attention demand
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2021 ◽  
Author(s):  
Russell Golman ◽  
George Loewenstein ◽  
Andras Molnar ◽  
Silvia Saccardo

Management scientists recognize that decision making depends on the information people have but lack a unified behavioral theory of the demand for (and avoidance of) information. Drawing on an existing theoretical framework in which utility depends on beliefs and the attention paid to them, we develop and test a theory of the demand for information encompassing instrumental considerations, curiosity, and desire to direct attention to beliefs one feels good about. We decompose an individual’s demand for information into the desire to refine beliefs, holding attention constant, and the desire to focus attention on anticipated beliefs, holding these beliefs constant. Because the utility of resolving uncertainty (i.e., refining beliefs) depends on the attention paid to it and more important or salient questions capture more attention, demand for information depends on the importance and salience of the question(s) it addresses. In addition, because getting new information focuses attention on one’s beliefs and people want to savor good news and ignore bad news, the desire to obtain or avoid information depends on the valence (i.e., goodness or badness) of anticipated beliefs. Five experiments (n = 2,361) test and find support for these hypotheses, looking at neutrally valenced as well as ego-relevant information. People are indeed more inclined to acquire information (a) when it feels more important, even if it cannot aid decision making (Experiments 1A and 2A); (b) when a question is more salient, manipulated through time lag (Experiments 1B and 2B); and (c) when anticipated beliefs have higher valence (Experiment 2C). This paper was accepted by Yan Chen, behavioral economics and decision analysis.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Kun-Hung Cheng

PurposeThis study proposed a research model for verifying the structural relationships among users' perceived spatial presence (VR affordance), situational interest (affective factor) and behavioral attitudes (outcome) toward online virtual museum navigation. What role of situational interest plays in the relationships between spatial presence and outcomes was further examined.Design/methodology/approachThere were 141 adults invited to participate in the research trials on the navigation of the online virtual museum which was established by 3D space capture techniques. This study conducted a series of PLS-SEM to analyze the participants' quantitative responses to the surveys of spatial presence, situational interest and attitudes.FindingsThe testing of reliability and validity for the measurement model of this study was satisfied. The significance of users' perceived situational interest: attention demand, instant enjoyment and exploration intention when navigating the online virtual museum with perceptions of spatial presence were identified. The mediation of situational interest in the relationships between spatial presence and behavioral attitudes were also verified.Practical implicationsFor the practical design of desktop-based online virtual museums, it is suggested that more engaging strategies such as narrative storytelling and gamified interaction could be integrated to enhance users' situational interest including attention demand, instant enjoyment and exploration intention.Originality/valueThrough the examination of situational interest from multiple constructs, the research model of this study advanced the conceptual framework for understanding the consequences of VR affordance in online virtual museum navigation. The theoretical contribution to verifying the mediated role of situational interest was made.


2021 ◽  
Vol 21 (1) ◽  
Author(s):  
Mansour Alghamdi ◽  
Lori Ann Vallis ◽  
Susan Jennifer Leat

Abstract Background Body movement-controlled video games involving physical motion and visual attention may have the potential to train both abilities simultaneously. Our purpose was to determine the associations between performance in these games and visual attention, balance and mobility in a group of older adults. The long-term goal is to identify the optimal type of interactive games with regards to training potential. Methods Fifty healthy adults aged 65+ years participated in this cross-sectional study. Visual attention was measured with static and dynamic versions of a useful field of view (UFV) and a multiple object tracking (MOT) test. Balance was measured with a force plate in bi-pedal quiet stance test (QST) and one-legged stance (OLST). Gait variability and walking speed were assessed with the Five Meter Walk Test (5MWT). Four Microsoft™ Xbox® 360 Kinect™ interactive video games were chosen based on the apparent levels of visual attention demand. Results Visual attention (UFV and MOT) was significantly associated with performance in Xbox® Kinect™ games that appeared to have a high visual attention demand (p < 0.05), while there was minimal or no significant association with games with apparent low visual attention demand. Balance and mobility show correlations with visual attention, and with Xbox games. Conclusion The results suggest that there are relationships between visual attention, balance, mobility and Xbox® Kinect™ game performance. Since different Xbox® games were associated with different balance, mobility and visual attention scores, a variety of such games, rather than a single game, may be most effective for training for falls prevention.


2021 ◽  
Author(s):  
S. Chang ◽  
H. Lee ◽  
Catherine A. Middleton

Broadband Internet connectivity is currently seen as a means to increase the efficiency and competitiveness of an economy. The deployment and use of broadband capabilities is high on the current political agenda in many developed and developing countries, including Australia. But despite ongoing efforts to promote broadband in Australia, deployment has been much slower than expected. This paper aims to identify areas that have been holding up the broadband development in Australia. In examining four areas for attention (demand, competition, price and the role of government), we refer to experiences in Canada and Korea, both leaders in broadband deployment, to show the differences in each area. Although each country discussed here has its own policy agenda and some unique circumstances related to broadband deployment, implications from this paper will provide valuable input for policy makers and industry leaders in Australia (and elsewhere) as they develop strategies to encourage more widespread broadband deployment.


2021 ◽  
Author(s):  
S. Chang ◽  
H. Lee ◽  
Catherine A. Middleton

Broadband Internet connectivity is currently seen as a means to increase the efficiency and competitiveness of an economy. The deployment and use of broadband capabilities is high on the current political agenda in many developed and developing countries, including Australia. But despite ongoing efforts to promote broadband in Australia, deployment has been much slower than expected. This paper aims to identify areas that have been holding up the broadband development in Australia. In examining four areas for attention (demand, competition, price and the role of government), we refer to experiences in Canada and Korea, both leaders in broadband deployment, to show the differences in each area. Although each country discussed here has its own policy agenda and some unique circumstances related to broadband deployment, implications from this paper will provide valuable input for policy makers and industry leaders in Australia (and elsewhere) as they develop strategies to encourage more widespread broadband deployment.


2020 ◽  
Author(s):  
Mansour Alghamdi ◽  
Lori Ann Vallis ◽  
Susan Jennifer Leat

Abstract Background Body movement-controlled video games involving physical motion and visual attention may have the potential to train both abilities simultaneously. Our purpose was to determine the associations between performance in these games and visual attention, balance and mobility in a group of older adults. The long-term goal is to identify the optimal type of interactive games with regards to training potential. Methods Fifty healthy adults aged 65 + years participated in this cross-sectional study. Visual attention was measured with static and dynamic versions of a useful field of view (UFV) and a multiple object tracking (MOT) test. Balance was measured with a force plate in bi-pedal quiet stance test (QST) and one-legged stance (OLST). Gait variability and walking speed were assessed with the Five Meter Walk Test (5MWT). Four Microsoft™ Xbox® 360 Kinect™ interactive video games were chosen based on the apparent levels of visual attention demand. Results Visual attention (UFV and MOT) was significantly associated (p < 0.05) with performance in Xbox® Kinect™ games that appeared to have a high visual attention demand, while there was minimal or no significant association with games with apparent low visual attention demand. Balance and mobility show some correlations with visual attention, and with Xbox games. Conclusion The results suggest that there are relationships between visual attention, balance, mobility and Xbox® Kinect™ game performance. Since different Xbox® games were associated with different balance, mobility and visual attention scores, a variety of such games may be most effective for training for falls prevention.


2020 ◽  
Vol 10 (2) ◽  
pp. 154-164
Author(s):  
João Prudente ◽  
Helder Lopes ◽  
João Noite ◽  
Ana Rodrigues ◽  
Sara Vieira ◽  
...  

AbstractRecent research indicates that more and more often tourists use the Madeira Natural Park (MNP) area to develop their physical activity, through mountain hiking and Levada walks. This study aims at identifying tourists’ characteristics and to understand how visitors live their experience. A survey was carried out at the end of two different activities and the sample was divided into two groups (G1: Levada Walks in the Laurissilva; G2: Walks outside the Laurissilva). The data was collected immediately after the activity ended (total: 293; male: 124; female: 169) and people were asked about: 1. Information available at the start of the activity; 2. Interaction and attention demand; 3. Natural area visited. The data indicates that the Madeira tourists have higher education, many are students and teachers, the majority being European. Our tourists are well informed about the natural environment and more than 90% agreed that it was ideal for aesthetic enjoyment and inspiring exploration. Our findings can help the tourist agents to improve their products, encourage the agencies to attract new markets outside Europe and can work as a basis for providing more guidance in the MNP, promoting a higher ‘flow experience’.


2020 ◽  
Vol 20 (11) ◽  
pp. 852
Author(s):  
Gabriela Acevedo Munares ◽  
Xin Jie Lai ◽  
Ismet Joan Üner ◽  
Chuan Hou

2019 ◽  
Vol 237 (12) ◽  
pp. 3313-3319
Author(s):  
Deborah A. Jehu ◽  
Deanna Saunders ◽  
Natalie Richer ◽  
Nicole Paquet ◽  
Yves Lajoie

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