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This study investigated how touching and being touched by a humanoid robot affects human physiology, impressions of the interaction, and attitudes towards humanoid robots. 21 healthy adult participants completed a 3 (touch style: touching, being touched, pointing) x 2 (body part: hand vs buttock) within-subject design using a Pepper robot. Skin conductance response (SCR) was measured during each interaction. Perceived impressions of the interaction (i.e., friendliness, comfort, arousal) were measured per questionnaire after each interaction. Participants' demographics and their attitude towards robots were also considered. We found shorter SCR rise times in the being touched compared to the touching condition, possibly reflecting psychological alertness to the unpredictability of robot-initiated contacts. The hand condition had shorter rise times than the buttock condition. Most participants evaluated the hand condition as most friendly and comfortable and the robot-initiated interactions as most arousing. Interacting with Pepper improved attitudes towards robots. Our findings require future studies with larger samples and improved procedures. They have implications for robot design in all domains involving tactile interactions, such as caring and intimacy.
There has been increasing interest in the spatial mapping of various perceptual and cognitive magnitudes, such as expanding the spatial-numerical association of response codes (SNARC) effect into domains outside of numerical cognition. Recently, De Tommaso and Prpic (Attention, Perception, & Psychophysics, 82, 2765-2773, 2020) reported in this journal that only fast tempos over 104 beats per minute have spatial associations, with more right-sided associations and faster responses for faster tempos. After discussing the role of perceived loudness and possible response strategies, we propose and recommend methodological improvements for further research.
While previous research underscores the role of leaders in stimulating employee voice behaviour, comparatively little is known about what affects leaders' support for such constructive but potentially threatening employee behaviours. We introduce leader member exchange quality (LMX) as a central predictor of leaders' support for employees' ideas for constructive change. Apart from a general benefit of high LMX for leaders' idea support, we propose that high LMX is particularly critical to leaders' idea support if the idea voiced by an employee constitutes a power threat to the leader. We investigate leaders' attribution of prosocial and egoistic employee intentions as mediators of these effects. Hypotheses were tested in a quasi-experimental vignette study (N = 160), in which leaders evaluated a simulated employee idea, and a field study (N = 133), in which leaders evaluated an idea that had been voiced to them at work. Results show an indirect effect of LMX on leaders' idea support via attributed prosocial intentions but not via attributed egoistic intentions, and a buffering effect of high LMX on the negative effect of power threat on leaders' idea support. Results differed across studies with regard to the main effect of LMX on idea support.
We describe the Multilanguage Written Picture Naming Dataset. This gives trial-level data and time and agreement norms for written naming of the 260 pictures of everyday objects that compose the colorized Snodgrass and Vanderwart picture set (Rossion & Pourtois in Perception, 33, 217-236, 2004). Adult participants gave keyboarded responses in their first language under controlled experimental conditions (N = 1,274, with subsamples responding in Bulgarian, Dutch, English, Finnish, French, German, Greek, Icelandic, Italian, Norwegian, Portuguese, Russian, Spanish, and Swedish). We measured the time to initiate a response (RT) and interkeypress intervals, and calculated measures of name and spelling agreement. There was a tendency across all languages for quicker RTs to pictures with higher familiarity, image agreement, and name frequency, and with higher name agreement. Effects of spelling agreement and effects on output rates after writing onset were present in some, but not all, languages. Written naming therefore shows name retrieval effects that are similar to those found in speech, but our findings suggest the need for cross-language comparisons as we seek to understand the orthographic retrieval and/or assembly processes that are specific to written output.
Violence in adolescent relationships is a common problem with numerous negative short- and long-term consequences. Because most of the evidence on teen dating violence (TDV) synthesized in reviews comes from North American studies, this review aimed to compile evidence on prevalence rates of TDV based on studies identified for Europe only. Specifically, we considered different forms of TDV victimization and perpetration, gender differences, and its measurement. A systematic literature search of the most popular databases Ebsco and PubMed yielded a total of N = 34 studies, with most of the studies identified for Spain, and only a few studies in other European countries. In sum, the results revealed a great variability in prevalence rates across and within the European countries, a common pattern of gender differences, and a wide range of applied measures, corresponding with the evidence from the North American studies. Implications for future research and policy were discussed.
Much work has shown that differences in the timecourse of language processing are central to comparing native (L1) and non-native (L2) speakers. However, estimating the onset of experimental effects in timecourse data presents several statistical problems including multiple comparisons and autocorrelation. We compare several approaches to tackling these problems and illustrate them using an L1-L2 visual world eye-tracking dataset. We then present a bootstrapping procedure that allows not only estimation of an effect onset, but also of a temporal confidence interval around this divergence point. We describe how divergence points can be used to demonstrate timecourse differences between speaker groups or between experimental manipulations, two important issues in evaluating L2 processing accounts. We discuss possible extensions of the bootstrapping procedure, including determining divergence points for individual speakers and correlating them with individual factors like L2 exposure and proficiency. Data and an analysis tutorial are available at https://osf.io/exbmk/.
Links between exposure to sexualized Instagram images and body image concerns in girls and boys
(2022)
The current study examined the links between viewing female and male sexualized Instagram images (SII) and body image concerns within the three-step process of self-objectification among adolescents aged 13-18 years from Germany (N = 300, 61% female). Participants completed measures of SII use, thin- and muscular-ideal internalization, valuing appearance over competence, and body surveillance. Structural equation modeling revealed that SII use was associated with body image concerns for boys and girls via different routes. Specifically, female SII use was indirectly associated with higher body surveillance via thin-ideal internalization and subsequent valuing appearance over competence for girls. For both girls and boys, male SII use was indirectly linked to higher body surveillance via muscular-ideal internalization. Implications for the three-step model of self-objectification by sexualized social media are discussed.
A growing body of research has demonstrated negative effects of sexualization in the media on adolescents' body image, but longitudinal studies and research including interactive and social media are scarce. The current study explored the longitudinal associations of adolescents' use of sexualized video games (SVG) and sexualized Instagram images (SII) with body image concerns. Specifically, our study examined relations between adolescents' SVG and SII use and appearance comparisons, thin- and muscular-ideal internalization, valuing appearance over competence, and body surveillance. A sample of 660 German adolescents (327 female, 333 male;M-age = 15.09 years) participated in two waves with an interval of 6 months. A structural equation model showed that SVG and SII use at Time 1 predicted body surveillance indirectly via valuing appearance over competence at Time 2. Furthermore, SVG and SII use indirectly predicted both thin- and muscular-ideal internalization through appearance comparisons at Time 1. In turn, thin-ideal internalization at Time 1 predicted body surveillance indirectly via valuing appearance over competence at Time 2. The results indicate that sexualization in video games and on Instagram can play an important role in increasing body image concerns among adolescents. We discuss the findings with respect to objectification theory and the predictive value of including appearance comparisons in models explaining the relation between sexualized media and self-objectification.
Female role models in video games are rare, and if they are present, they are often heavily sexualized. Objectification theory suggests that exposure to sexualized media characters increases self-objectification and decreases body satisfaction in female users. This study investigated the effect of playing a video game with a sexualized versus a nonsexualized character on women's experiences of self-objectification and body satisfaction. We further studied the effect of character personalization as a core feature of video games on the relation between sexualized avatars, self-objectification and body satisfaction. N = 262 female participants reported state self-objectification and body satisfaction after 30 min of playing the video game The Sims 4 with a sexualized or nonsexualized avatar that was either generic or personalized to look like the participant. We predicted that controlling for trait self-objectification, playing the game with a sexualized character would increase state self-objectification, especially in the personalized condition. Regarding the effect of character sexualization on body satisfaction, competing hypotheses based on priming vs. the Proteus effect were tested, considering character personalization and enjoyment of sexualization as moderators and controlling for trait body satisfaction. The current study did not find evidence for the proposed hypotheses. The findings are discussed in terms of the relevance of objectification theory in explaining effects of sexualized models in interactive media.
Magnitude estimation has been studied since the beginnings of scientific psychology and constitutes a fundamental aspect of human behavior. Yet, it has apparently never been noticed that estimates depend on the spatial arrangement used. We tested 167 adults in three experiments to show that the spatial layout of stimuli and responses systematically distorts number estimation, length production, and weight reproduction performance. The direction of distortion depends on the observer's counting habits, but does not seem to reflect the use of spatially associated number concepts. Our results imply that all quantitative estimates are contaminated by a "spell of space" whenever stimuli or responses are spatially distributed.