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Proteus Effect
The Proteus effect describes a phenomenon in which the behavior of an individual, within virtual worlds, is changed by the characteristics of their avatar. This change is due to the individual's knowledge about the behaviors that other users who are part of that virtual environment typically associate with those characteristics. Like the adjective ''protean'' (meaning versatile or mutable), the concept's name is an allusion to the shape changing abilities of the Greek god Proteus. The Proteus effect was first introduced by researchers Nick Yee and Jeremy Bailenson at Stanford University in June 2007. It is considered an area of research concerned with the examination of the behavioral effects of changing a user's embodied avatar. Overview The Proteus effect proposes that the visual characteristics and traits of an avatar are associated with specific behavioral stereotypes and expectations. When an individual believes that others will expect certain behaviors from them because of ...
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Behavior
Behavior (American English) or behaviour (British English) is the range of actions and mannerisms made by individuals, organisms, systems or artificial entities in some environment. These systems can include other systems or organisms as well as the inanimate physical environment. It is the computed response of the system or organism to various stimuli or inputs, whether internal or external, conscious or subconscious, overt or covert, and voluntary or involuntary. Taking a behavior informatics perspective, a behavior consists of actor, operation, interactions, and their properties. This can be represented as a behavior vector. Models Biology Although disagreement exists as to how to precisely define behavior in a biological context, one common interpretation based on a meta-analysis of scientific literature states that "behavior is the internally coordinated responses (actions or inactions) of whole living organisms (individuals or groups) to internal and/or external s ...
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Thomas Gilovich
Thomas Dashiff Gilovich (born January 16, 1954) an American psychologist who is the Irene Blecker Rosenfeld Professor of Psychology at Cornell University. He has conducted research in social psychology, decision making, behavioral economics, and has written popular books on these subjects. Gilovich has collaborated with Daniel Kahneman, Richard Nisbett, Lee Ross and Amos Tversky. His articles in peer-reviewed journals on subjects such as cognitive biases have been widely cited. In addition, Gilovich has been quoted in the media on subjects ranging from the effect of purchases on happiness to perception of judgment in social situations. Gilovich is a fellow of the Committee for Skeptical Inquiry. Early history and education Gilovich earned his B.A. from the University of California, Santa Barbara and went to Stanford University originally wanting to be a lawyer. After taking psychology classes and hearing Amos Tversky and Daniel Kahneman give a lecture about judgment and de ...
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Social Identity Model Of Deindividuation Effects
The social identity model of deindividuation effects (or SIDE model) is a theory developed in social psychology and communication studies. SIDE explains the effects of anonymity and identifiability on group behavior. It has become one of several theories of technology that describe social effects of computer-mediated communication. The SIDE model provides an alternative explanation for effects of anonymity and other "deindividuating" factors that classic deindividuation theoryDiener, E. (1980). Deindividuation: The absence of self-awareness and self-regulation in group members. In P. B. Paulus (Ed.), ''The psychology of group influence'' (pp. 209–242). Hillsdale, NJ: Lawrence Erlbaum.Zimbardo, P. G. (1969). The human choice: Individuation, reason, and order vs. Deindividuation, impulse and chaos. In W. J. Arnold & D. Levine (Eds.), ''Nebraska symposium on motivation'' (Vol. 17, pp. 237–307). Lincoln, NE: University of Nebraska Press. cannot adequately explain. The m ...
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Self-fulfilling Prophecy
A self-fulfilling prophecy is a prediction that comes true at least in part as a result of a person's or group of persons' belief or expectation that said prediction would come true. This suggests that people's beliefs influence their actions. The principle behind this phenomenon is that people create consequences regarding people or events, based on previous knowledge of the subject. There are three factors within an environment that can come together to influence the likelihood of a self-fulfilling prophecy becoming a reality: appearance, perception, and belief. When a phenomenon cannot be seen, appearance is what we rely upon when a self-fulfilling prophecy is in place. When it comes to a self-fulfilling prophecy there also must be a distinction "between 'brute and institutional' facts". The philosopher John Searle states the difference as "facts hatexist independently of any human institutions; institutional facts can only exist within institutions." There is an inability of ...
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Priming (psychology)
Priming is a phenomenon whereby exposure to one stimulus influences a response to a subsequent stimulus, without conscious guidance or intention. The priming effect refers to the positive or negative effect of a rapidly presented stimulus (priming stimulus) on the processing of a second stimulus (target stimulus) that appears shortly after. Generally speaking, the generation of priming effect depends on the existence of some positive or negative relationship between priming and target stimuli. For example, the word ''nurse'' is recognized more quickly following the word ''doctor'' than following the word ''bread''. Priming can be perceptual, associative, repetitive, positive, negative, affective, semantic, or conceptual. Priming effects involve word recognition, semantic processing, attention, unconscious processing, and many other issues, and are related to differences in various writing systems. Research, however, has yet to firmly establish the duration of priming effects, yet ...
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Self-objectification
Self-objectification is when people view themselves as objects for use instead of as human beings. Self-objectification is a result of objectification, and is commonly discussed in the topic of sex and gender. Both men and women struggle with self-objectification, but it is most commonly seen among women. According to Calogero, self-objectification explains the psychological process by which women internalise people’s objectification of their bodies, resulting in them constantly criticizing their own bodies. Relationship to objectification Objectification and self-objectification are two different topics, but are closely intertwined. Objectification looks at how society views people (in this case, women) as bodies for someone else's pleasure. This occurs in advertisements where the body but not the face of a woman is shown. These messages put an unrealistic standard on women's bodies, dehumanizing them to an object of visual pleasure, and self-objectification occurs in response. ...
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Internalisation (sociology)
In sociology and other social sciences, internalization ( or internalisation) means an individual's acceptance of a set of norms and values (established by others) through socialisation. John Finley Scott described internalization as a metaphor in which something (i.e. an idea, concept, action) moves from outside the mind or personality to a place inside of it. The structure and the happenings of society shapes one's inner self and it can also be reversed. The process of internalization starts with learning what the norms are, and then the individual goes through a process of understanding why they are of value or why they make sense, until finally they accept the norm as their own viewpoint. Internalised norms are said to be part of an individual's personality and may be exhibited by one's moral actions. However, there can also be a distinction between internal commitment to a norm and what one exhibits externally. George Mead illustrates, through the constructs of mind and self, ...
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Body Image
Body image is a person's thoughts, feelings and perception of the aesthetics or sexual attractiveness of their own body. The concept of body image is used in a number of disciplines, including neuroscience, psychology, medicine, psychiatry, psychoanalysis, philosophy, cultural and feminist studies; the media also often uses the term. Across these disciplines, there is no single consensus definition, but broadly speaking body image consists of the ways people view themselves; their memories, experiences, assumptions, and comparisons about their own appearances; and their overall attitudes towards their own respective heights, shapes, and weights—all of which are shaped by prevalent social and cultural ideals. Body image can be negative ("body negativity") or positive ("body positivity"). A person with a negative body image may feel self-conscious or ashamed, and may feel that others are more attractive. In a time where social media holds a very important place and is used freq ...
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Head-mounted Display
A head-mounted display (HMD) is a display device, worn on the head or as part of a helmet (see Helmet-mounted display for aviation applications), that has a small display optic in front of one ( monocular HMD) or each eye ( binocular HMD). An HMD has many uses including gaming, aviation, engineering, and medicine. Virtual reality headsets are HMDs combined with IMUs. There is also an optical head-mounted display (OHMD), which is a wearable display that can reflect projected images and allows a user to see through it. Overview A typical HMD has one or two small displays, with lenses and semi-transparent mirrors embedded in eyeglasses (also termed data glasses), a visor, or a helmet. The display units are miniaturized and may include cathode ray tubes (CRT), liquid-crystal displays (LCDs), liquid crystal on silicon (LCos), or organic light-emitting diodes (OLED). Some vendors employ multiple micro-displays to increase total resolution and field of view. HMDs differ in wh ...
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Sexualization
Sexualization (or sexualisation) is to make something sexual in character or quality or to become aware of sexuality, especially in relation to men and women. Sexualization is linked to sexual objectification. According to the American Psychological Association, sexualization occurs when "individuals are regarded as sex objects and evaluated in terms of their physical characteristics and sexiness." "In study after study, findings have indicated that women more often than men are portrayed in a sexual manner (e.g., dressed in revealing clothing, with bodily postures or facial expressions that imply sexual readiness) and are objectified (e.g., used as a decorative object, or as body parts rather than a whole person). In addition, a narrow (and unrealistic) standard of physical beauty is heavily emphasized. These are the models of femininity presented for young girls to study and emulate." According to the Media Education Foundation's, '' Killing Us Softly 4: Advertising's Image of ...
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Extraversion And Introversion
The traits of extraversion (also spelled extroversion Retrieved 2018-02-21.) and introversion are a central dimension in some human personality theories. The terms ''introversion'' and ''extraversion'' were introduced into psychology by Carl Jung,Jung, C. G. (1921) ''Psychologische Typen'', Rascher Verlag, Zurich – translation H.G. Baynes, 1923. although both the popular understanding and current psychological usage vary. Extraversion tends to be manifested in outgoing, talkative, energetic behavior, whereas introversion is manifested in more reflective and reserved behavior. Jung defined introversion as an "attitude-type characterised by orientation in life through subjective psychic contents", and extraversion as "an attitude-type characterised by concentration of interest on the external object". Extraversion and introversion are typically viewed as a single continuum, so to be higher in one necessitates being lower in the other. Jung provides a different perspective ...
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Second Life
''Second Life'' is an online multimedia platform that allows people to create an avatar for themselves and then interact with other users and user created content within a multi player online virtual world. Developed and owned by the San Francisco-based firm Linden Lab and launched on June 23, 2003, it saw rapid growth for some years and in 2013 it had approximately one million regular users. Growth eventually stabilized, and by the end of 2017 the active user count had declined to "between 800,000 and 900,000". In many ways, ''Second Life'' is similar to massively multiplayer online role-playing games; nevertheless, Linden Lab is emphatic that their creation is not a game: "There is no manufactured conflict, no set objective". The virtual world can be accessed freely via Linden Lab's own client software or via alternative third-party viewers. ''Second Life'' users, also called ' residents', create virtual representations of themselves, called ''avatars'', and are able to in ...
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