scholarly journals Experimental Study of Four Selective Code Smells Declining in Real Life Projects

Author(s):  
Md. Erfan ◽  
◽  
Bohnishikhan Halder ◽  
Sathi Rani Pal ◽  
Md. Shariful Islam ◽  
...  
2010 ◽  
Vol 15 (2) ◽  
pp. 99-108 ◽  
Author(s):  
Christopher J. Ferguson ◽  
Stephanie M. Rueda

This article explores commonly discussed theories of violent video game effects: the social learning, mood management, and catharsis hypotheses. An experimental study was carried out to examine violent video game effects. In this study, 103 young adults were given a frustration task and then randomized to play no game, a nonviolent game, a violent game with good versus evil theme (i.e., playing as a good character taking on evil), or a violent game in which they played as a “bad guy.” Results indicated that randomized video game play had no effect on aggressive behavior; real-life violent video game-playing history, however, was predictive of decreased hostile feelings and decreased depression following the frustration task. Results do not support a link between violent video games and aggressive behavior, but do suggest that violent games reduce depression and hostile feelings in players through mood management.


2021 ◽  
pp. 204275302098701
Author(s):  
Ünal Çakıroğlu ◽  
Mustafa Güler

This study attempts to determine whether gamification can be used as a pedagogical technique to overcome the challenges in teaching statistics. A post-test quasi-experimental design was carried out in gamified and non-gamified groups in order to reveal the effect of gamification elements in cultivating students’ statistical literacy skills. Students in gamified group were also interviewed to understand the function of gamification process. The results suggest that; although gamifying the instructional process had a positive impact on developing students’ statistical literacy in medium and high score students; surprisingly the influence of the gamification to the low- achieved scores were not positive. The positive impact was discussed in accordance with the gradual structure of statistical literacy and suggestions for successful gamification applications due to the context were included.


2017 ◽  
Vol 41 (3) ◽  
pp. 259-277 ◽  
Author(s):  
Amit Sharma

Individuals use self-imposed mental constraints as a guide to make frequent consumption choices. Recent studies, however, suggest that such mental self-rationing processes may be inefficient. The purpose of this real-life experimental study was to investigate the self-rationing efficiency of households’ repeated purchases. Eating-out expenditures take up over half of the food expenditures among families. This study investigated efficiency of eating-away-from-home budget. The results of this study show the classic response by households of adjusting up the eating-away-from-home budget over time when asked to explicitly declare their budgets, suggesting inefficiency in the mental self-rationing process. We also investigated whether repeated experiences could improve the efficiency of self-rationing and found results to the contrary. Experience was positively related to self-rationing inefficiency. We discuss contributions to the literature in regard to self-rationing of repeated expenses and the implications for practice and policy, especially given that experience could further increase inefficiencies.


2016 ◽  
Vol 2 (1) ◽  
pp. 199-202 ◽  
Author(s):  
Alexander Trumpp ◽  
Joachim Schell ◽  
Hagen Malberg ◽  
Sebastian Zaunseder

AbstractCamera-based photoplethysmography (cbPPG) is a novel technique that allows the contactless acquisition of cardio-respiratory signals. Previous works on cbPPG most often focused on heart rate extraction. This contribution is directed at the assessment of vasomotor activity by means of cameras. In an experimental study, we show that vasodilation and vasoconstriction both lead to significant changes in cbPPG signals. Our findings underline the potential of cbPPG to monitor vasomotor functions in real-life applications.


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