perceived realism
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Author(s):  
Nikola Komlenac ◽  
Margarethe Hochleitner

AbstractTo date, only a few studies have examined the associations between pornography consumption and sexual functioning. The Acquisition, Activation, Application Model (3AM) indicates that the frequency of pornography consumption and the perceived realism of pornography may influence whether sexual scripts are acquired from viewed pornography. Having sexual scripts that are alternative to their preferred sexual behaviors may help people switch to alternative sexual behavior when sexual problems arise. The current study analyzed whether frequent pornography consumption was associated with greater sexual flexibility and greater sexual functioning. Additionally, the perceived realism of pornography consumption was tested as a moderator of those associations. At an Austrian medical university, an online cross-sectional questionnaire study was conducted among 644 medical students (54% women and 46% men; Mage = 24.1 years, SD = 3.8). The participants were asked about their pornography consumption, partnered sexual activity, sexual flexibility, perceived realism of pornography, and sexual functioning. Manifest path analyses revealed direct and indirect associations between frequent pornography consumption and greater sexual functioning through greater sexual flexibility in women but not in men. Perceived realism did not moderate those associations. In conclusion, our study was in line with previous studies that found no significant associations between men’s pornography consumption and sexual functioning in men. However, some women may expand their sexual scripts and learn new sexual behaviors from pornography consumption, which may help with their sexual functioning.


Author(s):  
Mark Colley ◽  
Pascal Jansen ◽  
Enrico Rukzio ◽  
Jan Gugenheimer

Autonomous vehicles provide new input modalities to improve interaction with in-vehicle information systems. However, due to the road and driving conditions, the user input can be perturbed, resulting in reduced interaction quality. One challenge is assessing the vehicle motion effects on the interaction without an expensive high-fidelity simulator or a real vehicle. This work presents SwiVR-Car-Seat, a low-cost swivel seat to simulate vehicle motion using rotation. In an exploratory user study (N=18), participants sat in a virtual autonomous vehicle and performed interaction tasks using the input modalities touch, gesture, gaze, or speech. Results show that the simulation increased the perceived realism of vehicle motion in virtual reality and the feeling of presence. Task performance was not influenced uniformly across modalities; gesture and gaze were negatively affected while there was little impact on touch and speech. The findings can advise automotive user interface design to mitigate the adverse effects of vehicle motion on the interaction.


PLoS ONE ◽  
2021 ◽  
Vol 16 (12) ◽  
pp. e0261507
Author(s):  
Natalia Lipp ◽  
Radosław Sterna ◽  
Natalia Dużmańska-Misiarczyk ◽  
Agnieszka Strojny ◽  
Sandra Poeschl-Guenther ◽  
...  

This paper presents validation of the VR Simulation Realism Scale on a Polish sample. The scale enables a self-report measurement of perceived realism of a virtual environment in four main aspects of such realism–scene realism, audience behavior realism, audience appearance realism and sound realism. However, since the development of the original scale, the VR technology significantly changed. We aimed to respond to that change and revalidate the original measure in the contemporary setting. For the purpose of scale validation, data was gathered from six studies with 720 participants in total. Five experiments and one online survey were conducted to examine psychometric properties of the scale in accordance with the Standards for Educational and Psychological Testing. Evidence based on internal structure, relations to other variables and test content was obtained. The factorial structure of the original scale was tested and confirmed. The connections between realism and immersion, presence, aesthetics were verified. A suppressed relationship between realism and positive affect was discovered. Moreover, it was confirmed that scale result is dependent on the quality of VR graphics. Results of the analyses provide the evidence that the VR Simulation Realism Scale is a well-established tool that might be used both in science and in VR development. However, further research needs to be done to increase external validity and predictive power of the scale.


2021 ◽  
Author(s):  
Daniele Giunchi ◽  
Riccardo Bovo ◽  
Panayiotis Charalambous ◽  
Fotis Liarokapis ◽  
Alastair Shipman ◽  
...  
Keyword(s):  

2021 ◽  
Vol 5 (11) ◽  
pp. 70
Author(s):  
Joelle-Denise Lux ◽  
Alexandra Budke ◽  
Emmanuel Guardiola

Digital entertainment games frequently address current societal issues that are also dealt with in geography education, such as climate change or sustainable city development, and give various opportunities for learning. However, in order to be fully able to determine the games’ educational potential and to instruct meaningful reflection on them in class, the designers’ approaches to realism regarding these topics need to be understood. Therefore, we have developed a model of realism in games and conducted 9 interviews with 10 experts from the entertainment game industry about their understanding of and dealing with realism concerning the represented geographical topics. In many cases, the interviewees’ approach to incorporating real-world issues can be regarded as beneficial for their games’ educational potential, and some designers even pursued learning goals. However, we also identified approaches that can result in questionable presentations of real societal issues. We found the most problematic one to be the prioritization of player expectations for the sake of perceived realism. This approach may lead to the depiction of stereotypes and common misconceptions. The results presented in our study may help teachers to prepare reflection on such misrepresentations in class, or designers to become more aware of the educational implications of different forms of game realism.


2021 ◽  
Vol 12 ◽  
Author(s):  
Olusiji Lasekan

To develop a reflective tool for promoting teacher effectiveness among preservice EFL teachers, this article seeks to investigate the effectiveness degree of an EFL teacher as it is being depicted in a popular TV show. This is conducted using the Stronge teacher evaluation system to assess the main character’s level of effectiveness as an EFL teacher (Mr. Brown) in the Mind Your Language TV show. Drawing upon the intersection of the character’s effectiveness within the framework of characterization, representation, and perceived realism theory, a qualitative research method involving seven performance indicators of the Stronge teacher evaluation system was adopted to assess the main character. The findings showed that the character is a highly effective EFL teacher because his personal and professional characteristics are evidenced in the evaluation system’s seven performance standards. This suggests that the Show can be used as a reflective tool by preservice EFL teachers to construct and enhance their professional identities and instructional practices. This work contributes to the existing knowledge of teachers’ representation in movies and its implication in preservice EFL education by providing the first study on the representation of EFL teachers in a TV show. A future research direction is also presented.


Author(s):  
Jasmina Sterz ◽  
Niklas Gutenberger ◽  
Maria-Christina Stefanescu ◽  
Uwe Zinßer ◽  
Lena Bepler ◽  
...  

Abstract Purpose Every physician must be able to sufficiently master medical emergencies, especially in medical areas where emergencies occur frequently such as in the emergency room or emergency surgery. This contrasts with the observation that medical students and young residents often feel insufficiently prepared to handle medical emergencies. It is therefore necessary to train them in the treatment of emergency patients. The aim of this study is to analyze the influence of the assignment of manikin versus simulated patients during a training for undergraduate medical students on learning outcomes and the perceived realism. Methods The study had a prospective cross-over design and took place in a 3-day emergency medicine training for undergraduate medical students. Students completed three teaching units (‘chest pain’, ‘impaired consciousness’, ‘dyspnea’), either with manikin or simulated patient. Using a questionnaire after each unit, overall impression, didactics, content, the quality of practical exercises, and the learning success were evaluated. The gained competences were measured in a 6-station objective structured clinical examination (OSCE) at the end of training. Results 126 students participated. Students rated simulated patients as significantly more realistic than manikins regarding the possibility to carry out examination techniques and taking medical history. 54.92% of the students would prefer to train with simulated patients in the future. Regarding the gained competences for ‘chest pain’ and ‘impaired consciousness’, students who trained with a manikin scored less in the OSCE station than the simulated patients-group. Conclusion Simulated patients are rated more realistic than manikins and seem to be superior to manikins regarding gained competence.


2021 ◽  
Vol 27 (6) ◽  
pp. 582-608
Author(s):  
Fabian Honegger ◽  
Yuan Feng ◽  
Matthias Rauterberg

Adequate use of multimodal stimuli plays a crucial role in help forming the sense of presence within a virtual environment. While most of the presence research attempts to engage more sensory modalities to induce a higher sense of presence, this paper investigates the relevance of each sensory modality and different combinations on the subjective sense of presence using a specifically designed scenario of a passive experience. We chose a neutral test scenario of “waiting at a train station while a train is passing by” to avoid the potential influence of story narrative on mental presence and replicated realistic multimodal stimuli that are highly relevant to our test setting. All four stimuli - visual, auditory, vibration, and draught - with 16 possibilities of combinations were systematically evaluated with 24 participants. The evaluation was performed on one crucial aspect of presence – “realness” to reflect user presence in general. The perceived realism value was assessed using a scalometer. The findings of main effects indicate that the auditory stimuli had the most significant contribution in creating the sense of presence. The results of interaction effects suggest the impact of draught stimuli is significant in relation to other stimuli - visual and auditory. Also, the gender effects revealed that the sense of presence reported by female participants is influenced by more factors than merely adding more sensory modalities.


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