The Current State of Virtual Reality on Behavior Change
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
A Randomized Experiment Using Absenteeism Information to “Nudge” Attendance
February 2017 Making an Impact A randomized experiment using absenteeism information to “nudge” attendance Todd Rogers Harvard Kennedy School Teresa Duncan ICF International Tonya Wolford School District of Philadelphia John Ternovski Shruthi Subramanyam Harvard Kennedy School Adrienne Reitano School District of Philadelphia Key findings This randomized controlled trial, conducted in collaboration with the School District of Philadelphia, finds that a single postcard that encouraged guardians to improve their student’s attendance reduced absences by roughly 2.4 percent. Guardians received one of two types of message: one encouraging guardians to improve their student’s attendance or one encouraging guardians to improve their student’s attendance that also included specific information about the student’s attendance history. There was no statistically significant difference in absences between students according to which message their guardians received. The effect of the postcard did not differ between students in grades 1–8 and students in grades 9–12. U.S. Department of Education At ICF International Institute of Education Sciences Thomas W. Brock, Commissioner for Education Research Delegated the Duties of Director National Center for Education Evaluation and Regional Assistance Audrey Pendleton, Acting Commissioner Elizabeth Eisner, Acting Associate Commissioner Amy Johnson, Action Editor Felicia Sanders, Project Officer REL 2017–252 The National Center for Education Evaluation and Regional Assistance (NCEE) conducts unbiased large-scale evaluations of education programs and practices supported by federal funds; provides research-based technical assistance to educators and policymakers; and supports the synthesis and the widespread dissemination of the results of research and evaluation throughout the United States. Febr uar y 2017 This report was prepared for the Institute of Education Sciences (IES) under Contract ED-IES-12-C-0006 by Regional Educational Laboratory Mid-Atlantic administered by ICF International. -
Nudge Me Right: Personalizing Online Security Nudges to People’S Decision-Making Styles
Computers in Human Behavior 109 (2020) 106347 Contents lists available at ScienceDirect Computers in Human Behavior journal homepage: http://www.elsevier.com/locate/comphumbeh Full length article Nudge me right: Personalizing online security nudges to people’s decision-making styles Eyal Peer a,*, Serge Egelman b,c, Marian Harbach b, Nathan Malkin c, Arunesh Mathur d, Alisa Frik b,c a Federmann School of Public Policy, Hebrew University of Jerusalem, Israel b International Computer Science Institute, Berkeley, CA, USA c Department of Electrical Engineering and Computer Sciences, University of California, Berkeley, CA, USA d Department of Computer Science, Princeton University, USA ABSTRACT Nudges are simple and effective interventions that alter the architecture in which people make choices in order to help them make decisions that could benefit themselves or society. For many years, researchers and practitioners have used online nudges to encourage users to choose stronger and safer passwords. However, the effects of such nudges have been limited to local maxima, because they are designed with the “average” person in mind, instead of being customized to different individuals. We present a novel approach that analyzes individual differences in traits of decision-making style and, based on this analysis, selects which, from an array of online password nudges, would be the most effective nudge each user should receive. In two large-scale online studies, we show that such personalized nudges can lead to considerably better outcomes, increasing nudges’ effectiveness up to four times compared to administering “one-size-fits-all” nudges. We regard these novel findings a proof-of-concept that should steer more researchers, practitioners and policy-makers to develop and apply more efforts that could guarantee that each user is nudged in a way most right for them. -
Good Vibrations: Can a Digital Nudge Reduce Digital Overload?
Good Vibrations: Can a Digital Nudge Reduce Digital Overload? Fabian Okekey, Michael SobolevyΦ, Nicola DellyΨ, Deborah Estriny yCornell Tech, ΦTechnion, Ψe Jacobs Institute [fno2;ms3377;nixdell;de226]@cornell.edu ABSTRACT Snapchat, and more, have become an integral part of people’s ev- Digital overuse on mobile devices is a growing problem in every- eryday lives, helping them to share their thoughts, connect with day life. is paper describes a generalizable mobile intervention friends and families, receive news updates, and enjoy many forms that combines nudge theory and negative reinforcement to create of digital entertainment. However, research has shown that tech- a subtle, repeating phone vibration that nudges a user to reduce nology burdens people with the pressure of continual availability their digital consumption. For example, if a user has a daily Face- [2, 37], the need to constantly check in [38, 47], and the ease to book limit of 30 minutes but opens Facebook past this limit, the procrastinate on work, studies, and personal goals [22, 39, 52]. As user’s phone will issue gentle vibrations every ve seconds, but the a result, many people desire to reduce or limit their technology vibration stops once the user navigates away from Facebook. We use [21]. A number of studies have suggested completely abandon- evaluated the intervention through a three-week controlled experi- ing social media [3], using feature phones instead of smartphones ment with 50 participants on Amazon’s Mechanical Turk platform [31], calling users daily to reect on their social media habits [6], with ndings that show daily digital consumption was successfully limiting usage through personal productivity tools [16, 25], and reduced by over 20%. -
Strategic Recommendations for the Design of Nudges Towards a Sustainable Society
Master's Degree Thesis Strategic Recommendations for the Design of Nudges towards a Sustainable Society. Nell Goepel Maíra Rossini Rahme Frida Svanhall Blekinge Institute of Technology Karlskrona, Sweden 2015 Examiner: Dr. Henrik Ny Ph.D. Supervisor: Professor Karl-Henrik Robèrt Primary advisor: M.Sc. Patricia Lagun Mesquita Secondary advisor: M.Sc. Rachael Gould Strategic Recommendations for the Design of Nudges towards a Sustainable Society. Nell Goepel, Maíra Rossini Rahme, Frida Svanhall School of Engineering Blekinge Institute of Technology Karlskrona, Sweden 2015 Thesis submitted for completion of Master of Strategic Leadership towards Sustainability, Blekinge Institute of Technology, Karlskrona, Sweden. Abstract: Even though most people support the sustainability agenda, human behavior continues to play a major role in driving the long-term global trends comprising today's Sustainability Challenge. Raising awareness and public intention to act sustainably is not translating into meaningful change in sustainable behavior and legislation is time and cost intensive to implement. Another approach, that acts in the gap between intention and action, is cost and time efficient, and provides non-invasive guidance to decisions is nudge. This research analyzes guides for designing nudges and the current practices of nudge designers to discover its potential to guide human behavior towards sustainability. Using the Framework for Strategic Sustainable Development the researchers conclude that nudging can effectively create incremental changes towards sustainable behavior. The researchers see strong potential for nudging to have a greater impact within the Sustainability Challenge if scaled up and out. To do this, a strategic approach is required which considers the Earth’s complexity and preserves freedom. -
Psychology at Queen's
SCHOOL OF PSYCHOLOGY PSYCHOLOGY AT QUEEN’S A UNIQUE STUDY ABROAD EXPERIENCE Semester one Semester two Level 1 classes 1006 Using Psychology in Everyday Life 1: Using Psychology in Everyday Life 2: The module will cover aspects of everyday life seen The module will cover how psychology may improve from a psychological point of view. This should individual performance and provide interventions to offer fresh insights into familiar phenomena and overcome individual problems in everyday behaviours. encourage students to question some common The module will outline the role psychology has sense beliefs. Students will also be given the in designing and implementing interventions to opportunity to undertake an experiment to gain influence individual performance and behaviour. experience of research in psychology in a practical The module will explore the psychology behind the setting. Lectures will discuss real-world and behaviour(s) and how effective programmes are in everyday situations and explore how psychology influencing and changing behaviour. The module contributes to our understanding of them and will offer fresh insights into the causes of and how it is applied in everyday life. The topics are solutions to everyday psychological and behavioural presented by members of the course team who have issues experienced by the individual. The topics are a specific interest and knowledge of their topic. presented by members of the course team who have a specific interest and knowledge of their topic. Semester one Semester two Level 2 classes 2065 Social Psychology & Individual Differences: 2065 Conceptual Issues in Psychology & Perception: This module develops the topics of social This module develops the topics of conceptual psychology and individual differences. -
Nudge-Approach and the Perception
NUDGE-APPROACH AND THE PERCEPTION OF HUMAN NATURE, SOCIAL PROBLEMS, AND THE ROLE OF THE STATE By Weronika Koralewska Submitted to Central European University Department of Political Science In partial fulfillment of the requirements for the degree of Master of Political Science Supervisor: Professor Andres Moles CEU eTD Collection Budapest, Hungary (2016) Abstract This thesis analyzes how the nudge-approach perceives human nature, social problems and the role of the state, with the stress on how it shifts the focus from the broader, holistic context, to the situation of the chooser's individual decision. This research remains in line with the assumption that ideas themselves matter and that power per se, being intertwined with knowledge and language, with which we describe reality, has a diffused nature. Investigating the theoretical underpinnings of the nudge-approach together with contrasting them with different theories, the analysis shows the distinctiveness of the nudge-approach. In addition, the thesis suggests what the nudge-approach overlooks. CEU eTD Collection i Table of contents Abstract ....................................................................................................................................... i Table of contents ........................................................................................................................ ii List of tables .............................................................................................................................. iii Introduction ............................................................................................................................... -
Nudge Theory
Nudge Theory http://www.businessballs.com/nudge-theory.htm Nudge theory is a flexible and modern concept for: • understanding of how people think, make decisions, and behave, • helping people improve their thinking and decisions, • managing change of all sorts, and • identifying and modifying existing unhelpful influences on people. Nudge theory was named and popularized by the 2008 book, 'Nudge: Improving Decisions About Health, Wealth, and Happiness', written by American academics Richard H Thaler and Cass R Sunstein. The book is based strongly on the Nobel prize- winning work of the Israeli-American psychologists Daniel Kahneman and Amos Tversky. This article: • reviews and explains Thaler and Sunstein's 'Nudge' concept, especially 'heuristics' (tendencies for humans to think and decide instinctively and often mistakenly) • relates 'Nudge' methods to other theories and models, and to Kahneman and Tversky's work • defines and describes additional methods of 'nudging' people and groups • extends the appreciation and application of 'Nudge' methodology to broader change- management, motivation, leadership, coaching, counselling, parenting, etc • offers 'Nudge' methods and related concepts as a 'Nudge' theory 'toolkit' so that the concept can be taught and applied in a wide range of situations involving relationships with people, and enabling people to improve their thinking and decision- making • and offers a glossary of Nudge theory and related terms 'Nudge' theory was proposed originally in US 'behavioral economics', but it can be adapted and applied much more widely for enabling and encouraging change in people, groups, or yourself. Nudge theory can also be used to explore, understand, and explain existing influences on how people behave, especially influences which are unhelpful, with a view to removing or altering them. -
New Realities Risks in the Virtual World 2
Emerging Risk Report 2018 Technology New realities Risks in the virtual world 2 Lloyd’s disclaimer About the author This report has been co-produced by Lloyd's and Amelia Kallman is a leading London futurist, speaker, Amelia Kallman for general information purposes only. and author. As an innovation and technology While care has been taken in gathering the data and communicator, Amelia regularly writes, consults, and preparing the report Lloyd's does not make any speaks on the impact of new technologies on the future representations or warranties as to its accuracy or of business and our lives. She is an expert on the completeness and expressly excludes to the maximum emerging risks of The New Realities (VR-AR-MR), and extent permitted by law all those that might otherwise also specialises in the future of retail. be implied. Coming from a theatrical background, Amelia started Lloyd's accepts no responsibility or liability for any loss her tech career by chance in 2013 at a creative or damage of any nature occasioned to any person as a technology agency where she worked her way up to result of acting or refraining from acting as a result of, or become their Global Head of Innovation. She opened, in reliance on, any statement, fact, figure or expression operated and curated innovation lounges in both of opinion or belief contained in this report. This report London and Dubai, working with start-ups and corporate does not constitute advice of any kind. clients to develop connections and future-proof strategies. Today she continues to discover and bring © Lloyd’s 2018 attention to cutting-edge start-ups, regularly curating All rights reserved events for WIRED UK. -
Exploring Telepresence in Virtual Worlds
Exploring Telepresence in Virtual Worlds Dan Zhang z3378568 A thesis in fulfillment of the requirements for the degree of Doctor of Philosophy School of Information Systems and Technology Management UNSW Business School March 2018 PLEASE TYPE THE UNIVERSITY OF NEW SOUTH WALES Thesis/Dissertation Sheet Surname or Family name: Zhang First name: Dan Other name/s: Abbreviation for degree as given in the University calendar: PhD School: School of Information Systems and Technology Management Faculty: UNSW Business School Title: Exploring telepresence in virtual worlds Abstract 350 words maximum: (PLEASE TYPE) Virtual worlds, as the computer-based simulated environments incorporating various representations of real-world elements, have great potential to not only transform the structures and operation modes of various industries but also change the way people work, do business, learn, play, and communicate. However, the existing sharp distinctions between virtual worlds and the real world also bring critical challenges. To address these challenges, the concept of telepresence—the user’s feeling of ‘being there’ in the virtual environments—is adopted as it is considered a direct and essential consequence of a virtual world’s reality. To cultivate this feeling, it is essential to understand what factors can lead to telepresence. However, some literature gaps on telepresence antecedents impede the understanding of telepresence antecedents and affect the adoption of the telepresence construct in the design of virtual worlds. To address these issues, this study explores the concept of telepresence in the context of virtual worlds. Specifically, by adopting means-end chain (MEC) theory, the study aims to investigate the antecedents of telepresence; to reveal the inter-relationships among these antecedents by building a hierarchical structure; and to develop an innovative approach for user segmentation to understand in-depth individual differences in perceiving telepresence. -
COIMBATORE-641046 DEPARTMENT of COMPUTER APPLICATIONS (Effective from the Academic Year 2019-2020)
Certificate course in Augmented Reality -2019-20-ud Annexure No: 55F Page 1 of 4 SCAA Dated: 09.05.2019 Annexure – V BHARATHIAR UNIVERSITY:: COIMBATORE-641046 DEPARTMENT OF COMPUTER APPLICATIONS (Effective from the academic Year 2019-2020) Certificate Course in Augmented Reality Eligibility for admission to the course A pass in Higher Secondary Examination (+2) conducted by the Government of Tamil Nadu or an examination accepted as equivalent there to by the syndicate. Duration of the course The candidates can undergo this course both in full-time (3 months) and part-time (6 months). The certificate programme consists of theory and practical courses. Regulations The general Regulations of the Bharathiar University Choice Based Credit System are applicable to this certificate programme. The Medium of Instruction and Examinations The medium of instruction and Examinations shall be in English. Submission of Record Notebooks for Practical Examinations Candidates taking the Practical Examinations should submit bonafide Record Note Books prescribed for the Examinations. Otherwise the candidates will not be permitted to take the Practical Examinations. Revision of Regulations and Curriculum The above Regulation and Scheme of Examinations will be in vogue without any change for a minimum period of three years from the date of approval of the Regulations. The University may revise /amend/ change the Regulations and Scheme of Examinations, if found necessary. Scheme of Examinations Max Course Code Subject and Paper L P Credits Marks Paper I Augmented Reality 4 2 6 150 Certificate course in Augmented Reality -2019-20-ud Annexure No: 55F Page 2 of 4 SCAA Dated: 09.05.2019 Course Title :AUGMENTED REALITY No. -
Metaverse Roadmap Overview, 2007. 2007
A Cross-Industry Public Foresight Project Co-Authors Contributing Authors John Smart, Acceleration Studies Foundation Corey Bridges, Multiverse Jamais Cascio, Open the Future Jochen Hummel, Metaversum Jerry Paffendorf, The Electric Sheep Company James Hursthouse, OGSi Randal Moss, American Cancer Society Lead Reviewers Edward Castronova, Indiana University Richard Marks, Sony Computer Entertainment Alexander Macris, Themis Group Rueben Steiger, Millions of Us LEAD SPONSOR FOUNDING PARTNERS Futuring and Innovation Center Graphic Design: FizBit.com accelerating.org metaverseroadmap.org MVR Summit Attendees Distinguished industry leaders, technologists, analysts, and creatives who provided their insights in various 3D web domains. Bridget C. Agabra Project Manager, Metaverse Roadmap Project Patrick Lincoln Director, Computer Science Department, SRI Janna Anderson Dir. of Pew Internet’s Imagining the Internet; Asst. International Prof. of Communications, Elon University Julian Lombardi Architect, Open Croquet; Assistant VP for Tod Antilla Flash Developer, American Cancer Society Academic Services and Technology Support, Office of Information Technology Wagner James Au Blogger, New World Notes; Author, The Making of Second Life, 2008 Richard Marks Creator of the EyeToy camera interface; Director of Special Projects, Sony CEA R&D Jeremy Bailenson Director, Virtual Human Interaction Lab, Stanford University Bob Moore Sociologist, Palo Alto Research Center (PARC), PlayOn project Betsy Book Director of Product Management, Makena Technologies/There; -
Building the Metaverse One Open Standard at a Time
Building the Metaverse One Open Standard at a Time Khronos APIs and 3D Asset Formats for XR Neil Trevett Khronos President NVIDIA VP Developer Ecosystems [email protected]| @neilt3d April 2020 © Khronos® Group 2020 This work is licensed under a Creative Commons Attribution 4.0 International License © The Khronos® Group Inc. 2020 - Page 1 Khronos Connects Software to Silicon Open interoperability standards to enable software to effectively harness the power of multiprocessors and accelerator silicon 3D graphics, XR, parallel programming, vision acceleration and machine learning Non-profit, member-driven standards-defining industry consortium Open to any interested company All Khronos standards are royalty-free Well-defined IP Framework protects participant’s intellectual property >150 Members ~ 40% US, 30% Europe, 30% Asia This work is licensed under a Creative Commons Attribution 4.0 International License © The Khronos® Group Inc. 2020 - Page 2 Khronos Active Initiatives 3D Graphics 3D Assets Portable XR Parallel Computation Desktop, Mobile, Web Authoring Augmented and Vision, Inferencing, Machine Embedded and Safety Critical and Delivery Virtual Reality Learning Guidelines for creating APIs to streamline system safety certification This work is licensed under a Creative Commons Attribution 4.0 International License © The Khronos® Group Inc. 2020 - Page 3 Pervasive Vulkan Desktop and Mobile GPUs http://vulkan.gpuinfo.org/ Platforms Apple Desktop Android (via porting Media Players Consoles (Android 7.0+) layers) (Vulkan 1.1 required on Android Q) Virtual Reality Cloud Services Game Streaming Embedded Engines Croteam Serious Engine Note: The version of Vulkan available will depend on platform and vendor This work is licensed under a Creative Commons Attribution 4.0 International License © The Khronos® Group Inc.