16 Matching Annotations
  1. Jul 2024

    Annotators

  2. Apr 2023
    1. Action and perception in the rubber hand illusion

      This is experiment manipulated of variables

      within subject factorial design Iv 1: sch or not iv 2: passive someone brushed hand vs active moved fibger and rubber hand moved with

      On emain effcet is when they were syncrones

      2 by 2 design

      DV was the questionnaire if they were tricked by the rubber hand or not

    2. Results

      Results: Main effect: synchronous or not Main effect: Tactile or voluntary Interaction: Between IVs of voluntary

      across all of the different things they were looking at (owner shift, drift) the only thing that mattered was synchronous - Only main effect of synchronicity - If synchro, it was convincing

    3. Methods

      Methods: - 40 participants (mean age of 24.5) - All right handed - Fake hand was in visual field, while real hand was hidden - Fake index finger could be raised by the participant via plunger

      4 conditions (the big part) - 1 synchronous/ tactile sensation - 2 synchronous/ voluntary movements - 3 asynchronous/ tactile sensation - 4 asynchronous/ voluntary movements

      Define terms: - Synchronous (rubber hand and real hand manipulated at the same time - Asynchronous (rubber hand and real hand are NOT manipulated at the same time) -Tactile (stroking with a brush) - Voluntary (participants lifted index finger)

      Order of conditions randomized

      Procedure: - first was induction phrase (being tricked w/the fake hand) - Motor task (with eyes closed, they had to point with their left hand where their right hand is) - Perceptual task ( looked at a screen w/ red dots, had to determine whether each dot was to the right or left of their right hand) (moved mouse to get dot directly over hand) - Survey (RHI questionnaire, 9 statements (strongly agree to strongly disagree) about subjective experience, 4 statements about ownership of fake hand, 5 control items) - Its about the mean response of the 4 questions to these indicated if they were tricked by the fake hand

    4. Introduction

      Introduction: - Phenomenal intentions (trick the brain into perceiving the body differently

      The hypothesis is based in the rubber hand illusion - Tactical sensation (passive method for controlling the body)<br /> - Voluntary motor control (Must have intention for movements)

      Proprioceptive drift (feeling that the fake hand is your own)

      RHI impacts body image (perceptions toward ones body)<br /> - Using RHI, this study uses more voluntary control to compare to original method

    5. Tactile sensation is a predomi-nantly passive process and results in a feeling of ownershipover the body, whereas voluntary motor control involves astrong intentional component, inducing a sense of agencyfor bodily movements

      they define the differences of tactile sensation and voluntary motor control

  3. Mar 2023
    1. Examining homicides and suicides cross-nationally:Economic factors, guns and video games

      Predictors instead of IV No design DVs- Homicide and suicide Design is correlational and strategy

    2. DISCUSSION

      Discussion: - Poverty inequality indicates crime, policy should focus on reducing poverty - Don't worry about video games - More research needed on HCI to clarify - Video games = wealth? Video games have beneficial effects - Video games probably scape goat

    3. RESULTS

      Results:

      Homicide - Data available for 73 nations - Neither video game consumption nor firearm ownership predicted homicide - Homicide was skewed (it wasn't super common of an event) - GINI index (income inequality) remined the most significant indicator of homicide - Video games negatively correlated w/ homicide

      Suicide - HCI was the biggest predictor - GINI index and gun ownership did not predict suicide

    4. METHODS

      Methods: - Data collected in 2017 via public records - Variables: homicide, suicide, video game consumption (sales of games per capita), GINI index wealth dispersion aka income inequality), HCI (social mobility potential), firearm ownership (number per country) - SPSS for statistical analysis: had two DVs [criterion] predicts homicide, predicts suicide

    5. Guns and violence

      Introduction: - Accessibility to guns, influence of video games, economic status, and exposure to violence- which one(s) most linked to crime

      Conflicting results in previous literature - First person shooters play a big role? Making people desensitized - Guns- do they increase or decreases crimes? their position is that they increase homicide but decrease lesser crimes, trading one evil for another. - Exposure to violence/crime predicts adult gun ownership - Individually, being aggressive predicts interest in violent video games - In populations- lower violence w/ video game use (weak causal link between the two. - Poverty does seem to predict homicide (violent crime) - thought to be meditated by social isolation & other feelings of desperation associated w/ poverty - Poverty predicts depression & PTSD

      No real hypothesis