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Articles 1 - 6 of 6
Full-Text Articles in Psychology
The Impact Of Technology On Adolescent Identity Development, Christina Frederick, Amy Bradshaw Hoppock, Devin Liskey, Daniel Brown
The Impact Of Technology On Adolescent Identity Development, Christina Frederick, Amy Bradshaw Hoppock, Devin Liskey, Daniel Brown
Publications
This paper explores how technology use in adolescence facilitates adult identity achievement and presents evidence that technological objects, such as smartphones have become adolescent transitional objects. Early and late adolescents were surveyed about technology use and feelings associated with technology. Among older adolescents, anxiety level was related to smart phone use, such that higher anxiety was associated with greater smart phone use. The feelings and behaviors associated with use of the preferred device are consistent with feelings and behaviors associated with use of a transitional object. In contrast, younger adolescents did not appear to use technology as a transitional object. …
Promoting Teamwork In Translational Medical Teams: Insights And Recommendations From Science And Practice, Lauren E. Benishek, Ashley M. Hughes, Megan E. Gregory, Shirley C. Sonesh, Eduardo Salas, Elizabeth H. Lazzara
Promoting Teamwork In Translational Medical Teams: Insights And Recommendations From Science And Practice, Lauren E. Benishek, Ashley M. Hughes, Megan E. Gregory, Shirley C. Sonesh, Eduardo Salas, Elizabeth H. Lazzara
Publications
Translational medical teams are transdisciplinary, highly collaborative, and operate within dynamic environments to solve time-sensitive and complex problems. These teams are tasked with turning observations in the laboratory and clinic into effective interventions that improve the health of individuals and the public. The nature of the problems they seek to solve requires coordination among clinicians, scientists, and experts from various scientific disciplines. Characteristically, translational medical teams have complex compositions, structure, and pluralistic goals, which pose significant challenges and barriers to enacting effective teamwork, compromising team performance. Given these challenges, it is imperative to glean insights from teams research and the …
Shifting The Paradigm Of Music Instruction: Implications Of Embodiment Stemming From An Augmented Reality Guitar Learning System, Joseph Keebler, Travis J. Wiltshire, Dustin C. Smith, Stephen M. Fiore, Jeffrey S. Bedwell
Shifting The Paradigm Of Music Instruction: Implications Of Embodiment Stemming From An Augmented Reality Guitar Learning System, Joseph Keebler, Travis J. Wiltshire, Dustin C. Smith, Stephen M. Fiore, Jeffrey S. Bedwell
Publications
Musical instruction often includes materials that can act as a barrier to learning. New technologies using augmented reality may aid in reducing the initial difficulties involved in learning music by lowering these barriers characteristic of traditional instructional materials. Therefore, this set of studies examined a novel augmented reality guitar learning system (i.e., the Fretlight® guitar) in regards to current theories of embodied music cognition. Specifically, we examined the effects of using this system in comparison to a standard instructional material (i.e., diagrams). First, we review major theories related to musical embodiment and specify a niche within this research space we …
Differential Effects Of Refractive Blur On Day And Nighttime Driving Performance, Joanne M. Wood, Michael J. Collins, Alex Chaparro, Ralph Marszalek, Trent Carberry, Philippe Lacherez, Byoung Sun Chu
Differential Effects Of Refractive Blur On Day And Nighttime Driving Performance, Joanne M. Wood, Michael J. Collins, Alex Chaparro, Ralph Marszalek, Trent Carberry, Philippe Lacherez, Byoung Sun Chu
Publications
PURPOSE. To investigate the effect of different levels of refractive blur on real-world driving performance measured under day and nighttime conditions.
METHODS. Participants included 12 visually normal, young adults (mean age = 25.+- 5.2 years) who drove an instrumented research vehicle around a 4 km closed road circuit with three different levels of binocular spherical refractive blur (+0.50 diopter sphere [DS], +1.00 DS, +2.00 DS) compared with a baseline condition. The subjects wore optimal spherocylinder correction and the additional blur lenses were mounted in modified fullfield goggles; the order of testing of the blur conditions was randomized. Driving …
Examining The Relationship Between Familiarity And Reliability Of Automation In The Cockpit, Rian Mehta, Steven Rice, Scott Winter
Examining The Relationship Between Familiarity And Reliability Of Automation In The Cockpit, Rian Mehta, Steven Rice, Scott Winter
Publications
This study sought to determine the correlation between familiarity and perceptions of reliability, as associated to specific aviation-related automated devices. Participants’ experience levels ranged from non-pilots to novice pilots to certified flight instructors. It was hypothesized that familiarity has a direct correlation with ratings of reliability for various aviation-related automated devices and that the correlation across devices for each participant would be positive. The researchers expected to find a difference in the familiarity-reliability relationship as a function of experience. Findings showed that there was a significant positive correlation between familiarity and reliability for every single automated device. A positive correlation …
An Analysis Of Expressed Cheating Behaviors In Video Games, Shawn Doherty, Devin Liskey, Christopher M. Via, Christina M. Frederick, Dahai Liu
An Analysis Of Expressed Cheating Behaviors In Video Games, Shawn Doherty, Devin Liskey, Christopher M. Via, Christina M. Frederick, Dahai Liu
Publications
A series of 50 responses regarding reasons for cheating behavior in video games were provided by undergraduate students. These responses were sorted into a series of 13 categories by raters to investigate the most common reasons provided for cheating. An analysis of inter-rater agreement as well as frequency of category representation is provided. The most common outcomes were that players cheat to progress in a game as well as to gain advantage over others. The discussion compared this study’s results to an existing cheating taxonomy.