7 results on '"Nicholas David Bowman"'
Search Results
2. Using instructor-led Facebook groups to enhance students’ perceptions of course content
- Author
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Nicholas David Bowman and Mete Akcaoglu
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Class (computer programming) ,Medical education ,Cyberpsychology ,05 social sciences ,Closeness ,050301 education ,050801 communication & media studies ,Cognition ,Human-Computer Interaction ,0508 media and communications ,Arts and Humanities (miscellaneous) ,Pedagogy ,Immediacy ,Credibility ,ComputingMilieux_COMPUTERSANDEDUCATION ,Survey data collection ,Social media ,Psychology ,0503 education ,General Psychology - Abstract
Research on the impact of instructor-guided Facebook usage in college classrooms shows that the technology can increase students cognitive and affective learning, yet the role of social media in the classroom remains contentious. Analysis of open- and closed-ended survey data from 87 students enrolled in university courses from 15 institutions showed that students participating in a class Facebook group reported more interest in and perceived more value in course content, felt closer to the course and perceived their instructors as more involved. Effects on perceived closeness to course instructors and classmates were negligible, and effects on instructor immediacy or credibility were not found. As an out-of-class communication tool, Facebook increases student interest.Students who joined course Facebooks groups saw greater utility value of course content.Academic and social reasons are listed for participating in course Facebook groups. more...
- Published
- 2016
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Catalog
3. Emotion, anthropomorphism, realism, control: Validation of a merged metric for player–avatar interaction (PAX)
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Jaime Banks and Nicholas David Bowman
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Predictive validity ,05 social sciences ,Parasocial interaction ,ComputingMilieux_PERSONALCOMPUTING ,Construct validity ,050801 communication & media studies ,Social relation ,Human-Computer Interaction ,0508 media and communications ,Arts and Humanities (miscellaneous) ,Scale (social sciences) ,0502 economics and business ,050211 marketing ,Psychology ,Association (psychology) ,Social psychology ,General Psychology ,Sociality ,Avatar - Abstract
This article proposes a validated 15-item scale that merges theoretically divergent perspectives on player-avatar relations in extant literature (parasociality as psychological merging and sociality as psychological divergence) to measure player-avatar interaction (PAX). PAX is defined as the perceived social and functional association between an MMO player and game avatar, inclusive of four factors: emotional investment, anthropomorphic autonomy, suspension of disbelief, and sense of player control. These four factors were stable across two large multi-game (N?=?494) and game-specific player samples (N?=?458), in both exploratory and confirmatory factor analyses. Construct validity tests show scale dimensions have expected significant relationships with a sense of human-like relatedness and player-avatar relationship features, and predictive validity tests indicate theoretically likely and relevant factor associations with gameplay motivations and MMO genres. Historically, player-avatar relations have been examined as parasocial.Emerging research suggests variable relations: non-social to parasocial to social.A 15-item merged metric of player-avatar interaction (PAX) was developed, validated.PAX integrates para/social dimensions: emotion, anthropomorphism, realism, control.Construct/predictive validity tests for two large samples support the metric's utility. more...
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- 2016
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4. The effects of static avatars on impression formation across different contexts on social networking sites
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Ron Tamborini, Nicholas David Bowman, and David Westerman
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Attractiveness ,ComputingMilieux_PERSONALCOMPUTING ,ComputingMethodologies_IMAGEPROCESSINGANDCOMPUTERVISION ,Impression formation ,Context (language use) ,Attraction ,Task (project management) ,Human-Computer Interaction ,Consistency (negotiation) ,Arts and Humanities (miscellaneous) ,Social media ,Psychology ,Social psychology ,General Psychology ,ComputingMethodologies_COMPUTERGRAPHICS ,Avatar - Abstract
Participants formed impressions based on social media profiles.Profiles had different avatars and creation contexts.Nonhuman avatars create more physical uncertainty and less task attraction than other types.Avatars designed for task attractiveness may lower uncertainty about task attractiveness.Avatar cues and context impact attraction. When making judgments about others, people use whatever social information is available in online environments. Such is the case for forming impressions of others. One type of such social information is a user's avatar. This study examines different types of avatars (photographs, cartoon humans, and nonhumans) created for task, social or dating/romantic situations to study the effect of avatar type on judgments of uncertainty and task-specific attractiveness. Data suggest various patterns of uncertainty and attractiveness in these situations. Both the graphic from of an avatar and the context of impression formation have effects on subsequent impression formation. Judgments of uncertainty and attraction were affected by both the graphic from of avatar and by the consistency between the context of impression formation and the attractiveness cues of the avatar. These findings are discussed as are implications for future research. more...
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- 2015
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5. It’s not the model that doesn’t fit, it’s the controller! The role of cognitive skills in understanding the links between natural mapping, performance, and enjoyment of console video games
- Author
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Nicholas David Bowman, Mary Beth Oliver, and Ryan Rogers
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Natural mapping ,Interface (computing) ,Motion controller ,Motion control ,Motion (physics) ,Mental rotation ,Human-Computer Interaction ,Arts and Humanities (miscellaneous) ,Human–computer interaction ,Control theory ,Psychology ,Video game ,General Psychology ,Simulation - Abstract
Examines differences between a motion controller and a traditional controller.Cognitive skills predicted performance for both controllers.Motion control was significantly more frustrating.Evidence that traditional controller was more naturally mapped for gameplay. This study examines differences in performance, frustration, and game ratings of individuals playing first-person shooter video games using two different controllers (motion controller and a traditional, push-button controller) in a within-subjects, randomized order design. Structural equation modeling was used to demonstrate that cognitive skills such as mental rotation ability and eye/hand coordination predicted performance for both controllers, but the motion control was significantly more frustrating. Moreover, increased performance was only related to game ratings for the traditional controller input. We interpret these data as evidence that, contrary to the assumption that motion controlled interfaces are more naturally mapped than traditional push-button controllers, the traditional controller was more naturally mapped as an interface for gameplay. more...
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- 2015
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6. Two faces of narcissism on SNS: The distinct effects of vulnerable and grandiose narcissism on SNS privacy control
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Hongmin Ahn, Nicholas David Bowman, and Elizabeth A. Kwolek
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Information privacy ,media_common.quotation_subject ,Self-esteem ,Human-Computer Interaction ,Arts and Humanities (miscellaneous) ,Narcissism ,medicine ,Personality ,Computer anxiety ,medicine.symptom ,Big Five personality traits ,Psychology ,Construct (philosophy) ,Social psychology ,General Psychology ,media_common - Abstract
We approach narcissism in two constructs - vulnerable and grandiose narcissism.Vulnerable narcissism has significant influence on SNS users' privacy control.Grandiose narcissism has no influence on SNS user's privacy control.Such distinct effects were found when controlling other personality predictors. This study suggests narcissism as an important psychological factor that predicts one's behavioral intention to control information privacy on SNS. Particularly, we approach narcissism as a two-dimensional construct-vulnerable and grandiose narcissism-to provide a better understanding of the role of narcissism in SNS usage. As one of the first studies to apply a two-dimensional approach to narcissism in computer-mediated communication, our results show that vulnerable narcissism has a significant positive effect on behavioral intention to control privacy on SNS, while grandiose narcissism has no effect. This effect was found when considering other personality traits, including self-esteem, computer anxiety, and concern for information privacy. The results indicate that unidimensional approaches to narcissism cannot solely predict SNS behaviors, and the construct of narcissism should be broken down into two orthogonal constructs. more...
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- 2015
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7. How demanding is social media: Understanding social media diets as a function of perceived costs and benefits – A rational actor perspective
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Christopher James Claus, David Westerman, and Nicholas David Bowman
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Cost–benefit analysis ,media_common.quotation_subject ,Perspective (graphical) ,Exploratory research ,Cognition ,Task (project management) ,Human-Computer Interaction ,Arts and Humanities (miscellaneous) ,Social media ,Duration (project management) ,Psychology ,Function (engineering) ,Social psychology ,General Psychology ,media_common - Abstract
Using the rational actor perspective as a guiding frame, this exploratory study examined individuals' social media diet (i.e., amount, frequency, and duration of use) as a function of task load and expected goal attainment. Surveys were distributed (N=337) focusing on Twitter and Facebook usage for informational and relational purposes, respectfully. Increased task load - conceptualized as a cognitive cost - directly negatively influenced Twitter use but only indirectly influenced Facebook use as a function of perceived benefits. Across conditions, perceived self-efficacy was negatively associated with perceived task load and positively associated with goal attainment, and goal attainment was a significant correlate of increased social media usage. Interpreted, we see that a transparent technology such as Facebook has no cognitive costs associated with its use, while an opaque technology such as Twitter seems to have a salient cognitive cost element. Further, we found that older users of Facebook were more likely to judge the channel as more cognitively demanding and themselves as having lower self-efficacy in using it. Finally, results indicated that for both Facebook and Twitter, males perceived both channels as more cognitively demanding than females. Theoretical and practical explanations and applications for these findings are presented. more...
- Published
- 2012
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