Human errors in performing security-critical tasks are typically blamed on the complexity of those tasks. However, such errors can also occur because of (possibly unexpected) sensory distractions. A sensory distraction that produces negative effects can be abused by the adversary that controls the environment. Meanwhile, a distraction with positive effects can be artificially introduced to improve user performance. The goal of this work is to explore the effects of visual stimuli on the performance of security-critical tasks. To this end, we experimented with a large number of subjects who were exposed to a range of unexpected visual stimuli while attempting to perform Bluetooth Pairing. Our results clearly demonstrate substantially increased task completion times and markedly lower task success rates. These negative effects are noteworthy, especially, when contrasted with prior results on audio distractions which had positive effects on performance of similar tasks. Experiments were conducted in a novel (fully automated and completely unattended) experimental environment. This yielded more uniform experiments, better scalability and significantly lower financial and logistical burdens. We discuss this experience, including benefits and limitations of the unattended automated experiment paradigm.
However, some prior work reinforces validity of virtually-attended remote experiments and unattended online surveys, in contrast with same efforts in a traditional lab-based setting. @cite_0 collected psychometric data in: (1) a physically attended experimental lab setting and (2) its virtually attended remote counterpart. No significant differences were found. This is further reinforced by @cite_4 who compared data collected from (1) unattended online, and (2) attended offline, questionnaires. Finally, Lazem and Gracanin @cite_5 replicated two classical social psychology experiments where both the participants and the experimenter were represented by avatars in Second Life See secondlife.com , instead of being physically co-present. Here too, no significant differences were observed.
@cite_0 @cite_5 @cite_4
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Does sharing moral values encourage people to connect and form communities? The importance of moral homophily (love of same) has been recognized by social scientists, but the types of moral similarities that drive this phenomenon are still unknown. Using both large-scale, observational social-media analyses and behavioral lab experiments, the authors investigated which types of moral similarities influence tie formations. Analysis of a corpus of over 700,000 tweets revealed that the distance between 2 people in a social-network can be predicted based on differences in the moral purity content-but not other moral content-of their messages. The authors replicated this finding by experimentally manipulating perceived moral difference (Study 2) and similarity (Study 3) in the lab and demonstrating that purity differences play a significant role in social distancing. These results indicate that social network processes reflect moral selection, and both online and offline differences in moral purity concerns are particularly predictive of social distance. This research is an attempt to study morality indirectly using an observational big-data study complemented with 2 confirmatory behavioral experiments carried out using traditional social-psychology methodology. The Internet can be an effective medium for the posting, exchange, and collection of information in psychology-related research and data. The relative ease and inexpensiveness of creating and maintaining Web-based applications, associated with the simplicity of use via the graphic-user interface format of form-based surveys, can establish a new research frontier for the social and behavioral sciences. To explore the possible use of Internet tools in psychological research, this study compared Web-based assessment techniques with traditional paper-based methods of different measures of Internet attitudes and behaviors in an Italian sample. The collected data were analyzed to identify both differences between the two samples and in the psychometric characteristics of the questionnaires. Even if we found significant differences between the two samples in the Internet attitudes and behaviors, no relevant differences were found in the psychometric properties of the different questionnaires. This result, simila... The present study examined the associations of sleep patterns with multiple measures of academic achievement of undergraduate university students and tested whether sleep variables emerged as significant predictors of subsequent academic performance when other potential predictors, such as class attendance, time devoted to study, and substance use are considered. A sample of 1654 (55 female) full-time undergraduates 17 to 25 yrs of age responded to a self-response questionnaire on sleep, academics, lifestyle, and well-being that was administered at the middle of the semester. In addition to self-reported measures of academic performance, a final grade for each student was collected at the end of the semester. Univariate analyses found that sleep phase, morningness eveningness preference, sleep deprivation, sleep quality, and sleep irregularity were significantly associated with at least two academic performance measures. Among 15 potential predictors, stepwise multiple regression analysis identified 5 significant predictors of end-of-semester marks: previous academic achievement, class attendance, sufficient sleep, night outings, and sleep quality (R 2 = 0.14 and adjusted R 2 = 0.14, F(5, 1234) = 40.99, p< .0001). Associations between academic achievement and the remaining sleep variables as well as the academic, well-being, and lifestyle variables lost significance in stepwise regression. Together with class attendance, night outings, and previous academic achievement, self-reported sleep quality and self-reported frequency of sufficient sleep were among the main predictors of academic performance, adding an independent and significant contribution, regardless of academic variables and lifestyles of the students. (Author correspondence: ana.allen@ua.pt) The effects of physical embodiment and physical presence were explored through a survey of 33 experimental works comparing how people interacted with physical robots and virtual agents. A qualitative assessment of the direction of quantitative effects demonstrated that robots were more persuasive and perceived more positively when physically present in a user?s environment than when digitally-displayed on a screen either as a video feed of the same robot or as a virtual character analog; robots also led to better user performance when they were collocated as opposed to shown via video on a screen. However, participants did not respond differently to physical robots and virtual agents when both were displayed digitally on a screen - suggesting that physical presence, rather than physical embodiment, characterizes people?s responses to social robots. Implications for understanding psychological response to physical and virtual agents and for methodological design are discussed. Survey identified 33 works exploring user responses to physical robots and virtual agents.Robot agents had greater influence when physically present than telepresent.No differences were found between physical robots displayed on a screen and virtual agents that looked similar.Physical presence, but not physical embodiment alone, resulted in more favorable responses from participants. The two basic phenomena that define the problem of visual attention can be illustrated in a simple example. Consider the arrays shown in each panel of Figure 1. In a typical experiment, before the arrays were presented, subjects would be asked to report letters appearing in one color (targets, here black letters), and to disregard letters in the other color (nontargets, here white letters). The array would then be briefly flashed, and the subjects, without any opportunity for eye movements, would give their report. The display mimics our. usual cluttered visual environment: It contains one or more objects that are relevant to current behavior, along with others that are irrelevant. The first basic phenomenon is limited capacity for processing information. At any given time, only a small amount of the information available on the retina can be processed and used in the control of behavior. Subjectively, giving attention to any one target leaves less available for others. In Figure 1, the probability of reporting the target letter N is much lower with two accompa­ nying targets (Figure la) than with none (Figure Ib). The second basic phenomenon is selectivity-the ability to filter out un­ wanted information. Subjectively, one is aware of attended stimuli and largely unaware of unattended ones. Correspondingly, accuracy in identifying an attended stimulus may be independent of the number of nontargets in a display (Figure la vs Ie) (see Bundesen 1990, Duncan 1980). Abstract In 2 experiments, the development of auditory selective attention in children was assessed. The participants, aged 5, 7, and 9 years, responded to target stimuli in the left ear for 1 series (ignoring the standard stimuli) and in the right ear for the other series. In Experiment 1, event-related potentials (ERPs) evoked by the auditory stimuli were recorded from frontal, central, and pariet al sites. The 9-year-olds showed a greater processing negativity (Nd) to the attended channel compared with the 5-year-olds. Both 7-and 9-year-olds showed significantly larger amplitudes for the P3 component of ERPs in the attended vs. ignored condition. Behaviorally, the 5-year-olds made fewer hits and more false alarms than did older children, and the 9-year-olds made significantly more false alarms than did the 7-year-olds. The results of Experiment 2 showed that the detriment in the performance of the 9-year-olds was a result of task parameters. The inability of 5-year-olds to attend selectively appears to ... Multiple identity systems involve a physical self and a set of virtual identities.An 8-item model of avatar functions within a multiple identity system was identified.The vast majority of participants noted all or most functions in their interviews.The combined physical and virtual selves form a wider system of personality. Prior research has shown that approximately 50 of active participants in the 3D virtual world of Second Life have one or more secondary avatars or "alts" in addition to their primary avatar. Thus, these individuals are operating a "multiple or poly-identity system" composed of a physical self, a primary avatar, and one or more alts. However, little is known about the functions these virtual identities serve for the virtual-world user. The current study involved qualitative analysis of semistructured interviews with Second Life participants (N=24) who had a primary avatar and at least one alt. Interviews were coded to examine the functions that primary avatars and alts served. Eight functions-seven suggested by previous research on virtual world identity and one that emerged from analyses-were reflected in a large majority of the transcribed interviews and are described in the article. The current findings add to our understanding of how multifaceted identity systems operate, as more individuals augment their physical self with a set of virtual identities. A partial report procedure was used to test the ability of observers to split attention over noncontiguous locations. Observers reported the identity of 2 targets that appeared within a 5 X 5 stimulus array, and cues (validity = 80 ) informed them of the 2 most likely target locations. On invalid trials, 1 of the targets appeared directly in between the cued locations. Experiments 1, la, and 2 showed a strong accuracy advantage at cued locations compared with intervening ones. This effect was larger when the cues were arranged horizontally rather than vertically. Experiment 3 suggests that this effect of cue orientation reflects an advantage for processing targets that appear in different hemifields. Experiments 4 and 4a suggest that the primary mechanism supporting the flexible deployment of spatial attention is the suppression of interference from stimuli at unattended locations. There is a substantial body of research showing that when observers direct attention to specific parts of the visual field, information processing is facilitated at attended locations relative to unattended locations. A basic question is how flexibly attention can be deployed over space. Most models of spatial attention have assumed that attention is allocated over contiguous regions of space (e.g., Eriksen & Yeh, 1985; Posner, Snyder, & Davidson, 1980), and various empirical tests have supported this claim (e.g., Eriksen & Yeh, 1985; Heinze, Luck, Muente, Goes, Mangun, & Hillyard, 1994; McCormick & Klein, 1990; Pan & Eriksen, 1993; Posner, Snyder, & Davidson, 1980). However, more recent evidence has suggested that allocation of attention to noncontiguous regions is possible. Kramer and Hahn (1995) and Hahn and Kramer (1998) studied the influence of distractor compatibility at locations directly in between two cued locations and found that under certain conditions performance was unaffected by the distractors. In particular, they noted that when the distractors were presented by removing selected parts of a premask (the nononset condition), observers were able to suppress their influence. However, when the intervening distractors were presented as sudden-onset stimuli, distractor compatibility effects emerged. The investigators concluded that observers could divide attention effectively between noncontiguous locations but that this split focus was disrupted when new perceptual objects appeared in the intervening locations. They used a very strict criterion for evidence of split attention, however—namely, that distractors have absolutely no effect on target processing. The fact Pearson product–moment correlations found significant relationships between students' grades in the online class and their GPA, attendance at a class orientation session, the number of previous course withdrawals, ASSET reading scores, the number of previous online courses, age, and ACT English scores. Regression analysis found that two variables serve as the best predictors: attendance at an orientation session, and the student's grade point average. People in different cultures have strikingly different construals of the self, of others, and of the interdependence of the 2. These construals can influence, and in many cases determine, the very nature of individual experience, including cognition, emotion, and motivation. Many Asian cultures have distinct conceptions of individuality that insist on the fundamental relatedness of individuals to each other. The emphasis is on attending to others, fitting in, and harmonious interdependence with them. American culture neither assumes nor values such an overt connectedness among individuals. In contrast, individuals seek to maintain their independence from others by attending to the self and by discovering and expressing their unique inner attributes. As proposed herein, these construals are even more powerful than previously imagined. Theories of the self from both psychology and anthropology are integrated to define in detail the difference between a construal of the self as independent and a construal of the self as interdependent. Each of these divergent construals should have a set of specific consequences for cognition, emotion, and motivation; these consequences are proposed and relevant empirical literature is reviewed. Focusing on differences in self-construals enables apparently inconsistent empirical findings to be reconciled, and raises questions about what have been thought to be culture-free aspects of cognition, emotion, and motivation. The present study investigates whether the circadian preferences of students are related to their academic achievements. This study explores whether different class times affect students' achievement and examines the performance of students on final exams administered at 09:30 h for differences according to chronotype. A total of 1471 university students between 18 and 25 yrs of age responded to a morningness-eveningness questionnaire (MEQ), and data on their cumulative grade point averages (CGPA) were also collected from their transcripts. Some of the students in the sample attended classes during the first teaching period, which started at 08:00 h and ended at 14:50 h, and the remaining students followed the second schedule, which started at 15:00 h and ended at 21:50 h. MEQ scores were found to differ by sex. MEQ scores partially predicted academic success and that students' academic achievements differed according to the time of the teaching period. Moreover, final exam (administered at 09:30 h) score... The virtualization and softwarization of modern computer networks enables the definition and fast deployment of novel network services called service chains: sequences of virtualized network functions e.g., firewalls, caches, traffic optimizers through which traffic is routed between source and destination. This paper attends to the problem of admitting and embedding a maximum number of service chains, i.e., a maximum number of source-destination pairs which are routed via a sequence of l to-be-allocated, capacitated network functions. We consider an Online variant of this maximum Service Chain Embedding Problem, short OSCEP, where requests arrive over time, in a worst-case manner. Our main contribution is a deterministic Ologl-competitive online algorithm, under the assumption that capacities are at least logarithmic in l. We show that this is asymptotically optimal within the class of deterministic and randomized online algorithms. We also explore lower bounds for offline approximation algorithms, and prove that the offline problem is APX-hard for unit capacities and smalli¾źli¾ź3, and even Poly-APX-hard in general, when there is no bound oni¾źl. These approximation lower bounds may be of independent interest, as they also extend to other problems such as Virtual Circuit Routing. Finally, we present an exact algorithm based on 0-1 programming, implying that the general offline SCEP is in NP and, by the above hardness results, it is NP-complete for constant l. The idea that group contexts can intensify emotions is centuries old. Yet, evidence that speaks to how, or if, emotions become more intense in groups remains elusive. Here we examine the novel possibility that group attention—the experience of simultaneous coattention with one’s group members—increases emotional intensity relative to attending alone, coattending with strangers, or attending nonsimultaneously with one’s group members. In Study 1, scary advertisements felt scarier under group attention. In Study 2, group attention intensified feelings of sadness to negative images, and feelings of happiness to positive images. In Study 3, group attention during a video depicting homelessness led to greater sadness that prompted larger donations to charities benefiting the homeless. In Studies 4 and 5, group attention increased the amount of cognitive resources allocated toward sad and amusing videos (as indexed by the percentage of thoughts referencing video content), leading to more sadness and happiness, respectively. In all, these effects could not be explained by differences in physiological arousal, emotional contagion, or vicarious emotional experience. Greater fear, gloom, and glee can thus result from group attention to scary, sad, and happy events, respectively. NNScore is a neural-network-based scoring function designed to aid the computational identification of small-molecule ligands. While the test cases included in the original NNScore article demonstrated the utility of the program, the application examples were limited. The purpose of the current work is to further confirm that neural-network scoring functions are effective, even when compared to the scoring functions of state-of-the-art docking programs, such as AutoDock, the most commonly cited program, and AutoDock Vina, thought to be two orders of magnitude faster. Aside from providing additional validation of the original NNScore function, we here present a second neural-network scoring function, NNScore 2.0. NNScore 2.0 considers many more binding characteristics when predicting affinity than does the original NNScore. The network output of NNScore 2.0 also differs from that of NNScore 1.0; rather than a binary classification of ligand potency, NNScore 2.0 provides a single estimate of the pKd. To fac... A new form of document coupling called co-citation is defined as the frequency with which two documents are cited together. The co-citation frequency of two scientific papers can be determined by comparing lists of citing documents in the Science Citation Index and counting identical entries. Networks of co-cited papers can be generated for specific scientific specialties, and an example is drawn from the literature of particle physics. Co-citation patterns are found to differ significantly from bibliographic coupling patterns, but to agree generally with patterns of direct citation. Clusters of co-cited papers provide a new way to study the specialty structure of science. They may provide a new approach to indexing and to the creation of SDI profiles. As the sheer volume of information grows, information overload challenges users in many ways. Large conferences are one of the venues suffering from this overload. Faced with several parallel sessions and large volumes of papers covering diverse areas of interest, conference participants often struggle to identify the most relevant sessions to attend. The Conference Navigator 2.0 system was created to help conference participants go examine the schedule of paper presentation, add most interesting papers to individual schedule, and export this schedule to a calendar application. In addition, as a social system, the Conference Navigator 2.0 collects the wisdom of the user community and make it available through community-based recommendation interface to help individuals in making scheduling decisions. This paper reports a systematic review of empirical studies concerning the effectiveness of elicitation techniques, and the subsequent aggregation of empirical evidence gathered from those studies. The most significant results of the aggregation process are as follows: (1) Interviews, preferentially structured, appear to be one of the most effective elicitation techniques; (2) Many techniques often cited in the literature, like card sorting, ranking or thinking aloud, tend to be less effective than interviews; (3) Analyst experience does not appear to be a relevant factor; and (4) The studies conducted have not found the use of intermediate representations during elicitation to have significant positive effects. It should be noted that, as a general rule, the studies from which these results were aggregated have not been replicated, and therefore the above claims cannot be said to be absolutely certain. However, they can be used by researchers as pieces of knowledge to be further investigated and by practitioners in development projects, always taking into account that they are preliminary findings. Abstract Typing on tiny QWERTY keyboards on smartwatches is considered challenging or even impractical due to the limited screen space. In this paper, we describe three user studies undertaken to investigate users’ typing abilities and preferences on tiny QWERTY keyboards. The first two studies, using a smartphone as a substitute for a smartwatch, tested five different keyboard sizes (2, 2.5, 3, 3.5 and 4 cm). Study 1 collected typing data from participants using keyboards and given asterisk feedback. We analyzed both the distribution of touch points (e.g., the systematic offset and shape of the distribution) and the effect of keyboard size. Study 2 adopted a Bayesian algorithm based on a touch model derived from Study 1 and a unigram word language model to perform input prediction. We found that on the smart keyboard, participants could type between 26.8 and 33.6 words per minute (WPM) across the five keyboard sizes with an uncorrected character error rate ranging from 0.4 to 1.9 . Participants’ subjective feedback indicated that they felt most comfortable with keyboards larger than 2.5 cm. Study 3 replicated the 3.0 and 3.5 cm keyboard tests on a real smartwatch and verified that in terms of text entry speed, error rate and user preference, there was no significant difference between the results measured on a smartphone and that on a smartwatch with same sized keys. This study result indicated that the results of Study 1 and 2 are applicable to smartwatch devices. Finally, we conducted a simulation to investigate the performance of different touch language models based on our collected data. The results showed that using either a bigram language model or a detailed touch model can effectively correct imprecision in users’ input. Our results suggest that achieving satisfactory levels of text input on tiny QWERTY keyboards is possible. Music plays an important role in our everyday lives. Not surprisingly, shared musical taste is said to lead to social attraction. In this paper, we study in detail friendship links on the social music platform Last.fm, asking for similarities in taste as well as on demographic attributes and local network structure. On Last.fm, users connect to 'online' friends as usual, but also indicate strong 'real-life' friends by co-attending the same events. Thus, we can contrast these online ties with offline links of different strength. Complementing the analysis, we learn to predict both kinds of ties automatically, including public interaction data as additional relevant features. Our results emphasize the predictive power of the simple measure of mutual friends, while the indicative value of similarity on taste (though increasing with tie strength) is negligible. Modern Massively Multiplayer Online Role-Playing Games (MMORPGs) provide lifelike virtual environments in which players can conduct a variety of activities including combat, trade, and chat with other players. While the game world and the available actions therein are inspired by their offline counterparts, the games' popularity and dedicated fan base are testaments to the allure of novel social interactions granted to people by allowing them an alternative life as a new character and persona. In this paper we investigate the phenomenon of "gender swapping," which refers to players choosing avatars of genders opposite to their natural ones. We report the behavioral patterns observed in players of Fairyland Online, a globally serviced MMORPG, during social interactions when playing as in-game avatars of their own real gender or gender-swapped. We also discuss the effect of gender role and self-image in virtual social situations and the potential of our study for improving MMORPG quality and detecting online identity frauds.