Presence and Performance as a Function of Teammate Agency and Individual Differences in a Video Game

Author(s):  
Alexandra B. Proaps ◽  
Shelby K. Long ◽  
Magan Cowan ◽  
Hilary M. Sandberg
Author(s):  
V. J Manzo

In Max/MSP/Jitter for Music, expert author and music technologist V. J. Manzo provides a user-friendly introduction to a powerful programming language that can be used to write custom software for musical interaction. Through clear, step-by-step instructions illustrated with numerous examples of working systems, the book equips you with everything you need to know in order to design and complete meaningful music projects. The book also discusses ways to interact with software beyond the mouse and keyboard through use of camera tracking, pitch tracking, video game controllers, sensors, mobile devices, and more. This book will be of special value for everyone who teaches music at any level, from classroom instructors to ensemble directors to private studio instructors. Whether you want to create simple exercises for beginning performers or more complex programs for aspiring composers, this book will show you how to write customized software that can complement and even inspire your instructional objectives. No specialist foreknowledge is required to use this book to enliven your experience with music technology. Even musicians with no prior programming skills can learn to supplement their lessons with interactive instructional tools, to develop adaptive instruments to aid in composition and performance activities, and to create measurement tools with which to conduct research. This book allows you to: -Learn how to design meaningful projects for composition, performance, music therapy, instruction, and research -Understand powerful software through this accessible introduction, written for beginners -Follow along through step-by-step tutorials -Grasp the principles by downloading the extensive software examples from the companion website This book is ideal for: -Music educators at all levels looking to integrate software in instruction -Musicians interested in how software can improve their practice and performance -Music composers with an interest in designing interactive music -Music therapists looking to tailor programs to the needs of specific groups or individuals And all who are interested in music technology. Visit the companion website at www.oup.com/us/maxmspjitter


2021 ◽  
Vol 11 (1) ◽  
pp. 81
Author(s):  
Kristina C. Backer ◽  
Heather Bortfeld

A debate over the past decade has focused on the so-called bilingual advantage—the idea that bilingual and multilingual individuals have enhanced domain-general executive functions, relative to monolinguals, due to competition-induced monitoring of both processing and representation from the task-irrelevant language(s). In this commentary, we consider a recent study by Pot, Keijzer, and de Bot (2018), which focused on the relationship between individual differences in language usage and performance on an executive function task among multilingual older adults. We discuss their approach and findings in light of a more general movement towards embracing complexity in this domain of research, including individuals’ sociocultural context and position in the lifespan. The field increasingly considers interactions between bilingualism/multilingualism and cognition, employing measures of language use well beyond the early dichotomous perspectives on language background. Moreover, new measures of bilingualism and analytical approaches are helping researchers interrogate the complexities of specific processing issues. Indeed, our review of the bilingualism/multilingualism literature confirms the increased appreciation researchers have for the range of factors—beyond whether someone speaks one, two, or more languages—that impact specific cognitive processes. Here, we highlight some of the most salient of these, and incorporate suggestions for a way forward that likewise encompasses neural perspectives on the topic.


2017 ◽  
Vol 14 (7-8) ◽  
pp. 742-762
Author(s):  
Michael Ryan Skolnik ◽  
Steven Conway

Alongside their material dimensions, video game arcades were simultaneously metaphysical spaces where participants negotiated social and cultural convention, thus contributing to identity formation and performance within game culture. While physical arcade spaces have receded in number, the metaphysical elements of the arcades persist. We examine the historical conditions around the establishment of so-called arcade culture, taking into account the history of public entertainment spaces, such as pool halls, coin-operated entertainment technologies, video games, and the demographic and economic conditions during the arcade’s peak popularity, which are historically connected to the advent of bachelor subculture. Drawing on these complementary histories, we examine the social and historical movement of arcades and arcade culture, focusing upon the Street Fighter series and the fighting game community (FGC). Through this case study, we argue that moral panics concerning arcades, processes of cultural norm selection, technological shifts, and the demographic peculiarities of arcade culture all contributed to its current decline and discuss how they affect the contemporary FGC.


2021 ◽  
Vol 5 (CHI PLAY) ◽  
pp. 1-25
Author(s):  
Julian Frommel ◽  
Martin J. Dechant ◽  
Regan L. Mandryk

Social anxiety is a prevalent problem that affects many people with varying severity; digital exposure therapy-which involves controlled exposure to simulations of feared social situations alongside cognitive restructuring-can help treat patients with anxieties. However, the need to personalize exposure scenarios and simulate audiences are barriers to treating social anxieties through digital exposure. In this paper, we propose game streaming as an exposure therapy paradigm for social anxiety, supporting it with data from two studies. We first propose a framework describing requirements for exposure therapy and how game streaming can fulfill them. We select demand and performance visibility from these characteristics to showcase how to manipulate them for experiences of gradual exposure. With Study 1, we provide evidence for these characteristics and support for the framework by showing that a game's demand affected expected fear of streaming games. In Study 2, we show that the prospect of streaming led to elevated fear, a necessary property for effective exposure therapy. Further, we show that the effect of streaming on expected fear was similar for participants who can be considered socially anxious. These findings provide evidence for the essential effect of exposure therapy, which serves as a first step towards the validation of streaming as a social anxiety treatment. Our paper provides an initial, important step towards a novel, broadly applicable, and widely accessible digital approach for the treatment of social anxiety.


1997 ◽  
Vol 81 (3) ◽  
pp. 991-996 ◽  
Author(s):  
Jonathan E. Schroeder ◽  
Sandra M. Ketrow

The Interpersonal Perception Task-15 videotape served as a criterion measure to test hypotheses about individual differences in interpersonal perception. 160 undergraduates completed the Personal Report of Communication Apprehension Scale, the Shyness and Sociability Scale, and the Interpersonal Perception Task-15. Scores on the Communication Apprehension Scale were negatively correlated with Interpersonal Perception Task-15 scores, as predicted. Scores on the Shyness scale were negatively correlated with scores on the Interpersonal Perception Task-15, while Sociability scale scores were positively correlated. These results underscore the association between social anxiety and interpersonal perception.


2005 ◽  
Vol 10 (3) ◽  
pp. 175-186 ◽  
Author(s):  
Carol Sansone ◽  
Dustin B. Thoman

Abstract. Typically, models of self-regulation include motivation in terms of goals. Motivation is proposed to fluctuate according to how much individuals value goals and expect to attain them. Missing from these models is the motivation that arises from the process of goal-pursuit. We suggest that an important aspect of self-regulation is monitoring and regulating our motivation, not just our progress toward goals. Although we can regulate motivation by enhancing the value or expectancy of attaining the outcome, we suggest that regulating the interest experience can be just as, if not more, powerful. We first present our model, which integrates self-regulation of interest within the goal-striving process. We then briefly review existing evidence, distinguishing between two broad classes of potential interest-enhancing strategies: intrapersonal and interpersonal. For each class of strategies we note what is known about developmental and individual differences in whether and how these kinds of strategies are used. We also discuss implications, including the potential trade-offs between regulating interest and performance, and how recognizing the role of the interest experience may shed new light on earlier research in domains such as close relationships, psychiatric disorders, and females' choice to drop out of math and science.


2018 ◽  
Author(s):  
Alasdair D F Clarke ◽  
Jessica Irons ◽  
Warren James ◽  
Andrew B. Leber ◽  
Amelia R. Hunt

A striking range of individual differences has recently been reported in three different visual search tasks. These differences in performance can be attributed to strategy, that is, the efficiency with which participants control their search to complete the task quickly and accurately. Here we ask if an individual's strategy and performance in one search task is correlated with how they perform in the other two. We tested 64 observers in the three tasks mentioned above over two sessions. Even though the test-retest reliability of the tasks is high, an observer's performance and strategy in one task did not reliably predict their behaviour in the other two. These results suggest search strategies are stable over time, but context-specific. To understand visual search we therefore need to account not only for differences between individuals, but also how individuals interact with the search task and context. These context-specific but stable individual differences in strategy can account for a substantial proportion of variability in search performance.


1983 ◽  
Vol 35 (2) ◽  
pp. 411-421 ◽  
Author(s):  
J. I. Laszlo ◽  
P. J. Bairstow

This paper reviews studies which demonstrate the importance of kinaesthesis in the acquisition and performance of motor skills. A method of measuring kinaesthetic sensitivity in children and adults (recently developed) is briefly described. Developmental trends in kinaesthetic perception are discussed and large individual differences found within age groups. It was shown that kinaesthetically undeveloped children can be trained to perceive and memorize kinaesthetic information with greatly improved accuracy. Furthermore perceptual training facilitates the performance of a drawing skill. On the basis of these results an argument is made for the importance of kinaesthesis in skilled motor behaviour.


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