts of transactive memory system (TMS) and interaction platforms in computer-supported collaborative learning (CSCL) on social presence perceptions and self-regulation skills of learners. Within the scope of the study, social presence perceptions and self-regulation skills of students in…
Sandoval, Luis R; González, Betzamel López; Stone, William S; Guimond, Synthia; Rivas, Cristina Torres; Sheynberg, David; Kuo, Susan S; Eack, Shaun; Keshavan, Matcheri S
2017-09-04
Recent studies show that computer-based training enhances cognition in schizophrenia; furthermore, socialization has also been found to improve cognitive functions. It is generally believed that non-social cognitive remediation using computer exercises would be a pre-requisite for therapeutic benefits from social cognitive training. However, it is also possible that social interaction by itself enhances non-social cognitive functions; this possibility has scarcely been explored in schizophrenia patients. This pilot study examined the effects of computer-based neurocognitive training, along with social interaction either with a peer (PSI) or without one (N-PSI). We hypothesized that PSI will enhance cognitive performance during computerized exercises in schizophrenia, as compared with N-PSI. Sixteen adult participants diagnosed with schizophrenia or schizoaffective disorder participating in an ongoing trial of Cognitive Enhancement Therapy completed several computerized neurocognitive remediation training sessions (the Orientation Remedial Module©, or ORM), either with a peer or without a peer. We observed a significant interaction between the effect of PSI and performance on the different cognitive exercises (p<0.05). More precisely, when patients performed the session with PSI, they demonstrated better cognitive performances than with N-PSI in the ORM exercise that provides training in processing speed, alertness, and reaction time (the standard Attention Reaction Conditioner, or ARC) (p<0.01, corrected). PSI did not significantly affect other cognitive domains such as target detection and spatial attention. Our findings suggest that PSI could improve cognitive performance, such as processing speed, during computerized cognitive training in schizophrenia. Additional studies investigating the effect of PSI during cognitive remediation are needed to further evaluate this hypothesis. Copyright © 2017. Published by Elsevier B.V.
Emoticons in computer-mediated communication: social motives and social context.
Derks, Daantje; Bos, Arjan E R; von Grumbkow, Jasper
2008-02-01
This study investigated the role of emoticons in computer-mediated communication (CMC). The study consisted of an online questionnaire about the social motives for emoticon use and an experimental part in which participants (N = 1,251) had to respond to short Internet chats. In these chats, the interaction partner (friend vs. stranger) and the valence of the context (positive vs. negative) were manipulated. Results showed that emoticons are mostly used to express emotion, to strengthen a message, and to express humor. Furthermore, more emoticons were used in communication with friends than in communication with strangers, and more emoticons were used in a positive context than in a negative context. Participants seem to use emoticons in a way similar to facial behavior in face-to-face communication with respect to social context and interaction partner.
New Technology: Servant or Master of Social Science?
ERIC Educational Resources Information Center
Homan, Roger
1984-01-01
Computers set back rather than advance social science education. Social studies, history, and political education have been blown off course by the advent of hardware and are being made to serve the cause of new technology rather than pursue their proper objectives of developing affective and qualitative understanding. (Author/IS)
Social Networks, Communication Styles, and Learning Performance in a CSCL Community
ERIC Educational Resources Information Center
Cho, Hichang; Gay, Geri; Davidson, Barry; Ingraffea, Anthony
2007-01-01
The aim of this study is to empirically investigate the relationships between communication styles, social networks, and learning performance in a computer-supported collaborative learning (CSCL) community. Using social network analysis (SNA) and longitudinal survey data, we analyzed how 31 distributed learners developed collaborative learning…
Examining Computer Gaming Addiction in Terms of Different Variables
ERIC Educational Resources Information Center
Kurt, Adile Askim; Dogan, Ezgi; Erdogmus, Yasemin Kahyaoglu; Emiroglu, Bulent Gursel
2018-01-01
The computer gaming addiction is one of the newer concepts that young generations face and can be defined as the excessive and problematic use of computer games leading to social and/or emotional problems. The purpose of this study is to analyse through variables the computer gaming addiction levels of secondary school students. The research was…
Social energy: mining energy from the society
DOE Office of Scientific and Technical Information (OSTI.GOV)
Zhang, Jun Jason; Gao, David Wenzhong; Zhang, Yingchen
The inherent nature of energy, i.e., physicality, sociality and informatization, implies the inevitable and intensive interaction between energy systems and social systems. From this perspective, we define 'social energy' as a complex sociotechnical system of energy systems, social systems and the derived artificial virtual systems which characterize the intense intersystem and intra-system interactions. The recent advancement in intelligent technology, including artificial intelligence and machine learning technologies, sensing and communication in Internet of Things technologies, and massive high performance computing and extreme-scale data analytics technologies, enables the possibility of substantial advancement in socio-technical system optimization, scheduling, control and management. In thismore » paper, we provide a discussion on the nature of energy, and then propose the concept and intention of social energy systems for electrical power. A general methodology of establishing and investigating social energy is proposed, which is based on the ACP approach, i.e., 'artificial systems' (A), 'computational experiments' (C) and 'parallel execution' (P), and parallel system methodology. A case study on the University of Denver (DU) campus grid is provided and studied to demonstrate the social energy concept. In the concluding remarks, we discuss the technical pathway, in both social and nature sciences, to social energy, and our vision on its future.« less
College dating and social anxiety: using the Internet as a means of connecting to others.
Stevens, Sarah B; Morris, Tracy L
2007-10-01
With the advent and widespread use of the Internet, various online media are being used to connect and maintain social relationships in individuals of all ages. Social relationships are vital to healthy development, and individuals with social and/or dating anxiety may have marked difficulty in establishing appropriate, supportive relationships because of fear of negative evaluation by others. For these individuals, the Internet may open avenues of communication and provide an outlet through which relationships can be formed and preserved. This study investigated the characteristics of computer and Internet use in young adults to determine whether individuals who were high in social/dating anxiety symptoms were more likely to make and maintain social relationships online. To further understand the patterns of these behaviors, several measures of social and dating anxiety were collected and analyzed along with demographic, computer use, and relationship characteristics. Results indicated differences between high and low social/dating anxiety with respect to media use and relationship formation. Limitations and future directions are discussed.
Developmental Stages in School Computer Use: Neither Marx Nor Piaget.
ERIC Educational Resources Information Center
Lengel, James G.
Karl Marx's theory of stages can be applied to computer use in the schools. The first stage, the P Stage, comprises the entry of the computer into the school. Computer use at this stage is personal and tends to center around one personality. Social studies teachers are seldom among this select few. The second stage of computer use, the D Stage, is…
Illuminating Practice: Two Recent Outstanding Studies.
ERIC Educational Resources Information Center
Saba, Farhad
1998-01-01
Highlights two recent studies in the field of distance education. C.N. Gunawardena and F.J. Zittle found a high degree of variation between learner satisfaction and social presence in a computer-mediated communication environment. J. McDonald and C. Campbell-Gibson study demonstrated that groups meeting in a synchronous computer-mediated course…
Computer Based Instruction in the U.S. Army’s Entry Level Enlisted Training.
1985-03-13
rosters with essential personal data, and graduation rosters with class standings and printed diplomas. The computer also managed the progress of the...discussion is presented in Chapter Three. Methods of Employment Course administration. In 1980 the US Army Research Center for Behaviorial and Social Studies...contained in Appendix C. Data Presentation All responses from the questionaires were coded for use by the Statistical Package for the Social Sciences
20 CFR 229.65 - Initial reduction.
Code of Federal Regulations, 2010 CFR
2010-04-01
... wage (see § 225.2 of this chapter) used to compute the DIB O/M under the Social Security Act rules... that exceed the maximum used in computing social security benefits) for the 5 consecutive years after... earnings that exceed the maximum used in computing social security benefits) for the year of highest...
New Frontiers in Analyzing Dynamic Group Interactions: Bridging Social and Computer Science
Lehmann-Willenbrock, Nale; Hung, Hayley; Keyton, Joann
2017-01-01
This special issue on advancing interdisciplinary collaboration between computer scientists and social scientists documents the joint results of the international Lorentz workshop, “Interdisciplinary Insights into Group and Team Dynamics,” which took place in Leiden, The Netherlands, July 2016. An equal number of scholars from social and computer science participated in the workshop and contributed to the papers included in this special issue. In this introduction, we first identify interaction dynamics as the core of group and team models and review how scholars in social and computer science have typically approached behavioral interactions in groups and teams. Next, we identify key challenges for interdisciplinary collaboration between social and computer scientists, and we provide an overview of the different articles in this special issue aimed at addressing these challenges. PMID:29249891
New Frontiers in Analyzing Dynamic Group Interactions: Bridging Social and Computer Science.
Lehmann-Willenbrock, Nale; Hung, Hayley; Keyton, Joann
2017-10-01
This special issue on advancing interdisciplinary collaboration between computer scientists and social scientists documents the joint results of the international Lorentz workshop, "Interdisciplinary Insights into Group and Team Dynamics," which took place in Leiden, The Netherlands, July 2016. An equal number of scholars from social and computer science participated in the workshop and contributed to the papers included in this special issue. In this introduction, we first identify interaction dynamics as the core of group and team models and review how scholars in social and computer science have typically approached behavioral interactions in groups and teams. Next, we identify key challenges for interdisciplinary collaboration between social and computer scientists, and we provide an overview of the different articles in this special issue aimed at addressing these challenges.
What do computer scientists tweet? Analyzing the link-sharing practice on Twitter.
Schmitt, Marco; Jäschke, Robert
2017-01-01
Twitter communication has permeated every sphere of society. To highlight and share small pieces of information with possibly vast audiences or small circles of the interested has some value in almost any aspect of social life. But what is the value exactly for a scientific field? We perform a comprehensive study of computer scientists using Twitter and their tweeting behavior concerning the sharing of web links. Discerning the domains, hosts and individual web pages being tweeted and the differences between computer scientists and a Twitter sample enables us to look in depth at the Twitter-based information sharing practices of a scientific community. Additionally, we aim at providing a deeper understanding of the role and impact of altmetrics in computer science and give a glance at the publications mentioned on Twitter that are most relevant for the computer science community. Our results show a link sharing culture that concentrates more heavily on public and professional quality information than the Twitter sample does. The results also show a broad variety in linked sources and especially in linked publications with some publications clearly related to community-specific interests of computer scientists, while others with a strong relation to attention mechanisms in social media. This refers to the observation that Twitter is a hybrid form of social media between an information service and a social network service. Overall the computer scientists' style of usage seems to be more on the information-oriented side and to some degree also on professional usage. Therefore, altmetrics are of considerable use in analyzing computer science.
What do computer scientists tweet? Analyzing the link-sharing practice on Twitter
Schmitt, Marco
2017-01-01
Twitter communication has permeated every sphere of society. To highlight and share small pieces of information with possibly vast audiences or small circles of the interested has some value in almost any aspect of social life. But what is the value exactly for a scientific field? We perform a comprehensive study of computer scientists using Twitter and their tweeting behavior concerning the sharing of web links. Discerning the domains, hosts and individual web pages being tweeted and the differences between computer scientists and a Twitter sample enables us to look in depth at the Twitter-based information sharing practices of a scientific community. Additionally, we aim at providing a deeper understanding of the role and impact of altmetrics in computer science and give a glance at the publications mentioned on Twitter that are most relevant for the computer science community. Our results show a link sharing culture that concentrates more heavily on public and professional quality information than the Twitter sample does. The results also show a broad variety in linked sources and especially in linked publications with some publications clearly related to community-specific interests of computer scientists, while others with a strong relation to attention mechanisms in social media. This refers to the observation that Twitter is a hybrid form of social media between an information service and a social network service. Overall the computer scientists’ style of usage seems to be more on the information-oriented side and to some degree also on professional usage. Therefore, altmetrics are of considerable use in analyzing computer science. PMID:28636619
Studying Parental Decision Making with Micro-Computers: The CPSI Technique.
ERIC Educational Resources Information Center
Holden, George W.
A technique for studying how parents think, make decisions, and solve childrearing problems, Computer-Presented Social Interactions (CPSI), is described. Two studies involving CPSI are presented. The first study concerns a common parental cognitive task: causal analysis of an undesired behavior. The task was to diagnose the cause of non-contingent…
Principles for the wise use of computers by children.
Straker, L; Pollock, C; Maslen, B
2009-11-01
Computer use by children at home and school is now common in many countries. Child computer exposure varies with the type of computer technology available and the child's age, gender and social group. This paper reviews the current exposure data and the evidence for positive and negative effects of computer use by children. Potential positive effects of computer use by children include enhanced cognitive development and school achievement, reduced barriers to social interaction, enhanced fine motor skills and visual processing and effective rehabilitation. Potential negative effects include threats to child safety, inappropriate content, exposure to violence, bullying, Internet 'addiction', displacement of moderate/vigorous physical activity, exposure to junk food advertising, sleep displacement, vision problems and musculoskeletal problems. The case for child specific evidence-based guidelines for wise use of computers is presented based on children using computers differently to adults, being physically, cognitively and socially different to adults, being in a state of change and development and the potential to impact on later adult risk. Progress towards child-specific guidelines is reported. Finally, a set of guideline principles is presented as the basis for more detailed guidelines on the physical, cognitive and social impact of computer use by children. The principles cover computer literacy, technology safety, child safety and privacy and appropriate social, cognitive and physical development. The majority of children in affluent communities now have substantial exposure to computers. This is likely to have significant effects on child physical, cognitive and social development. Ergonomics can provide and promote guidelines for wise use of computers by children and by doing so promote the positive effects and reduce the negative effects of computer-child, and subsequent computer-adult, interaction.
Kennedy, David P; Hunter, Sarah B; Chan Osilla, Karen; Maksabedian, Ervant; Golinelli, Daniela; Tucker, Joan S
2016-03-15
Individuals transitioning from homelessness to housing face challenges to reducing alcohol, drug and HIV risk behaviors. To aid in this transition, this study developed and will test a computer-assisted intervention that delivers personalized social network feedback by an intervention facilitator trained in motivational interviewing (MI). The intervention goal is to enhance motivation to reduce high risk alcohol and other drug (AOD) use and reduce HIV risk behaviors. In this Stage 1b pilot trial, 60 individuals that are transitioning from homelessness to housing will be randomly assigned to the intervention or control condition. The intervention condition consists of four biweekly social network sessions conducted using MI. AOD use and HIV risk behaviors will be monitored prior to and immediately following the intervention and compared to control participants' behaviors to explore whether the intervention was associated with any systematic changes in AOD use or HIV risk behaviors. Social network health interventions are an innovative approach for reducing future AOD use and HIV risk problems, but little is known about their feasibility, acceptability, and efficacy. The current study develops and pilot-tests a computer-assisted intervention that incorporates social network visualizations and MI techniques to reduce high risk AOD use and HIV behaviors among the formerly homeless. CLINICALTRIALS. NCT02140359.
ERIC Educational Resources Information Center
Huber, Christian; Gerullis, Anita; Gebhardt, Markus; Schwab, Susanne
2018-01-01
This computer-based study evaluates whether teacher feedback can have an effect on the acceptance of children with and without disabilities in inclusive, special and regular schools. The social acceptance of four children shown in photo vignettes (child with Down Syndrome, child in a wheelchair, child with migrant background and child with no…
A Virtual Learning Environment for Part-Time MASW Students: An Evaluation of the WebCT
ERIC Educational Resources Information Center
Chan, Charles C.; Tsui, Ming-sum; Chan, Mandy Y. C.; Hong, Joe H.
2008-01-01
This study aims to evaluate the perception of a cohort of social workers studying for a part-time master's program in social work in using the popular Web-based learning platform--World Wide Web Course Tools (WebCT) as a complimentary method of teaching and learning. It was noted that social work profession began incorporating computer technology…
Computer use and addiction in Romanian children and teenagers--an observational study.
Chiriţă, V; Chiriţă, Roxana; Stefănescu, C; Chele, Gabriela; Ilinca, M
2006-01-01
The computer has provided some wonderful opportunities for our children. Although research on the effects of children's use of computer is still ambiguous, some initial indications of positive and negative effects are beginning t emerge. They commonly use computers for playing games, completing school assignments, email, and connecting to the Internet. This may sometimes come at the expense of other activities such as homework or normal social interchange. Although most children seem to naturally correct the problem, parents and educators must monitor the signs of misuse. Studies of general computer users suggest that some children's may experience psychological problems such as social isolation, depression, loneliness, and time mismanagement related to their computer use and failure at school. The purpose of this study is to investigate issues related to computer use by school students from 11 to 18 years old. The survey included a representative sample of 439 school students of ages 11 to 18. All of the students came from 3 gymnasium schools and 5 high schools of Iaşi, Romania. The students answered to a questionnaire comprising 34 questions related to computer activities. The children's parents answered to a second questionnaire with the same subject. Most questions supposed to rate on a scale the frequency of occurrence of a certain event or issue; some questions solicited an open-answer or to choose an answer from a list. These were aimed at highlighting: (1) The frequency of computer use by the students; (2) The interference of excessive use with school performance and social life; (3) The identification of a possible computer addiction. The data was processed using the SPSS statistics software, version 11.0. Results show that the school students prefer to spend a considerable amount of time with their computers, over 3 hours/day. More than 65.7% of the students have a computer at home. More than 70% of the parents admit they do not or only occasionally discuss computer use with their children. This indicates the fact that, although they bought a computer for their children, they do not supervise the way it is used. The family is rather a passive presence, vaguely responsible and lacking involvement. But, the parents consider that, for better school results, their children should use their computers. This study tried to identify aspects of computer addiction in gymnasium and high school students, as well.
ERIC Educational Resources Information Center
Huang, Xi
2018-01-01
Computer-supported collaborative learning facilitates the extension of second language acquisition into social practice. Studies on its achievement effects speak directly to the pedagogical notion of treating communicative practice in synchronous computer-mediated communication (SCMC): real-time communication that takes place between human beings…
ERIC Educational Resources Information Center
Strangman, Nicole
2002-01-01
Includes an interview with second-grade teacher Patty Taverna and computer teacher Terry Hongell. Explains that their collaboration on social studies projects yielded some remarkable activities. Outlines the first such project--the "Harriet Tubman and the Underground Railroad" website. (PM)
Non-Print Social Studies Materials--Elementary School Level.
ERIC Educational Resources Information Center
Lynn, Karen
Types of non-print social studies materials developed for presentation to, and use by, elementary school students are identified. "Non-print" materials include films, filmstrips, video cassettes, audio recordings, computer databases, telecommunications, and hypertext. An explanation of why elementary school students can benefit from the use of…
Impact of increasing social media use on sitting time and body mass index.
Alley, Stephanie; Wellens, Pauline; Schoeppe, Stephanie; de Vries, Hein; Rebar, Amanda L; Short, Camille E; Duncan, Mitch J; Vandelanotte, Corneel
2017-08-01
Issue addressed Sedentary behaviours, in particular sitting, increases the risk of cardiovascular disease, type 2 diabetes, obesity and poorer mental health status. In Australia, 70% of adults sit for more than 8h per day. The use of social media applications (e.g. Facebook, Twitter, and Instagram) is on the rise; however, no studies have explored the association of social media use with sitting time and body mass index (BMI). Methods Cross-sectional self-report data on demographics, BMI and sitting time were collected from 1140 participants in the 2013 Queensland Social Survey. Generalised linear models were used to estimate associations of a social media score calculated from social media use, perceived importance of social media, and number of social media contacts with sitting time and BMI. Results Participants with a high social media score had significantly greater sitting times while using a computer in leisure time and significantly greater total sitting time on non-workdays. However, no associations were found between social media score and sitting to view TV, use motorised transport, work or participate in other leisure activities; or total workday, total sitting time or BMI. Conclusions These results indicate that social media use is associated with increased sitting time while using a computer, and total sitting time on non-workdays. So what? The rise in social media use may have a negative impact on health by contributing to computer sitting and total sitting time on non-workdays. Future longitudinal research with a representative sample and objective sitting measures is needed to confirm findings.
Impact of Short Social Training on Prosocial Behaviors: An fMRI Study.
Lukinova, Evgeniya; Myagkov, Mikhail
2016-01-01
Efficient brain-computer interfaces (BCIs) are in need of knowledge about the human brain and how it interacts, plays games, and socializes with other brains. A breakthrough can be achieved by revealing the microfoundations of sociality, an additional component of the utility function reflecting the value of contributing to group success derived from social identity. Building upon our previous behavioral work, we conduct a series of functional magnetic resonance imaging (fMRI) experiments (N = 10 in the Pilot Study and N = 15 in the Main Study) to measure whether and how sociality alters the functional activation of and connectivity between specific systems in the brain. The overarching hypothesis of this study is that sociality, even in a minimal form, serves as a natural mechanism of sustainable cooperation by fostering interaction between brain regions associated with social cognition and those related to value calculation. We use group-based manipulations to induce varying levels of sociality and compare behavior in two social dilemmas: Prisoner's Dilemma and variations of Ultimatum Game. We find that activation of the right inferior frontal gyrus, a region previously associated with cognitive control and modulation of the valuation system, is correlated with activity in the medial prefrontal cortex (mPFC) to a greater degree when participants make economic decisions in a game with an acquaintance, high sociality condition, compared to a game with a random individual, low sociality condition. These initial results suggest a specific biological mechanism through which sociality facilitates cooperation, fairness and provision of public goods at the cost of individual gain. Future research should examine neural dynamics in the brain during the computation of utility in the context of strategic games that involve social interaction for a larger sample of subjects.
Impact of Short Social Training on Prosocial Behaviors: An fMRI Study
Lukinova, Evgeniya; Myagkov, Mikhail
2016-01-01
Efficient brain–computer interfaces (BCIs) are in need of knowledge about the human brain and how it interacts, plays games, and socializes with other brains. A breakthrough can be achieved by revealing the microfoundations of sociality, an additional component of the utility function reflecting the value of contributing to group success derived from social identity. Building upon our previous behavioral work, we conduct a series of functional magnetic resonance imaging (fMRI) experiments (N = 10 in the Pilot Study and N = 15 in the Main Study) to measure whether and how sociality alters the functional activation of and connectivity between specific systems in the brain. The overarching hypothesis of this study is that sociality, even in a minimal form, serves as a natural mechanism of sustainable cooperation by fostering interaction between brain regions associated with social cognition and those related to value calculation. We use group-based manipulations to induce varying levels of sociality and compare behavior in two social dilemmas: Prisoner’s Dilemma and variations of Ultimatum Game. We find that activation of the right inferior frontal gyrus, a region previously associated with cognitive control and modulation of the valuation system, is correlated with activity in the medial prefrontal cortex (mPFC) to a greater degree when participants make economic decisions in a game with an acquaintance, high sociality condition, compared to a game with a random individual, low sociality condition. These initial results suggest a specific biological mechanism through which sociality facilitates cooperation, fairness and provision of public goods at the cost of individual gain. Future research should examine neural dynamics in the brain during the computation of utility in the context of strategic games that involve social interaction for a larger sample of subjects. PMID:27458349
An Investigation on Teaching Materials Used in Social Studies Lesson
ERIC Educational Resources Information Center
Saglam, Halil Ibrahim
2011-01-01
The purpose of this study is to analyze the teaching materials employed during social studies lessons on the basis of certain variables. Specifically, the researcher tried to find out whether teachers' gender, service length, having a personal computer, receiving an in-service training regarding the use of teaching materials, having an interest on…
A Case Study of Language Learners' Social Presence in Synchronous CMC
ERIC Educational Resources Information Center
Ko, Chao-Jung
2012-01-01
This study adopts a case study approach to investigate the impacts of synchronous computer-mediated communication (CMC) learning environments on learners' perception of social presence. The participants were twelve French as a foreign language (FFL) beginners in a Taiwanese university. Divided into three groups, they conducted some tasks in three…
NOVA HIGH SCHOOL--DESCRIPTION OF TENTH-GRADE SOCIAL STUDIES COURSE.
ERIC Educational Resources Information Center
COGSWELL, JOHN F.
SYSTEMS ANALYSIS AND COMPUTER SIMULATION TECHNIQUES WERE APPLIED IN A STUDY OF INNOVATION FOR A 10TH-GRADE SOCIAL STUDIES COURSE. THE COURSE CONTENT WAS AMERICAN HISTORY WHICH WAS DIVIDED INTO 10 CONTENT AREAS SUCH AS COLONIAL, REVOLUNTIONARY, AND CONSTITUTIONAL AMERICAN. THE ACTIVITIES OF THE COURSE INCLUDED TEAM TEACHING, LECTURES, MEDIA…
Social effects of an anthropomorphic help agent: humans versus computers.
David, Prabu; Lu, Tingting; Kline, Susan; Cai, Li
2007-06-01
The purpose of this study was to examine perceptions of fairness of a computer-administered quiz as a function of the anthropomorphic features of the help agent offered within the quiz environment. The addition of simple anthropomorphic cues to a computer help agent reduced the perceived friendliness of the agent, perceived intelligence of the agent, and the perceived fairness of the quiz. These differences were observed only for male anthropomorphic cues, but not for female anthropomorphic cues. The results were not explained by the social attraction of the anthropomorphic agents used in the quiz or by gender identification with the agents. Priming of visual cues provides the best account of the data. Practical implications of the study are discussed.
Costa Ferrer, Raquel; Serrano Rosa, Miguel Ángel; Zornoza Abad, Ana; Salvador Fernández-Montejo, Alicia
2010-11-01
The cardiovascular (CV) response to social challenge and stress is associated with the etiology of cardiovascular diseases. New ways of communication, time pressure and different types of information are common in our society. In this study, the cardiovascular response to two different tasks (open vs. closed information) was examined employing different communication channels (computer-mediated vs. face-to-face) and with different pace control (self vs. external). Our results indicate that there was a higher CV response in the computer-mediated condition, on the closed information task and in the externally paced condition. These role of these factors should be considered when studying the consequences of social stress and their underlying mechanisms.
Rural women, technology, and self-management of chronic illness.
Weinert, Clarann; Cudney, Shirley; Hill, Wade G
2008-09-01
The objective of this study was to determine the differences in the psychosocial status of 3 groups of chronically ill rural women participating in a computer intervention. The 3 groups were: intense intervention, less-intense intervention, and control. At baseline and following the intervention, measures were taken for social support, self-esteem, empowerment, self-efficacy, depression, stress, and loneliness. ANCOVA results showed group differences for social support and self-efficacy among the overall group. The findings differed for a vulnerable subgroup, with significant between-group differences for social support and loneliness. It was concluded that a computer-delivered intervention can improve social support and self-efficacy and reduce loneliness in rural women, enhancing their ability to self-manage and adapt to chronic illness.
Strategies To Increase Interaction in Online Social Learning Environments.
ERIC Educational Resources Information Center
Tu, Chih-Hsiung
This study was designed to examine social presence, to determine how it relates to online interaction, and to provide an operational definition. Participants were students in a graduate level course on the Internet for teachers at Arizona State University. By examining the learner's perception of social presence in three CMC (Computer Mediated…
ERIC Educational Resources Information Center
Bellini, Scott; Peters, Jessica K.; Benner, Lauren; Hopf, Andrea
2007-01-01
Social skills deficits are a central feature of autism spectrum disorders (ASD). This meta-analysis of 55 single-subject design studies examined the effectiveness of school-based social skills interventions for children and adolescents with ASD. Intervention, maintenance, and generalization effects were measured by computing the percentage of…
Campion, Thomas R; Waitman, Lemuel R; May, Addison K; Ozdas, Asli; Lorenzi, Nancy M; Gadd, Cynthia S
2010-01-01
Evaluations of computerized clinical decision support systems (CDSS) typically focus on clinical performance changes and do not include social, organizational, and contextual characteristics explaining use and effectiveness. Studies of CDSS for intensive insulin therapy (IIT) are no exception, and the literature lacks an understanding of effective computer-based IIT implementation and operation. This paper presents (1) a literature review of computer-based IIT evaluations through the lens of institutional theory, a discipline from sociology and organization studies, to demonstrate the inconsistent reporting of workflow and care process execution and (2) a single-site case study to illustrate how computer-based IIT requires substantial organizational change and creates additional complexity with unintended consequences including error. Computer-based IIT requires organizational commitment and attention to site-specific technology, workflow, and care processes to achieve intensive insulin therapy goals. The complex interaction between clinicians, blood glucose testing devices, and CDSS may contribute to workflow inefficiency and error. Evaluations rarely focus on the perspective of nurses, the primary users of computer-based IIT whose knowledge can potentially lead to process and care improvements. This paper addresses a gap in the literature concerning the social, organizational, and contextual characteristics of CDSS in general and for intensive insulin therapy specifically. Additionally, this paper identifies areas for future research to define optimal computer-based IIT process execution: the frequency and effect of manual data entry error of blood glucose values, the frequency and effect of nurse overrides of CDSS insulin dosing recommendations, and comprehensive ethnographic study of CDSS for IIT. Copyright (c) 2009. Published by Elsevier Ireland Ltd.
Drill Sergeant or Math Teacher: Teacher Socialization and Computer Advertisements.
ERIC Educational Resources Information Center
Gribble, Mary; And Others
This paper addresses the question of teacher socialization through contrived images, i.e., the influence of advertising as part of an educational and socialization process. It examines ways in which computer advertisements directed towards teachers influence their perceptions of how computers can and should be used, and how the same advertisements…
Computing and the social organization of academic work
NASA Astrophysics Data System (ADS)
Shields, Mark A.; Graves, William; Nyce, James M.
1992-12-01
This article discusses the academic computing movement during the 1980s. We focus on the Faculty Workstations Project at Brown University, where major computing initiatives were undertaken during the 1980s. Six departments are compared: chemistry, cognitive and linguistic sciences, geology, music, neural science, and sociology. We discuss the theoretical implications of our study for conceptualizing the relationship of computing to academic work.
Social Engagement in Public Places: A Tale of One Robot
2014-03-01
study we examined a prediction of Computers Are Social Actors (CASA) framework: the more machines present human -like characteristics in a consistent...social cues to increasing levels of social cues during story-telling to human -like game-playing interaction. We found several strong aspects of...support for CASA: the robot that provides even minimal social cues (speech) is more engaging than a robot that does nothing, and the more human -like the
ERIC Educational Resources Information Center
Boon, Richard T.; Burke, Mack D.; Fore, Cecil, III; Hagan-Burke, Shanna
2006-01-01
The purpose of this study was to conduct a systematic replication of a previous study (Boon, Burke, Fore, & Spencer, 2006) on the effects of computer-generated cognitive organizers using Inspiration 6 software versus a traditional textbook instruction format on students' ability to comprehend social studies content information in high school…
DOE Office of Scientific and Technical Information (OSTI.GOV)
Mitcham, C.
This essay surveys recent studies concerning the social, cultural, ethical and religious dimensions of computers. The argument is that computers have certain cultural influences which call for ethical analysis. Further suggestions are that American culture is itself reflected in new ways in the high-technology computer milieu, and that ethical issues entail religious ones which are being largely ignored. 28 references.
Unsilencing Critical Conversations in Social-Studies Teacher Education Using Agent-Based Modeling
ERIC Educational Resources Information Center
Hostetler, Andrew; Sengupta, Pratim; Hollett, Ty
2018-01-01
In this article, we argue that when complex sociopolitical issues such as ethnocentrism and racial segregation are represented as complex, emergent systems using agent-based computational models (in short agent-based models or ABMs), discourse about these representations can disrupt social studies teacher candidates' dispositions of teaching…
Developing the 21st-Century Social Studies Skills through Technology Integration
ERIC Educational Resources Information Center
Farisi, Mohammad Imam
2016-01-01
Recently, technology has become an educational necessity in global-digital era. Facing these phenomena, social studies (SS) should make innovations related to changes of 21st-century skills and learning paradigm, which is characterized by the principles of disclosure of information, computing, automation, and communication. Technology integration…
ERIC Educational Resources Information Center
Bennedsen, Jens; Caspersen, Michael E.
2008-01-01
In order to better understand predictors of success and, when possible, improve the design of the first year computer science courses at university to increase the likelihood of success, we study a number of factors that may potentially indicate students' computer science aptitude. Based on findings in general education, we have studied the…
The Quantitative Analysis of User Behavior Online - Data, Models and Algorithms
NASA Astrophysics Data System (ADS)
Raghavan, Prabhakar
By blending principles from mechanism design, algorithms, machine learning and massive distributed computing, the search industry has become good at optimizing monetization on sound scientific principles. This represents a successful and growing partnership between computer science and microeconomics. When it comes to understanding how online users respond to the content and experiences presented to them, we have more of a lacuna in the collaboration between computer science and certain social sciences. We will use a concrete technical example from image search results presentation, developing in the process some algorithmic and machine learning problems of interest in their own right. We then use this example to motivate the kinds of studies that need to grow between computer science and the social sciences; a critical element of this is the need to blend large-scale data analysis with smaller-scale eye-tracking and "individualized" lab studies.
Is social interaction associated with alcohol consumption in Uganda?
Tumwesigye, Nazarius Mbona; Kasirye, Rogers; Nansubuga, Elizabeth
2009-07-01
Little is documented about the association of alcohol consumption and social interaction in Uganda, a country with one of the highest per capita alcohol consumptions in the world. This paper describes the pattern of social interaction by sex and establishes the relationship between social interaction and alcohol consumption with and without the consideration of confounders. The data used had 1479 records and were collected in a survey in 2003. The study was part of a multinational study on Gender, Alcohol, and Culture International Study (GENACIS). Each question on social interaction had been pre-coded in a way that quantified the extent of social interaction. The sum of responses on interaction questions gave a summative score which was used to compute summary indices on social interaction. Principal component analysis (PCA) was used to identify the best combination of variables for a social interaction index. The index was computed by a prediction using a PCA model developed from the selected variables. The index was categorised into quintiles and used in bivariate and multivariate logistic regression analysis of alcohol consumption and social interaction. The stronger the social interaction the more the likelihood of taking alcohol frequently (chi(trend)(2)=4.72, p<0.001). The strength of the association remains significant even after controlling for sex, age group and education level (p=0.008). The strength of relationship between social interaction and heavy consumption of alcohol gets weak in multivariate analysis. Communication messages meant to improve health, well-being and public order need to incorporate dangers of negative influence of social interaction.
On Social Optima of Non-Cooperative Mean Field Games
DOE Office of Scientific and Technical Information (OSTI.GOV)
Li, Sen; Zhang, Wei; Zhao, Lin
This paper studies the social optima in noncooperative mean-field games for a large population of agents with heterogeneous stochastic dynamic systems. Each agent seeks to maximize an individual utility functional, and utility functionals of different agents are coupled through a mean field term that depends on the mean of the population states/controls. The paper has the following contributions. First, we derive a set of control strategies for the agents that possess *-Nash equilibrium property, and converge to the mean-field Nash equilibrium as the population size goes to infinity. Second, we study the social optimal in the mean field game. Wemore » derive the conditions, termed the socially optimal conditions, under which the *-Nash equilibrium of the mean field game maximizes the social welfare. Third, a primal-dual algorithm is proposed to compute the *-Nash equilibrium of the mean field game. Since the *-Nash equilibrium of the mean field game is socially optimal, we can compute the equilibrium by solving the social welfare maximization problem, which can be addressed by a decentralized primal-dual algorithm. Numerical simulations are presented to demonstrate the effectiveness of the proposed approach.« less
Babkirk, Sarah; Luehring-Jones, Peter; Dennis-Tiwary, Tracy A
2016-12-01
The use of computer-mediated communication (CMC) as a form of social interaction has become increasingly prevalent, yet few studies examine individual differences that may shed light on implications of CMC for adjustment. The current study examined neurocognitive individual differences associated with preferences to use technology in relation to social-emotional outcomes. In Study 1 (N = 91), a self-report measure, the Social Media Communication Questionnaire (SMCQ), was evaluated as an assessment of preferences for communicating positive and negative emotions on a scale ranging from purely via CMC to purely face-to-face. In Study 2, SMCQ preferences were examined in relation to event-related potentials (ERPs) associated with early emotional attention capture and reactivity (the frontal N1) and later sustained emotional processing and regulation (the late positive potential (LPP)). Electroencephalography (EEG) was recorded while 22 participants passively viewed emotional and neutral pictures and completed an emotion regulation task with instructions to increase, decrease, or maintain their emotional responses. A greater preference for CMC was associated with reduced size of and satisfaction with social support, greater early (N1) attention capture by emotional stimuli, and reduced LPP amplitudes to unpleasant stimuli in the increase emotion regulatory task. These findings are discussed in the context of possible emotion- and social-regulatory functions of CMC.
Automated social skills training with audiovisual information.
Tanaka, Hiroki; Sakti, Sakriani; Neubig, Graham; Negoro, Hideki; Iwasaka, Hidemi; Nakamura, Satoshi
2016-08-01
People with social communication difficulties tend to have superior skills using computers, and as a result computer-based social skills training systems are flourishing. Social skills training, performed by human trainers, is a well-established method to obtain appropriate skills in social interaction. Previous works have attempted to automate one or several parts of social skills training through human-computer interaction. However, while previous work on simulating social skills training considered only acoustic and linguistic features, human social skills trainers take into account visual features (e.g. facial expression, posture). In this paper, we create and evaluate a social skills training system that closes this gap by considering audiovisual features regarding ratio of smiling, yaw, and pitch. An experimental evaluation measures the difference in effectiveness of social skill training when using audio features and audiovisual features. Results showed that the visual features were effective to improve users' social skills.
Social correlates of leisure-time sedentary behaviours in Canadian adults.
Huffman, S; Szafron, M
2017-03-01
Research on the correlates of sedentary behaviour among adults is needed to design health interventions to modify this behaviour. This study explored the associations of social correlates with leisure-time sedentary behaviour of Canadian adults, and whether these associations differ between different types of sedentary behaviour. A sample of 12,021 Canadian adults was drawn from the 2012 Canadian Community Health Survey, and analyzed using binary logistic regression to model the relationships that marital status, the presence of children in the household, and social support have with overall time spent sitting, using a computer, playing video games, watching television, and reading during leisure time. Covariates included gender, age, education, income, employment status, perceived health, physical activity level, body mass index (BMI), and province or territory of residence. Extensive computer time was primarily negatively related to being in a common law relationship, and primarily positively related to being single/never married. Being single/never married was positively associated with extensive sitting time in men only. Having children under 12 in the household was protective against extensive video game and reading times. Increasing social support was negatively associated with extensive computer time in men and women, while among men increasing social support was positively associated with extensive sitting time. Computer, video game, television, and reading time have unique correlates among Canadian adults. Marital status, the presence of children in the household, and social support should be considered in future analyses of sedentary activities in adults.
Computers in Bilingual Education, Project CIBE, 1987-88. Evaluation Section Report. OREA Report.
ERIC Educational Resources Information Center
Berney, Tomi D.; Alvarez, Rosalyn
Computers in Bilingual Education (Project CIBE) was fully implemented at South Bronx High School in its fourth year of federal funding. During the 1987-88 school year, students received computer-assisted and classroom instruction in English as a Second Language (ESL), native language arts (NLA), social studies, mathematics, science, computer…
Proceduracy: Computer Code Writing in the Continuum of Literacy
ERIC Educational Resources Information Center
Vee, Annette
2010-01-01
This dissertation looks at computer programming through the lens of literacy studies, building from the concept of code as a written text with expressive and rhetorical power. I focus on the intersecting technological and social factors of computer code writing as a literacy--a practice I call "proceduracy". Like literacy, proceduracy is a human…
Teaching Hackers: School Computing Culture and the Future of Cyber-Rights.
ERIC Educational Resources Information Center
Van Buren, Cassandra
2001-01-01
Discussion of the need for ethical computing strategies and policies at the K-12 level to acculturate computer hackers away from malicious network hacking focuses on a three-year participant observation ethnographic study conducted at the New Technology High School (California) that examined the school's attempts to socialize its hackers to act…
Pfeiffer, Ulrich J; Schilbach, Leonhard; Timmermans, Bert; Kuzmanovic, Bojana; Georgescu, Alexandra L; Bente, Gary; Vogeley, Kai
2014-11-01
There is ample evidence that human primates strive for social contact and experience interactions with conspecifics as intrinsically rewarding. Focusing on gaze behavior as a crucial means of human interaction, this study employed a unique combination of neuroimaging, eye-tracking, and computer-animated virtual agents to assess the neural mechanisms underlying this component of behavior. In the interaction task, participants believed that during each interaction the agent's gaze behavior could either be controlled by another participant or by a computer program. Their task was to indicate whether they experienced a given interaction as an interaction with another human participant or the computer program based on the agent's reaction. Unbeknownst to them, the agent was always controlled by a computer to enable a systematic manipulation of gaze reactions by varying the degree to which the agent engaged in joint attention. This allowed creating a tool to distinguish neural activity underlying the subjective experience of being engaged in social and non-social interaction. In contrast to previous research, this allows measuring neural activity while participants experience active engagement in real-time social interactions. Results demonstrate that gaze-based interactions with a perceived human partner are associated with activity in the ventral striatum, a core component of reward-related neurocircuitry. In contrast, interactions with a computer-driven agent activate attention networks. Comparisons of neural activity during interaction with behaviorally naïve and explicitly cooperative partners demonstrate different temporal dynamics of the reward system and indicate that the mere experience of engagement in social interaction is sufficient to recruit this system. Copyright © 2014 Elsevier Inc. All rights reserved.
Coster, Wendy J; Haley, Stephen M; Ni, Pengsheng; Dumas, Helene M; Fragala-Pinkham, Maria A
2008-04-01
To examine score agreement, validity, precision, and response burden of a prototype computer adaptive testing (CAT) version of the self-care and social function scales of the Pediatric Evaluation of Disability Inventory compared with the full-length version of these scales. Computer simulation analysis of cross-sectional and longitudinal retrospective data; cross-sectional prospective study. Pediatric rehabilitation hospital, including inpatient acute rehabilitation, day school program, outpatient clinics; community-based day care, preschool, and children's homes. Children with disabilities (n=469) and 412 children with no disabilities (analytic sample); 38 children with disabilities and 35 children without disabilities (cross-validation sample). Not applicable. Summary scores from prototype CAT applications of each scale using 15-, 10-, and 5-item stopping rules; scores from the full-length self-care and social function scales; time (in seconds) to complete assessments and respondent ratings of burden. Scores from both computer simulations and field administration of the prototype CATs were highly consistent with scores from full-length administration (r range, .94-.99). Using computer simulation of retrospective data, discriminant validity, and sensitivity to change of the CATs closely approximated that of the full-length scales, especially when the 15- and 10-item stopping rules were applied. In the cross-validation study the time to administer both CATs was 4 minutes, compared with over 16 minutes to complete the full-length scales. Self-care and social function score estimates from CAT administration are highly comparable with those obtained from full-length scale administration, with small losses in validity and precision and substantial decreases in administration time.
Federal Register 2010, 2011, 2012, 2013, 2014
2010-02-01
... SOCIAL SECURITY ADMINISTRATION [Docket No. SSA 2009-0043] Privacy Act of 1974, as Amended; Computer Matching Program (Social Security Administration/Railroad Retirement Board (SSA/RRB))-- Match Number 1308 AGENCY: Social Security Administration (SSA). ACTION: Notice of renewal of an existing...
Application of Computers in Methodical Planning of Natural and Social Studies
ERIC Educational Resources Information Center
Muradbegovic, Aida; Zufic, Janko
2005-01-01
Learning preparedness of students is becoming one of the most important issues in modern education, and it could be established through development of new culture of methodology and teaching at all educational levels. In this study, we started with the premise that quality teaching of the subject of natural and social studies in first four grades…
Mobini, Sirous; Mackintosh, Bundy; Illingworth, Jo; Gega, Lina; Langdon, Peter; Hoppitt, Laura
2014-06-01
This study examines the effects of a single session of Cognitive Bias Modification to induce positive Interpretative bias (CBM-I) using standard or explicit instructions and an analogue of computer-administered CBT (c-CBT) program on modifying cognitive biases and social anxiety. A sample of 76 volunteers with social anxiety attended a research site. At both pre- and post-test, participants completed two computer-administered tests of interpretative and attentional biases and a self-report measure of social anxiety. Participants in the training conditions completed a single session of either standard or explicit CBM-I positive training and a c-CBT program. Participants in the Control (no training) condition completed a CBM-I neutral task matched the active CBM-I intervention in format and duration but did not encourage positive disambiguation of socially ambiguous or threatening scenarios. Participants in both CBM-I programs (either standard or explicit instructions) and the c-CBT condition exhibited more positive interpretations of ambiguous social scenarios at post-test and one-week follow-up as compared to the Control condition. Moreover, the results showed that CBM-I and c-CBT, to some extent, changed negative attention biases in a positive direction. Furthermore, the results showed that both CBM-I training conditions and c-CBT reduced social anxiety symptoms at one-week follow-up. This study used a single session of CBM-I training, however multi-sessions intervention might result in more endurable positive CBM-I changes. A computerised single session of CBM-I and an analogue of c-CBT program reduced negative interpretative biases and social anxiety. Copyright © 2014 The Authors. Published by Elsevier Ltd.. All rights reserved.
Mobini, Sirous; Mackintosh, Bundy; Illingworth, Jo; Gega, Lina; Langdon, Peter; Hoppitt, Laura
2014-01-01
Background and objectives This study examines the effects of a single session of Cognitive Bias Modification to induce positive Interpretative bias (CBM-I) using standard or explicit instructions and an analogue of computer-administered CBT (c-CBT) program on modifying cognitive biases and social anxiety. Methods A sample of 76 volunteers with social anxiety attended a research site. At both pre- and post-test, participants completed two computer-administered tests of interpretative and attentional biases and a self-report measure of social anxiety. Participants in the training conditions completed a single session of either standard or explicit CBM-I positive training and a c-CBT program. Participants in the Control (no training) condition completed a CBM-I neutral task matched the active CBM-I intervention in format and duration but did not encourage positive disambiguation of socially ambiguous or threatening scenarios. Results Participants in both CBM-I programs (either standard or explicit instructions) and the c-CBT condition exhibited more positive interpretations of ambiguous social scenarios at post-test and one-week follow-up as compared to the Control condition. Moreover, the results showed that CBM-I and c-CBT, to some extent, changed negative attention biases in a positive direction. Furthermore, the results showed that both CBM-I training conditions and c-CBT reduced social anxiety symptoms at one-week follow-up. Limitations This study used a single session of CBM-I training, however multi-sessions intervention might result in more endurable positive CBM-I changes. Conclusions A computerised single session of CBM-I and an analogue of c-CBT program reduced negative interpretative biases and social anxiety. PMID:24412966
Ventral anterior cingulate cortex and social decision-making.
Lockwood, Patricia L; Wittmann, Marco K
2018-06-07
Studies in the field of social neuroscience have recently made use of computational models of decision-making to provide new insights into how we learn about the self and others during social interactions. Importantly, these studies have increasingly drawn attention to brain areas outside of classical cortical "social brain" regions that may be critical for social processing. In particular, two portions of the ventral anterior cingulate cortex (vACC), subgenual anterior cingulate cortex and perigenual anterior cingulate cortex, have been linked to social and self learning signals, respectively. Here we discuss the emerging parallels between these studies. Uncovering the function of vACC during social interactions could provide important new avenues to understand social decision-making in health and disease. Copyright © 2018 Elsevier Ltd. All rights reserved.
Computer-based personality judgments are more accurate than those made by humans
Youyou, Wu; Kosinski, Michal; Stillwell, David
2015-01-01
Judging others’ personalities is an essential skill in successful social living, as personality is a key driver behind people’s interactions, behaviors, and emotions. Although accurate personality judgments stem from social-cognitive skills, developments in machine learning show that computer models can also make valid judgments. This study compares the accuracy of human and computer-based personality judgments, using a sample of 86,220 volunteers who completed a 100-item personality questionnaire. We show that (i) computer predictions based on a generic digital footprint (Facebook Likes) are more accurate (r = 0.56) than those made by the participants’ Facebook friends using a personality questionnaire (r = 0.49); (ii) computer models show higher interjudge agreement; and (iii) computer personality judgments have higher external validity when predicting life outcomes such as substance use, political attitudes, and physical health; for some outcomes, they even outperform the self-rated personality scores. Computers outpacing humans in personality judgment presents significant opportunities and challenges in the areas of psychological assessment, marketing, and privacy. PMID:25583507
Computer-based personality judgments are more accurate than those made by humans.
Youyou, Wu; Kosinski, Michal; Stillwell, David
2015-01-27
Judging others' personalities is an essential skill in successful social living, as personality is a key driver behind people's interactions, behaviors, and emotions. Although accurate personality judgments stem from social-cognitive skills, developments in machine learning show that computer models can also make valid judgments. This study compares the accuracy of human and computer-based personality judgments, using a sample of 86,220 volunteers who completed a 100-item personality questionnaire. We show that (i) computer predictions based on a generic digital footprint (Facebook Likes) are more accurate (r = 0.56) than those made by the participants' Facebook friends using a personality questionnaire (r = 0.49); (ii) computer models show higher interjudge agreement; and (iii) computer personality judgments have higher external validity when predicting life outcomes such as substance use, political attitudes, and physical health; for some outcomes, they even outperform the self-rated personality scores. Computers outpacing humans in personality judgment presents significant opportunities and challenges in the areas of psychological assessment, marketing, and privacy.
NASA Astrophysics Data System (ADS)
Parker, Tehri Davenport
1997-09-01
This study designed, implemented, and evaluated an environmental education hypermedia program for use in a residential environmental education facility. The purpose of the study was to ascertain whether a hypermedia program could increase student knowledge and positive attitudes toward the environment and environmental education. A student/computer interface, based on the theory of social cognition, was developed to direct student interactions with the computer. A quasi-experimental research design was used. Students were randomly assigned to either the experimental or control group. The experimental group used the hypermedia program to learn about the topic of energy. The control group received the same conceptual information from a teacher/naturalist. An Environmental Awareness Quiz was administered to measure differences in the students' cognitive understanding of energy issues. Students participated in one on one interviews to discuss their attitudes toward the lesson and the overall environmental education experience. Additionally, members of the experimental group were tape recorded while they used the hypermedia program. These tapes were analyzed to identify aspects of the hypermedia program that promoted student learning. The findings of this study suggest that computers, and hypermedia programs, can be integrated into residential environmental education facilities, and can assist environmental educators in meeting their goals for students. The study found that the hypermedia program was as effective as the teacher/naturalist for teaching about environmental education material. Students who used the computer reported more positive attitudes toward the lesson on energy, and thought that they had learned more than the control group. Students in the control group stated that they did not learn as much as the computer group. The majority of students had positive attitudes toward the inclusion of computers in the camp setting, and stated that they were a good way to learn about environmental education material. This study also identified lack of social skills as a barrier to social cognition among mixed gender groups using the computer program.
Federal Register 2010, 2011, 2012, 2013, 2014
2012-12-18
... SOCIAL SECURITY ADMINISTRATION [Docket No. SSA 2012-0055] Privacy Act of 1974, as Amended; Computer Matching Program (Social Security Administration (SSA)/Office of Personnel Management (OPM))--Match Number 1307 AGENCY: Social Security Administration. ACTION: Notice of a renewal of an existing...
Introduction to Social Network Analysis
NASA Astrophysics Data System (ADS)
Zaphiris, Panayiotis; Ang, Chee Siang
Social Network analysis focuses on patterns of relations between and among people, organizations, states, etc. It aims to describe networks of relations as fully as possible, identify prominent patterns in such networks, trace the flow of information through them, and discover what effects these relations and networks have on people and organizations. Social network analysis offers a very promising potential for analyzing human-human interactions in online communities (discussion boards, newsgroups, virtual organizations). This Tutorial provides an overview of this analytic technique and demonstrates how it can be used in Human Computer Interaction (HCI) research and practice, focusing especially on Computer Mediated Communication (CMC). This topic acquires particular importance these days, with the increasing popularity of social networking websites (e.g., youtube, myspace, MMORPGs etc.) and the research interest in studying them.
From biological and social network metaphors to coupled bio-social wireless networks
Barrett, Christopher L.; Eubank, Stephen; Anil Kumar, V.S.; Marathe, Madhav V.
2010-01-01
Biological and social analogies have been long applied to complex systems. Inspiration has been drawn from biological solutions to solve problems in engineering products and systems, ranging from Velcro to camouflage to robotics to adaptive and learning computing methods. In this paper, we present an overview of recent advances in understanding biological systems as networks and use this understanding to design and analyse wireless communication networks. We expand on two applications, namely cognitive sensing and control and wireless epidemiology. We discuss how our work in these two applications is motivated by biological metaphors. We believe that recent advances in computing and communications coupled with advances in health and social sciences raise the possibility of studying coupled bio-social communication networks. We argue that we can better utilise the advances in our understanding of one class of networks to better our understanding of the other. PMID:21643462
ERIC Educational Resources Information Center
Rambe, Patient
2012-01-01
Studies that employed activity theory as a theoretical lens for exploring computer-mediated interaction have not adopted social media as their object of study. However, social media provides lecturers with personalised learning environments for diagnostic and prognostic assessments of student mastery of content and deep learning. The integration…
Zapata-Fonseca, Leonardo; Froese, Tom; Schilbach, Leonhard; Vogeley, Kai; Timmermans, Bert
2018-02-08
Autism Spectrum Disorder (ASD) can be understood as a social interaction disorder. This makes the emerging "second-person approach" to social cognition a more promising framework for studying ASD than classical approaches focusing on mindreading capacities in detached, observer-based arrangements. According to the second-person approach, embodied, perceptual, and embedded or interactive capabilities are also required for understanding others, and these are hypothesized to be compromised in ASD. We therefore recorded the dynamics of real-time sensorimotor interaction in pairs of control participants and participants with High-Functioning Autism (HFA), using the minimalistic human-computer interface paradigm known as "perceptual crossing" (PC). We investigated whether HFA is associated with impaired detection of social contingency, i.e., a reduced sensitivity to the other's responsiveness to one's own behavior. Surprisingly, our analysis reveals that, at least under the conditions of this highly simplified, computer-mediated, embodied form of social interaction, people with HFA perform equally well as controls. This finding supports the increasing use of virtual reality interfaces for helping people with ASD to better compensate for their social disabilities. Further dynamical analyses are necessary for a better understanding of the mechanisms that are leading to the somewhat surprising results here obtained.
Social Play at the Computer: Preschoolers Scaffold and Support Peers' Computer Competence.
ERIC Educational Resources Information Center
Freeman, Nancy K.; Somerindyke, Jennifer
2001-01-01
Describes preschoolers' collaboration during free play in a computer lab, focusing on the computer's contribution to active, peer-mediated learning. Discusses these observations in terms of Parten's insights on children's social play and Vygotsky's socio-cultural learning theory, noting that the children scaffolded each other's growing computer…
ERIC Educational Resources Information Center
Mikulecky, Larry
A study evaluated the effectiveness of a series of print materials and interactive computer-guided study programs designed to lead undergraduate students to apply basic textbook reading and concept mapping strategies to the study of science and social science textbooks. Following field testing with 25 learning skills students, 50 freshman biology…
Mediated Activity in the Primary Classroom: Girls, Boys and Computers.
ERIC Educational Resources Information Center
Fitzpatrick, Helen; Hardman, Margaret
2000-01-01
Studied the social interaction of 7- and 9-year-olds working in the same or mixed gender pairs on language-based computer and noncomputer tasks. At both ages, mixed gender pairs showed more assertive and less transactive (collaborative) interaction than same gender pairs on both tasks. Discusses the mediational role of the computer and the social…
Group Communication Through Computers. Volume 4: Social, Managerial, and Economic Issues.
ERIC Educational Resources Information Center
Vallee, Jacques; And Others
This study is the first assessment of the long term effects of computer conferencing. The use of PLANET and FORUM are described, and major users and conference characteristics are presented through excerpts from conference transcripts. Part I of the report focuses on the ways in which organizations used computer conferencing. Conference size and…
NASA Astrophysics Data System (ADS)
Ge, Yuanzheng; Chen, Bin; liu, Liang; Qiu, Xiaogang; Song, Hongbin; Wang, Yong
2018-02-01
Individual-based computational environment provides an effective solution to study complex social events by reconstructing scenarios. Challenges remain in reconstructing the virtual scenarios and reproducing the complex evolution. In this paper, we propose a framework to reconstruct a synthetic computational environment, reproduce the epidemic outbreak, and evaluate management interventions in a virtual university. The reconstructed computational environment includes 4 fundamental components: the synthetic population, behavior algorithms, multiple social networks, and geographic campus environment. In the virtual university, influenza H1N1 transmission experiments are conducted, and gradually enhanced interventions are evaluated and compared quantitatively. The experiment results indicate that the reconstructed virtual environment provides a solution to reproduce complex emergencies and evaluate policies to be executed in the real world.
NASA Astrophysics Data System (ADS)
Stevens, Stacy Mckimm
There has been much research to suggest that a single-sex college experience for female undergraduate students can increase self-confidence and leadership ability during the college years and beyond. The results of previous studies also suggest that these students achieve in the workforce and enter graduate school at higher rates than their female peers graduating from coeducational institutions. However, some researchers have questioned these findings, suggesting that it is the selectivity level of the colleges rather than the comprised gender of the students that causes these differences. The purpose of this study was to justify the continuation of single-sex educational opportunities for females at the post-secondary level by examining the effects that college selectivity, college type, and time have on the rate of undergraduate females pursuing majors in non-traditional fields. The study examined the percentage of physical science, life science, math and computer science, and social science degrees conferred upon females graduating from women's colleges from 1985-2001, as compared to those at comparable coeducational colleges. Sampling for this study consisted of 42 liberal arts women's (n = 21) and coeducational (n = 21) colleges. Variables included the type of college, the selectivity level of the college, and the effect of time on the percentage of female graduates. Doubly multivariate repeated measures analysis of variance testing revealed significant main effects for college selectivity on social science graduates, and time on both life science and math and computer science graduates. Significant interaction was also found between the college type and time on social science graduates, as well as the college type, selectivity level, and time on math and computer science graduates. Implications of the results and suggestions for further research are discussed.
A computational model of self-efficacy's various effects on performance: Moving the debate forward.
Vancouver, Jeffrey B; Purl, Justin D
2017-04-01
Self-efficacy, which is one's belief in one's capacity, has been found to both positively and negatively influence effort and performance. The reasons for these different effects have been a major topic of debate among social-cognitive and perceptual control theorists. In particular, the findings of various self-efficacy effects has been motivated by a perceptual control theory view of self-regulation that social-cognitive theorists' question. To provide more clarity to the theoretical arguments, a computational model of the multiple processes presumed to create the positive, negative, and null effects for self-efficacy is presented. Building on an existing computational model of goal choice that produces a positive effect for self-efficacy, the current article adds a symbolic processing structure used during goal striving that explains the negative self-efficacy effect observed in recent studies. Moreover, the multiple processes, operating together, allow the model to recreate the various effects found in a published study of feedback ambiguity's moderating role on the self-efficacy to performance relationship (Schmidt & DeShon, 2010). Discussion focuses on the implications of the model for the self-efficacy debate, alternative computational models, the overlap between control theory and social-cognitive theory explanations, the value of using computational models for resolving theoretical disputes, and future research and directions the model inspires. (PsycINFO Database Record (c) 2017 APA, all rights reserved).
The Relationship of Social Security Benefits and the Military Survivors Benefit Plan.
1980-07-09
profound effect on the social security offset from the military survivors benefit plan (SBP). This study demonstrates the new social security computation...AD-ABO 088 AIR FORCE INST OF TECH WRIGHT-PATTERSON AFB ON SCHOOL-ETC F/B 513 THE RELATIONSHIP OF SOCIAL SECURITY BENEFITS AND THE MILITARY S-ETC(U...JUL 80 W C LETZKUS. C R MARGENTHALER UNCLASSIFIED AFIT-LS-80-3 I fllflfflffl..fl fl ’IilllllNO] LEVE1L 0 9THE RELATIONSHIP OF SOCIAL SECURITY BENEFITS
"Small Talk Is Not Cheap": Phatic Computer-Mediated Communication in Intercultural Classes
ERIC Educational Resources Information Center
Maíz-Arévalo, Carmen
2017-01-01
The present study aims to analyse the phatic exchanges performed by a class of nine intercultural Master's students during a collaborative assignment which demanded online discussion using English as a lingua franca (ELF). Prior studies on the use of phatic communication in computer-mediated communication have concentrated on social networking…
Scaffolding Argumentation about Water Quality: A Mixed-Method Study in a Rural Middle School
ERIC Educational Resources Information Center
Belland, Brian R.; Gu, Jiangyue; Armbrust, Sara; Cook, Brant
2015-01-01
A common way for students to develop scientific argumentation abilities is through argumentation about socioscientific issues, defined as scientific problems with social, ethical, and moral aspects. Computer-based scaffolding can support students in this process. In this mixed method study, we examined the use and impact of computer based…
RTS and RPGs: New Literacies and Multiplayer Computer Games.
ERIC Educational Resources Information Center
Beavis, Catherine
The new social studies of childhood point to the need for studies which explore young people's uses of technology. Multiplayer computer games provide an important site for exploring the role of new technologies in young people's lives, in particular in relation to issues of representation, identity, and community, and to the changing nature of…
ERIC Educational Resources Information Center
Tung, Fang-Wu; Deng, Yi-Shin
2006-01-01
The "computers are social actors" paradigm asserts that human-to-computer interactions are fundamentally social responses. Earlier research has shown that effective management of the social presence in user interface design can improve user engagement and motivation. Much of this research has focused on adult subjects. This study…
ERIC Educational Resources Information Center
Boseovski, Janet J.; Shallwani, Sadaf; Lee, Kang
2009-01-01
The present study examined children's use of behavioural outcome information to make personality attributions in social and non-social contexts. One hundred and twenty-eight 3- to 6-year-olds were told about a story actor who engaged in primarily successful or primarily unsuccessful interactions with several different people (social context) or…
ERIC Educational Resources Information Center
Das, Anupam
2010-01-01
This study examined linguistic politeness behaviors and their relationship to social distance among members of a diasporic Bengali community on the social network site "Orkut"[R]. Using data from computer-mediated communication (CMC), specifically text messages posted on "Orkut"[R] "scrapbooks," it developed a method to test the claims of the…
Adolescent computer use and alcohol use: what are the role of quantity and content of computer use?
Epstein, Jennifer A
2011-05-01
The purpose of this study was to examine the relationship between computer use and alcohol use among adolescents. In particular, the goal of the research was to determine the role of lifetime drinking and past month drinking on quantity as measured by amount of time on the computer (for school work and excluding school work) and on content as measured by the frequency of a variety of activities on the internet (e.g., e-mail, searching for information, social networking, listen to/download music). Participants (aged 13-17 years and residing in the United States) were recruited via the internet to complete an anonymous survey online using a popular survey tool (N=270). Their average age was 16 and the sample was predominantly female (63% girls). A series of analyses was conducted with the computer use measures as dependent variables (hours on the computer per week for school work and excluding school work; various internet activities including e-mail, searching for information, social networking, listen to/download music) controlling for gender, age, academic performance and age of first computer use. Based on the results, past month drinkers used the computer more hours per week excluding school work than those who did not. As expected, there were no differences in hours based on alcohol use for computer use for school work. Drinking also had relationships with more frequent social networking and listening to/downloading music. These findings suggest that both quantity and content of computer use were related to adolescent drinking. Copyright © 2010 Elsevier Ltd. All rights reserved.
Using minimal human-computer interfaces for studying the interactive development of social awareness
Froese, Tom; Iizuka, Hiroyuki; Ikegami, Takashi
2014-01-01
According to the enactive approach to cognitive science, perception is essentially a skillful engagement with the world. Learning how to engage via a human-computer interface (HCI) can therefore be taken as an instance of developing a new mode of experiencing. Similarly, social perception is theorized to be primarily constituted by skillful engagement between people, which implies that it is possible to investigate the origins and development of social awareness using multi-user HCIs. We analyzed the trial-by-trial objective and subjective changes in sociality that took place during a perceptual crossing experiment in which embodied interaction between pairs of adults was mediated over a minimalist haptic HCI. Since that study required participants to implicitly relearn how to mutually engage so as to perceive each other's presence, we hypothesized that there would be indications that the initial developmental stages of social awareness were recapitulated. Preliminary results reveal that, despite the lack of explicit feedback about task performance, there was a trend for the clarity of social awareness to increase over time. We discuss the methodological challenges involved in evaluating whether this trend was characterized by distinct developmental stages of objective behavior and subjective experience. PMID:25309490
He Votes or She Votes? Female and Male Discursive Strategies in Twitter Political Hashtags
Cunha, Evandro; Magno, Gabriel; Gonçalves, Marcos André; Cambraia, César; Almeida, Virgilio
2014-01-01
In this paper, we conduct a study about differences between female and male discursive strategies when posting in the microblogging service Twitter, with a particular focus on the hashtag designation process during political debate. The fact that men and women use language in distinct ways, reverberating practices linked to their expected roles in the social groups, is a linguistic phenomenon known to happen in several cultures and that can now be studied on the Web and on online social networks in a large scale enabled by computing power. Here, for instance, after analyzing tweets with political content posted during Brazilian presidential campaign,we found out that male Twitter users, when expressing their attitude toward a given candidate, are more prone to use imperative verbal forms in hashtags, while female users tend to employ declarative forms. This difference can be interpreted as a sign of distinct approaches in relation to other network members: for example, if political hashtags are seen as strategies of persuasion in Twitter, imperative tags could be understood as more overt ways of persuading and declarative tags as more indirect ones. Our findings help to understand human gendered behavior in social networks and contribute to research on the new fields of computer-enabled Internet linguistics and social computing, besides being useful for several computational tasks such as developing tag recommendation systems based on users' collective preferences and tailoring targeted advertising strategies, among others. PMID:24489832
Chernenkov, Iu V; Gumeniuk, O I
2009-01-01
The paper presents the results of studying the impact of using cellular phones and personal computers on the health status of 277 Saratov schoolchildren (mean age 13.2 +/- 2.3 years). About 80% of the adolescents have been ascertained to use cellular phones and computers mainly for game purposes. The active users of cellular phones and computers show a high aggressiveness, anxiety, hostility, and social stress, low stress resistance, and susceptibility to arterial hypotension. The negative influence of cellular phones and computers on the schoolchildren's health increases with the increased duration and frequency of their use.
Coster, Wendy J.; Haley, Stephen M.; Ni, Pengsheng; Dumas, Helene M.; Fragala-Pinkham, Maria A.
2009-01-01
Objective To examine score agreement, validity, precision, and response burden of a prototype computer adaptive testing (CAT) version of the Self-Care and Social Function scales of the Pediatric Evaluation of Disability Inventory (PEDI) compared to the full-length version of these scales. Design Computer simulation analysis of cross-sectional and longitudinal retrospective data; cross-sectional prospective study. Settings Pediatric rehabilitation hospital, including inpatient acute rehabilitation, day school program, outpatient clinics; community-based day care, preschool, and children’s homes. Participants Four hundred sixty-nine children with disabilities and 412 children with no disabilities (analytic sample); 38 children with disabilities and 35 children without disabilities (cross-validation sample). Interventions Not applicable. Main Outcome Measures Summary scores from prototype CAT applications of each scale using 15-, 10-, and 5-item stopping rules; scores from the full-length Self-Care and Social Function scales; time (in seconds) to complete assessments and respondent ratings of burden. Results Scores from both computer simulations and field administration of the prototype CATs were highly consistent with scores from full-length administration (all r’s between .94 and .99). Using computer simulation of retrospective data, discriminant validity and sensitivity to change of the CATs closely approximated that of the full-length scales, especially when the 15- and 10-item stopping rules were applied. In the cross-validation study the time to administer both CATs was 4 minutes, compared to over 16 minutes to complete the full-length scales. Conclusions Self-care and Social Function score estimates from CAT administration are highly comparable to those obtained from full-length scale administration, with small losses in validity and precision and substantial decreases in administration time. PMID:18373991
Associations between media use and health in US children.
Russ, Shirley A; Larson, Kandyce; Franke, Todd Michael; Halfon, Neal
2009-01-01
Television viewing has been associated with poorer health attributes, but relationships between computer use and health are less clear. The aim of this study was to determine associations between TV and computer use, both separately and combined, and health attributes in US children. We performed bivariate and multivariate logistic regression analyses of cross-sectional data on 54 863 children ages 6 to 17 years who participated in the National Survey of Children's Health. Key independent variables were TV, computer, and combined media use; outcome variables were 6 measures of health. In models controlling for a wide range of sociodemographic variables, each additional hour of television viewing was associated with greater odds of overweight/obesity (odds ratio [OR] 1.05, 95% confidence interval (95% CI) 1.02-1.08), poorer oral health (OR 1.05, 95% CI 1.02-1.09), social-emotional problems (OR 1.08, 95% CI 1.05-1.11), concern about self-esteem, and lower social competence. Greater computer use was associated only with overweight/obesity (OR 1.04, 95% CI 1.01-1.07). Combined media use showed similar, but weaker, health associations to television viewing alone. Interaction analyses showed that TV viewing was associated with overweight/obesity only for white, not black or Hispanic, children. TV/video use is associated with a broader range of negative physical and social-emotional health attributes than computer use. Associations between media use and health are modest, but persistent at the population level. TV/video use reduction strategies may lead to improved physical and social-emotional population health. However, reductions in TV viewing may have little effect on overweight/obesity in black or Hispanic children. Mechanisms underlying observed health associations need further study.
Development of Neural Systems for Processing Social Exclusion from Childhood to Adolescence
ERIC Educational Resources Information Center
Bolling, Danielle Z.; Pitskel, Naomi B.; Deen, Ben; Crowley, Michael J.; Mayes, Linda C.; Pelphrey, Kevin A.
2011-01-01
Adolescence is a period of development in which peer relationships become especially important. A computer-based game (Cyberball) has been used to explore the effects of social exclusion in adolescents and adults. The current functional magnetic resonance imaging (fMRI) study used Cyberball to extend prior work to the cross-sectional study of…
How Colours Are Semantically Construed in the Arabic and English Culture: A Comparative Study
ERIC Educational Resources Information Center
Hasan, Amna A.; Al-Sammerai, Nabiha S. Mehdi; Kadir, Fakhrul Adabi Bin Abdul
2011-01-01
Most works in cognitive semantics have been focusing on the manner, in which an individual behaves--be it the mind, brain, or even computers, which process various kinds of information. Among humans, in particular, social life is richly cultured. Sociality and culture are made possible by cognitive studies; they provide specific inputs to…
ERIC Educational Resources Information Center
DeSensi, Frank; Rostov, Susan
These lesson plans are designed for use by high school social studies teachers who take their students on a field trip to the regional airports of Louisville, Kentucky. Twelve lesson plans are included: "It's the Computer's Fault"; "The Play's the Thing"; "A Hub! Yes, There's the Rub!"; "People and…
What Makes a Team? The Composition of Small Groups for C.A.I.
ERIC Educational Resources Information Center
Bellows, B. P.
This study examined the task performance and social interaction of young children who used a computer to learn map skills. Specifically, ability and sex were examined in relation to students' achievement on a social studies task and in relation to student interaction in small groups. Subjects were 66 second grade students in 3 different…
BASIC Simulation Programs; Volumes V and VI. Social Studies, Teacher Assistance.
ERIC Educational Resources Information Center
Digital Equipment Corp., Maynard, MA.
Five computer programs which teach concepts and processes related to social studies (in the main, economics) are presented. The subjects of the programs are the distinction between balance of trade and balance of payments; installment buying, loan payments, and savings accounts; flow of goods, services, and money between business and the consumer;…
NASA Astrophysics Data System (ADS)
Quigley, Mark Declan
The purpose of this researcher was to examine specific environmental, educational, and demographic factors and their influence on mathematics and science achievement. In particular, the researcher ascertained the interconnections of home computer access and social capital, with Asian American students and the effect on mathematics and science achievement. Coleman's theory on social capital and parental influence was used as a basis for the analysis of data. Subjects for this study were the base year students from the National Education Longitudinal Study of 1988 (NELS:88) and the subsequent follow-up survey data in 1990, 1992, and 1994. The approximate sample size for this study is 640 ethnic Asians from the NELS:88 database. The analysis was a longitudinal study based on the Student and Parent Base Year responses and the Second Follow-up survey of 1992, when the subjects were in 12th grade. Achievement test results from the NELS:88 data were used to measure achievement in mathematics and science. The NELS:88 test battery was developed to measure both individual status and a student's growth in a number of achievement areas. The subject's responses were analyzed by principal components factor analysis, weights, effect sizes, hierarchial regression analysis, and PLSPath Analysis. The results of this study were that prior ability in mathematics and science is a major influence in the student's educational achievement. Findings from the study support the view that home computer access has a negative direct effect on mathematics and science achievement for both Asian American males and females. None of the social capital factors in the study had either a negative or positive direct effect on mathematics and science achievement although some indirect effects were found. Suggestions were made toward increasing parental involvement in their children's academic endeavors. Computer access in the home should be considered related to television viewing and should be closely monitored by the parents to promote educational uses.
Babkirk, Sarah; Luehring-Jones, Peter; Dennis, Tracy A.
2016-01-01
The use of computer-mediated communication (CMC) to engage socially has become increasingly prevalent, yet few studies examined individual differences that may shed light on implications of CMC for adjustment. The current study examined neurocognitive individual differences associated with preferences to use technology in relation to social-emotional outcomes. In Study 1 (N =91), a self-report measure, the Social Media Communication Questionnaire (SMCQ), was evaluated as an assessment of preferences for communicating positive and negative emotions on a scale ranging from purely via CMC to purely face-to-face. In Study 2, SMCQ preferences were examined in relation to event-related potentials (ERPs) associated with early emotional attention capture and reactivity (the frontal N1) and later sustained emotional processing and regulation [the late positive potential (LPP)]. Electroencephalography (EEG) was recorded while 22 participants passively viewed emotional and neutral pictures and completed an emotion regulation task with instructions to increase, decrease or maintain their emotional responses. A greater preference for CMC was associated with reduced size of and satisfaction with social support, greater early (N1) attention capture by emotional stimuli, and reduced LPP amplitudes to unpleasant stimuli in the increase emotion regulatory task. These findings are discussed in the context of possible emotion- and social-regulatory functions of CMC. PMID:26613269
ERIC Educational Resources Information Center
Stanford Univ., CA. Inst. for Mathematical Studies in Social Science.
In 1963, the Institute began a program of research and development in computer-assisted instruction (CAI). Their efforts have been funded at various times by the Carnegie Corporation of New York, The National Science Foundation and the United States Office of Education. Starting with a medium-sized computer and six student stations, the Institute…
ERIC Educational Resources Information Center
Kordaki, Maria
2010-01-01
This paper presents both the design and the pilot formative evaluation study of a computer-based problem-solving environment (named LECGO: Learning Environment for programming using C using Geometrical Objects) for the learning of computer programming using C by beginners. In its design, constructivist and social learning theories were taken into…
ERIC Educational Resources Information Center
Van Campen, Joseph A.
Computer software for programed language instruction, developed in the second quarter of 1970 at Stanford's Institute for Mathematical Studies in the Social Sciences is described in this report. The software includes: (1) a PDP-10 computer assembly language for generating drill sentences; (2) a coding system allowing a large number of sentences to…
A social implications of computing course which teaches computer ethics
DOE Office of Scientific and Technical Information (OSTI.GOV)
Pulliam, S.C.
1994-12-31
Computers are integral to today`s world, forming our society as well as responding to it, In recognition of this interaction, as well as in response to requirements by the Computer Science Accrediting Board (CSAB), many schools are incorporating computer ethics and values and addressing the social implications of computing within their curriculum. The approach discussed here is through a separate course, rather than relying on the integration of specific topics throughout the curriculum.
Computational substrates of social value in interpersonal collaboration.
Fareri, Dominic S; Chang, Luke J; Delgado, Mauricio R
2015-05-27
Decisions to engage in collaborative interactions require enduring considerable risk, yet provide the foundation for building and maintaining relationships. Here, we investigate the mechanisms underlying this process and test a computational model of social value to predict collaborative decision making. Twenty-six participants played an iterated trust game and chose to invest more frequently with their friends compared with a confederate or computer despite equal reinforcement rates. This behavior was predicted by our model, which posits that people receive a social value reward signal from reciprocation of collaborative decisions conditional on the closeness of the relationship. This social value signal was associated with increased activity in the ventral striatum and medial prefrontal cortex, which significantly predicted the reward parameters from the social value model. Therefore, we demonstrate that the computation of social value drives collaborative behavior in repeated interactions and provide a mechanistic account of reward circuit function instantiating this process. Copyright © 2015 the authors 0270-6474/15/358170-11$15.00/0.
Examination of the Correlation Between Internet Addiction and Social Phobia in Adolescents.
Yayan, Emriye Hilal; Arikan, Duygu; Saban, Fatma; Gürarslan Baş, Nazan; Özel Özcan, Özlem
2017-09-01
This was a descriptive and cross-sectional study conducted with adolescents to examine the correlation between Internet addiction and social phobia. The population of the study consisted of 24,260 students aged between 11 and 15 years. Sampling method was used from population with known number, and 1,450 students were calculated as sample of the study. In this study, 13.7% of the adolescents had an Internet addiction, and 4.2% spent more than 5 hr on the computer every day. There was a positive correlation between Internet addiction and social phobia. The form of time spent on Internet was examined in terms of addiction and social phobia; although Internet addiction was related to games, dating sites, and web surfing, social phobia was related to homework, games, and web surfing. It was hypothesized that adolescents with social phobia were Internet addicts, and the participants used the Internet to spend time rather than socialize.
NASA Astrophysics Data System (ADS)
Cheok, Adrian David
This chapter details the Human Pacman system to illuminate entertainment computing which ventures to embed the natural physical world seamlessly with a fantasy virtual playground by capitalizing on infrastructure provided by mobile computing, wireless LAN, and ubiquitous computing. With Human Pacman, we have a physical role-playing computer fantasy together with real human-social and mobile-gaming that emphasizes on collaboration and competition between players in a wide outdoor physical area that allows natural wide-area human-physical movements. Pacmen and Ghosts are now real human players in the real world experiencing mixed computer graphics fantasy-reality provided by using the wearable computers on them. Virtual cookies and actual tangible physical objects are incorporated into the game play to provide novel experiences of seamless transitions between the real and virtual worlds. This is an example of a new form of gaming that anchors on physicality, mobility, social interaction, and ubiquitous computing.
Understanding Islamist political violence through computational social simulation
DOE Office of Scientific and Technical Information (OSTI.GOV)
Watkins, Jennifer H; Mackerrow, Edward P; Patelli, Paolo G
Understanding the process that enables political violence is of great value in reducing the future demand for and support of violent opposition groups. Methods are needed that allow alternative scenarios and counterfactuals to be scientifically researched. Computational social simulation shows promise in developing 'computer experiments' that would be unfeasible or unethical in the real world. Additionally, the process of modeling and simulation reveals and challenges assumptions that may not be noted in theories, exposes areas where data is not available, and provides a rigorous, repeatable, and transparent framework for analyzing the complex dynamics of political violence. This paper demonstrates themore » computational modeling process using two simulation techniques: system dynamics and agent-based modeling. The benefits and drawbacks of both techniques are discussed. In developing these social simulations, we discovered that the social science concepts and theories needed to accurately simulate the associated psychological and social phenomena were lacking.« less
How Does Information Spread on Social Media Lead to Effective Change?
Varghese, Thomas K
2017-09-01
Social media encompasses computer-mediated technologies that facilitate the creation and sharing of information, ideas, and other forms of expression via virtual communities and networks. The key, of course, is the ability and willingness for information to be shared. But why does some information spread on social media and not others? What factors translate social media awareness to action? In this article, we explore these themes using case studies, as well as tips on how you can utilize social media to effectively champion a cause.
Puskaric, Marin; von Helversen, Bettina; Rieskamp, Jörg
2017-08-01
Social information such as observing others can improve performance in decision making. In particular, social information has been shown to be useful when finding the best solution on one's own is difficult, costly, or dangerous. However, past research suggests that when making decisions people do not always consider other people's behaviour when it is at odds with their own experiences. Furthermore, the cognitive processes guiding the integration of social information with individual experiences are still under debate. Here, we conducted two experiments to test whether information about other persons' behaviour influenced people's decisions in a classification task. Furthermore, we examined how social information is integrated with individual learning experiences by testing different computational models. Our results show that social information had a small but reliable influence on people's classifications. The best computational model suggests that in categorization people first make up their own mind based on the non-social information, which is then updated by the social information.
A prisoner's dilemma experiment on cooperation with people and human-like computers.
Kiesler, S; Sproull, L; Waters, K
1996-01-01
The authors investigated basic properties of social exchange and interaction with technology in an experiment on cooperation with a human-like computer partner or a real human partner. Talking with a computer partner may trigger social identity feelings or commitment norms. Participants played a prisoner's dilemma game with a confederate or a computer partner. Discussion, inducements to make promises, and partner cooperation varied across trials. On Trial 1, after discussion, most participants proposed cooperation. They kept their promises as much with a text-only computer as with a person, but less with a more human-like computer. Cooperation dropped sharply when any partner avoided discussion. The strong impact of discussion fits a social contract explanation of cooperation following discussion. Participants broke their promises to a computer more than to a person, however, indicating that people make heterogeneous commitments.
Commentary: Ubiquitous Computing Revisited--A New Perspective
ERIC Educational Resources Information Center
Bull, Glen; Garofalo, Joe
2006-01-01
In 2002, representatives from the teacher educator associations representing the core content areas (science, mathematics, language arts, and social studies) and educational technology met at the National Technology Leadership Retreat (NTLR) to discuss potential implications of ubiquitous computing for K-12 schools. This paper re-examines some of…
Computer Simulation in Social Science.
ERIC Educational Resources Information Center
Garson, G. David
From a base in military models, computer simulation has evolved to provide a wide variety of applications in social science. General purpose simulation packages and languages such as FIRM, DYNAMO, and others have made significant contributions toward policy discussion in the social sciences and have well-documented efficacy in instructional…
ERIC Educational Resources Information Center
Herdagdelen, Amaç; Marelli, Marco
2017-01-01
Corpus-based word frequencies are one of the most important predictors in language processing tasks. Frequencies based on conversational corpora (such as movie subtitles) are shown to better capture the variance in lexical decision tasks compared to traditional corpora. In this study, we show that frequencies computed from social media are…
ERIC Educational Resources Information Center
Ko, Chao-Jung
2016-01-01
This study aims to clarify the relationship between task types and foreign language learners' social presence (SP) in text-based SCMC learning modes. The participants in this study comprised 38 high-intermediate level English as a foreign language (EFL) learners from different disciplines of a university in Taiwan. They were divided into two…
Hooker, Christine I; Bruce, Lori; Fisher, Melissa; Verosky, Sara C; Miyakawa, Asako; D'Esposito, Mark; Vinogradov, Sophia
2013-08-30
Both cognitive and social-cognitive deficits impact functional outcome in schizophrenia. Cognitive remediation studies indicate that targeted cognitive and/or social-cognitive training improves behavioral performance on trained skills. However, the neural effects of training in schizophrenia and their relation to behavioral gains are largely unknown. This study tested whether a 50-h intervention which included both cognitive and social-cognitive training would influence neural mechanisms that support social ccognition. Schizophrenia participants completed a computer-based intervention of either auditory-based cognitive training (AT) plus social-cognition training (SCT) (N=11) or non-specific computer games (CG) (N=11). Assessments included a functional magnetic resonance imaging (fMRI) task of facial emotion recognition, and behavioral measures of cognition, social cognition, and functional outcome. The fMRI results showed the predicted group-by-time interaction. Results were strongest for emotion recognition of happy, surprise and fear: relative to CG participants, AT+SCT participants showed a neural activity increase in bilateral amygdala, right putamen and right medial prefrontal cortex. Across all participants, pre-to-post intervention neural activity increase in these regions predicted behavioral improvement on an independent emotion perception measure (MSCEIT: Perceiving Emotions). Among AT+SCT participants alone, neural activity increase in right amygdala predicted behavioral improvement in emotion perception. The findings indicate that combined cognition and social-cognition training improves neural systems that support social-cognition skills. Copyright © 2013 Elsevier Ireland Ltd. All rights reserved.
Loneliness and Shyness in Adolescent Problematic Internet Users: The Role of Social Anxiety
ERIC Educational Resources Information Center
Huan, Vivien S.; Ang, Rebecca P.; Chye, Stefanie
2014-01-01
Background: Davis' ("Comput Hum Behav" 17:187-195, 2001) cognitive-behavioral model of problematic Internet use (PIU) proposed and theorized that certain psychopathological characteristics present within an individual, predispose him to PIU. Objective: This study extended Davis' model in hypothesizing that social anxiety mediates in a…
Analysis of Cross-Cultural Online Collaborative Learning with Social Software
ERIC Educational Resources Information Center
Law, Effie Lai-Chong; Nguyen-Ngoc, Anh Vu
2010-01-01
Purpose: The rising popularity of social software poses challenges to the design and evaluation of pedagogically sound cross-cultural online collaborative learning environments (OCLEs). In the literature of computer-mediated communications, there exist only a limited number of related empirical studies, indicating that it is still an emergent…
Three Essays on the Economics of Information Systems
ERIC Educational Resources Information Center
Jian, Lian
2010-01-01
My dissertation contains three studies centering on the question: how to motivate people to share high quality information on online information aggregation systems, also known as social computing systems? I take a social scientific approach to "identify" the strategic behavior of individuals in information systems, and "analyze" how non-monetary…
ERIC Educational Resources Information Center
Arnold, Nike; Ducate, Lara; Lomicka, Lara; Lord, Gillian
2005-01-01
This article examines social presence in virtual asynchronous learning communities among foreign language teachers. We present the findings of two studies investigating cross-institutional asynchronous forums created to engage participants in online dialogues regarding their foreign language teacher preparation experiences in and out of the…
Computer-Mediated Social Support for Physical Activity: A Content Analysis.
Stragier, Jeroen; Mechant, Peter; De Marez, Lieven; Cardon, Greet
2018-02-01
Online fitness communities are a recent phenomenon experiencing growing user bases. They can be considered as online social networks in which recording, monitoring, and sharing of physical activity (PA) are the most prevalent practices. They have added a new dimension to the social experience of PA in which online peers function as virtual PA partners or supporters. However, research into seeking and receiving computer-mediated social support for PA is scarce. Our aim was to study to what extent using online fitness communities and sharing physical activities with online social networks results in receiving various types of online social support. Two databases, one containing physical activities logged with Strava and one containing physical activities logged with RunKeeper and shared on Twitter, were investigated for occurrence and type of social support, by means of a deductive content analysis. Results indicate that social support delivered through Twitter is not particularly extensive. On Strava, social support is significantly more prevalent. Especially esteem support, expressed as compliments for the accomplishment of an activity, is provided on both Strava and Twitter. The results demonstrate that social media have potential as a platform used for providing social support for PA, but differences among various social network sites can be substantial. Especially esteem support can be expected, in contrast to online health communities, where information support is more common.
Frias, Marcos Antonio da Eira; Peres, Heloisa Helena Ciqueto; Pereira, Valclei Aparecida Gandolpho; Negreiros, Maria Célia de; Paranhos, Wana Yeda; Leite, Maria Madalena Januário
2014-01-01
This study aimed to identify the advantages and difficulties encountered by older people living on the streets or social vulnerability, to use the computer or internet. It is an exploratory qualitative research, in which five elderlies, attended on a non-governmental organization located in the city of São Paulo, have participated. The discourses were analyzed by content analysis technique and showed, as facilities, among others, to clarify doubts with the monitors, the stimulus for new discoveries coupled with proactivity and curiosity, and develop new skills. The mentioned difficulties were related to physical or cognitive issues, lack of instructor, and lack of knowledge to interact with the machine. The studies focusing on the elderly population living on the streets or in social vulnerability may contribute with evidence to guide the formulation of public policies to this population.
Zhao, Yu; Liu, Yide; Lai, Ivan K W; Zhang, Hongfeng; Zhang, Yi
2016-03-18
As one of the latest revolutions in networking technology, social networks allow users to keep connected and exchange information. Driven by the rapid wireless technology development and diffusion of mobile devices, social networks experienced a tremendous change based on mobile sensor computing. More and more mobile sensor network applications have appeared with the emergence of a huge amount of users. Therefore, an in-depth discussion on the human-computer interaction (HCI) issues of mobile sensor computing is required. The target of this study is to extend the discussions on HCI by examining the relationships of users' compound attitudes (i.e., affective attitudes, cognitive attitude), engagement and electronic word of mouth (eWOM) behaviors in the context of mobile sensor computing. A conceptual model is developed, based on which, 313 valid questionnaires are collected. The research discusses the level of impact on the eWOM of mobile sensor computing by considering user-technology issues, including the compound attitude and engagement, which can bring valuable discussions on the HCI of mobile sensor computing in further study. Besides, we find that user engagement plays a mediating role between the user's compound attitudes and eWOM. The research result can also help the mobile sensor computing industry to develop effective strategies and build strong consumer user-product (brand) relationships.
Zhao, Yu; Liu, Yide; Lai, Ivan K. W.; Zhang, Hongfeng; Zhang, Yi
2016-01-01
As one of the latest revolutions in networking technology, social networks allow users to keep connected and exchange information. Driven by the rapid wireless technology development and diffusion of mobile devices, social networks experienced a tremendous change based on mobile sensor computing. More and more mobile sensor network applications have appeared with the emergence of a huge amount of users. Therefore, an in-depth discussion on the human–computer interaction (HCI) issues of mobile sensor computing is required. The target of this study is to extend the discussions on HCI by examining the relationships of users’ compound attitudes (i.e., affective attitudes, cognitive attitude), engagement and electronic word of mouth (eWOM) behaviors in the context of mobile sensor computing. A conceptual model is developed, based on which, 313 valid questionnaires are collected. The research discusses the level of impact on the eWOM of mobile sensor computing by considering user-technology issues, including the compound attitude and engagement, which can bring valuable discussions on the HCI of mobile sensor computing in further study. Besides, we find that user engagement plays a mediating role between the user’s compound attitudes and eWOM. The research result can also help the mobile sensor computing industry to develop effective strategies and build strong consumer user—product (brand) relationships. PMID:26999155
Residential Mobility, Technology and Social Ties
ERIC Educational Resources Information Center
Shklovski, Irina A.
2007-01-01
Humans are fundamentally social creatures and our social relationships depend on communication to survive. It is not surprising that communication is the most popular use of the Internet. Researchers have examined computer-mediated communication since the early 1980's, yet, the precise role of computer-mediated communication in growth,…
Trends in Social Science: The Impact of Computational and Simulative Models
NASA Astrophysics Data System (ADS)
Conte, Rosaria; Paolucci, Mario; Cecconi, Federico
This paper discusses current progress in the computational social sciences. Specifically, it examines the following questions: Are the computational social sciences exhibiting positive or negative developments? What are the roles of agent-based models and simulation (ABM), network analysis, and other "computational" methods within this dynamic? (Conte, The necessity of intelligent agents in social simulation, Advances in Complex Systems, 3(01n04), 19-38, 2000; Conte 2010; Macy, Annual Review of Sociology, 143-166, 2002). Are there objective indicators of scientific growth that can be applied to different scientific areas, allowing for comparison among them? In this paper, some answers to these questions are presented and discussed. In particular, comparisons among different disciplines in the social and computational sciences are shown, taking into account their respective growth trends in the number of publication citations over the last few decades (culled from Google Scholar). After a short discussion of the methodology adopted, results of keyword-based queries are presented, unveiling some unexpected local impacts of simulation on the takeoff of traditionally poorly productive disciplines.
ERIC Educational Resources Information Center
Behnke, Carl; Greenan, James P.
2011-01-01
This study examined the relationship between postsecondary students' emotional-social intelligence and attitudes toward computer-based instructional materials. Research indicated that emotions and emotional intelligence directly impact motivation, while instructional design has been shown to impact student attitudes and subsequent engagement with…
ERIC Educational Resources Information Center
Behnke, Carl Alan
2009-01-01
The purpose of this study was to examine the relationship between postsecondary students' emotional-social intelligence and attitudes toward computer-based instructional materials. Research indicated that emotions and emotional intelligence directly impact motivation, while instructional design has been shown to impact student attitudes and…
Correlating Computer Database Programs with Social Studies Instruction.
ERIC Educational Resources Information Center
Northwest Regional Educational Lab., Portland, OR.
This unit emphasizes the integration of software in a focus on the classroom instruction process. Student activities are based on plans and ideas for instructional units presented by a teacher who describes and demonstrates the activities. Integration has occurred when computer applications are included in an instructional activity. This guide…
Toward an Understanding of How Threads Die in Asynchronous Computer Conferences
ERIC Educational Resources Information Center
Hewitt, Jim
2005-01-01
Previous computer conferencing research has been concerned with the organizational, technical, social, and motivational factors that support and sustain online interaction. This article studies online interaction from a different perspective. Rather than analyze the processes that sustain discourse, the following research examines how and why…
Student Sensemaking with Science Diagrams in a Computer-Based Setting
ERIC Educational Resources Information Center
Furberg, Anniken; Kluge, Anders; Ludvigsen, Sten
2013-01-01
This paper reports on a study of students' conceptual sensemaking with science diagrams within a computer-based learning environment aimed at supporting collaborative learning. Through the microanalysis of students' interactions in a project about energy and heat transfer, we demonstrate "how" representations become productive social and cognitive…
People Power--Computer Games in the Classroom
ERIC Educational Resources Information Center
Hilliard, Ivan
2014-01-01
This article presents a case study in the use of the computer simulation game "People Power," developed by the International Center on Nonviolent Conflict. The principal objective of the activity was to offer students an opportunity to understand the dynamics of social conflicts, in a format not possible in a traditional classroom…
Practice and Personhood in Professional Interaction: Social Identities and Information Needs.
ERIC Educational Resources Information Center
Mokros, Hartmut B.; And Others
1995-01-01
Explores the human aspect of information retrieval by examining the behavior and pronoun use of librarians in the course of communicating with patrons during online computer search interactions. Compares two studies on the conduct of librarians as intermediaries in naturally occurring online computer search interactions. (JMV)
Computer-Assisted Instruction to Avert Teen Pregnancy.
ERIC Educational Resources Information Center
Starn, Jane Ryburn; Paperny, David M.
Teenage pregnancy has become a major public health problem in the United States. A study was conducted to assess an intervention based upon computer-assisted instruction (CAI) to avert teenage pregnancy. Social learning and decision theory were applied to mediate the adolescent environment through CAI so that adolescent development would be…
The Human-Computer Interaction of Cross-Cultural Gaming Strategy
ERIC Educational Resources Information Center
Chakraborty, Joyram; Norcio, Anthony F.; Van Der Veer, Jacob J.; Andre, Charles F.; Miller, Zachary; Regelsberger, Alexander
2015-01-01
This article explores the cultural dimensions of the human-computer interaction that underlies gaming strategies. The article is a desktop study of existing literature and is organized into five sections. The first examines the cultural aspects of knowledge processing. The social constructs technology interaction is discussed. Following this, the…
The Wellspring: Historical Writing Project.
ERIC Educational Resources Information Center
McCarthy, Megan
2003-01-01
Describes a service learning project at Onekama Middle School (Michigan), that involves students from English, Computer Applications, Social Studies, and Michigan History courses. Students meet with senior citizens who share their life stories while the students teach them how to use computers. The project helps students develop pride in and a…
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Antunes, Thaiany Pedrozo Campos; Oliveira, Acary Souza Bulle de; Crocetta, Tania Brusque; Antão, Jennifer Yohanna Ferreira de Lima; Barbosa, Renata Thais de Almeida; Guarnieri, Regiani; Massetti, Thais; Monteiro, Carlos Bandeira de Mello; Abreu, Luiz Carlos de
2017-03-01
Physical and mental changes associated with aging commonly lead to a decrease in communication capacity, reducing social interactions and increasing loneliness. Computer classes for older adults make significant contributions to social and cognitive aspects of aging. Games in a virtual reality (VR) environment stimulate the practice of communicative and cognitive skills and might also bring benefits to older adults. Furthermore, it might help to initiate their contact to the modern technology. The purpose of this study protocol is to evaluate the effects of practicing VR games during computer classes on the level of loneliness of students of an elderly reference center. This study will be a prospective longitudinal study with a randomised cross-over design, with subjects aged 50 years and older, of both genders, spontaneously enrolled in computer classes for beginners. Data collection will be done in 3 moments: moment 0 (T0) - at baseline; moment 1 (T1) - after 8 typical computer classes; and moment 2 (T2) - after 8 computer classes which include 15 minutes for practicing games in VR environment. A characterization questionnaire, the short version of the Short Social and Emotional Loneliness Scale for Adults (SELSA-S) and 3 games with VR (Random, MoviLetrando, and Reaction Time) will be used. For the intervention phase 4 other games will be used: Coincident Timing, Motor Skill Analyser, Labyrinth, and Fitts. The statistical analysis will compare the evolution in loneliness perception, performance, and reaction time during the practice of the games between the 3 moments of data collection. Performance and reaction time during the practice of the games will also be correlated to the loneliness perception. The protocol is approved by the host institution's ethics committee under the number 52305215.3.0000.0082. Results will be disseminated via peer-reviewed journal articles and conferences. This clinical trial is registered at ClinicalTrials.gov identifier: NCT02798081.
Information Dissemination of Public Health Emergency on Social Networks and Intelligent Computation
Hu, Hongzhi; Mao, Huajuan; Hu, Xiaohua; Hu, Feng; Sun, Xuemin; Jing, Zaiping; Duan, Yunsuo
2015-01-01
Due to the extensive social influence, public health emergency has attracted great attention in today's society. The booming social network is becoming a main information dissemination platform of those events and caused high concerns in emergency management, among which a good prediction of information dissemination in social networks is necessary for estimating the event's social impacts and making a proper strategy. However, information dissemination is largely affected by complex interactive activities and group behaviors in social network; the existing methods and models are limited to achieve a satisfactory prediction result due to the open changeable social connections and uncertain information processing behaviors. ACP (artificial societies, computational experiments, and parallel execution) provides an effective way to simulate the real situation. In order to obtain better information dissemination prediction in social networks, this paper proposes an intelligent computation method under the framework of TDF (Theory-Data-Feedback) based on ACP simulation system which was successfully applied to the analysis of A (H1N1) Flu emergency. PMID:26609303
Information Dissemination of Public Health Emergency on Social Networks and Intelligent Computation.
Hu, Hongzhi; Mao, Huajuan; Hu, Xiaohua; Hu, Feng; Sun, Xuemin; Jing, Zaiping; Duan, Yunsuo
2015-01-01
Due to the extensive social influence, public health emergency has attracted great attention in today's society. The booming social network is becoming a main information dissemination platform of those events and caused high concerns in emergency management, among which a good prediction of information dissemination in social networks is necessary for estimating the event's social impacts and making a proper strategy. However, information dissemination is largely affected by complex interactive activities and group behaviors in social network; the existing methods and models are limited to achieve a satisfactory prediction result due to the open changeable social connections and uncertain information processing behaviors. ACP (artificial societies, computational experiments, and parallel execution) provides an effective way to simulate the real situation. In order to obtain better information dissemination prediction in social networks, this paper proposes an intelligent computation method under the framework of TDF (Theory-Data-Feedback) based on ACP simulation system which was successfully applied to the analysis of A (H1N1) Flu emergency.
NASA Astrophysics Data System (ADS)
See, Swee Lan; Tan, Mitchell; Looi, Qin En
This paper presents findings from a descriptive research on social gaming. A video-enhanced diary method was used to understand the user experience in social gaming. From this experiment, we found that natural human behavior and gamer’s decision making process can be elicited and speculated during human computer interaction. These are new information that we should consider as they can help us build better human computer interfaces and human robotic interfaces in future.
Exploring Complex Social Phenomena with Computer Simulations
ERIC Educational Resources Information Center
Berson, Ilene R.; Berson, Michael J.
2007-01-01
In social studies classes, there is a longstanding interest in how societies evolve and change over time. However, as stories of the past unfold, it is often difficult to identify a direct link between causes and effects, so students are forced to accept at face value the interpretations of economists, political scientists, historians,…
Collaboration Levels in Asynchronous Discussion Forums: A Social Network Analysis Approach
ERIC Educational Resources Information Center
Luhrs, Cecilia; McAnally-Salas, Lewis
2016-01-01
Computer Supported Collaborative Learning literature relates high levels of collaboration to enhanced learning outcomes. However, an agreement on what is considered a high level of collaboration is unclear, especially if a qualitative approach is taken. This study describes how methods of Social Network Analysis were used to design a collaboration…
Social Benefits of a Tangible User Interface for Children with Autistic Spectrum Conditions
ERIC Educational Resources Information Center
Farr, William; Yuill, Nicola; Raffle, Hayes
2010-01-01
Tangible user interfaces (TUIs) embed computer technology in graspable objects. This study assessed the potential of Topobo, a construction toy with programmable movement, to support social interaction in children with Autistic Spectrum Conditions (ASC). Groups of either typically developing (TD) children or those with ASC had group play sessions…
ERIC Educational Resources Information Center
L'Engle, Kelly Ladin; Jackson, Christine
2008-01-01
This study examined the relationship between perceived socialization from parents, school, peers, and media and adolescents' cognitive susceptibility to initiating sexual intercourse and transition to intercourse 2 years later. Baseline and follow-up in-home Audio-Computer Assisted Self Interview surveys were completed by 854 Black and White male…
Women's Social Networking: Steps that Organize Low-Technology Users with Emergency Needs
ERIC Educational Resources Information Center
Gary, Jon O.
2011-01-01
The purpose of the study was for the researcher to develop and have evaluated the content, organization and ease of use of a computer-training program "Emergency Response Quick Start" book based on Information and Communication Technology environmental designs. This book was most notably based on underutilized women social networking…
Kilov, Andrea M; Togher, Leanne; Power, Emma
2015-01-01
To determine test-re-test reliability of the 'Computer User Profile' (CUP) in people with and without TBI. The CUP was administered on two occasions to people with and without TBI. The CUP investigated the nature and frequency of participants' computer and Internet use. Intra-class correlation coefficients and kappa coefficients were conducted to measure reliability of individual CUP items. Descriptive statistics were used to summarize content of responses. Sixteen adults with TBI and 40 adults without TBI were included in the study. All participants were reliable in reporting demographic information, frequency of social communication and leisure activities and computer/Internet habits and usage. Adults with TBI were reliable in 77% of their responses to survey items. Adults without TBI were reliable in 88% of their responses to survey items. The CUP was practical and valuable in capturing information about social, leisure, communication and computer/Internet habits of people with and without TBI. Adults without TBI scored more items with satisfactory reliability overall in their surveys. Future studies may include larger samples and could also include an exploration of how people with/without TBI use other digital communication technologies. This may provide further information on determining technology readiness for people with TBI in therapy programmes.
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DOE Office of Scientific and Technical Information (OSTI.GOV)
Reynolds, William; Weber, Marta S.; Farber, Robert M.
Social Media provide an exciting and novel view into social phenomena. The vast amounts of data that can be gathered from the Internet coupled with massively parallel supercomputers such as the Cray XMT open new vistas for research. Conclusions drawn from such analysis must recognize that social media are distinct from the underlying social reality. Rigorous validation is essential. This paper briefly presents results obtained from computational analysis of social media - utilizing both blog and twitter data. Validation of these results is discussed in the context of a framework of established methodologies from the social sciences. Finally, an outlinemore » for a set of supporting studies is proposed.« less
Computational social network modeling of terrorist recruitment.
DOE Office of Scientific and Technical Information (OSTI.GOV)
Berry, Nina M.; Turnley, Jessica Glicken; Smrcka, Julianne D.
2004-10-01
The Seldon terrorist model represents a multi-disciplinary approach to developing organization software for the study of terrorist recruitment and group formation. The need to incorporate aspects of social science added a significant contribution to the vision of the resulting Seldon toolkit. The unique addition of and abstract agent category provided a means for capturing social concepts like cliques, mosque, etc. in a manner that represents their social conceptualization and not simply as a physical or economical institution. This paper provides an overview of the Seldon terrorist model developed to study the formation of cliques, which are used as the majormore » recruitment entity for terrorist organizations.« less
Culture and the Contagion of Conflict: Social Science and Computational Approaches
2015-08-05
research , special, group study, etc. 3. DATES COVERED. Indicate the time during which the work was performed and the report was written, e.g., Jun 1997...to the Journal of Experimental Social Psychology for review. Our other research (Shytenberg et al., under revision, European Journal of Social... experimental trios that comprise various combinations of group membership. For example, for some trios, Persons B and C were friends who came to the
Conflicts of interest improve collective computation of adaptive social structures
Brush, Eleanor R.; Krakauer, David C.; Flack, Jessica C.
2018-01-01
In many biological systems, the functional behavior of a group is collectively computed by the system’s individual components. An example is the brain’s ability to make decisions via the activity of billions of neurons. A long-standing puzzle is how the components’ decisions combine to produce beneficial group-level outputs, despite conflicts of interest and imperfect information. We derive a theoretical model of collective computation from mechanistic first principles, using results from previous work on the computation of power structure in a primate model system. Collective computation has two phases: an information accumulation phase, in which (in this study) pairs of individuals gather information about their fighting abilities and make decisions about their dominance relationships, and an information aggregation phase, in which these decisions are combined to produce a collective computation. To model information accumulation, we extend a stochastic decision-making model—the leaky integrator model used to study neural decision-making—to a multiagent game-theoretic framework. We then test alternative algorithms for aggregating information—in this study, decisions about dominance resulting from the stochastic model—and measure the mutual information between the resultant power structure and the “true” fighting abilities. We find that conflicts of interest can improve accuracy to the benefit of all agents. We also find that the computation can be tuned to produce different power structures by changing the cost of waiting for a decision. The successful application of a similar stochastic decision-making model in neural and social contexts suggests general principles of collective computation across substrates and scales. PMID:29376116
Politeness Theory in Computer Mediated Communication: Face Threatening Acts in a "Faceless" Medium.
ERIC Educational Resources Information Center
Simmons, Thomas L.
A study of distinctive characteristics of the style in which people communicate in computer-mediated communication (CMC), focusing on use of politeness conventions, is reported. Aspects of the concept of "face" and politeness in social interaction are first reviewed, and threats to speaker's and hearer's face are outlined. The…
Computer-Integrated Instruction Inservice Notebook: Secondary School Social Studies.
ERIC Educational Resources Information Center
Franklin, Sharon, Ed.; Strudler, Neal, Ed.
The purpose of this notebook is to assist educators who are designing and implementing inservice education programs to facilitate the effective use of computer integrated instruction (CII) in schools. It is divided into the following five sections: (1) Effective Inservice (a brief summary of inservice literature focused on inservice dimensions and…
Analysis of Computer Teachers' Online Discussion Forum Messages about Their Occupational Problems
ERIC Educational Resources Information Center
Deryakulu, Deniz; Olkun, Sinan
2007-01-01
This study, using content analysis technique, examined the types of job-related problems that the Turkish computer teachers experienced and the types of social support provided by reciprocal discussions in an online forum. Results indicated that role conflict, inadequate teacher induction policies, lack of required technological infrastructure and…
Computers in Bilingual Education: Project CIBE. Evaluation Section Report. OREA Reports.
ERIC Educational Resources Information Center
Berney, Tomi D.; Alvarez, Rosalyn
This project provided 360 students at South Bronx High School (New York) with instruction in English as a Second Language (ESL); Native Language Arts (NLA); the bilingual content area subjects of mathematics, science, and social studies; and computer literacy. The goal of the project was to provide instructional and support services to…
Where Computer Science and Cultural Studies Collide
ERIC Educational Resources Information Center
Kirschenbaum, Matthew
2009-01-01
Most users have no more knowledge of what their computer or code is actually doing than most automobile owners have of their carburetor or catalytic converter. Nor is any such knowledge necessarily needed. But for academics, driven by an increasing emphasis on the materiality of new media--that is, the social, cultural, and economic factors…
Bimodal Reading: Benefits of a Talking Computer for Average and Less Skilled Readers.
ERIC Educational Resources Information Center
Montali, Julie; Lewandowski, Lawrence
1996-01-01
Eighteen average readers and 18 less-skilled readers (grades 8 and 9) were presented with social studies and science passages via a computer either visually (on screen), auditorily (read by digitized voice), or bimodally (on screen, highlighted while being voiced). Less-skilled readers demonstrated comprehension in the bimodal condition equivalent…
ERIC Educational Resources Information Center
Ilieva, Vessela; Erguner-Tekinalp, Bengu
2012-01-01
This study examined the applications of computer-mediated student collaboration in a graduate multicultural counseling course. The course work included a reflective cultural competency building assignment that utilized online communication and collaboration using a wiki to extend and improve students' multicultural counseling and social justice…
Case Study on the Use of Microcomputers in Primary Schools in Bar-le-Duc (France).
ERIC Educational Resources Information Center
Dieschbourg, Robert
1988-01-01
Examines a project which involves the introduction of computer science into elementary schools to create an awareness of data processing as an intellectual, technological, and socio-cultural phenomenon. Concludes that the early computer experience and group work involved in the project enhances student social and psychological development. (GEA)
ERIC Educational Resources Information Center
Erdogan, Ahmet
2010-01-01
Based on Social Cognitive Carier Theory (SCCT) (Lent, Brown, & Hackett, 1994, 2002), this study tested the effects of mathematics teacher candidates' self-efficacy in, outcome expectations from, and interest in CAME on their intentions to integrate Computer-Assisted Mathematics Education (CAME). While mathematics teacher candidates' outcome…
Developmental Changes in Learning: Computational Mechanisms and Social Influences
Bolenz, Florian; Reiter, Andrea M. F.; Eppinger, Ben
2017-01-01
Our ability to learn from the outcomes of our actions and to adapt our decisions accordingly changes over the course of the human lifespan. In recent years, there has been an increasing interest in using computational models to understand developmental changes in learning and decision-making. Moreover, extensions of these models are currently applied to study socio-emotional influences on learning in different age groups, a topic that is of great relevance for applications in education and health psychology. In this article, we aim to provide an introduction to basic ideas underlying computational models of reinforcement learning and focus on parameters and model variants that might be of interest to developmental scientists. We then highlight recent attempts to use reinforcement learning models to study the influence of social information on learning across development. The aim of this review is to illustrate how computational models can be applied in developmental science, what they can add to our understanding of developmental mechanisms and how they can be used to bridge the gap between psychological and neurobiological theories of development. PMID:29250006
The social comfort of wearable technology and gestural interaction.
Dunne, Lucy E; Profita, Halley; Zeagler, Clint; Clawson, James; Gilliland, Scott; Do, Ellen Yi-Luen; Budd, Jim
2014-01-01
The "wearability" of wearable technology addresses the factors that affect the degree of comfort the wearer experiences while wearing a device, including physical, psychological, and social aspects. While the physical and psychological aspects of wearing technology have been investigated since early in the development of the field of wearable computing, the social aspects of wearability have been less fully-explored. As wearable technology becomes increasingly common on the commercial market, social wearability is becoming an ever-more-important variable contributing to the success or failure of new products. Here we present an analysis of social aspects of wearability within the context of the greater understanding of wearability in wearable technology, and focus on selected theoretical frameworks for understanding how wearable products are perceived and evaluated in a social context. Qualitative results from a study of social acceptability of on-body interactions are presented as a case study of social wearability.
Computing in the Social Sciences and Humanities. [With CD-ROM].
ERIC Educational Resources Information Center
Burton, Orville Vernon, Ed.
This book-and-CD package provide a lively, hands-on introduction for teachers and scholars in the humanities and social sciences. New technology is changing the nature of research and teaching in the humanities and social sciences. From specialized online forums to Web-based teaching and distance learning, computers are being used to expand…
ERIC Educational Resources Information Center
Crain, Cheryl
1994-01-01
Presents six teaching ideas from teachers in Foothills Schools, Alberta, Canada. Includes suggested activities on local government, computer uses in social studies, Canadian history, current events, and world studies. Provides models of a passport application, passports, and visas. (CFR)
Optimizing Targeting of Intrusion Detection Systems in Social Networks
NASA Astrophysics Data System (ADS)
Puzis, Rami; Tubi, Meytal; Elovici, Yuval
Internet users communicate with each other in various ways: by Emails, instant messaging, social networking, accessing Web sites, etc. In the course of communicating, users may unintentionally copy files contaminated with computer viruses and worms [1, 2] to their computers and spread them to other users [3]. (Hereafter we will use the term "threats", rather than computer viruses and computer worms). The Internet is the chief source of these threats [4].
Social Protocols for Agile Virtual Teams
NASA Astrophysics Data System (ADS)
Picard, Willy
Despite many works on collaborative networked organizations (CNOs), CSCW, groupware, workflow systems and social networks, computer support for virtual teams is still insufficient, especially support for agility, i.e. the capability of virtual team members to rapidly and cost efficiently adapt the way they interact to changes. In this paper, requirements for computer support for agile virtual teams are presented. Next, an extension of the concept of social protocol is proposed as a novel model supporting agile interactions within virtual teams. The extended concept of social protocol consists of an extended social network and a workflow model.
Antunes, Thaiany Pedrozo Campos; de Oliveira, Acary Souza Bulle; Crocetta, Tania Brusque; Antão, Jennifer Yohanna Ferreira de Lima; Barbosa, Renata Thais de Almeida; Guarnieri, Regiani; Massetti, Thais; Monteiro, Carlos Bandeira de Mello; de Abreu, Luiz Carlos
2017-01-01
Abstract Introduction: Physical and mental changes associated with aging commonly lead to a decrease in communication capacity, reducing social interactions and increasing loneliness. Computer classes for older adults make significant contributions to social and cognitive aspects of aging. Games in a virtual reality (VR) environment stimulate the practice of communicative and cognitive skills and might also bring benefits to older adults. Furthermore, it might help to initiate their contact to the modern technology. The purpose of this study protocol is to evaluate the effects of practicing VR games during computer classes on the level of loneliness of students of an elderly reference center. Methods and Analysis: This study will be a prospective longitudinal study with a randomised cross-over design, with subjects aged 50 years and older, of both genders, spontaneously enrolled in computer classes for beginners. Data collection will be done in 3 moments: moment 0 (T0) – at baseline; moment 1 (T1) – after 8 typical computer classes; and moment 2 (T2) – after 8 computer classes which include 15 minutes for practicing games in VR environment. A characterization questionnaire, the short version of the Short Social and Emotional Loneliness Scale for Adults (SELSA-S) and 3 games with VR (Random, MoviLetrando, and Reaction Time) will be used. For the intervention phase 4 other games will be used: Coincident Timing, Motor Skill Analyser, Labyrinth, and Fitts. The statistical analysis will compare the evolution in loneliness perception, performance, and reaction time during the practice of the games between the 3 moments of data collection. Performance and reaction time during the practice of the games will also be correlated to the loneliness perception. Ethics and Dissemination: The protocol is approved by the host institution's ethics committee under the number 52305215.3.0000.0082. Results will be disseminated via peer-reviewed journal articles and conferences. This clinical trial is registered at ClinicalTrials.gov identifier: NCT02798081. PMID:28272198
Let's chat: developmental neural bases of social motivation during real-time peer interaction.
Warnell, Katherine Rice; Sadikova, Eleonora; Redcay, Elizabeth
2018-05-01
Humans are motivated to interact with each other, but the neural bases of social motivation have been predominantly examined in non-interactive contexts. Understanding real-world social motivation is of special importance during middle childhood (ages 8-12), a period when social skills improve, social networks grow, and social brain networks specialize. To assess interactive social motivation, the current study used a novel fMRI paradigm in which children believed they were chatting with a peer. The design targeted two phases of interaction: (1) Initiation, in which children engaged in a social bid via sharing a like or hobby, and (2) Reply, in which children received either an engaged ("Me too") or non-engaged ("I'm away") reply from the peer. On control trials, children were told that their answers were not shared and that they would receive either engaged ("Matched") or non-engaged ("Disconnected") replies from the computer. Results indicated that during Initiation and Reply, key components of reward circuitry (e.g., ventral striatum) were more active for the peer than the computer trials. In addition, during Reply, social cognitive regions were more activated by the peer, and this social cognitive specialization increased with age. Finally, the effect of engagement type on reward circuitry activation was larger for social than non-social trials, indicating developmental sensitivity to social contingency. These findings demonstrate that both reward and social cognitive brain systems support real-time social interaction in middle childhood. An interactive approach to understanding social reward has implications for clinical disorders, where social motivation is more affected in real-world contexts. © 2017 John Wiley & Sons Ltd.
ERIC Educational Resources Information Center
Järvelä, Sanna; Kirschner, Paul A.; Hadwin, Allyson; Järvenoja, Hanna; Malmberg, Jonna; Miller, Mariel; Laru, Jari
2016-01-01
The field of computer supported collaborative learning (CSCL) is progressing instrumentally and theoretically. Nevertheless, few studies examine the effectiveness and efficiency of CSCL with respect to cognitive, motivational, emotional, and social issues, despite the fact that the role of regulatory processes is critical for the quality of…
Computer Mediated Communication: Social Support for Students with and without Learning Disabilities
ERIC Educational Resources Information Center
Eden, Sigal; Heiman, Tali
2011-01-01
The study examined the relationships between the usage mode of four kinds of computerized mediated communication (CMC) by students with and without learning disabilities (LD) and perceived social and emotional support. Little is known about how undergraduate students with LD interpret and perceive CMC. We investigated the impact of the use of CMC…
ERIC Educational Resources Information Center
Beaumont, Renae; Sofronoff, Kate
2008-01-01
Background: The study aimed to investigate the effectiveness of a new multi-component social skills intervention for children with Asperger syndrome (AS): The Junior Detective Training Program. This 7-week program included a computer game, small group sessions, parent training sessions and teacher handouts. Method: Forty-nine children with AS were…
ERIC Educational Resources Information Center
Ahn, Hai-Jeong; Garandeau, Claire F.; Rodkin, Philip C.
2010-01-01
This study investigated the independent and interacting effects of classroom-level embeddedness (i.e., hierarchical vs. egalitarian) and classroom density on the perceived popularity and social preference of aggressive and victimized 3rd-4th grade students (N = 881). A cohesive blocking procedure was used to compute embeddedness. Multilevel…
ERIC Educational Resources Information Center
Lampard, Amy M.; Jurkowski, Janine M.; Davison, Kirsten K.
2013-01-01
Parents' rules regarding child television, DVD, video game, and computer use (screen time) have been associated with lower screen use in children. This study aimed to identify modifiable correlates of this behavior by examining social-cognitive predictors of parents' restriction of child screen time. Low-income parents ("N" = 147) of…
Exploring Students' E-Learning Effectiveness through the Use of Line Chat Application
ERIC Educational Resources Information Center
Limsuthiwanpoom, Tassaneenart; Kanthawongs, Penjira; Kanthawongs, Penjuree; Suwandee, Sasithorn
2016-01-01
This study explores the impact of motivational goals for using social networking sites (SNS) usage and computer self-efficacy towards e-learning effectiveness of the 155 students from different schools at a private university, in Pathum Thani province, Thailand during April to May of academic year 2015/2016. Social dimension and human interaction…
78 FR 40541 - Privacy Act of 1974, as Amended; Computer Matching Program (SSA)-Match Number 1014
Federal Register 2010, 2011, 2012, 2013, 2014
2013-07-05
... SOCIAL SECURITY ADMINISTRATION [Docket No. SSA 2013-0019] Privacy Act of 1974, as Amended; Computer Matching Program (SSA)--Match Number 1014 AGENCY: Social Security Administration (SSA). [[Page 40542
We look like our names: The manifestation of name stereotypes in facial appearance.
Zwebner, Yonat; Sellier, Anne-Laure; Rosenfeld, Nir; Goldenberg, Jacob; Mayo, Ruth
2017-04-01
Research demonstrates that facial appearance affects social perceptions. The current research investigates the reverse possibility: Can social perceptions influence facial appearance? We examine a social tag that is associated with us early in life-our given name. The hypothesis is that name stereotypes can be manifested in facial appearance, producing a face-name matching effect , whereby both a social perceiver and a computer are able to accurately match a person's name to his or her face. In 8 studies we demonstrate the existence of this effect, as participants examining an unfamiliar face accurately select the person's true name from a list of several names, significantly above chance level. We replicate the effect in 2 countries and find that it extends beyond the limits of socioeconomic cues. We also find the effect using a computer-based paradigm and 94,000 faces. In our exploration of the underlying mechanism, we show that existing name stereotypes produce the effect, as its occurrence is culture-dependent. A self-fulfilling prophecy seems to be at work, as initial evidence shows that facial appearance regions that are controlled by the individual (e.g., hairstyle) are sufficient to produce the effect, and socially using one's given name is necessary to generate the effect. Together, these studies suggest that facial appearance represents social expectations of how a person with a specific name should look. In this way a social tag may influence one's facial appearance. (PsycINFO Database Record (c) 2017 APA, all rights reserved).
What a Decade of Experiments Reveals about Factors that Influence the Sense of Presence
2006-03-01
Function HRV heart rate variability IBM International Business Machines Corporation ICAT International Conference on Artificial Intelligence and...Questionnaire. Person-related meas.: Social anxiety , age, gender, computer use. Task-related measures: Social anxiety assessment of partner. Performance...co-presence. (4) Computer use had a significant positive correlation with co-presence. (5) Participant’s social anxiety had a significant
Translations on Telecommunications Policy, Research and Development, Number 56
1978-10-18
conference to discuss the future of computer communications and their social impacts. The Fourth Inter- national Computer Communications Conference...standards, applications of light or satellite communications, international distribution of infor- mation and their political and social impacts...Berlin, September 25, TASS—A symposium devoted to the task of the mass media at the present stage of struggle for the economic independence, social
ERIC Educational Resources Information Center
Knapp, Sara D., Comp.
This book is designed primarily to help users find meaningful words for natural language, or free-text, computer searching of bibliographic and textual databases in the social and behavioral sciences. Additionally, it covers many socially relevant and technical topics not covered by the usual literary thesaurus, therefore it may also be useful for…
Language, Learning, and Identity in Social Networking Sites for Language Learning: The Case of Busuu
ERIC Educational Resources Information Center
Alvarez Valencia, Jose Aldemar
2014-01-01
Recent progress in the discipline of computer applications such as the advent of web-based communication, afforded by the Web 2.0, has paved the way for novel applications in language learning, namely, social networking. Social networking has challenged the area of Computer Mediated Communication (CMC) to expand its research palette in order to…
Fostering Social Engagement and Self-Efficacy in Later Life: Studies with Ubiquitous Computing
NASA Astrophysics Data System (ADS)
Morris, Margaret E.; Lundell, Jay; Dishongh, Terry; Needham, Brad
This chapter describes a multiyear project with a team of social scientists and engineers at Intel focused on emerging technologies and successful aging. Theories of behavioral change are linked to the capabilities of emerging technologies for capturing and reflecting variability in activity and health status. The technologies described in this chapter reflect an attempt to integrate psychological theory and ethnographic research with ubiquitous computing. Ethnographic research that we conducted at the outset of this project consistently underscored the value of social engagement for successful aging. It also pointed out the significant social barriers encountered by many older adults. These barriers - which include changes in lifestyle, mobility, and cognitive functioning - are compounded by a perceived inability to change isolating circumstances. To address these social needs and barriers, we developed a set of prototypes involving sensor networks and feedback displays. This chapter describes the social health technologies that we developed, reactions of the older adults and family caregivers who participated in in-home trials, and implications for future development. We also describe the need for tools to encourage self-awareness and self-efficacy for a broad range of health concerns.
ERIC Educational Resources Information Center
Menard-Warwick, Julia; Dabach, Dafney Blanca
2004-01-01
This investigation compares the computer practices of the Garza family, from the first study, with those of the Fuentes family, from the second study. As both families are of Mexican origin, they belong to an ethnicity that has been reported as falling on the "have-not" side of the "divide" (U.S. Department of Commerce, 1999);…
COMPUTER TECHNOLOGY AND SOCIAL CHANGE,
This paper presents a discussion of the social , political, economic and psychological problems associated with the rapid growth and development of...public officials and responsible groups is required to increase public understanding of the computer as a powerful tool, to select appropriate
ERIC Educational Resources Information Center
Giannakos, Michail N.
2014-01-01
Computer Science (CS) courses comprise both Programming and Information and Communication Technology (ICT) issues; however these two areas have substantial differences, inter alia the attitudes and beliefs of the students regarding the intended learning content. In this research, factors from the Social Cognitive Theory and Unified Theory of…
ERIC Educational Resources Information Center
Buraphadeja, Vasa; Dawson, Kara
2008-01-01
This article reviews content analysis studies aimed to assess critical thinking in computer-mediated communication. It also discusses theories and content analysis models that encourage critical thinking skills in asynchronous learning environments and reviews theories and factors that may foster critical thinking skills and new knowledge…
ERIC Educational Resources Information Center
Brandhorst, Allan R.
Some factors in the design of instructional micrcomputer simulations that high school social studies teachers must consider when selecting and using computer software are discussed: (1) Instructional computer simulations are adequate instructionally only to the extent that they make explicit the set of relationships underlying the program for the…
ERIC Educational Resources Information Center
Suppes, P.; And Others
From some simple and schematic assumptions about information processing, a stochastic differential equation is derived for the motion of a student through a computer-assisted elementary mathematics curriculum. The mathematics strands curriculum of the Institute for Mathematical Studies in the Social Sciences is used to test: (1) the theory and (2)…
ERIC Educational Resources Information Center
Rabab'ah, Ghaleb
2013-01-01
This study explores the discourse generated by English as a foreign language (EFL) learners using synchronous computer-mediated communication (CMC) as an approach to help English language learners to create social interaction in the classroom. It investigates the impact of synchronous CMC mode on the quantity of total words, lexical range and…
Visions of CSCL: Eight Provocations for the Future of the Field
ERIC Educational Resources Information Center
Wise, Alyssa Friend; Schwarz, Baruch B.
2017-01-01
The field of Computer Supported Computer Learning (CSCL) is at a critical moment in its development. Internally we face issues of fragmentation and questions about what progress is being made. Externally the rise of social media and a variety of research communities that study the interactions within it raise questions about our unique identity…
ERIC Educational Resources Information Center
Al-Khasawneh, Ahmad; Hammad, Bashar K.
2015-01-01
Service learning methodologies provide students of information systems with the opportunity to create and implement systems in real-world, public service-oriented social contexts. This paper presents a case study which involves integrating a service learning project into an undergraduate Computer Information Systems course entitled…
ERIC Educational Resources Information Center
Al-Khasawneh, Ahmad; Hammad, Bashar K.
2013-01-01
Service learning methodologies provide information systems students with the opportunity to create and implement systems in real-world, public service-oriented social contexts. This paper presents a case study of integrating a service learning project into an undergraduate Computer Information Systems course titled "Information Systems"…
ERIC Educational Resources Information Center
Adeleke, Ayobami Gideon
2017-01-01
This research paper specifically examined the impact of Geographic Information System (GIS) integration in a learning method and on the performance and retention of Environmental Education (EE) concepts in basic social studies. Non-equivalent experimental research design was employed. 126 pupils in four intact, computer-mediated classrooms were…
Huntington II Simulation Program - MALAR. Student Workbook, Teacher's Guide, and Resource Handbook.
ERIC Educational Resources Information Center
Friedland, James; Frishman, Austin
Described is the computer model "MALAR" which deals with malaria and its eradication. A computer program allows the tenth- to twelfth-grade student to attempt to control a malaria epidemic. This simulation provides a context within which to study the biological, economic, social, political, and ecological aspects of a classic world health problem.…
ERIC Educational Resources Information Center
Roseth, Cary J.; Saltarelli, Andy J.; Glass, Chris R.
2011-01-01
Cooperative learning capitalizes on the relational processes by which peers promote learning, yet it remains unclear whether these processes operate similarly in face-to-face and online settings. This study addresses this issue by comparing face-to-face and computer-mediated versions of "constructive controversy", a cooperative learning procedure…
Influence versus intent for predictive analytics in situation awareness
NASA Astrophysics Data System (ADS)
Cui, Biru; Yang, Shanchieh J.; Kadar, Ivan
2013-05-01
Predictive analytics in situation awareness requires an element to comprehend and anticipate potential adversary activities that might occur in the future. Most work in high level fusion or predictive analytics utilizes machine learning, pattern mining, Bayesian inference, and decision tree techniques to predict future actions or states. The emergence of social computing in broader contexts has drawn interests in bringing the hypotheses and techniques from social theory to algorithmic and computational settings for predictive analytics. This paper aims at answering the question on how influence and attitude (some interpreted such as intent) of adversarial actors can be formulated and computed algorithmically, as a higher level fusion process to provide predictions of future actions. The challenges in this interdisciplinary endeavor include drawing existing understanding of influence and attitude in both social science and computing fields, as well as the mathematical and computational formulation for the specific context of situation to be analyzed. The study of `influence' has resurfaced in recent years due to the emergence of social networks in the virtualized cyber world. Theoretical analysis and techniques developed in this area are discussed in this paper in the context of predictive analysis. Meanwhile, the notion of intent, or `attitude' using social theory terminologies, is a relatively uncharted area in the computing field. Note that a key objective of predictive analytics is to identify impending/planned attacks so their `impact' and `threat' can be prevented. In this spirit, indirect and direct observables are drawn and derived to infer the influence network and attitude to predict future threats. This work proposes an integrated framework that jointly assesses adversarial actors' influence network and their attitudes as a function of past actions and action outcomes. A preliminary set of algorithms are developed and tested using the Global Terrorism Database (GTD). Our results reveals the benefits to perform joint predictive analytics with both attitude and influence. At the same time, we discover significant challenges in deriving influence and attitude from indirect observables for diverse adversarial behavior. These observations warrant further investigation of optimal use of influence and attitude for predictive analytics, as well as the potential inclusion of other environmental or capability elements for the actors.
NASA Astrophysics Data System (ADS)
Cederman, L.-E.; Conte, R.; Helbing, D.; Nowak, A.; Schweitzer, F.; Vespignani, A.
2012-11-01
A huge flow of quantitative social, demographic and behavioral data is becoming available that traces the activities and interactions of individuals, social patterns, transportation infrastructures and travel fluxes. This has caused, together with innovative computational techniques and methods for modeling social actions in hybrid (natural and artificial) societies, a qualitative change in the ways we model socio-technical systems. For the first time, society can be studied in a comprehensive fashion that addresses social and behavioral complexity. In other words we are in the position to envision the development of large data and computational cyber infrastructure defining an exploratory of society that provides quantitative anticipatory, explanatory and scenario analysis capabilities ranging from emerging infectious disease to conflict and crime surges. The goal of the exploratory of society is to provide the basic infrastructure embedding the framework of tools and knowledge needed for the design of forecast/anticipatory/crisis management approaches to socio technical systems, supporting future decision making procedures by accelerating the scientific cycle that goes from data generation to predictions.
[Computer mediated discussion and attitude polarization].
Shiraishi, Takashi; Endo, Kimihisa; Yoshida, Fujio
2002-10-01
This study examined the hypothesis that computer mediated discussions lead to more extreme decisions than face-to-face (FTF) meeting. Kiesler, Siegel, & McGuire (1984) claimed that computer mediated communication (CMC) tended to be relatively uninhibited, as seen in 'flaming', and that group decisions under CMC using Choice Dilemma Questionnaire tended to be more extreme and riskier than FTF meetings. However, for the same reason, CMC discussions on controversial social issues for which participants initially hold strongly opposing views, might be less likely to reach a consensus, and no polarization should occur. Fifteen 4-member groups discussed a controversial social issue under one of three conditions: FTF, CMC, and partition. After discussion, participants rated their position as a group on a 9-point bipolar scale ranging from strong disagreement to strong agreement. A stronger polarization effect was observed for FTF groups than those where members were separated with partitions. However, no extreme shift from their original, individual positions was found for CMC participants. There results were discussed in terms of 'expertise and status equalization' and 'absence of social context cues' under CMC.
Exploring social structure effect on language evolution based on a computational model
NASA Astrophysics Data System (ADS)
Gong, Tao; Minett, James; Wang, William
2008-06-01
A compositionality-regularity coevolution model is adopted to explore the effect of social structure on language emergence and maintenance. Based on this model, we explore language evolution in three experiments, and discuss the role of a popular agent in language evolution, the relationship between mutual understanding and social hierarchy, and the effect of inter-community communications and that of simple linguistic features on convergence of communal languages in two communities. This work embodies several important interactions during social learning, and introduces a new approach that manipulates individuals' probabilities to participate in social interactions to study the effect of social structure. We hope it will stimulate further theoretical and empirical explorations on language evolution in a social environment.
Sense-making for intelligence analysis on social media data
NASA Astrophysics Data System (ADS)
Pritzkau, Albert
2016-05-01
Social networks, in particular online social networks as a subset, enable the analysis of social relationships which are represented by interaction, collaboration, or other sorts of influence between people. Any set of people and their internal social relationships can be modelled as a general social graph. These relationships are formed by exchanging emails, making phone calls, or carrying out a range of other activities that build up the network. This paper presents an overview of current approaches to utilizing social media as a ubiquitous sensor network in the context of national and global security. Exploitation of social media is usually an interdisciplinary endeavour, in which the relevant technologies and methods are identified and linked in order ultimately demonstrate selected applications. Effective and efficient intelligence is usually accomplished in a combined human and computer effort. Indeed, the intelligence process heavily depends on combining a human's flexibility, creativity, and cognitive ability with the bandwidth and processing power of today's computers. To improve the usability and accuracy of the intelligence analysis we will have to rely on data-processing tools at the level of natural language. Especially the collection and transformation of unstructured data into actionable, structured data requires scalable computational algorithms ranging from Artificial Intelligence, via Machine Learning, to Natural Language Processing (NLP). To support intelligence analysis on social media data, social media analytics is concerned with developing and evaluating computational tools and frameworks to collect, monitor, analyze, summarize, and visualize social media data. Analytics methods are employed to extract of significant patterns that might not be obvious. As a result, different data representations rendering distinct aspects of content and interactions serve as a means to adapt the focus of the intelligence analysis to specific information requests.
Internet addiction is associated with social anxiety in young adults.
Weinstein, Aviv; Dorani, Dikla; Elhadif, Rotem; Bukovza, Yehely; Yarmulnik, Anastasya; Dannon, Pinhas
2015-02-01
Problematic Internet use or excessive Internet use is characterized by excessive or poorly controlled preoccupations, urges, or behaviors regarding computer use, and Internet access that leads to impairment or distress. Cross-sectional studies on samples of patients reported high comorbidity of Internet addiction with psychiatric disorders, especially affective disorders (including depression), anxiety disorders (generalized anxiety disorder, social anxiety disorder), and attention-deficit/hyperactivity disorder. We have investigated the association between Internet addiction and social anxiety in 2 samples of 120 university students (60 males and 60 females in each sample). We found a correlation between Internet addiction and social anxiety in the 2 samples (r=0.411, P<.001; r=0.342, P<.01) respectively. Secondly, we found no difference between males and females on the level of Internet addiction. Thirdly, we did not find a preference for social networks among participants with high levels of social anxiety. The results of the study support previous evidence for co-occurrence of Internet addiction and social anxiety, but further studies need to clarify this association.
Korman, Joanna; Voiklis, John; Malle, Bertram F
2015-02-01
We begin by illustrating that long before the cognitive revolution, social psychology focused on topics pertaining to what is now known as social cognition: people's subjective interpretations of social situations and the concepts and cognitive processes underlying these interpretations. We then examine two questions: whether social cognition entails characteristic concepts and cognitive processes, and how social processes might themselves shape and constrain cognition. We suggest that social cognition relies heavily on generic cognition but also on unique concepts (e.g., agent, intentionality) and unique processes (e.g., projection, imitation, joint attention). We further suggest that social processes play a prominent role in the development and unfolding of several generic cognitive processes, including learning, attention, and memory. Finally, we comment on the prospects of a recently developing approach to the study of social cognition (social neuroscience) and two potential future directions (computational social cognition and social-cognitive robotics). Copyright © 2014 Elsevier B.V. All rights reserved.
ERIC Educational Resources Information Center
Zabinski, Toby F.; Zabinski, Michael P.
1979-01-01
Describes the objectives, organization, and daily activities of a youth summer camp program providing general knowledge about computers, computing, social implications of computers, and opportunities for careers. (CMV)
Computer-task testing of rhesus monkeys (Macaca mulatta) in the social milieu.
Washburn, D A; Harper, S; Rumbaugh, D M
1994-07-01
Previous research has demonstrated that a behavior and performance testing paradigm, in which rhesus monkeys (Macaca mulatta) manipulate a joystick to respond to computer-generated stimuli, provides environmental enrichment and supports the psychological well-being of captive research animals. The present study was designed to determine whether computer-task activity would be affected by pair-housing animals that had previously been tested only in their single-animal home cages. No differences were observed in productivity or performance levels as a function of housing condition, even when the animals were required to "self-identify" prior to performing each trial. The data indicate that cognitive challenge and control are as preferred by the animals as social opportunities, and that, together with comfort/health considerations, each must be addressed for the assurance of psychological well-being.
Social Skills and Social Acceptance in Children with Anxiety Disorders.
Scharfstein, Lindsay A; Beidel, Deborah C
2015-01-01
Whereas much is known about the deficits in social behaviors and social competence in youth with social anxiety disorder (SAD), less is known about those characteristics among youth with generalized anxiety disorder (GAD). This study aimed to better elucidate the social repertoire and peer acceptance of youth with SAD and youth with GAD, relative to normal control (NC) youth. The sample consisted of 58 primarily Caucasian children, ages 6 to 13 years: 20 SAD (12 female), 18 GAD (12 female), and 20 NC (9 female). Diagnoses were based on Anxiety Disorders Interview Schedule for DSM-IV: Children and Parent Versions interviews. A multimodal assessment strategy included parent and child reports, observer ratings of social performance, computer-based analysis of vocal qualities of speech, and peer ratings of likeability and friendship potential. Whereas self- and parental report did not differentiate the two diagnostic groups, differences on observable behaviors were apparent. Children with SAD exhibited anxious speech patterns, extended speech latencies, a paucity of speech, few spontaneous vocalizations, and ineffective social responses; they were perceived by peers as less likeable and socially desirable. Children with GAD had typical speech patterns and were well liked by their peers but displayed fewer spontaneous comments and questions than NC children. Parent and child reports are less sensitive to what could be important differences in social skill between youth with SAD and GAD. Direct observations, computer-based measures of speech quality, and peer ratings identify specific group differences, suggesting the need for a comprehensive evaluation to inform treatment planning.
Will online chat help alleviate mood loneliness?
Hu, Mu
2009-04-01
The present study examines the relationship between social Internet use and loneliness and reviews the studies about this topic from both social psychology and computer-mediated communication literature, as a response to the call for interdisciplinary research from scholars in these two areas. Two hundred thirty-four people participated in both the survey testing trait loneliness and a 5-condition (face-to-face chatting, instant message chatting, watching video, writing assignments, and "do nothing") experiment. Participants reported increase of mood loneliness after chatting online. The level of mood loneliness after online chat was higher than that in face-to-face communication. For people with high trait loneliness, the mood loneliness increase in the computer-mediated communication condition was significantly higher than in the face-to-face communication condition. The author of the current study hopes to help clarify the mixed research findings in previous social Internet use literature about this topic and reminds communication researchers of the need to explore the constructs included in "psychological well-being" in terms of their nature, mechanism, causes, consequences, and furthermore, how they are related to communication.
NASA Astrophysics Data System (ADS)
HerdaǦDELEN, Amaç; Bingol, Haluk
Social interactions and personal tastes shape our consumption behavior of cultural products. In this study, we present a computational model of a cultural market and we aim to analyze the behavior of the consumer population as an emergent phenomena. Our results suggest that the final market shares of cultural products dramatically depend on consumer heterogeneity and social interaction pressure. Furthermore, the relation between the resulting market shares and social interaction is robust with respect to a wide range of variation in the parameter values and the type of topology.
Kee, Kerk F; Sparks, Lisa; Struppa, Daniele C; Mannucci, Mirco A; Damiano, Alberto
2016-01-01
By integrating the simplicial model of social aggregation with existing research on opinion leadership and diffusion networks, this article introduces the constructs of simplicial diffusers (mathematically defined as nodes embedded in simplexes; a simplex is a socially bonded cluster) and simplicial diffusing sets (mathematically defined as minimal covers of a simplicial complex; a simplicial complex is a social aggregation in which socially bonded clusters are embedded) to propose a strategic approach for information diffusion of cancer screenings as a health intervention on Facebook for community cancer prevention and control. This approach is novel in its incorporation of interpersonally bonded clusters, culturally distinct subgroups, and different united social entities that coexist within a larger community into a computational simulation to select sets of simplicial diffusers with the highest degree of information diffusion for health intervention dissemination. The unique contributions of the article also include seven propositions and five algorithmic steps for computationally modeling the simplicial model with Facebook data.
Local Area Network: Community Involvement, Social Capital, and Glocalization at NetU
ERIC Educational Resources Information Center
Trevett-Smith, Matthew D.
2010-01-01
Ethnographic and interview data from a long-term study of "NetU," a wired community and college, are used to investigate the effects of computer-mediated communication on social relationships. During the course of this research "LAN" residents of NetU are compared with a similar group of non-LAN residents who lived in the same neighborhood, but…
ERIC Educational Resources Information Center
Lacava, Paul G.; Rankin, Ana; Mahlios, Emily; Cook, Katie; Simpson, Richard L.
2010-01-01
Many students with Autism Spectrum Disorders (ASD) have delays learning to recognize emotions. Social behavior is also challenging, including initiating interactions, responding to others, developing peer relationships, and so forth. In this single case design study we investigated the relationship between use of computer software ("Mind Reading:…
Dávid-Barrett, T.; Dunbar, R. I. M.
2013-01-01
Sociality is primarily a coordination problem. However, the social (or communication) complexity hypothesis suggests that the kinds of information that can be acquired and processed may limit the size and/or complexity of social groups that a species can maintain. We use an agent-based model to test the hypothesis that the complexity of information processed influences the computational demands involved. We show that successive increases in the kinds of information processed allow organisms to break through the glass ceilings that otherwise limit the size of social groups: larger groups can only be achieved at the cost of more sophisticated kinds of information processing that are disadvantageous when optimal group size is small. These results simultaneously support both the social brain and the social complexity hypotheses. PMID:23804623
Czaja, Sara J; Boot, Walter R; Charness, Neil; Rogers, Wendy A; Sharit, Joseph
2018-05-08
Information and communication technology holds promise in terms of providing support and reducing isolation among older adults. We evaluated the impact of a specially designed computer system for older adults, the Personal Reminder Information and Social Management (PRISM) system. The trial was a multisite randomized field trial conducted at 3 sites. PRISM was compared to a Binder condition wherein participants received a notebook that contained paper content similar to that contained in PRISM. The sample included 300 older adults at risk for social isolation who lived independently in the community (Mage = 76.15 years). Primary outcome measures included indices of social isolation, social support, loneliness, and well-being. Secondary outcome measures included indices of computer proficiency and attitudes toward technology. Data were collected at baseline and at 6 and 12 months post-randomization. The PRISM group reported significantly less loneliness and increased perceived social support and well-being at 6 months. There was a trend indicating a decline in social isolation. Group differences were not maintained at 12 months, but those in the PRISM condition still showed improvements from baseline. There was also an increase in computer self-efficacy, proficiency, and comfort with computers for PRISM participants at 6 and 12 months. The findings suggest that access to technology applications such as PRISM may enhance social connectivity and reduce loneliness among older adults and has the potential to change attitudes toward technology and increase technology self-efficacy.
NASA Astrophysics Data System (ADS)
Pini, Giovanni; Tuci, Elio
2008-06-01
In biology/psychology, the capability of natural organisms to learn from the observation/interaction with conspecifics is referred to as social learning. Roboticists have recently developed an interest in social learning, since it might represent an effective strategy to enhance the adaptivity of a team of autonomous robots. In this study, we show that a methodological approach based on artifcial neural networks shaped by evolutionary computation techniques can be successfully employed to synthesise the individual and social learning mechanisms for robots required to learn a desired action (i.e. phototaxis or antiphototaxis).
20 CFR 404.240 - Old-start method-general.
Code of Federal Regulations, 2010 CFR
2010-04-01
....240 Employees' Benefits SOCIAL SECURITY ADMINISTRATION FEDERAL OLD-AGE, SURVIVORS AND DISABILITY INSURANCE (1950- ) Computing Primary Insurance Amounts Old-Start Method of Computing Primary Insurance Amounts § 404.240 Old-start method—general. If you had all or substantially all your social security...
Zakerian, SA; Subramaniam, ID
2011-01-01
Background: With computers rapidly carving a niche in virtually every nook and crevice of today’s fast-paced society, musculoskeletal disorders are becoming more prevalent among computer users, which comprise a wide spectrum of the Malaysian population, including office workers. While extant literature depicts extensive research on musculoskeletal disorders in general, the five dimensions of psychosocial work factors (job demands, job contentment, job control, computer-related problems and social interaction) attributed to work-related musculoskeletal disorders have been neglected. This study examines the aforementioned elements in detail, pertaining to their relationship with musculoskeletal disorders, focusing in particular, on 120 office workers at Malaysian public sector organizations, whose jobs require intensive computer usage. Methods: Research was conducted between March and July 2009 in public service organizations in Malaysia. This study was conducted via a survey utilizing self-complete questionnaires and diary. The relationship between psychosocial work factors and musculoskeletal discomfort was ascertained through regression analyses, which revealed that some factors were more important than others were. Results: The results indicate a significant relationship among psychosocial work factors and musculoskeletal discomfort among computer users. Several of these factors such as job control, computer-related problem and social interaction of psychosocial work factors are found to be more important than others in musculoskeletal discomfort. Conclusion: With computer usage on the rise among users, the prevalence of musculoskeletal discomfort could lead to unnecessary disabilities, hence, the vital need for greater attention to be given on this aspect in the work place, to alleviate to some extent, potential problems in future. PMID:23113058
Computer games: a double-edged sword?
Sun, De-Lin; Ma, Ning; Bao, Min; Chen, Xang-Chuan; Zhang, Da-Ren
2008-10-01
Excessive computer game playing (ECGP) has already become a serious social problem. However, limited data from experimental lab studies are available about the negative consequences of ECGP on players' cognitive characteristics. In the present study, we compared three groups of participants (current ECGP participants, previous ECGP participants, and control participants) on a Multiple Object Tracking (MOT) task. The previous ECGP participants performed significantly better than the control participants, which suggested a facilitation effect of computer games on visuospatial abilities. Moreover, the current ECGP participants performed significantly worse than the previous ECGP participants. This more important finding indicates that ECGP may be related to cognitive deficits. Implications of this study are discussed.
Prevalence and correlates of screen-based media use among youths with autism spectrum disorders.
Mazurek, Micah O; Shattuck, Paul T; Wagner, Mary; Cooper, Benjamin P
2012-08-01
Anecdotal reports indicate that individuals with autism spectrum disorders (ASD) are often preoccupied with television, computers, and video games (screen-based media). However, few studies have examined this issue. The current study examined screen-based media use among a large, nationally representative sample of youths participating in the National Longitudinal Transition Study-2 (NLTS2). The majority of youths with ASD (64.2%) spent most of their free time using non-social media (television, video games), while only 13.2% spent time on social media (email, internet chatting). Compared with other disability groups (speech/language impairments, learning disabilities, intellectual disabilities), rates of non-social media use were higher among the ASD group, and rates of social media use were lower. Demographic and symptom-specific correlates were also examined.
ERIC Educational Resources Information Center
Gegenfurtner, Andreas; Veermans, Koen; Vauras, Marja
2013-01-01
This meta-analysis (29 studies, k = 33, N = 4158) examined the longitudinal development of the relationship between performance self-efficacy and transfer before and after training. A specific focus was on training programs that afforded varying degrees of computer-supported collaborative learning (CSCL). Consistent with social cognitive theory,…
ERIC Educational Resources Information Center
McKinley, Kenneth H.; Self, Burl E., Jr.
A study was conducted to determine the feasibility of using the computer-based Synagraphic Mapping Program (SYMAP) and the Statistical Package for the Social Sciences (SPSS) in formulating an efficient and accurate information system which Creek Nation tribal staff could implement and use in planning for more effective and precise delivery of…
ERIC Educational Resources Information Center
Benbow, Ross J.; Vivyan, Erika
2016-01-01
Building from findings showing that undergraduate computer science continues to have the highest attrition rates proportionally for women within postsecondary science, technology, engineering, and mathematics disciplines--a phenomenon that defies basic social equity goals in a high status field--this paper seeks to better understand how student…
ERIC Educational Resources Information Center
Gratz, Zandra S.; And Others
A study was conducted at a large, state-supported college in the Northeast to establish a mechanism by which a popular software package, Statistical Package for the Social Sciences (SPSS), could be used in psychology program statistics courses in such a way that no prior computer expertise would be needed on the part of the faculty or the…
ERIC Educational Resources Information Center
Travers, Jason C.; Fefer, Sarah A.
2017-01-01
Shared active surface (SAS) technology can be described as a supersized tablet computer for multiple simultaneous users. SAS technology has the potential to resolve issues historically associated with learning via single-user computer technology. This study reports findings of a SAS on the social communication and nonsocial speech of two preschool…
Benjamin Wang; Robert E. Manning; Steven R. Lawson; William A. Valliere
2001-01-01
Recent research and management experience has led to several frameworks for defining and managing carrying capacity of national parks and related areas. These frameworks rely on monitoring indicator variables to ensure that standards of quality are maintained. The objective of this study was to develop a computer simulation model to estimate the relationships between...
Young, Sean D; Szekeres, Greg; Coates, Thomas
2013-08-01
This study explores the feasibility of recruiting minority men who have sex with men Facebook users for human immunodeficiency virus (HIV) prevention studies and notes demographic and sexual risk behaviours. Facebook-registered men who have sex with men (MSM; N = 118) were recruited using online and offline methods. Participants validated Facebook-user status through using a Facebook Connect (computer science) application. Participants were primarily Latino (60.2%) and African-American (28.0%), with 33.1% using social media to find sex partners. Black MSM social networking users reported engaging in a lower frequency (coefficient = -0.48, p < 0.05) of unprotected receptive anal intercourse compared to Latino MSM. Results suggest that minority social media users can be recruited for HIV studies and that sexual risk behavioural differences exist among minority social networking users. Findings highlight the importance of incorporating technologies into population-focused HIV interventions.
1993-02-11
of computer games such as Where in the World is Carmen Santiago ?, provided a milieu in which these boys could fantasize about their prowess and...Organization for Economic Pacific Bell Cooperation and Development 2600 Camino Ramon 2, rue Andru-Pascal Room 3S-450 75016 PARIS San Ramon, CA 94583 FRANCE...Psychology University of Delaware Dr. Arthur Melmed Newark, DE 19711 Computer Arts and Education Laboratory Ms. Julia S. Hough New York University 110 W
2007-04-01
judgmental self-doubt, depression, and causal uncertainty, tend to take fewer risks, and have lower self-esteem. Results from two studies (Nygren, 2000...U.S. Army Research Institute for the Behavioral and Social Sciences Research Report 1869 Assessment of Two Desk-Top Computer Simulations Used to...SUBTITLE 5a. CONTRACT OR GRANT NUMBER Assessment of Two Desk-Top Computer Simulations Used to Train Tactical Decision Making (TDM) of Small Unit
20 CFR 225.15 - Overall Minimum PIA.
Code of Federal Regulations, 2010 CFR
2010-04-01
... Security Act based on combined railroad and social security earnings. The Overall Minimum PIA is used in computing the social security overall minimum guaranty amount. The overall minimum guaranty rate annuity... INSURANCE AMOUNT DETERMINATIONS PIA's Used in Computing Employee, Spouse and Divorced Spouse Annuities § 225...
NASA Astrophysics Data System (ADS)
Ekdahl, Bertil
2002-09-01
Of main concern in agent based computing is the conception that software agents can attain socially responsible behavior. This idea has its origin in the need for agents to interact with one another in a cooperating manner. Such interplay between several agents can be seen as a combinatorial play where the rules are fixed and the actors are supposed to closely analyze the play in order to behave rational. This kind of rationality has successfully being mathematically described. When the social behavior is extended beyond rational behavior, mere mathematical analysis falls short. For such behavior language is decisive for transferring concepts and language is a holistic entity that cannot be analyzed and defined mathematically. Accordingly, computers cannot be furnished with a language in the sense that meaning can be conveyed and consequently they lack all the necessary properties to be made social. The attempts to postulate mental properties to computer programs are a misconception that is blamed the lack of true understanding of language and especially the relation between formal system and its semantics.
ERIC Educational Resources Information Center
Rosner, Yotam; Perlman, Amotz
2018-01-01
Introduction: The Israel Ministry of Social Affairs and Social Services subsidizes computer-based assistive devices for individuals with visual impairments (that is, those who are blind or have low vision) to assist these individuals in their interactions with computers and thus to enhance their independence and quality of life. The aim of this…
Oh, Hyun Jung; Lee, Byoungkwan
2012-01-01
In the context of diabetes, this study tested a mechanism through which Korean diabetes patients' exchange of computer-mediated social support (CMSS) in diabetes online communities influences their sense of empowerment and intention to actively communicate with the doctor. Analysis of data from 464 Korean diabetes patients indicates significant relationships among diabetes patients' online community activities, perceived CMSS, sense of empowerment, and their intention to actively communicate with the doctor. Diabetes patients who have engaged more in online community activities perceived greater social support from other members of the community. Perceived CMSS significantly predicted their intention to actively communicate with the doctor through sense of empowerment. Sense of empowerment was a valid underlying mechanism that explains how patients' perceived CMSS influences their intention to actively communicate with the doctor. The implications for health communication research and practice are discussed.
Visual cognition during real social interaction
Skarratt, Paul A.; Cole, Geoff G.; Kuhn, Gustav
2012-01-01
Laboratory studies of social visual cognition often simulate the critical aspects of joint attention by having participants interact with a computer-generated avatar. Recently, there has been a movement toward examining these processes during authentic social interaction. In this review, we will focus on attention to faces, attentional misdirection, and a phenomenon we have termed social inhibition of return (Social IOR), that have revealed aspects of social cognition that were hitherto unknown. We attribute these discoveries to the use of paradigms that allow for more realistic social interactions to take place. We also point to an area that has begun to attract a considerable amount of interest—that of Theory of Mind (ToM) and automatic perspective taking—and suggest that this too might benefit from adopting a similar approach. PMID:22754521
Scholarly literature and the press: scientific impact and social perception of physics computing
NASA Astrophysics Data System (ADS)
Pia, M. G.; Basaglia, T.; Bell, Z. W.; Dressendorfer, P. V.
2014-06-01
The broad coverage of the search for the Higgs boson in the mainstream media is a relative novelty for high energy physics (HEP) research, whose achievements have traditionally been limited to scholarly literature. This paper illustrates the results of a scientometric analysis of HEP computing in scientific literature, institutional media and the press, and a comparative overview of similar metrics concerning representative particle physics measurements. The picture emerging from these scientometric data documents the relationship between the scientific impact and the social perception of HEP physics research versus that of HEP computing. The results of this analysis suggest that improved communication of the scientific and social role of HEP computing via press releases from the major HEP laboratories would be beneficial to the high energy physics community.
A randomized trial on screening for social determinants of health: the iScreen study.
Gottlieb, Laura; Hessler, Danielle; Long, Dayna; Amaya, Anais; Adler, Nancy
2014-12-01
There is growing interest in clinical screening for pediatric social determinants of health, but little evidence on formats that maximize disclosure rates on a wide range of potentially sensitive topics. We designed a study to examine disclosure rates and hypothesized that there would be no difference in disclosure rates on face-to-face versus electronic screening formats for items other than highly sensitive items. We conducted a randomized trial of electronic versus face-to-face social screening formats in a pediatric emergency department. Consenting English-speaking and Spanish-speaking adult caregivers familiar with the presenting child's household were randomized to social screening via tablet computer (with option for audio assist) versus a face-to-face interview conducted by a fully bilingual/bicultural researcher. Almost all caregivers (96.8%) reported at least 1 social need, but rates of reporting on the more sensitive issues (household violence and substance abuse) were significantly higher in electronic format, and disclosure was marginally higher in electronic format for financial insecurity and neighborhood and school safety. There was a significant difference in the proportion of social needs items with higher endorsement in the computer-based group (70%) than the face-to-face group (30%). Pediatric clinical sites interested in incorporating caregiver-reported socioeconomic, environmental, and behavioral needs screening should consider electronic screening when feasible, particularly when assessing sensitive topics such as child safety and household member substance use. Copyright © 2014 by the American Academy of Pediatrics.
Skeels, Meredith M; Kurth, Ann; Clausen, Marc; Severynen, Anneleen; Garcia-Smith, Hal
2006-01-01
CARE+ is a tablet PC-based computer counseling tool designed to support medication adherence and secondary HIV prevention for people living with HIV. Thirty HIV+ men and women participated in our user study to assess usability and attitudes towards CARE+. We observed them using CARE+ for the first time and conducted a semi-structured interview afterwards. Our findings suggest computer counseling may reduce social bias and encourage participants to answer questions honestly. Participants felt that discussing sensitive subjects with a computer instead of a person reduced feelings of embarrassment and being judged, and promoted privacy. Results also confirm that potential users think computers can provide helpful counseling, and that many also want human counseling interaction. Our study also revealed that tablet PC-based applications are usable by our population of mixed experience computer users. Computer counseling holds great potential for providing assessment and health promotion to individuals with chronic conditions such as HIV.
Measuring social interaction in music ensembles
D'Ausilio, Alessandro; Badino, Leonardo; Camurri, Antonio; Fadiga, Luciano
2016-01-01
Music ensembles are an ideal test-bed for quantitative analysis of social interaction. Music is an inherently social activity, and music ensembles offer a broad variety of scenarios which are particularly suitable for investigation. Small ensembles, such as string quartets, are deemed a significant example of self-managed teams, where all musicians contribute equally to a task. In bigger ensembles, such as orchestras, the relationship between a leader (the conductor) and a group of followers (the musicians) clearly emerges. This paper presents an overview of recent research on social interaction in music ensembles with a particular focus on (i) studies from cognitive neuroscience; and (ii) studies adopting a computational approach for carrying out automatic quantitative analysis of ensemble music performances. PMID:27069054
Measuring social interaction in music ensembles.
Volpe, Gualtiero; D'Ausilio, Alessandro; Badino, Leonardo; Camurri, Antonio; Fadiga, Luciano
2016-05-05
Music ensembles are an ideal test-bed for quantitative analysis of social interaction. Music is an inherently social activity, and music ensembles offer a broad variety of scenarios which are particularly suitable for investigation. Small ensembles, such as string quartets, are deemed a significant example of self-managed teams, where all musicians contribute equally to a task. In bigger ensembles, such as orchestras, the relationship between a leader (the conductor) and a group of followers (the musicians) clearly emerges. This paper presents an overview of recent research on social interaction in music ensembles with a particular focus on (i) studies from cognitive neuroscience; and (ii) studies adopting a computational approach for carrying out automatic quantitative analysis of ensemble music performances. © 2016 The Author(s).
Modelling the spread of innovation in wild birds.
Shultz, Thomas R; Montrey, Marcel; Aplin, Lucy M
2017-06-01
We apply three plausible algorithms in agent-based computer simulations to recent experiments on social learning in wild birds. Although some of the phenomena are simulated by all three learning algorithms, several manifestations of social conformity bias are simulated by only the approximate majority (AM) algorithm, which has roots in chemistry, molecular biology and theoretical computer science. The simulations generate testable predictions and provide several explanatory insights into the diffusion of innovation through a population. The AM algorithm's success raises the possibility of its usefulness in studying group dynamics more generally, in several different scientific domains. Our differential-equation model matches simulation results and provides mathematical insights into the dynamics of these algorithms. © 2017 The Author(s).
ERIC Educational Resources Information Center
Corapci, Feyza
2008-01-01
This study examined the main and interactive effects of cumulative risk and child temperament on teacher ratings of social competence and observer ratings of peer play in a sample of Head Start preschoolers. A cumulative risk index (CRI) was computed by summing the total number of risk factors for each family. There was a difference in the…
ERIC Educational Resources Information Center
Necessary, James R.; Wilhite, Stephen C.
This study was designed to assess the effects of a specific cooperative learning strategy in an introductory college business information systems course. The cooperative approach's impact on student achievement and on a number of personal and social attributes was examined. A total of 117 college sophomores and freshmen enrolled in 3 sections of…
Socially grounded game strategy enhances bonding and perceived smartness of a humanoid robot
NASA Astrophysics Data System (ADS)
Barakova, E. I.; De Haas, M.; Kuijpers, W.; Irigoyen, N.; Betancourt, A.
2018-01-01
In search for better technological solutions for education, we adapted a principle from economic game theory, namely that giving a help will promote collaboration and eventually long-term relations between a robot and a child. This principle has been shown to be effective in games between humans and between humans and computer agents. We compared the social and cognitive engagement of children when playing checkers game combined with a social strategy against a robot or against a computer. We found that by combining the social and game strategy the children (average age of 8.3 years) had more empathy and social engagement with the robot since the children did not want to necessarily win against it. This finding is promising for using social strategies for the creation of long-term relations between robots and children and making educational tasks more engaging. An additional outcome of the study was the significant difference in the perception of the children about the difficulty of the game - the game with the robot was seen as more challenging and the robot - as a smarter opponent. This finding might be due to the higher perceived or expected intelligence from the robot, or because of the higher complexity of seeing patterns in three-dimensional world.
Improving Undergraduates' Critique via Computer Mediated Communication
ERIC Educational Resources Information Center
Mohamad, Maslawati; Musa, Faridah; Amin, Maryam Mohamed; Mufti, Norlaila; Latiff, Rozmel Abdul; Sallihuddin, Nani Rahayu
2014-01-01
Our current university students, labeled as "Generation Y" or Millennials, are different from previous generations due to wide exposure to media. Being technologically savvy, they are accustomed to Internet for information and social media for socializing. In line with this current trend, teaching through computer mediated communication…
Wink, Diane M
2012-01-01
In this bimonthly series, the author examines how nurse educators can use Internet and Web-based technologies such as search, communication, and collaborative writing tools; social networking and social bookmarking sites; virtual worlds; and Web-based teaching and learning programs. This article describes how cloud computing can be used in nursing education.
Social Choice in a Computer-Assisted Simulation
ERIC Educational Resources Information Center
Thavikulwat, Precha
2009-01-01
Pursuing a line of inquiry suggested by Crookall, Martin, Saunders, and Coote, the author applied, within the framework of design science, an optimal-design approach to incorporate into a computer-assisted simulation two innovative social choice processes: the multiple period double auction and continuous voting. Expectations that the…
76 FR 22682 - Privacy Act of 1974; System of Records
Federal Register 2010, 2011, 2012, 2013, 2014
2011-04-22
...: Maintained in file folders and computer storage media. Retrievability: Retrieved by name and/or Social... folders and computer storage media.'' * * * * * System Manager(s) and address: Delete entry and replace... provide their full name, Social Security Number (SSN), any details which may assist in locating records...
Social Network Analysis of Elders' Health Literacy and their Use of Online Health Information.
Jang, Haeran; An, Ji-Young
2014-07-01
Utilizing social network analysis, this study aimed to analyze the main keywords in the literature regarding the health literacy of and the use of online health information by aged persons over 65. Medical Subject Heading keywords were extracted from articles on the PubMed database of the National Library of Medicine. For health literacy, 110 articles out of 361 were initially extracted. Seventy-one keywords out of 1,021 were finally selected after removing repeated keywords and applying pruning. Regarding the use of online health information, 19 articles out of 26 were selected. One hundred forty-four keywords were initially extracted. After removing the repeated keywords, 74 keywords were finally selected. Health literacy was found to be strongly connected with 'Health knowledge, attitudes, practices' and 'Patient education as topic.' 'Computer literacy' had strong connections with 'Internet' and 'Attitude towards computers.' 'Computer literacy' was connected to 'Health literacy,' and was studied according to the parameters 'Attitude towards health' and 'Patient education as topic.' The use of online health information was strongly connected with 'Health knowledge, attitudes, practices,' 'Consumer health information,' 'Patient education as topic,' etc. In the network, 'Computer literacy' was connected with 'Health education,' 'Patient satisfaction,' 'Self-efficacy,' 'Attitude to computer,' etc. Research on older citizens' health literacy and their use of online health information was conducted together with study of computer literacy, patient education, attitude towards health, health education, patient satisfaction, etc. In particular, self-efficacy was noted as an important keyword. Further research should be conducted to identify the effective outcomes of self-efficacy in the area of interest.
Studying the neurobiology of human social interaction: Making the case for ecological validity.
Hogenelst, Koen; Schoevers, Robert A; aan het Rot, Marije
2015-01-01
With this commentary we make the case for an increased focus on the ecological validity of the measures used to assess aspects of human social functioning. Impairments in social functioning are seen in many types of psychopathology, negatively affecting the lives of psychiatric patients and those around them. Yet the neurobiology underlying abnormal social interaction remains unclear. As an example of human social neuroscience research with relevance to biological psychiatry and clinical psychopharmacology, this commentary discusses published experimental studies involving manipulation of the human brain serotonin system that included assessments of social behavior. To date, these studies have mostly been laboratory-based and included computer tasks, observations by others, or single-administration self-report measures. Most laboratory measures used so far inform about the role of serotonin in aspects of social interaction, but the relevance for real-life interaction is often unclear. Few studies have used naturalistic assessments in real life. We suggest several laboratory methods with high ecological validity as well as ecological momentary assessment, which involves intensive repeated measures in naturalistic settings. In sum, this commentary intends to stimulate experimental research on the neurobiology of human social interaction as it occurs in real life.
Social Threat and Motor Resonance: When a Menacing Outgroup Delays Motor Response
Capellini, Roberta; Sacchi, Simona; Ricciardelli, Paola; Actis-Grosso, Rossana
2016-01-01
Motor resonance (MR) involves the activation of matching motor representations while observing others’ actions. Recent research has shown that such a phenomenon is likely to be influenced by higher order variables such as social factors (e.g., ethnic group membership). The present study investigates whether and how the perception of a social threat elicited by an outgroup member and by contextual cues can modulate motor responses while an individual observes others’ movements. In an experimental study based on an action observation paradigm, we asked participants to provide answers through computer mouse movements (MouseTracker). We manipulated the agents’ group membership (ingroup vs. outgroup) and the social valence of the objects present in a context (neutral vs. threatening) to elicit social menace through contextual cues. Response times and computer mouse trajectories were recorded. The results show a higher level of MR (i.e., participants started to respond earlier and were faster at responding) when observing an action performed by the ingroup members rather than by the outgroup members only when threatening objects are present in a given context. Participants seem to resonate better with their ingroup; conversely, the outgroup member movements tend to delay motor responses. Therefore, we extend prior research going beyond the general ingroup bias effect on MR and showing that the interaction between membership and contextual cues is likely to elicit threat-related stereotypes. Practical implications of these findings are discussed. PMID:27847491
Dickinson, Kathleen; Place, Maurice
2016-06-01
Problems with social functioning are a major area of difficulty for children with autism. Such problems have the potential to exert a negative influence on several aspects of the children's functioning, including their ability to access education. This study looked to examine if a computer-based activity program could improve the social functioning of these children. Using a pooled subject design, 100 children with autistic spectrum disorder were randomly allocated, controlling where possible for age and gender, to either an intervention or a control group. The children in the intervention group were encouraged to use the Nintendo (Kyoto, Japan) Wii™ and the software package "Mario & Sonic at the Olympics" in addition to their routine school physical education classes over a 9-month period. The control group attended only the routine physical education classes. After 1 year, analysis of the changes in the scores of teacher-completed measures of social functioning showed that boys in the intervention group had made statistically significant improvement in their functioning when compared with controls. The number of girls in the study was too small for any change to reach statistical significance. This type of intervention appears to have potential as a mechanism to produce improvement in the social functioning, at least of boys, as part of a physical education program.
2011-09-01
concert with a physical attack. Additionally, the importance of preventive measures implemented by a social human network to counteract a cyber attack...integrity of the data stored on specific computers. This coordinated cyber attack would have been successful if not for the trusted social network...established by Mr. Hillar Aarelaid, head of the Estonian computer 6 emergency response team (CERT). This social network consisted of Mr. Hillar Aarelaid
Leveraging Social Media Data to Understand Disaster Resilience: A Case Study of Hurricane Isaac
NASA Astrophysics Data System (ADS)
Zou, L.; Lam, N.; Cai, H.
2017-12-01
Coastal communities are facing multiple threats from natural hazards, such as hurricanes, flooding, and storm surge, and show uneven response and recovery behaviors. To build a sustainable coast, it is critical to understand how coastal hazards affect humans and how to enhance disaster resilience. However, understanding community resilience remains challenging, due to the lack of real-time data describing community's response and recovery behaviors during disasters. Public discussion through social media platforms provides an opportunity to understand these behaviors by categorizing real-time social media data into three main phases of emergency management - preparedness, response, and recovery. This study analyzes the spatial-temporal patterns of Twitter use and content during Hurricane Isaac, which struck coastal Louisiana on August 29, 2012. The study area includes counties affected by Hurricane Isaac in Louisiana and Mississippi. The objectives are three-fold. First, we will compute a set of Twitter indices to quantify the Twitter activities during Hurricane Issac and the results will be compared with those of Hurricane Sandy to gain a better understanding of human response in extreme events. Second, county-level disaster resilience in the affected region will be computed and evaluated using the Resilience Inference Measurement (RIM) model. Third, we will examine the relationship between the geographical and social disparities in Twitter use and the disparities in disaster resilience and evaluate the role of Twitter use in disaster resilience. Knowledge gained from this study could provide valuable insights into strategies for utilizing social media data to increase resilience to disasters.
Impaired social decision making in patients with major depressive disorder.
Wang, Yun; Zhou, Yuan; Li, Shu; Wang, Peng; Wu, Guo-Wei; Liu, Zhe-Ning
2014-01-23
Abnormal decision-making processes have been observed in patients with major depressive disorder (MDD). However, it is unresolved whether MDD patients show abnormalities in decision making in a social interaction context, in which decisions have actual influences on both the self-interests of the decision makers per se and those of their partners. Using a well-studied ultimatum game (UG), which is frequently used to investigate social interaction behavior, we examined whether MDD can be associated with abnormalities in social decision-making behavior by comparing the acceptance rates of MDD patients (N = 14) with those of normal controls (N = 19). The acceptance rates of the patients were lower than those of the normal controls. Additionally, unfair proposals were accepted at similar rates from computer partners and human partners in the MDD patients, unlike the acceptance rates in the normal controls, who were able to discriminatively treat unfair proposals from computer partners and human partners. Depressed patients show abnormal decision-making behavior in a social interaction context. Several possible explanations, such as increased sensitivity to fairness, negative emotional state and disturbed affective cognition, have been proposed to account for the abnormal social decision-making behavior in patients with MDD. This aberrant social decision-making behavior may provide a new perspective in the search to find biomarkers for the diagnosis and prognosis of MDD.
The physics of teams: Interdependence, measurable entropy and computational emotion
NASA Astrophysics Data System (ADS)
Lawless, William F.
2017-08-01
Most of the social sciences, including psychology, economics and subjective social network theory, are modeled on the individual, leaving the field not only a-theoretical, but also inapplicable to a physics of hybrid teams, where hybrid refers to arbitrarily combining humans, machines and robots into a team to perform a dedicated mission (e.g., military, business, entertainment) or to solve a targeted problem (e.g., with scientists, engineers, entrepreneurs). As a common social science practice, the ingredient at the heart of the social interaction, interdependence, is statistically removed prior to the replication of social experiments; but, as an analogy, statistically removing social interdependence to better study the individual is like statistically removing quantum effects as a complication to the study of the atom. Further, in applications of Shannon’s information theory to teams, the effects of interdependence are minimized, but even there, interdependence is how classical information is transmitted. Consequently, numerous mistakes are made when applying non-interdependent models to policies, the law and regulations, impeding social welfare by failing to exploit the power of social interdependence. For example, adding redundancy to human teams is thought by subjective social network theorists to improve the efficiency of a network, easily contradicted by our finding that redundancy is strongly associated with corruption in non-free markets. Thus, built atop the individual, most of the social sciences, economics and social network theory have little if anything to contribute to the engineering of hybrid teams. In defense of the social sciences, the mathematical physics of interdependence is elusive, non-intuitive and non-rational. However, by replacing determinism with bistable states, interdependence at the social level mirrors entanglement at the quantum level, suggesting the applicability of quantum tools for social science. We report how our quantum-like models capture some of the essential aspects of interdependence, a tool for the metrics of hybrid teams; as an example, we find additional support for our model of the solution to the open problem of team size. We also report on progress with the theory of computational emotion for hybrid teams, linking it qualitatively to the second law of thermodynamics. We conclude that the science of interdependence
Busschaert, Cedric; Ridgers, Nicola D; De Bourdeaudhuij, Ilse; Cardon, Greet; Van Cauwenberg, Jelle; De Cocker, Katrien
2016-01-01
More knowledge is warranted about multilevel ecological variables associated with context-specific sitting time among adolescents. The present study explored cross-sectional and longitudinal associations of ecological domains of sedentary behaviour, including socio-demographic, social-cognitive, health-related and physical-environmental variables with sitting during TV viewing, computer use, electronic gaming and motorized transport among adolescents. For this longitudinal study, a sample of Belgian adolescents completed questionnaires at school on context-specific sitting time and associated ecological variables. At baseline, complete data were gathered from 513 adolescents (15.0±1.7 years). At one-year follow-up, complete data of 340 participants were available (retention rate: 66.3%). Multilevel linear regression analyses were conducted to explore cross-sectional correlates (baseline variables) and longitudinal predictors (change scores variables) of context-specific sitting time. Social-cognitive correlates/predictors were most frequently associated with context-specific sitting time. Longitudinal analyses revealed that increases over time in considering it pleasant to watch TV (p < .001), in perceiving TV watching as a way to relax (p < .05), in TV time of parents/care givers (p < .01) and in TV time of siblings (p < .001) were associated with more sitting during TV viewing at follow-up. Increases over time in considering it pleasant to use a computer in leisure time (p < .01) and in the computer time of siblings (p < .001) were associated with more sitting during computer use at follow-up. None of the changes in potential predictors were significantly related to changes in sitting during motorized transport or during electronic gaming. Future intervention studies aiming to decrease TV viewing and computer use should acknowledge the importance of the behaviour of siblings and the pleasure adolescents experience during these screen-related behaviours. In addition, more time parents or care givers spent sitting may lead to more sitting during TV viewing of the adolescents, so that a family-based approach may be preferable for interventions. Experimental study designs are warranted to confirm the present findings.
Busschaert, Cedric; Ridgers, Nicola D.; De Bourdeaudhuij, Ilse; Cardon, Greet; Van Cauwenberg, Jelle; De Cocker, Katrien
2016-01-01
Introduction More knowledge is warranted about multilevel ecological variables associated with context-specific sitting time among adolescents. The present study explored cross-sectional and longitudinal associations of ecological domains of sedentary behaviour, including socio-demographic, social-cognitive, health-related and physical-environmental variables with sitting during TV viewing, computer use, electronic gaming and motorized transport among adolescents. Methods For this longitudinal study, a sample of Belgian adolescents completed questionnaires at school on context-specific sitting time and associated ecological variables. At baseline, complete data were gathered from 513 adolescents (15.0±1.7 years). At one-year follow-up, complete data of 340 participants were available (retention rate: 66.3%). Multilevel linear regression analyses were conducted to explore cross-sectional correlates (baseline variables) and longitudinal predictors (change scores variables) of context-specific sitting time. Results Social-cognitive correlates/predictors were most frequently associated with context-specific sitting time. Longitudinal analyses revealed that increases over time in considering it pleasant to watch TV (p < .001), in perceiving TV watching as a way to relax (p < .05), in TV time of parents/care givers (p < .01) and in TV time of siblings (p < .001) were associated with more sitting during TV viewing at follow-up. Increases over time in considering it pleasant to use a computer in leisure time (p < .01) and in the computer time of siblings (p < .001) were associated with more sitting during computer use at follow-up. None of the changes in potential predictors were significantly related to changes in sitting during motorized transport or during electronic gaming. Conclusions Future intervention studies aiming to decrease TV viewing and computer use should acknowledge the importance of the behaviour of siblings and the pleasure adolescents experience during these screen-related behaviours. In addition, more time parents or care givers spent sitting may lead to more sitting during TV viewing of the adolescents, so that a family-based approach may be preferable for interventions. Experimental study designs are warranted to confirm the present findings. PMID:27936073
Integration of individual and social information for decision-making in groups of different sizes.
Park, Seongmin A; Goïame, Sidney; O'Connor, David A; Dreher, Jean-Claude
2017-06-01
When making judgments in a group, individuals often revise their initial beliefs about the best judgment to make given what others believe. Despite the ubiquity of this phenomenon, we know little about how the brain updates beliefs when integrating personal judgments (individual information) with those of others (social information). Here, we investigated the neurocomputational mechanisms of how we adapt our judgments to those made by groups of different sizes, in the context of jury decisions for a criminal. By testing different theoretical models, we showed that a social Bayesian inference model captured changes in judgments better than 2 other models. Our results showed that participants updated their beliefs by appropriately weighting individual and social sources of information according to their respective credibility. When investigating 2 fundamental computations of Bayesian inference, belief updates and credibility estimates of social information, we found that the dorsal anterior cingulate cortex (dACC) computed the level of belief updates, while the bilateral frontopolar cortex (FPC) was more engaged in individuals who assigned a greater credibility to the judgments of a larger group. Moreover, increased functional connectivity between these 2 brain regions reflected a greater influence of group size on the relative credibility of social information. These results provide a mechanistic understanding of the computational roles of the FPC-dACC network in steering judgment adaptation to a group's opinion. Taken together, these findings provide a computational account of how the human brain integrates individual and social information for decision-making in groups.
NASA Astrophysics Data System (ADS)
Donnay, Karsten
2015-03-01
The past several years have seen a rapidly growing interest in the use of advanced quantitative methodologies and formalisms adapted from the natural sciences to study a broad range of social phenomena. The research field of computational social science [1,2], for example, uses digital artifacts of human online activity to cast a new light on social dynamics. Similarly, the studies reviewed by D'Orsogna and Perc showcase a diverse set of advanced quantitative techniques to study the dynamics of crime. Methods used range from partial differential equations and self-exciting point processes to agent-based models, evolutionary game theory and network science [3].
ERIC Educational Resources Information Center
McNutt, John G.; Queiro-Tajalli, Irene; Boland, Katherine M.; Campbell, Craig
2001-01-01
Education level, computer ownership, and technology and information access determine one's status in the new information economy. Interventions such as community computer networks, telecommuting centers, grassroots electronic commerce, and volunteer technology corps can help Latinos and other marginalized groups overcome continued disadvantage.…
Maintaining Pedagogical Integrity of a Computer Mediated Course Delivery in Social Foundations
ERIC Educational Resources Information Center
Stewart, Shelley; Cobb-Roberts, Deirdre; Shircliffe, Barbara J.
2013-01-01
Transforming a face to face course to a computer mediated format in social foundations (interdisciplinary field in education), while maintaining pedagogical integrity, involves strategic collaboration between instructional technologists and content area experts. This type of planned partnership requires open dialogue and a mutual respect for prior…
ERIC Educational Resources Information Center
Maurer, Hermann; Khan, Muhammad Salman
2010-01-01
Purpose: The purpose of this paper is to provide a scientometric and content analysis of the studies in the field of e-learning that were published in five Social Science Citation Index (SSCI) journals ("Journal of Computer Assisted Learning, Computers & Education, British Journal of Educational Technology, Innovations in Education and Teaching…
Veldhuis, Lydian; van Grieken, Amy; Renders, Carry M; Hirasing, Remy A; Raat, Hein
2014-01-01
The global increase in childhood overweight and obesity has been ascribed partly to increases in children's screen time. Parents have a large influence on their children's screen time. Studies investigating parenting and early childhood screen time are limited. In this study, we investigated associations of parenting style and the social and physical home environment on watching TV and using computers or game consoles among 5-year-old children. This study uses baseline data concerning 5-year-old children (n = 3067) collected for the 'Be active, eat right' study. Children of parents with a higher score on the parenting style dimension involvement, were more likely to spend >30 min/day on computers or game consoles. Overall, families with an authoritative or authoritarian parenting style had lower percentages of children's screen time compared to families with an indulgent or neglectful style, but no significant difference in OR was found. In families with rules about screen time, children were less likely to watch TV>2 hrs/day and more likely to spend >30 min/day on computers or game consoles. The number of TVs and computers or game consoles in the household was positively associated with screen time, and children with a TV or computer or game console in their bedroom were more likely to watch TV>2 hrs/day or spend >30 min/day on computers or game consoles. The magnitude of the association between parenting style and screen time of 5-year-olds was found to be relatively modest. The associations found between the social and physical environment and children's screen time are independent of parenting style. Interventions to reduce children's screen time might be most effective when they support parents specifically with introducing family rules related to screen time and prevent the presence of a TV or computer or game console in the child's room.
Veldhuis, Lydian; van Grieken, Amy; Renders, Carry M.; HiraSing, Remy A.; Raat, Hein
2014-01-01
Introduction The global increase in childhood overweight and obesity has been ascribed partly to increases in children's screen time. Parents have a large influence on their children's screen time. Studies investigating parenting and early childhood screen time are limited. In this study, we investigated associations of parenting style and the social and physical home environment on watching TV and using computers or game consoles among 5-year-old children. Methods This study uses baseline data concerning 5-year-old children (n = 3067) collected for the ‘Be active, eat right’ study. Results Children of parents with a higher score on the parenting style dimension involvement, were more likely to spend >30 min/day on computers or game consoles. Overall, families with an authoritative or authoritarian parenting style had lower percentages of children's screen time compared to families with an indulgent or neglectful style, but no significant difference in OR was found. In families with rules about screen time, children were less likely to watch TV>2 hrs/day and more likely to spend >30 min/day on computers or game consoles. The number of TVs and computers or game consoles in the household was positively associated with screen time, and children with a TV or computer or game console in their bedroom were more likely to watch TV>2 hrs/day or spend >30 min/day on computers or game consoles. Conclusion The magnitude of the association between parenting style and screen time of 5-year-olds was found to be relatively modest. The associations found between the social and physical environment and children's screen time are independent of parenting style. Interventions to reduce children's screen time might be most effective when they support parents specifically with introducing family rules related to screen time and prevent the presence of a TV or computer or game console in the child's room. PMID:24533092
A Study of Malware Propagation via Online Social Networking
NASA Astrophysics Data System (ADS)
Faghani, Mohammad Reza; Nguyen, Uyen Trang
The popularity of online social networks (OSNs) have attracted malware creators who would use OSNs as a platform to propagate automated worms from one user's computer to another's. On the other hand, the topic of malware propagation in OSNs has only been investigated recently. In this chapter, we discuss recent advances on the topic of malware propagation by way of online social networking. In particular, we present three malware propagation techniques in OSNs, namely cross site scripting (XSS), Trojan and clickjacking types, and their characteristics via analytical models and simulations.
Martin, Rob; Rojas, David; Cheung, Jeffrey J H; Weber, Bryce; Kapralos, Bill; Dubrowski, Adam
2013-01-01
Simulation-augmented education and training (SAET) is an expensive educational tool that may be facilitated through social networking technologies or Computer Supported Collaborative Learning (CSCL). This study examined the perceptions of medical undergraduates participating in SAET for knot tying skills to identify perceptions and barriers to implementation of social networking technologies within a broader medical education curriculum. The majority of participants (89%) found CSCL aided their learning of the technical skill and identified privacy and accessibility as major barriers to the tools implementation.
A spread willingness computing-based information dissemination model.
Huang, Haojing; Cui, Zhiming; Zhang, Shukui
2014-01-01
This paper constructs a kind of spread willingness computing based on information dissemination model for social network. The model takes into account the impact of node degree and dissemination mechanism, combined with the complex network theory and dynamics of infectious diseases, and further establishes the dynamical evolution equations. Equations characterize the evolutionary relationship between different types of nodes with time. The spread willingness computing contains three factors which have impact on user's spread behavior: strength of the relationship between the nodes, views identity, and frequency of contact. Simulation results show that different degrees of nodes show the same trend in the network, and even if the degree of node is very small, there is likelihood of a large area of information dissemination. The weaker the relationship between nodes, the higher probability of views selection and the higher the frequency of contact with information so that information spreads rapidly and leads to a wide range of dissemination. As the dissemination probability and immune probability change, the speed of information dissemination is also changing accordingly. The studies meet social networking features and can help to master the behavior of users and understand and analyze characteristics of information dissemination in social network.
A Spread Willingness Computing-Based Information Dissemination Model
Cui, Zhiming; Zhang, Shukui
2014-01-01
This paper constructs a kind of spread willingness computing based on information dissemination model for social network. The model takes into account the impact of node degree and dissemination mechanism, combined with the complex network theory and dynamics of infectious diseases, and further establishes the dynamical evolution equations. Equations characterize the evolutionary relationship between different types of nodes with time. The spread willingness computing contains three factors which have impact on user's spread behavior: strength of the relationship between the nodes, views identity, and frequency of contact. Simulation results show that different degrees of nodes show the same trend in the network, and even if the degree of node is very small, there is likelihood of a large area of information dissemination. The weaker the relationship between nodes, the higher probability of views selection and the higher the frequency of contact with information so that information spreads rapidly and leads to a wide range of dissemination. As the dissemination probability and immune probability change, the speed of information dissemination is also changing accordingly. The studies meet social networking features and can help to master the behavior of users and understand and analyze characteristics of information dissemination in social network. PMID:25110738
Prevalence and Correlates of Screen-Based Media Use among Youths with Autism Spectrum Disorders
Mazurek, Micah O.; Shattuck, Paul T.; Wagner, Mary; Cooper, Benjamin P.
2012-01-01
Anecdotal reports indicate that individuals with autism spectrum disorders (ASD) are often preoccupied with television, computers, and video games (screen-based media). However, few studies have examined this issue. The current study examined screen-based media use among a large, nationally representative sample of youths participating in the National Longitudinal Transition Study – 2 (NLTS2). The majority of youths with ASD (64.2%) spent most of their free time using non-social media (television, video games), while only 13.2% spent time on social media (email, internet chatting). Compared with other disability groups (speech/language impairment, learning disabilities, intellectual disabilities), rates of non-social media use were higher among the ASD group, and rates of social media use were lower. Demographic and symptom-specific correlates were also examined. PMID:22160370
Tengilimoğlu, Dilaver; Celik, Yusuf; Ulgü, Mahir
2006-08-01
The main purpose of this study is to give an idea to the readers about how big and important the computing and information problems that hospital managers as well as policy makers will face with after collecting the Ministry of Labor and Social Security (MoLSS) and Ministry of Health (MoH) hospitals under single structure in Turkey by comparing the current level of computing capability of hospitals owned by two ministries. The data used in this study were obtained from 729 hospitals that belong to both ministries by using a data collection tool. The results indicate that there have been considerable differences among the hospitals owned by the two ministries in terms of human resources and information systems. The hospital managers and decision makers making their decisions based on the data produced by current hospital information system (HIS) would more likely face very important difficulties after merging MoH and MoLSS hospitals in Turkey. It is also possible to claim that the level and adequacy of computing abilities and devices do not allow the managers of public hospitals to use computer technology effectively in their information management practices. Lack of technical information, undeveloped information culture, inappropriate management styles, and being inexperienced are the main reasons of why HIS does not run properly and effectively in Turkish hospitals.
Leombruni, Roberto; Richiardi, Matteo; Demaria, Moreno; Costa, Giuseppe
2010-01-01
the study aims to estimate the differentials in life expectancy by income and work history in Italy during the 2000's, in order to evaluate the level of actuarial equity of the recent Italian retirement reform in computing benefits proportional to the contributions paid. retrospective cohort study. mortality follow up of a 1% sample of the Italian workforce employed or self employed in the private sector, retired between 1985 and 2003 (about 63,000 people), whose work history and income since 1985 is registered in the National Institute for Social Insurance (INPS) data base. mortality differentials computed through Cox model. social inequalities in survival in favour of the more advantaged categories of income and occupational classes are observed. the principle of actuarial equity assumes that life expectancy varies only according to age and birth cohort; nevertheless inequalities in life expectancy exist also along other dimensions, like income and occupational class: this means that the system is producing an opposite redistribution, from the careers more socially disadvantaged to the less disadvantaged ones.
Project EASE: a study to test a psychosocial model of epilepsy medication managment.
DiIorio, Collen; Shafer, Patricia Osborne; Letz, Richard; Henry, Thomas R; Schomer, Donal L; Yeager, Kate
2004-12-01
The purpose of this study was to test a psychosocial model of medication self-management among people with epilepsy. This model was based primarily on social cognitive theory and included personal (self-efficacy, outcome expectations, goals, stigma, and depressive symptoms), social (social support), and provider (patient satisfaction and desire for control) variables. Participants for the study were enrolled at research sites in Atlanta, Georgia, and Boston, Massachusetts and completed computer-based assessments that included measures of the study variables listed above. The mean age of the 317 participants was 43.3 years; about 50% were female, and 81%white. Self-efficacy and patient satisfaction explained the most variance in medication management. Social support was related to self-efficacy; stigma to self-efficacy and depressive symptoms; and self-efficacy to outcome expectations and depressive symptoms. Findings reinforce that medication-taking behavior is affected by a complex set of interactions among psychosocial variables.
Socialization characteristics in patients with psychogenic nonepileptic seizures (PNES).
Vaidya-Mathur, Urmi; Myers, Lorna; Laban-Grant, Olgica; Lancman, Marcelo; Lancman, Martin; Jones, Jace
2016-03-01
The purpose of this study was to describe social behaviors and preferences in adults with psychogenic nonepileptic seizures (PNES) including self-reported use of various socialization mediums (face-to-face and indirect communication) as well as perceived social barriers. One hundred forty-one consecutive patients with a diagnosis of PNES that was later confirmed through inpatient video-EEG monitoring were administered a questionnaire on the day of their first outpatient appointment. The questionnaire was designed to assess preferences in socialization practices, frequency of interpersonal contact, use of social media, and perceived barriers to socialization. The survey was developed to gain a better understanding of the socialization behaviors and preferences of our patients for the future development of customized activities in our wellness program. Contrary to prevalent assumptions that patients with PNES tend to be socially isolated, our responders reported that they were in fact quite socially connected (72.2% reported daily communication with friends and family via telephone, 68.54% saw relatives in person weekly, 65.28% saw friends weekly, and 51.2% reported using the computer daily to socialize). Facebook was the preferred online social media. Indoor/solitary activities were most common with 57.44% stating that they watch TV/read/use the computer. The primary barriers to socialization that respondents endorsed were driving prohibition and medication side effects. Respondents expressed the greatest interest in online support groups or educational programs (29.46%), office-based support groups (28.57%), and volunteering (23.21%). Although it has been speculated that social isolation is a significant problem for patients with PNES, considerable participation in social activities was reported. Characteristics of socialization practices may be more nuanced than first believed. When addressing therapeutic interventions with this group of patients in the future, it might be beneficial to offer both distance-based options as well as face-to-face options for treatment and support depending on age and personal preference. Copyright © 2015 Elsevier Inc. All rights reserved.
Digital Social Network Mining for Topic Discovery
NASA Astrophysics Data System (ADS)
Moradianzadeh, Pooya; Mohi, Maryam; Sadighi Moshkenani, Mohsen
Networked computers are expanding more and more around the world, and digital social networks becoming of great importance for many people's work and leisure. This paper mainly focused on discovering the topic of exchanging information in digital social network. In brief, our method is to use a hierarchical dictionary of related topics and words that mapped to a graph. Then, with comparing the extracted keywords from the context of social network with graph nodes, probability of relation between context and desired topics will be computed. This model can be used in many applications such as advertising, viral marketing and high-risk group detection.
Training Older Adults to Use Tablet Computers: Does It Enhance Cognitive Function?
Chan, Micaela Y.; Haber, Sara; Drew, Linda M.; Park, Denise C.
2016-01-01
Purpose of the Study: Recent evidence shows that engaging in learning new skills improves episodic memory in older adults. In this study, older adults who were computer novices were trained to use a tablet computer and associated software applications. We hypothesize that sustained engagement in this mentally challenging training would yield a dual benefit of improved cognition and enhancement of everyday function by introducing useful skills. Design and Methods: A total of 54 older adults (age 60-90) committed 15 hr/week for 3 months. Eighteen participants received extensive iPad training, learning a broad range of practical applications. The iPad group was compared with 2 separate controls: a Placebo group that engaged in passive tasks requiring little new learning; and a Social group that had regular social interaction, but no active skill acquisition. All participants completed the same cognitive battery pre- and post-engagement. Results: Compared with both controls, the iPad group showed greater improvements in episodic memory and processing speed but did not differ in mental control or visuospatial processing. Implications: iPad training improved cognition relative to engaging in social or nonchallenging activities. Mastering relevant technological devices have the added advantage of providing older adults with technological skills useful in facilitating everyday activities (e.g., banking). This work informs the selection of targeted activities for future interventions and community programs. PMID:24928557
Cappella, Joseph N
2017-10-01
Simultaneous developments in big data, social media, and computational social science have set the stage for how we think about and understand interpersonal and mass communication. This article explores some of the ways that these developments generate 4 hypothetical "vectors" - directions - into the next generation of communication research. These vectors include developments in network analysis, modeling interpersonal and social influence, recommendation systems, and the blurring of distinctions between interpersonal and mass audiences through narrowcasting and broadcasting. The methods and research in these arenas are occurring in areas outside the typical boundaries of the communication discipline but engage classic, substantive questions in mass and interpersonal communication.
Romero, Neri L
2017-06-01
A common social impairment in individuals with ASD is difficulty interpreting and or predicting emotions of others. To date, several interventions targeting teaching emotion recognition and understanding have been utilized both by researchers and practitioners. The results suggest that teaching emotion recognition is possible, but that the results do not generalize to non-instructional contexts. This study sought to replicate earlier findings of a positive impact of teaching emotion recognition using a computer-based intervention and to extend it by testing for generalization on live models in the classroom setting. Two boys and one girl, four to eight years in age, educated in self-contained classrooms for students with communication and social skills deficits, participated in this study. A multiple probe across participants design was utilized. Measures of emotion recognition and understanding were assessed at baseline, intervention, and one month post-intervention to determine maintenance effects. Social validity was assessed through parent and teacher questionnaires. All participants showed improvements in measures assessing their recognition of emotions in faces, generalized knowledge to live models, and maintained gains one month post intervention. These preliminary results are encouraging and should be utilized to inform a group design, in order to test efficacy with a larger population. Copyright © 2017 Elsevier Ltd. All rights reserved.
Schwartzman, José Salomão; Velloso, Renata de Lima; D'Antino, Maria Eloísa Famá; Santos, Silvana
2015-05-01
To compare visual fixation at social stimuli in Rett syndrome (RT) and autism spectrum disorders (ASD) patients. Visual fixation at social stimuli was analyzed in 14 RS female patients (age range 4-30 years), 11 ASD male patients (age range 4-20 years), and 17 children with typical development (TD). Patients were exposed to three different pictures (two of human faces and one with social and non-social stimuli) presented for 8 seconds each on the screen of a computer attached to an eye-tracker equipment. Percentage of visual fixation at social stimuli was significantly higher in the RS group compared to ASD and even to TD groups. Visual fixation at social stimuli seems to be one more endophenotype making RS to be very different from ASD.
Retention in a Computer-based Outreach Intervention For Chronically Ill Rural Women
Weinert, Clarann; Cudney, Shirley; Hill, Wade G.
2009-01-01
The study's purpose was to examine retention factors in a computer intervention with 158 chronically ill rural women. After a 22 week intervention, 18.9 percent of the women had dropped out. A Cox regression survival analysis was performed to assess the effects of selected covariates on retention. Reasons for dropping were tallied and categorized. Major reasons for dropping were: lack of time; decline in health status, and non-participation in study activities. Four covariates predicted survival time: level of computer skills, marital status, work outside of home, and impact of social events on participants' lives. Retention-enhancing strategies are suggested for implementation. PMID:18226760
Multi-Relational Characterization of Dynamic Social Network Communities
NASA Astrophysics Data System (ADS)
Lin, Yu-Ru; Sundaram, Hari; Kelliher, Aisling
The emergence of the mediated social web - a distributed network of participants creating rich media content and engaging in interactive conversations through Internet-based communication technologies - has contributed to the evolution of powerful social, economic and cultural change. Online social network sites and blogs, such as Facebook, Twitter, Flickr and LiveJournal, thrive due to their fundamental sense of "community". The growth of online communities offers both opportunities and challenges for researchers and practitioners. Participation in online communities has been observed to influence people's behavior in diverse ways ranging from financial decision-making to political choices, suggesting the rich potential for diverse applications. However, although studies on the social web have been extensive, discovering communities from online social media remains challenging, due to the interdisciplinary nature of this subject. In this article, we present our recent work on characterization of communities in online social media using computational approaches grounded on the observations from social science.
Morriss, Danielle; Warren, Nancy; Truelove, James; Warthen, Jennifer; Ross, Charles Paul; Mood, George; Snook, Charlotte Anne; Borckardt, Jeffrey
2017-01-01
Background Adolescents with autism spectrum disorder (ASD) spend more time using electronic screen media than neurotypical peers; preliminary evidence suggests that computer-assisted or Web-based interventions may be beneficial for social skills acquisition. The current generation of adolescents accesses the Internet through computers or phones almost daily, and Facebook is the most frequently used social media platform among teenagers. This is the first research study to explore the use of Facebook as a therapeutic tool for adolescents with ASD. Objective To study the feasibility and clinical impact of using a Web-based social platform in combination with social skills training for adolescents with ASD. Methods This pilot study enrolled 6 participants (all males; mean age 14.1 years) in an online social skills training group using Facebook. Data was collected on the participants’ social and behavioral functioning at the start and conclusion of the intervention. Outcome measures included the Social Responsiveness Scale-2, the Social Skills Improvement System Rating Scale, and the Project Rex Parent Survey. Participants were surveyed at the conclusion of the intervention regarding their experience. Results No statistically significant differences in measurable outcomes were observed. However, the online addition of Facebook was well received by participants and their parents. The Facebook intervention was able to be executed with a careful privacy protocol in place and at minimal safety risk to participants. Conclusions The utilization of Facebook to facilitate delivery of social skills training for adolescents with ASD appears to be feasible, although the clinical impact of such an addition is still unclear. It is important to note that social difficulties of participants persisted with the addition of the online platform and participants still required assistance to engage with peers in an online environment. A Web-based intervention such as the one utilized in this study has the potential to reach a mass number of patients with ASD and could address disparities in access to in-person treatment services. However, the complexity and evolving nature of Facebook’s website and privacy settings leads to a number of unique online safety concerns that may limit its clinical utility. Issues encountered in our study support the development of an alternative and closed Web-based social platform designed specifically for the target audience with ASD; this platform could be a safer and more easily moderated setting for aiding in social skills development. Despite a small sample size with no statistically significant improvements of target symptoms, the use of electronic screen media as a therapeutic tool for adolescents with ASD is still a promising area of research warranting further investigation. Our study helps inform future obstacles regarding feasibility and safety. PMID:28115297
A Method of Synthesizing Large Bodies of Knowledge in the Social Sciences.
ERIC Educational Resources Information Center
Thiemann, Francis C.
Employing concepts of formal symbolic logic, the philosophy of science, computer technology, and the work of Hans Zetterberg, a format is suggested for synthesizing and increasing use of the rapidly expanding knowledge of the social sciences. Steps in the process include formulating basic propositions, utilizing computers to establish sets, and…
Language, Gender and Cyberspace: Pulling the Old Stereotypes into New Territory.
ERIC Educational Resources Information Center
Mahoney, Judy E.; Knupfer, Nancy Nelson
The social construct of gender is laced throughout society and carries stereotypes through the use of language, arts, literature, and social practices. As more women begin using computers more frequently and in new ways, stereotypes become evident in the patterns of communication in cyberspace. One of the characteristics of computer-mediated…
Ability Online: Promoting Social Competence and Computer Literacy in Adolescents with Disabilities.
ERIC Educational Resources Information Center
Lefebvre, Arlette
1992-01-01
Ability OnLine is a pilot electronic mail project designed to foster the self-esteem, social integration, and computer literacy of Canadian children and teens with disabilities. It is offered to both disabled and nondisabled students and their families on a Toronto, Ontario, private bulletin board system. (JDD)
45 CFR 205.56 - Requirements governing the use of income and eligibility information.
Code of Federal Regulations, 2011 CFR
2011-10-01
...) of the Social Security Act must provide that: (a) The State agency will use the information obtained... received from the Internal Revenue Service, and earnings information received from the Social Security... Federal computer matching program that is subject to the requirements in the Computer Matching and Privacy...
45 CFR 205.56 - Requirements governing the use of income and eligibility information.
Code of Federal Regulations, 2014 CFR
2014-10-01
...) of the Social Security Act must provide that: (a) The State agency will use the information obtained... received from the Internal Revenue Service, and earnings information received from the Social Security... Federal computer matching program that is subject to the requirements in the Computer Matching and Privacy...
45 CFR 205.56 - Requirements governing the use of income and eligibility information.
Code of Federal Regulations, 2013 CFR
2013-10-01
...) of the Social Security Act must provide that: (a) The State agency will use the information obtained... received from the Internal Revenue Service, and earnings information received from the Social Security... Federal computer matching program that is subject to the requirements in the Computer Matching and Privacy...
45 CFR 205.56 - Requirements governing the use of income and eligibility information.
Code of Federal Regulations, 2010 CFR
2010-10-01
...) of the Social Security Act must provide that: (a) The State agency will use the information obtained... received from the Internal Revenue Service, and earnings information received from the Social Security... Federal computer matching program that is subject to the requirements in the Computer Matching and Privacy...
45 CFR 205.56 - Requirements governing the use of income and eligibility information.
Code of Federal Regulations, 2012 CFR
2012-10-01
...) of the Social Security Act must provide that: (a) The State agency will use the information obtained... received from the Internal Revenue Service, and earnings information received from the Social Security... Federal computer matching program that is subject to the requirements in the Computer Matching and Privacy...
Neighborhood disorder and screen time among 10-16 year old Canadian youth: A cross-sectional study
2012-01-01
Background Screen time activities (e.g., television, computers, video games) have been linked to several negative health outcomes among young people. In order to develop evidence-based interventions to reduce screen time, the factors that influence the behavior need to be better understood. High neighborhood disorder, which may encourage young people to stay indoors where screen time activities are readily available, is one potential factor to consider. Methods Results are based on 15,917 youth in grades 6-10 (aged 10-16 years old) who participated in the Canadian 2009/10 Health Behaviour in School-aged Children Survey (HBSC). Total hours per week of television, video games, and computer use were reported by the participating students in the HBSC student questionnaire. Ten items of neighborhood disorder including safety, neighbors taking advantage, drugs/drinking in public, ethnic tensions, gangs, crime, conditions of buildings/grounds, abandoned buildings, litter, and graffiti were measured using the HBSC student questionnaire, the HBSC administrator questionnaire, and Geographic Information Systems. Based upon these 10 items, social and physical neighborhood disorder variables were derived using principal component analysis. Multivariate multilevel logistic regression analyses were used to examine the relationship between social and physical neighborhood disorder and individual screen time variables. Results High (top quartile) social neighborhood disorder was associated with approximately 35-45% increased risk of high (top quartile) television, computer, and video game use. Physical neighborhood disorder was not associated with screen time activities after adjusting for social neighborhood disorder. However, high social and physical neighborhood disorder combined was associated with approximately 40-60% increased likelihood of high television, computer, and video game use. Conclusion High neighborhood disorder is one environmental factor that may be important to consider for future public health interventions and strategies aiming to reduce screen time among youth. PMID:22651908
Computer Learning for Young Children.
ERIC Educational Resources Information Center
Choy, Anita Y.
1995-01-01
Computer activities that combine education and entertainment make learning easy and fun for preschoolers. Computers encourage social skills, language and literacy skills, cognitive development, problem solving, and eye-hand coordination. The paper describes one teacher's experiences setting up a computer center and using computers with…
Why Don't All Professors Use Computers?
ERIC Educational Resources Information Center
Drew, David Eli
1989-01-01
Discusses the adoption of computer technology at universities and examines reasons why some professors don't use computers. Topics discussed include computer applications, including artificial intelligence, social science research, statistical analysis, and cooperative research; appropriateness of the technology for the task; the Computer Aptitude…
ERIC Educational Resources Information Center
Marty, Paul F.; Rayward, W. Boyd; Twidale, Michael B.
2003-01-01
Discusses museum informatics that studies how information science and technology affect the museum environment. Examines digital technology; information organization and access; digitization, personal computers, and the Internet; data sharing; standards; social impacts of new technologies; collaboration; consortia; multimedia exhibits; virtual…
ERIC Educational Resources Information Center
Brady, Corey; Orton, Kai; Weintrop, David; Anton, Gabriella; Rodriguez, Sebastian; Wilensky, Uri
2017-01-01
Computer science (CS) is becoming an increasingly diverse domain. This paper reports on an initiative designed to introduce underrepresented populations to computing using an eclectic, multifaceted approach. As part of a yearlong computing course, students engage in Maker activities, participatory simulations, and computing projects that…
Toward Predicting Popularity of Social Marketing Messages
NASA Astrophysics Data System (ADS)
Yu, Bei; Chen, Miao; Kwok, Linchi
Popularity of social marketing messages indicates the effectiveness of the corresponding marketing strategies. This research aims to discover the characteristics of social marketing messages that contribute to different level of popularity. Using messages posted by a sample of restaurants on Facebook as a case study, we measured the message popularity by the number of "likes" voted by fans, and examined the relationship between the message popularity and two properties of the messages: (1) content, and (2) media type. Combining a number of text mining and statistics methods, we have discovered some interesting patterns correlated to "more popular" and "less popular" social marketing messages. This work lays foundation for building computational models to predict the popularity of social marketing messages in the future.
Lee, Jung-Ah; Nguyen, Hannah; Park, Joan; Tran, Linh; Nguyen, Trang; Huynh, Yen
2017-10-01
Families of ethnic minority persons with dementia often seek help at later stages of the disease. Little is known about the effectiveness of various methods in supporting ethnic minority dementia patients' caregivers. The objective of the study was to identify smartphone and computer usage among family caregivers of dementia patients (i.e., Korean and Vietnamese Americans) to develop dementia-care education programs for them. Participants were asked various questions related to their computer or smartphone usage in conjunction with needs-assessment interviews. Flyers were distributed at two ethnic minority community centers in Southern California. Snowball recruitment was also utilized to reach out to the families of dementia patients dwelling in the community. Thirty-five family caregivers, including 20 Vietnamese and 15 Korean individuals, participated in this survey. Thirty participants (30 of 35, 85.7%) were computer users. Among those, 76.7% (23 of 30) reported daily usage and 53% (16 of 30) claimed to use social media. A majority of the participants (31 of 35, 88.6%) reported that they owned smartphones. More than half of smartphone users (18 of 29, 62%) claimed to use social media applications. Many participants claimed that they could not attend in-class education due to caregiving and/or transportation issues. Most family caregivers of dementia patients use smartphones more often than computers, and more than half of those caregivers communicate with others through social media apps. A smartphone-app-based caregiver intervention may serve as a more effective approach compared to the conventional in-class method. Multiple modalities for the development of caregiver interventions should be considered.
Play along: effects of music and social interaction on word learning.
Verga, Laura; Bigand, Emmanuel; Kotz, Sonja A
2015-01-01
Learning new words is an increasingly common necessity in everyday life. External factors, among which music and social interaction are particularly debated, are claimed to facilitate this task. Due to their influence on the learner's temporal behavior, these stimuli are able to drive the learner's attention to the correct referent of new words at the correct point in time. However, do music and social interaction impact learning behavior in the same way? The current study aims to answer this question. Native German speakers (N = 80) were requested to learn new words (pseudo-words) during a contextual learning game. This learning task was performed alone with a computer or with a partner, with or without music. Results showed that music and social interaction had a different impact on the learner's behavior: Participants tended to temporally coordinate their behavior more with a partner than with music, and in both cases more than with a computer. However, when both music and social interaction were present, this temporal coordination was hindered. These results suggest that while music and social interaction do influence participants' learning behavior, they have a different impact. Moreover, impaired behavior when both music and a partner are present suggests that different mechanisms are employed to coordinate with the two types of stimuli. Whether one or the other approach is more efficient for word learning, however, is a question still requiring further investigation, as no differences were observed between conditions in a retrieval phase, which took place immediately after the learning session. This study contributes to the literature on word learning in adults by investigating two possible facilitating factors, and has important implications for situations such as music therapy, in which music and social interaction are present at the same time.
Play along: effects of music and social interaction on word learning
Verga, Laura; Bigand, Emmanuel; Kotz, Sonja A.
2015-01-01
Learning new words is an increasingly common necessity in everyday life. External factors, among which music and social interaction are particularly debated, are claimed to facilitate this task. Due to their influence on the learner’s temporal behavior, these stimuli are able to drive the learner’s attention to the correct referent of new words at the correct point in time. However, do music and social interaction impact learning behavior in the same way? The current study aims to answer this question. Native German speakers (N = 80) were requested to learn new words (pseudo-words) during a contextual learning game. This learning task was performed alone with a computer or with a partner, with or without music. Results showed that music and social interaction had a different impact on the learner’s behavior: Participants tended to temporally coordinate their behavior more with a partner than with music, and in both cases more than with a computer. However, when both music and social interaction were present, this temporal coordination was hindered. These results suggest that while music and social interaction do influence participants’ learning behavior, they have a different impact. Moreover, impaired behavior when both music and a partner are present suggests that different mechanisms are employed to coordinate with the two types of stimuli. Whether one or the other approach is more efficient for word learning, however, is a question still requiring further investigation, as no differences were observed between conditions in a retrieval phase, which took place immediately after the learning session. This study contributes to the literature on word learning in adults by investigating two possible facilitating factors, and has important implications for situations such as music therapy, in which music and social interaction are present at the same time. PMID:26388818
Dynamics of organizational culture: Individual beliefs vs. social conformity.
Ellinas, Christos; Allan, Neil; Johansson, Anders
2017-01-01
The complex nature of organizational culture challenges our ability to infer its underlying dynamics from observational studies. Recent computational studies have adopted a distinctly different view, where plausible mechanisms are proposed to describe a wide range of social phenomena, including the onset and evolution of organizational culture. In this spirit, this work introduces an empirically-grounded, agent-based model which relaxes a set of assumptions that describes past work-(a) omittance of an individual's strive for achieving cognitive coherence; (b) limited integration of important contextual factors-by utilizing networks of beliefs and incorporating social rank into the dynamics. As a result, we illustrate that: (i) an organization may appear to be increasingly coherent in terms of its organizational culture, yet be composed of individuals with reduced levels of coherence; (ii) the components of social conformity-peer-pressure and social rank-are influential at different aggregation levels.
Dynamics of organizational culture: Individual beliefs vs. social conformity
Allan, Neil; Johansson, Anders
2017-01-01
The complex nature of organizational culture challenges our ability to infer its underlying dynamics from observational studies. Recent computational studies have adopted a distinctly different view, where plausible mechanisms are proposed to describe a wide range of social phenomena, including the onset and evolution of organizational culture. In this spirit, this work introduces an empirically-grounded, agent-based model which relaxes a set of assumptions that describes past work–(a) omittance of an individual’s strive for achieving cognitive coherence; (b) limited integration of important contextual factors—by utilizing networks of beliefs and incorporating social rank into the dynamics. As a result, we illustrate that: (i) an organization may appear to be increasingly coherent in terms of its organizational culture, yet be composed of individuals with reduced levels of coherence; (ii) the components of social conformity—peer-pressure and social rank—are influential at different aggregation levels. PMID:28665960
Human agency beliefs influence behaviour during virtual social interactions.
Caruana, Nathan; Spirou, Dean; Brock, Jon
2017-01-01
In recent years, with the emergence of relatively inexpensive and accessible virtual reality technologies, it is now possible to deliver compelling and realistic simulations of human-to-human interaction. Neuroimaging studies have shown that, when participants believe they are interacting via a virtual interface with another human agent, they show different patterns of brain activity compared to when they know that their virtual partner is computer-controlled. The suggestion is that users adopt an "intentional stance" by attributing mental states to their virtual partner. However, it remains unclear how beliefs in the agency of a virtual partner influence participants' behaviour and subjective experience of the interaction. We investigated this issue in the context of a cooperative "joint attention" game in which participants interacted via an eye tracker with a virtual onscreen partner, directing each other's eye gaze to different screen locations. Half of the participants were correctly informed that their partner was controlled by a computer algorithm ("Computer" condition). The other half were misled into believing that the virtual character was controlled by a second participant in another room ("Human" condition). Those in the "Human" condition were slower to make eye contact with their partner and more likely to try and guide their partner before they had established mutual eye contact than participants in the "Computer" condition. They also responded more rapidly when their partner was guiding them, although the same effect was also found for a control condition in which they responded to an arrow cue. Results confirm the influence of human agency beliefs on behaviour in this virtual social interaction context. They further suggest that researchers and developers attempting to simulate social interactions should consider the impact of agency beliefs on user experience in other social contexts, and their effect on the achievement of the application's goals.
Human-computer interaction: psychological aspects of the human use of computing.
Olson, Gary M; Olson, Judith S
2003-01-01
Human-computer interaction (HCI) is a multidisciplinary field in which psychology and other social sciences unite with computer science and related technical fields with the goal of making computing systems that are both useful and usable. It is a blend of applied and basic research, both drawing from psychological research and contributing new ideas to it. New technologies continuously challenge HCI researchers with new options, as do the demands of new audiences and uses. A variety of usability methods have been developed that draw upon psychological principles. HCI research has expanded beyond its roots in the cognitive processes of individual users to include social and organizational processes involved in computer usage in real environments as well as the use of computers in collaboration. HCI researchers need to be mindful of the longer-term changes brought about by the use of computing in a variety of venues.
Induction of Social Behavior in Zebrafish: Live Versus Computer Animated Fish as Stimuli
Qin, Meiying; Wong, Albert; Seguin, Diane
2014-01-01
Abstract The zebrafish offers an excellent compromise between system complexity and practical simplicity and has been suggested as a translational research tool for the analysis of human brain disorders associated with abnormalities of social behavior. Unlike laboratory rodents zebrafish are diurnal, thus visual cues may be easily utilized in the analysis of their behavior and brain function. Visual cues, including the sight of conspecifics, have been employed to induce social behavior in zebrafish. However, the method of presentation of these cues and the question of whether computer animated images versus live stimulus fish have differential effects have not been systematically analyzed. Here, we compare the effects of five stimulus presentation types: live conspecifics in the experimental tank or outside the tank, playback of video-recorded live conspecifics, computer animated images of conspecifics presented by two software applications, the previously employed General Fish Animator, and a new application Zebrafish Presenter. We report that all stimuli were equally effective and induced a robust social response (shoaling) manifesting as reduced distance between stimulus and experimental fish. We conclude that presentation of live stimulus fish, or 3D images, is not required and 2D computer animated images are sufficient to induce robust and consistent social behavioral responses in zebrafish. PMID:24575942
Induction of social behavior in zebrafish: live versus computer animated fish as stimuli.
Qin, Meiying; Wong, Albert; Seguin, Diane; Gerlai, Robert
2014-06-01
The zebrafish offers an excellent compromise between system complexity and practical simplicity and has been suggested as a translational research tool for the analysis of human brain disorders associated with abnormalities of social behavior. Unlike laboratory rodents zebrafish are diurnal, thus visual cues may be easily utilized in the analysis of their behavior and brain function. Visual cues, including the sight of conspecifics, have been employed to induce social behavior in zebrafish. However, the method of presentation of these cues and the question of whether computer animated images versus live stimulus fish have differential effects have not been systematically analyzed. Here, we compare the effects of five stimulus presentation types: live conspecifics in the experimental tank or outside the tank, playback of video-recorded live conspecifics, computer animated images of conspecifics presented by two software applications, the previously employed General Fish Animator, and a new application Zebrafish Presenter. We report that all stimuli were equally effective and induced a robust social response (shoaling) manifesting as reduced distance between stimulus and experimental fish. We conclude that presentation of live stimulus fish, or 3D images, is not required and 2D computer animated images are sufficient to induce robust and consistent social behavioral responses in zebrafish.
Link, J; Pachaly, J
1975-08-01
In a retrospective 18-month study the infusion therapy applied in a great anesthesia institute is examined. The data of the course of anesthesia recorded on magnetic tape by routine are analysed for this purpose bya computer with the statistical program SPSS. It could be proved that the behaviour of the several anesthetists is very different. Various correlations are discussed.
ERIC Educational Resources Information Center
Valente, Matthew J.; Gonzalez, Oscar; Miocevic, Milica; MacKinnon, David P.
2016-01-01
Methods to assess the significance of mediated effects in education and the social sciences are well studied and fall into two categories: single sample methods and computer-intensive methods. A popular single sample method to detect the significance of the mediated effect is the test of joint significance, and a popular computer-intensive method…
Holistic Approaches to Reading (The Printout).
ERIC Educational Resources Information Center
Balajthy, Ernest
1989-01-01
Presents eight guidelines to consider when using computers for language instruction, emphasizing computer use in a social and purposeful context. Suggests computer software which adheres to these guidelines. (MM)
M69. Changes in Neural Measures of Emotion Processes Following Targeted Social Cognition Training
Saxena, Abhishek; Guty, Erin; Dodell-Feder, David; Yin, Hong; Haut, Kristen; Nahum, Mor; Hooker, Christine
2017-01-01
Abstract Background: Research has shown that people who develop a psychotic disorder display observable decreases in cognitive abilities even before they begin to display overt symptoms of psychosis. Thus research has shown an increased interest in targeted cognitive training (TCT) as possible technique to deter or even stop cognitive deterioration in psychiatric disorders, such as schizophrenia. Although TCT has shown promising improvements in certain cognitive deficits, TCT research has largely ignored social cognition training. The current study investigates whether targeted social cognition training may be a viable method of improving social cognition in patient populations. Methods: To this end, 56 healthy adults from the community completed MRI scans before and after a 2-week period, where participants were randomized to complete either up to 10 hours of SocialVille, a computerized social cognition training program from PositScience Corporation, or up to 10 hours of common computer games. SocialVille consists of a variety of social cognition exercises, such as face emotion recognition, gaze tracking, and recognizing social incongruences. During the MRI scans, participants completed an emotion identification task (EmotID), consisting of object discrimination and emotion discrimination blocks. During the object discrimination blocks, participants where shown pictures of 2 cars and were asked to indicate whether the cars were the same or different, while in the emotion discrimination blocks, participants were shown 2 faces and were asked whether the faces displayed the same emotion. Results: Behavioral data indicated that controlling for initial performance, sex, age, and estimated IQ, being in the TCT group only predicted better performance during the emotion discrimination blocks after treatment compared to those who completed placebo computer games. Additionally, fMRI analyses indicate that brain regions central to the emotion processes (ie, amygdala) and the social processes (ie, MPFC), saw significant increases in connectivity to other regions of the brain associated with emotion processes during the emotion discrimination blocks after training among the participants randomized to the TCT group compared to those assigned to complete placebo computer games, and in comparison to connectivity between these regions prior to training and during the object discrimination blocks. Conclusion: These findings indicate that social cognition can be improved in healthy adults with varying ability at baseline. Furthermore, these results indicate that it is possible to target specific neural systems associated with emotion and social cognition and show a learning-induced neuroplastic response. Thus, programs, like SocialVille, may be useful tools for targeted treatment in psychiatric populations where social cognition deficits are prominent, specifically schizophrenia.
Prosodic alignment in human-computer interaction
NASA Astrophysics Data System (ADS)
Suzuki, N.; Katagiri, Y.
2007-06-01
Androids that replicate humans in form also need to replicate them in behaviour to achieve a high level of believability or lifelikeness. We explore the minimal social cues that can induce in people the human tendency for social acceptance, or ethopoeia, toward artifacts, including androids. It has been observed that people exhibit a strong tendency to adjust to each other, through a number of speech and language features in human-human conversational interactions, to obtain communication efficiency and emotional engagement. We investigate in this paper the phenomena related to prosodic alignment in human-computer interactions, with particular focus on human-computer alignment of speech characteristics. We found that people exhibit unidirectional and spontaneous short-term alignment of loudness and response latency in their speech in response to computer-generated speech. We believe this phenomenon of prosodic alignment provides one of the key components for building social acceptance of androids.
Integration of individual and social information for decision-making in groups of different sizes
Goïame, Sidney; O'Connor, David A.; Dreher, Jean-Claude
2017-01-01
When making judgments in a group, individuals often revise their initial beliefs about the best judgment to make given what others believe. Despite the ubiquity of this phenomenon, we know little about how the brain updates beliefs when integrating personal judgments (individual information) with those of others (social information). Here, we investigated the neurocomputational mechanisms of how we adapt our judgments to those made by groups of different sizes, in the context of jury decisions for a criminal. By testing different theoretical models, we showed that a social Bayesian inference model captured changes in judgments better than 2 other models. Our results showed that participants updated their beliefs by appropriately weighting individual and social sources of information according to their respective credibility. When investigating 2 fundamental computations of Bayesian inference, belief updates and credibility estimates of social information, we found that the dorsal anterior cingulate cortex (dACC) computed the level of belief updates, while the bilateral frontopolar cortex (FPC) was more engaged in individuals who assigned a greater credibility to the judgments of a larger group. Moreover, increased functional connectivity between these 2 brain regions reflected a greater influence of group size on the relative credibility of social information. These results provide a mechanistic understanding of the computational roles of the FPC-dACC network in steering judgment adaptation to a group’s opinion. Taken together, these findings provide a computational account of how the human brain integrates individual and social information for decision-making in groups. PMID:28658252
Williamson, Timothy J; Thomas, KaMala S; Eisenberger, Naomi I; Stanton, Annette L
2018-04-03
Socially disconnected individuals have worse health than those who feel socially connected. The mechanisms through which social disconnection influences physiological and psychological outcomes warrant study. The current study tested whether experimental manipulations of social exclusion, relative to inclusion, influenced subsequent cardiovascular (CV) and affective reactivity to socially evaluative stress. Young adults (N = 81) were assigned through block randomization to experience either social exclusion or inclusion, using a standardized computer-based task (Cyberball). Immediately after exposure to Cyberball, participants either underwent a socially evaluative stressor or an active control task, based on block randomization. Physiological activity (systolic blood pressure (SBP), diastolic blood pressure (DBP), heart rate (HR)) and state anxiety were assessed throughout the experiment. Excluded participants evidenced a significant increase in cardiovascular and affective responses to a socially evaluative stressor. Included participants who underwent the stressor evidenced similar increases in anxiety, but systolic blood pressure, diastolic blood pressure, and heart rate did not change significantly in response to the stressor. Results contribute to the understanding of physiological consequences of social exclusion. Further investigation is needed to test whether social inclusion can buffer CV stress reactivity, which would carry implications for how positive social factors may protect against the harmful effects of stress.
Social Network Analysis of Elders' Health Literacy and their Use of Online Health Information
Jang, Haeran
2014-01-01
Objectives Utilizing social network analysis, this study aimed to analyze the main keywords in the literature regarding the health literacy of and the use of online health information by aged persons over 65. Methods Medical Subject Heading keywords were extracted from articles on the PubMed database of the National Library of Medicine. For health literacy, 110 articles out of 361 were initially extracted. Seventy-one keywords out of 1,021 were finally selected after removing repeated keywords and applying pruning. Regarding the use of online health information, 19 articles out of 26 were selected. One hundred forty-four keywords were initially extracted. After removing the repeated keywords, 74 keywords were finally selected. Results Health literacy was found to be strongly connected with 'Health knowledge, attitudes, practices' and 'Patient education as topic.' 'Computer literacy' had strong connections with 'Internet' and 'Attitude towards computers.' 'Computer literacy' was connected to 'Health literacy,' and was studied according to the parameters 'Attitude towards health' and 'Patient education as topic.' The use of online health information was strongly connected with 'Health knowledge, attitudes, practices,' 'Consumer health information,' 'Patient education as topic,' etc. In the network, 'Computer literacy' was connected with 'Health education,' 'Patient satisfaction,' 'Self-efficacy,' 'Attitude to computer,' etc. Conclusions Research on older citizens' health literacy and their use of online health information was conducted together with study of computer literacy, patient education, attitude towards health, health education, patient satisfaction, etc. In particular, self-efficacy was noted as an important keyword. Further research should be conducted to identify the effective outcomes of self-efficacy in the area of interest. PMID:25152835
ERIC Educational Resources Information Center
Chang, Yao-Jen; Chang, Yao-Sheng
2011-01-01
Discussion forums have been used to support organizational communication and they have become a candidate for study of organizational behaviors. However, online behaviors of NGOs have been insufficiently studied compared to those studies conducted in education and industries. Our empirical study examined how social workers in one NGO used an…
Barriers of Using Educational Games in Jordanian Public Schools
ERIC Educational Resources Information Center
Aljaraideh, Yousef Ahmed
2014-01-01
This study aimed to identify the barriers that prevent Jordanian teachers at primary schools in Jerash governorate from using computer games into the classroom. To achieve this goal, a descriptive analysis procedure was used in this study. The sample of study consisted of (240) English, Mathematics and social studies teachers. The questionnaire…
Latkin, Carl A; Edwards, Catie; Davey-Rothwell, Melissa A; Tobin, Karin E
2017-10-01
Social desirability response bias may lead to inaccurate self-reports and erroneous study conclusions. The present study examined the relationship between social desirability response bias and self-reports of mental health, substance use, and social network factors among a community sample of inner-city substance users. The study was conducted in a sample of 591 opiate and cocaine users in Baltimore, Maryland from 2009 to 2013. Modified items from the Marlowe-Crowne Social Desirability Scale were included in the survey, which was conducted face-to-face and using Audio Computer Self Administering Interview (ACASI) methods. There were highly statistically significant differences in levels of social desirability response bias by levels of depressive symptoms, drug use stigma, physical health status, recent opiate and cocaine use, Alcohol Use Disorders Identification Test (AUDIT) scores, and size of social networks. There were no associations between health service utilization measures and social desirability bias. In multiple logistic regression models, even after including the Center for Epidemiologic Studies Depression Scale (CES-D) as a measure of depressive symptomology, social desirability bias was associated with recent drug use and drug user stigma. Social desirability bias was not associated with enrollment in prior research studies. These findings suggest that social desirability bias is associated with key health measures and that the associations are not primarily due to depressive symptoms. Methods are needed to reduce social desirability bias. Such methods may include the wording and prefacing of questions, clearly defining the role of "study participant," and assessing and addressing motivations for socially desirable responses. Copyright © 2017 Elsevier Ltd. All rights reserved.
A Research on the Use of Social Media Networks by Teacher Candidates
ERIC Educational Resources Information Center
Bolat, Yaviz
2018-01-01
Social media networks are the most important product of the development of computer and communication technologies that affect social life. Social media networks have become a driving force in social and cultural development, while providing social contact for people. This force has improved its sphere of influence over societies in many fields…
Development of neural systems for processing social exclusion from childhood to adolescence
Bolling, Danielle Z.; Pitskel, Naomi B.; Deen, Ben; Crowley, Michael J.; Mayes, Linda C.; Pelphrey, Kevin A.
2015-01-01
Adolescence is a period of development in which peer relationships become especially important. A computer-based game (Cyberball) has been used to explore the effects of social exclusion in adolescents and adults. The current functional magnetic resonance imaging (fMRI) study used Cyberball to extend prior work to the cross-sectional study of younger children and adolescents (7 to 17 years), identifying age-related changes in the neural correlates of social exclusion across the important transition from middle childhood into adolescence. Additionally, a control task illustrated the specificity of these age-related changes for social exclusion as distinct from expectancy violation more generally. During exclusion, activation in and functional connectivity between ventrolateral prefrontal cortex and ventral anterior cingulate cortex increased with age. These effects were specific to social exclusion and did not exist for expectancy violation. Our results illustrate developmental changes from middle childhood through adolescence in both affective and regulatory brain regions during social exclusion. PMID:22010901
Computational models of intergroup competition and warfare.
DOE Office of Scientific and Technical Information (OSTI.GOV)
Letendre, Kenneth; Abbott, Robert G.
2011-11-01
This document reports on the research of Kenneth Letendre, the recipient of a Sandia Graduate Research Fellowship at the University of New Mexico. Warfare is an extreme form of intergroup competition in which individuals make extreme sacrifices for the benefit of their nation or other group to which they belong. Among animals, limited, non-lethal competition is the norm. It is not fully understood what factors lead to warfare. We studied the global variation in the frequency of civil conflict among countries of the world, and its positive association with variation in the intensity of infectious disease. We demonstrated that themore » burden of human infectious disease importantly predicts the frequency of civil conflict and tested a causal model for this association based on the parasite-stress theory of sociality. We also investigated the organization of social foraging by colonies of harvester ants in the genus Pogonomyrmex, using both field studies and computer models.« less
Evaluation of an Educational Computer Programme as a Change Agent in Science Classrooms
ERIC Educational Resources Information Center
Muwanga-Zake, Johnnie Wycliffe Frank
2007-01-01
I report on benefits from 26 teacher-participant evaluators of a computer game designed to motivate learning and to ease conceptual understanding of biology in South Africa. Using a developmental, social constructivist and interpretative model, the recommendation is to include the value systems and needs of end-users (through social dialogue);…
The Computer as a Medium for Art: Aesthetics and the Processes of Mind.
ERIC Educational Resources Information Center
Woodard, William Bryan
This master's thesis is intended to show that the computer, as an aesthetic medium, will create the social conditions whereby the population will be able to develop the aesthetic bridge of self-actualization, and that the increased numbers of people involved with their own personal psychological development and growth will create social conditions…
ERIC Educational Resources Information Center
Lent, Robert W.; Lopez, Frederick G.; Sheu, Hung-Bin; Lopez, Antonio M., Jr.
2011-01-01
In a replication and extension of earlier research, we examined the explanatory adequacy of the social cognitive choice model (Lent, Brown, & Hackett, 1994) in a sample of 1404 students majoring in a variety of computing disciplines at 23 historically Black and 27 predominantly White universities. Participants completed measures of self-efficacy,…
ERIC Educational Resources Information Center
Parsons, Sarah; Leonard, Anne; Mitchell, Peter
2006-01-01
Previous research has shown that computer-based tasks can motivate people with autism and encourage learning. As a computer-based medium, Virtual Environments (VEs) offer a potentially useful tool for social skills training for people with autistic spectrum disorders (ASDs). However, there are some concerns over whether people with ASDs can…
Summary Report for the Army Research Organization (ARO) Workshop on Social Trust Computing
2010-09-14
5 2.5 Munindar Singh . . . . . . . . . . . . . . . . . . . . . . . . . . 5 2.6 Ugur Kuter...12 2 1 Attendees • Jen Golbeck (UMD) • Ugur Kuter (UMD) • Jim Hendler (RPI) • John O’Donnovan (UCSB...social computing applications, such as those involving personal, communal, organizational, and contractual relationships. 2.6 Ugur Kuter Every day, people
Planning and Scheduling of Software Manufacturing Projects
1991-03-01
based on the previous results in social analysis of computing, operations research in manufacturing, artificial intelligence in manufacturing...planning and scheduling, and the traditional approaches to planning in artificial intelligence, and extends the techniques that have been developed by them...social analysis of computing, operations research in manufacturing, artificial intelligence in manufacturing planning and scheduling, and the
ERIC Educational Resources Information Center
Guelph Univ. (Ontario).
This 21-paper collection examines various issues in electronic networking and conferencing with computers, including design issues, conferencing in education, electronic messaging, computer conferencing applications, social issues of computer conferencing, and distributed computer conferencing. In addition to a keynote address, "Computer…
The Gender Factor in Computer Anxiety and Interest among Some Australian High School Students.
ERIC Educational Resources Information Center
Okebukola, Peter Akinsola
1993-01-01
Western Australia eleventh graders (142 boys, 139 girls) were compared on such variables as computers at home, computer classes, experience with computers, and socioeconomic status. Girls had higher anxiety levels, boys higher computer interest. Possible causes included social beliefs about computer use, teacher sex bias, and software (games) more…
Differentiating between Women in Hard and Soft Science and Engineering Disciplines
ERIC Educational Resources Information Center
Camp, Amanda G.; Gilleland, Diane S.; Pearson, Carolyn; Vander Putten, James
2010-01-01
The intent of this study was to investigate characteristics that differentiate between women in soft (social, psychological, and life sciences) and hard (engineering, mathematics, computer science, physical science) science and engineering disciplines. Using the Beginning Postsecondary Students Longitudinal Study: 1996-2001 (2002), a descriptive…
Online social networks—Paradise of computer viruses
NASA Astrophysics Data System (ADS)
Fan, W.; Yeung, K. H.
2011-01-01
Online social network services have attracted more and more users in recent years. So the security of social networks becomes a critical problem. In this paper, we propose a virus propagation model based on the application network of Facebook, which is the most popular among these social network service providers. We also study the virus propagation with an email virus model and compare the behaviors of a virus spreading on Facebook with the original email network. It is found that Facebook provides the same chance for a virus spreading while it gives a platform for application developers. And a virus will spread faster in the Facebook network if users of Facebook spend more time on it.
Deaf people communicating via SMS, TTY, relay service, fax, and computers in Australia.
Power, Mary R; Power, Des; Horstmanshof, Louise
2007-01-01
Despite the expansion of Deaf people's use of communication technology little is published about how they use electronic communication in their social and working lives and the implications for their concepts of identity and community. Australia is an ideal research base because the use of a range of technologies is widespread there. To gain access to a wide age range of people who identify as Deaf, members of the national organization, the Australian Association of the Deaf, were surveyed by mail. Results showed that Short Message Service (SMS), telephone typewriters (TTY), voice/TTY relay services, fax, and e-mail were used regularly. Deaf users are discerning of the purposes for which they use each method: SMS for social and personal interactions, TTY for longer communications and (via the relay service) with people and services without TTYs, fax for business and social contact, and computers for personal and business e-mails as well as Web browsing, accessing chat rooms, word processing, games, and study.
Programming the social computer.
Robertson, David; Giunchiglia, Fausto
2013-03-28
The aim of 'programming the global computer' was identified by Milner and others as one of the grand challenges of computing research. At the time this phrase was coined, it was natural to assume that this objective might be achieved primarily through extending programming and specification languages. The Internet, however, has brought with it a different style of computation that (although harnessing variants of traditional programming languages) operates in a style different to those with which we are familiar. The 'computer' on which we are running these computations is a social computer in the sense that many of the elementary functions of the computations it runs are performed by humans, and successful execution of a program often depends on properties of the human society over which the program operates. These sorts of programs are not programmed in a traditional way and may have to be understood in a way that is different from the traditional view of programming. This shift in perspective raises new challenges for the science of the Web and for computing in general.
2013-01-01
Background Previous studies have identified socioeconomic status and health status as predictors of older adults’ computer and Internet use, but researchers have not examined the relationships between older adults’ health needs and psychological capital (emotional well-being and self-efficacy) and social capital (social integration/ties and support networks) to different types of Internet use. Objective This study examined (1) whether older adults’ health conditions and psychological and social capital differentiate Internet users from nonusers, and (2) whether the Internet users differed in their types of Internet use on the basis of their health conditions and psychological and social capital. Methods Data for this study came from the National Health and Aging Trends Study, which is based on a nationally representative sample of US Medicare beneficiaries aged 65 years and older. The sample for this study were those who resided in the community in their own or others’ homes (N=6680). Binary logistic regression analysis was used to compare health needs, psychological capital, and social capital among (1) any type of Internet users and nonusers, (2) Internet users who engaged in health-related tasks and Internet users who did not, (3) Internet users who engaged in shopping/banking tasks and Internet users who did not, and (4) Internet users only used the Internet for email/texting and all other Internet users. Results Depressive and anxiety symptoms, measures of psychological capital, were negatively associated with Internet use among older adults (odds ratio [OR] 0.83, 95% CI 0.70-0.98, P=.03 and OR 0.79, 95% CI 0.65-0.97, P=.03, respectively), whereas most measures of social capital were positively associated with Internet use. Having more chronic medical conditions and engaging in formal volunteering increased the odds of Internet use for health-related tasks by 1.15 (95% CI 1.08-1.23, P<.001) and 1.28 (95% CI 1.05-1.57, P=.02), respectively, but anxiety symptoms decreased the odds (OR 0.74, 95% CI 0.55-0.99, P=.05). Religious service attendance was negatively associated with Internet use for shopping/banking activities (OR 0.75, 95% CI 0.62-0.91, P=.01). Anxiety symptoms increased the odds of using the Internet only for emails/texting (OR 1.75, 95% CI 1.12-2.75, P=.02), but formal volunteering decreased the odds (OR 0.63, 95% CI 0.43-0.92, P=.02). Other correlates of Internet use solely for emails/texting were older age (80-84 years and ≥85 years), a black or “other” racial/ethnic background, a high school education or less than high school, and lower income. Conclusions The findings point to the importance of social capital in facilitating older adults’ learning and adoption of Internet technology. Older adults who used the Internet for email/texting purposes only were the most socially and economically disadvantaged group of Internet users. Computer/Internet training for older adults and computer/Internet use for various purposes need to consider the significant role their social capital can play. PMID:23681083
Computer Innovations in Education.
ERIC Educational Resources Information Center
Molnar, Andrew R.
Computers in education are put in context by a brief review of current social and technological trends, a short history of the development of computers and the vast expansion of their use, and a brief description of computers and their use. Further chapters describe instructional applications, administrative uses, uses of computers for libraries…
Zakerian, Seyed Abolfazl; Subramaniam, Indra Devi
2009-01-01
Increasing numbers of workers use computer for work. So, especially among office workers, there is a high risk of musculoskeletal discomforts. This study examined the associations among 3 factors, psychosocial work factors, work stress and musculoskeletal discomforts. These associations were examined via a questionnaire survey on 30 office workers (at a university in Malaysia), whose jobs required an extensive use of computers. The questionnaire was distributed and collected daily for 20 days. While the results indicated a significant relationship among psychosocial work factors, work stress and musculoskeletal discomfort, 3 psychosocial work factors were found to be more important than others in both work stress and musculoskeletal discomfort: job demands, negative social interaction and computer-related problems. To further develop study design, it is necessary to investigate industrial and other workers who have experienced musculoskeletal discomforts and work stress.
Timpka, Toomas; Olvander, Christina; Hallberg, Niklas
2008-09-01
The international Safe Community programme was used as the setting for a case study to explore the need for information system support in health promotion programmes. The 14 Safe Communities active in Sweden during 2002 were invited to participate and 13 accepted. A questionnaire on computer usage and a critical incident technique instrument were distributed. Sharing of management information, creating social capital for safety promotion, and injury data recording were found to be key areas that need to be further supported by computer-based information systems. Most respondents reported having access to a personal computer workstation with standard office software. Interest in using more advanced computer applications was low, and there was considerable need for technical user support. Areas where information systems can be used to make health promotion practice more efficient were identified, and patterns of computers usage were described.
Blogging: Promoting Learner Autonomy and Intercultural Competence through Study Abroad
ERIC Educational Resources Information Center
Lee, Lina
2011-01-01
The current study explores closely how using a combined modalities of asynchronous computer-mediated communication (CMC) via blogs and face-to-face (FTF) interaction through ethnographic interviews with native speakers (L1s) supports autonomous learning as the result of reflective and social processes. The study involves 16 American undergraduate…
The case for responsibility of the IT industry to promote equality for women in computing.
Turner, E
2001-04-01
This paper investigates the relationship between the role that information technology (IT) has played in the development of women's employment, the possibility of women having a significant influence on the technology's development, and the way that the IT industry perceives women as computer scientists, users and consumers. The industry's perception of women and men is investigated through the portrayal of them in computing advertisements. While women are increasingly updating their technological skills and know-how, and through this process are entering some positions in the workplace traditionally occupied by men, these achievements are not mirrored in their social and occupational status. The computer industry and higher education have worryingly low numbers of women, while the possibility of women influencing the development of computer technology is just emerging in feminist research. This paper argues that, though the IT industry, through their self-regulatory codes, subscribes to equal treatment of sexes, races and persons with disabilities, the industry nevertheless paints a stereotyped picture of inequality when portraying men and women in computer advertisements. As long as such a perception of women prevails within the industry, it will stand as a barrier to women having equal access to computer technology. If advertisements influence the way society perceives major social constructs and issues, then the computing industry has a social responsibility to portray men and women in an equal and non-stereotypical fashion.
The social brain: allowing humans to boldly go where no other species has been
Frith, Uta; Frith, Chris
2010-01-01
The biological basis of complex human social interaction and communication has been illuminated through a coming together of various methods and disciplines. Among these are comparative studies of other species, studies of disorders of social cognition and developmental psychology. The use of neuroimaging and computational models has given weight to speculations about the evolution of social behaviour and culture in human societies. We highlight some networks of the social brain relevant to two-person interactions and consider the social signals between interacting partners that activate these networks. We make a case for distinguishing between signals that automatically trigger interaction and cooperation and ostensive signals that are used deliberately. We suggest that this ostensive signalling is needed for ‘closing the loop’ in two-person interactions, where the partners each know that they have the intention to communicate. The use of deliberate social signals can serve to increase reputation and trust and facilitates teaching. This is likely to be a critical factor in the steep cultural ascent of mankind. PMID:20008394
Losecaat Vermeer, Annabel B; Heerema, Roeland L; Sanfey, Alan G
2016-03-01
Decisions to cooperate are often delegated to a third party. We examined whether cooperation differs when decisions are made for a third party compared with ourselves and specified which motives are important for third-party cooperation. Participants played multiple rounds of a public goods game (PGG). In Study 1, we varied personal involvement from high to low; participants played for themselves (Self), for themselves and a third party (Shared), and solely for a third party (Third Party). Participants contributed most when personal involvement was lowest (i.e., Third Party) and least when personal involvement was high (i.e., Self). Study 2 explored if social motives underlie third-party cooperation by comparing cooperation with social (human) and non-social (computer) group members. Reducing personal involvement in the PGG (i.e., Third Party) increased cooperation in social contexts compared with non-social contexts, indicating enhanced collective interest. Increased cooperation for a third party may result from taking the other's perspective, thereby increasing social norm preferences. © 2016 by the Society for Personality and Social Psychology, Inc.
Rigoni, Daniele; Morganti, Francesca; Braibanti, Paride
2017-01-01
Facing a stressor involves a cardiac vagal tone response and a feedback effect produced by social interaction in visceral regulation. This study evaluated the contribution of baseline vagal tone and of social engagement system (SES) functioning on the ability to deal with a stressor. Participants ( n = 70) were grouped into a minimized social interaction condition (procedure administered through a PC) and a social interaction condition (procedure administered by an experimenter). The State Trait Anxiety Inventory, the Social Interaction Anxiety Scale, the Emotion Regulation Questionnaire and a debriefing questionnaire were completed by the subjects. The baseline vagal tone was registered during the baseline, stressor and recovery phases. The collected results highlighted a significant effect of the baseline vagal tone on vagal suppression. No effect of minimized vs. social interaction conditions on cardiac vagal tone during stressor and recovery phases was detected. Cardiac vagal tone and the results of the questionnaires appear to be not correlated. The study highlighted the main role of baseline vagal tone on visceral regulation. Some remarks on SES to be deepen in further research were raised.
Making Market Decisions in the Classroom.
ERIC Educational Resources Information Center
Rose, Stephen A.
1986-01-01
Computer software that will help intermediate and secondary social studies students learn to make rational decisions about personal and societal concerns are described. The courseware places students in the roles of business managers who make decisions about operating their firms. (RM)
Information technology and ethics: An exploratory factor analysis
DOE Office of Scientific and Technical Information (OSTI.GOV)
Conger, S.; Loch, K.D.; Helft, B.L.
1994-12-31
Ethical dilemmas are situations in which a decision results in unpleasant consequences. The unpleasant consequences are treated as a zero-sum game in which someone always loses. Introducing information technology (IT) to a situation makes the recognition of a potential loser more abstract and difficult to identify, thus an ethical dilemma may go unrecognized. The computer mediates the human relationship which causes a lost sense of contact with a person at the other end of the computer connection. In 1986, Richard O. Mason published an essay identifying privacy, accuracy, property, and Access (PAPA) as the four main ethical issues of themore » information age. Anecdotes for each issue describe the injured party`s perspective to identify consequences resulting from unethical use of information and information technology. This research sought to validate Mason`s social issues empirically, but with distinct differences. Mason defined issues to raise awareness and initiate debate on the need for a social agenda; our focus is on individual computer users and the attitudes they hold about ethical behavior in computer use. This study examined the attitudes of the computer user who experiences the ethical dilemma to determine the extent to which ethical components are recognized, and whether Mason`s issues form recognizable constructs.« less
Strategic research in the social sciences
DOE Office of Scientific and Technical Information (OSTI.GOV)
Bainbridge, W.S.
1995-12-31
The federal government has identified a number of multi-agency funding initiatives for science in strategic areas, such as the initiatives on global environmental change and high performance computing, that give some role to the social sciences. Seven strategic areas for social science research are given with potential for federal funding: (1) Democratization. (2) Human Capital. (3) Administrative Science. (4) Cognitive Science. (5) High Performance Computing and Digital Libraries. (6) Human Dimensions of Environmental Change. and (7) Human Genetic Diversity. The first two are addressed in detail and the remainder as a group. 10 refs.
Saving Endangered Species: Using Technology to Teach Thematically.
ERIC Educational Resources Information Center
Wepner, Shelly B.; Seminoff, Nancy E.
1994-01-01
Describes a project using software in kindergarten instruction. Seven pieces of software used in a unit on endangered species that included social studies, math, art, language arts, and music emphases are briefly described. Ideas for managing a one-computer classroom and general recommendations drawn from the study are given. (KRN)
Interaction Forms in Successful Collaborative Learning in Virtual Learning Environments
ERIC Educational Resources Information Center
Vuopala, Essi; Hyvönen, Pirkko; Järvelä, Sanna
2016-01-01
Despite the numerous studies on social interaction in collaborative learning, little is known about interaction forms in successful computer-supported collaborative learning situations. The purpose of this study was to explore and understand student interaction in successful collaborative learning during a university course which was mediated by…
Age Factor Related to Hypoxia Tolerance
2000-08-01
Social Sciences 6.0 (SPSS) computer software, found between first-time subjects and those of 2nd and A descriptive study has been carried out of the 3rd...differ between the carboxyhaemoglobin and the 37: 192-201. oxyhaemoglobin. 5. Rosenzweig M.R. Psicologia However Dillard et al. (14) studied the
Grecucci, Alessandro; Giorgetta, Cinzia; Bonini, Nicolao; Sanfey, Alan G.
2013-01-01
Emotion regulation is important for psychological well-being. Although it is known that alternative regulation strategies may have different emotional consequences, the effectiveness of such strategies for socially driven emotions remains unclear. In this study we investigated the efficacy of different forms of reappraisal on responses to the selfish and altruistic behavior of others in the Dictator Game. In Experiment 1, subjects mentalized the intentions of the other player in one condition, and took distance from the situation in the other. Emotion ratings were recorded after each offer. Compared with a baseline condition, mentalizing led subjects to experience their emotions more positively when receiving both selfish and altruistic proposals, whereas distancing decreased the valence when receiving altruistic offers, but did not affect the perception of selfish behavior. In Experiment 2, subjects played with both computer and human partners while reappraising the meaning of the player’s intentions (with a human partner) or the meaning of the situation (with a computer partner). Results showed that both contexts were effectively modulated by reappraisal, however a stronger effect was observed when the donor was a human partner, as compared to a computer partner. Taken together, these results demonstrate that socially driven emotions can be successfully modulated by reappraisal strategies that focus on the reinterpretation of others’ intentions. PMID:23349645
ERIC Educational Resources Information Center
Samaras, Anastasia P.
1996-01-01
Suggests that teachers and social context determine what young children acquire from computer experiences. Provides anecdotes of teachers working with children who are using a computer program to complete a picture puzzle. The computer allowed teachers to present a problem, witness children's cognitive capabilities, listen to their metacognitive…
Crime, Abuse, and Hacker Ethics.
ERIC Educational Resources Information Center
Johnson, Deborah G.
1994-01-01
Discusses computer ethics and the use of computer networks. Topics addressed include computer hackers; software piracy; computer viruses and worms; intentional and unintentional abuse; intellectual property rights versus freedom of thought; the role of information in a democratic society; individual privacy; legislation; social attitudes; and the…
Arrhenius-kinetics evidence for quantum tunneling in microbial "social" decision rates.
Clark, Kevin B
2010-11-01
Social-like bacteria, fungi and protozoa communicate chemical and behavioral signals to coordinate their specializations into an ordered group of individuals capable of fitter ecological performance. Examples of microbial "social" behaviors include sporulation and dispersion, kin recognition and nonclonal or paired reproduction. Paired reproduction by ciliates is believed to involve intra- and intermate selection through pheromone-stimulated "courting" rituals. Such social maneuvering minimizes survival-reproduction tradeoffs while sorting superior mates from inferior ones, lowering the vertical spread of deleterious genes in geographically constricted populations and possibly promoting advantageous genetic innovations. In a previous article, I reported findings that the heterotrich Spirostomum ambiguum can out-complete mating rivals in simulated social trials by learning behavioral heuristics which it then employs to store and select sets of altruistic and deceptive signaling strategies. Frequencies of strategy use typically follow Maxwell-Boltzmann (MB), Fermi-Dirac (FD) or Bose-Einstein (BE) statistical distributions. For ciliates most adept at social decision making, a brief classical MB computational phase drives signaling behavior into a later quantum BE computational phase that condenses or favors the selection of a single fittest strategy. Appearance of the network analogue of BE condensation coincides with Hebbian-like trial-and-error learning and is consistent with the idea that cells behave as heat engines, where loss of energy associated with specific cellular machinery critical for mating decisions effectively reduces the temperature of intracellular enzymes cohering into weak Fröhlich superposition. I extend these findings by showing the rates at which ciliates switch serial behavioral strategies agree with principles of chemical reactions exhibiting linear and nonlinear Arrhenius kinetics during respective classical and quantum computations. Nonlinear Arrhenius kinetics in ciliate decision making suggest transitions from one signaling strategy to another result from a computational analogue of quantum tunneling in social information processing.