Posted on Jan 22, 2009

Do You Read Blogs? Do You Write a Blog?

Irish Blog Research 2009, Survey Goes Live

As part of the M.Sc Cyberpsychology at IADT each postgraduate student is currently in the process of conducting a major research project. My own is focused on blogging, but from an Irish perspective, looking at the attitudes and behaviour of Irish bloggers and Irish blog readers. (Related Article)

Online Survey

At the very heart of this research study is an online survey which you can find here. I’m hoping to recruit a large sample of both bloggers and non-blogging readers. If you’re reading this, I’m assuming you fit into one of these categories and would very much appreciate it if you could spare 10-15 minutes to fill out the survey. Most of the questions are multiple choice, a small number are essay based but you can write as much, or as little as you like. This questionnaire is 100% anonymous, confidential and for research purposes only.  Even your IP address won’t be stored.

Prize Draws!

Ticket

At the end of the survey you will have the opportunity to enter a prize draw for either a €50 Amazon voucher or a €50 Ticketmaster voucher – if you win, you can choose either prize.

I’m also going to run a separate prize draw for another €50 voucher for anyone that posts a link to this survey on their blog, or on a messageboard – anywhere really! To enter this separate draw just leave a comment on this blog post, this can be in the form of a trackback or a comment telling me where you have posted the link.

Thank You!

Thank you in advance for your help, without the Irish blogging community on my side this research won’t be complete. The hard part will be finding non-blogging readers to complete the survey, so if you know anyone that would fit that category please pass the link for the survey onto them.

As a way of giving something back to the blogging community I will be publishing summaries of the most interesting findings here on this blog. If you would like to be notified when the entire research document is available for download  – this will be a masters thesis of approximately 15,000 words, with an introduction to the psychogical aspects of blogging – you can enter your details on this form.

Posted on Nov 17, 2008

The Personal Side of Robots

Lee (a fellow Cyberpsychology student) and I visited the Science Gallery during Science Week to attend a lecture by Dr. Cynthia Breazeal, the founder and director of the Personal Robots Group at MIT. She introduced the attendees to the topics of Social Robotics and Human Robot Interaction, followed by a brief Q&A session.

Social Robotics

Social learning theory proposes that people learn new information and behaviors by watching other people. This is especially prominent in children, as they are social learners. The Personal Robots Group at MIT are applying learning theories and developmental psychology theories towards building child like robots that will have natural learning capacities. They are developing socially intelligent robots that will interact with humans in human-centric terms, work as peers, and learn from people. Instead of having people learn how to communicate with robots or how to teach them, instead they are developing robots that will be able to learn from humans through natural social interactions in real world environments.

The first step towards social learning in robotics is social mimicking or mirroring, as highlighted very recently by the research of US robiticist David Hanson. The MIT robot Leonardo demonstrated this ability back in 2005, Leonardo is an advanced robot capable of social learning, self-motivated learning and logical problem solving. Another robot MIT are working on is the Huggable – a multifunctional teddy bear like robot designed to be an educator, a communication device and a therapeutic companion. Through Huggable the MIT group has explored the concept of “the educator as a peer” going back to the theory of social learning and children.

Human Robot Interaction – “Are these robots naked?”

One of the most fascinating studies Dr. Breazeal highlighted during the lecture was a long term study where participants interacted with either a computer or with an anthropomorphised robotic device (has human like features e.g. a face). Both devices were weight management aids, acting as a social support, with a form of patient-therapist dialogue and input options for calories consumed, exercise etc. They found that participants interacted more often and for longer periods of time with the robot, despite the computer running the same software. They found that people felt a stronger alliance with and trusted the robot more. People named and clothed the robot (they did not do this with the computer). This research, and many other studies, has indicated that screen agents (e.g. the paperclip in Microsoft Word) are never as effective, and that the physical properties of the device do matter.

The Value of Robotics Today

Dr. Breazeal discussed how Robots don’t have to be anthropomorphic. Cars are becoming more like robots every day, and she suggested that they are no longer a tool but are a partner. She described the value of robotics – exploration, capturing data, and closer to her own research: using robotics to study the theoretical models of social and cognitive abilities in humans. Social robots can be applied to the study of how we communicate and solve problems and can offer insights into psychology, neuroscience and interface design. We can learn a great deal about our own behavior when we try to apply these theoretical models to robots.

“Robot’s aren’t going to replace us, they’re going to help and empower us, with strengths and abilities to compliment people.”

Questions relating back to science fiction concepts of robots replacing humans or overthrowing humanity were of course brought up during the Q&A session. Dr. Breazeal argued that these were fears that were culturally based and weren’t apparent in Eastern culture, in countries such as Japan robotics have always been associated with good and advances in robotics have always been embraced and encouraged. She suggested that because robots will learn from humans, their behavior will depend on what we teach them.

The “Un-canny-valley” was also brought up, this is a hypothesis that says that when robots look and act almost like real humans it cause a response of revulsion amongst actual humans. Dr. Breazeal argued that this was based on conjecture and was unreliable, that personal values, preferences and culture had a bigger impact upon response to anthropomorphisim.

Overall I was very impressed with the lecture by Dr. Breazeal – she demonstrated a serious passion for her work. Finally, to sum up what most of the lecture was like… when questioned about whether robots will ever having feelings she replied “Robots will not have human emotions, but maybe they can have robot emotions”.

Posted on Aug 11, 2008

Cyberpsychology Digest Volume 4

Journal of CyberPsychology & Behavior, Vol 11, No.4: The current issue of this bimonthly journal offers access to research studies on topics such as public and private self-consciousness on social networking sites, online consumer trust, adolescent behaviour online, interactive movies, product placement in gaming, and cyberbullying.

Psychological Aspects of Cyberspace: Theory, Research, Applications: This blog contains each individual chapter from the newly published book of the same name. Readers are invited to read each chapter and comment or ask questions of the individual writers. Topics covered include privacy and trust online, internet abuse, flow states, cybertheraputic theory and techniques and sexual activities online. It’s wonderful to see an entire book on the topic of Cyberpsychology readily available online and open to discussion. Very much looking forward to reading all of these chapters.

For your eyes only: Custom interfaces make computer clicking faster, easier: University of Washington engineers discuss a new approach to software design. They propose that instead of standard off the shelf user interface designs, that by putting the user through a brief skills test a mathematically-based version of the user interface could be generated that is optimized for the user’s vision and motor abilities. This research is especially important for the disabled, elderly or anyone that has difficulty using a computer mouse.

The Effects of Background Television on the Toy Play Behavior of Very Young Children: This research study found that background television, disrupts very young children’s play behavior even when they pay little overt attention to it and even when tuned to adult themed shows. Background television was found to cause short play episode lengths, which are a marker for poor developmental outcome. These findings are important because play is directly related to healthy cognitive and social development. Related Article: TV Really Might Cause Autism

Internet users refuse to put up with intrusive ads: From 1000+ internet users sampled 59% indicated that they had stopped visiting a website because of irrelevant, annoying and intrusive online ads (including pop-ups that cover web content, loud noises and ads that were difficult to close, minimise or click away from). This study relates back to my own undergraduate research on pop-up advertisements, where I found that the more experienced a user the more likely they are to actively attempt to remove pop-ups from their online experience. Web designers need to start paying attention to research and surveys such as these, or as demonstrated, users will stop visiting certain websites completely.

If anyone has anything they’d like to contribute to the next digest, or related articles for this volume, feel free to drop me a comment or an e-mail – Sinéad.

Volume 1
Volume 2
Volume 3
Volume 4

Posted on Jul 11, 2008

Cyberpsychology Digest Volume 3

‘Facebook Generation’ Faces Identity Crisis: A psychiatrist has suggested that young people are growing up with a different and potentially dangerous view of the world and their own identity. However, in the same article it is also pointed out that the vast majority of psychiatrists worldwide are unaware of the full magnitude or impact of the online world on the younger generation. This story is an example of how an unfounded comment (backed up by no research study) can be picked up by the mainstream media and twisted into stories such as Facebook and Myspace generation ‘cannot form relationships’, ‘Mental risk’ of Facebook teens and thus highlights the importance of continued Cyberpsychology research.

Markers of Status: Different, and Yet the Same: Interesting observations from Danah Boyd into the social activities of teens online, particularly the notion that the social hierarchies that exist in everyday life are replicated and reinforced online. These insights contradict numerous media reports that have highlighted how social networking can support negative behaviour in teens and pre-teens.

Will video games solve sex-discrimination in science?: This article discusses research regarding the gender differences in visuospatial skills necessary for complex mathematics. Findings suggest that the simple act of playing video games could improve these skills. Related Article: Unpacking the Science of Sex Difference

How User Interfaces can make or break a new service: Discussion by industrial designer Alexander van Elsas on the subject of usability and user interface design that suggests that UI is the most important fail factor for any new product or service. Related link: Social Design

Intel Anthropologists Find Keys to Tech Adoption: This article highlights a study from Intel that investigates the so called “technology gap” between richer and poorer countries. Their most recent results indicate that it’s much more than levels of disposable income that influence the adoption of new technologies.

If anyone has anything they’d like to contribute to the next digest, or related articles for this volume, feel free to drop me a comment or an e-mail – Sinéad.

Volume 1
Volume 2
Volume 3
Volume 4

Posted on Jun 9, 2008

Cyberpsychology Digest Volume 2

Feminised gadgets – An eye for the ladylike: This article from the Telegraph Online opens with an interesting statistic, that women now spend more money on gadgets than on shoes. This is followed up with some fascinating insights into the “feminisation” of technology design and closes with an even more remarkable statistic, that two-thirds of Nintendo DS users are female. Related Link: Shiny Shiny

Vivity Labs launches online brain fitness platform: This recently launched website will draw comparisons to the Brain Training game on the Nintendo DS. Basing the platform online, however, allows for a much broader appeal. For example, by providing the ability to play against other users, a higher level of motivation to return to play is likely to be achieved, especially for the highly competitive amongst us. Related Article: Video games can make us creative if spark is right.

iReport: Online Terror & Hate: The First Decade (pdf): This report by a Jewish Human Rights group indicates that since 2007 there has been a 30% increase in the number of problmeatic hate (racist, anti-gay, anti-religious etc.) and terrorist websites. The historic roots of online hate-sites is outlined and numerous examples are highlighted. Related Article: A rallying cry against cyberbullying.

Mac users don’t like people touching their technology: A survey was conducted by Cognitive Daily to investigate how willing people were to let others try out their new gadgets. They found that there was a dramatic difference between how much PC and Mac users let friends try out their new devices. Related Article: Bad BlackBerry Manners On the Rise.

Your Blog Can Be Group Therapy: This CNN.com article highlights some examples of the positive aspects of personal blogging, with some interesting commentary from both bloggers and psychologists. Related Article: The Internet and Suicide ; Related Link: The Lives of Others.

If anyone has anything they’d like to contribute to the next digest, or related articles for this volume, feel free to drop me a comment or an e-mail – Sinéad.

Volume 1
Volume 2
Volume 3
Volume 4

Posted on May 26, 2008

Self Presentation in 3D Environments

There were some interesting questions raised during the Virtual Worlds Panel held at 3Dcamp at the weekend that I wanted to discuss more fully, from a social and developmental Psychology perspective.

What factors influence individuals to create 3D avatars as similar or dissimilar to their true physical forms?

Altering your digital self presentation, your avatar, in a 3D environment is as easy as applying make-up in the physical world. Unlike the physical world, however, making precise and dramatic changes to self presentation can be instantaneous rather than laborious e.g. losing weight. By putting an individual in total control they are free to create an avatar of their actual self (how they currently are), ideal self (how they would like to be) or their ought self (how they think they should be). Studies have indicated that users of online multi-player games will create a representation of themselves that reflects and approximates an idealised version of themselves, the ideal self. However, there are individual differences e.g. personality, goals etc., that can influence self representation online and thus there are users that deviate from the norm.

Can individuals be influenced by 3D avatars with dissimilar characteristics to their real life selves?

For some individuals the gap between their ideal self and actual self can be quite far apart and this can have a dramatic impact upon the individual’s evaluation of themselves. These users are particularly likely to create an avatar that is a highly idealised version of themselves, especially individuals suffering from low self esteem and/or depression. Recent research by the Virtual Human Interaction Lab has suggested that users can be influenced by their virtual world counterparts. For users that suffer from low self esteem this might suggest that socially interacting online with an idealised version of themselves could build confidence for real world interactions. (Related Article: How Second Life Affects Real Life)

Why do children and young adults create 3D avatars that are very visually dissimilar to their real life selves?

As the body develops from childhood, through adolescence and into adulthood, so too does your sense of self. Your identity formation involves two aspects – exploration (experimentation) and commitment (decision making). Studies have suggested that the Internet can be an important aid for young people as they search for an adult identity, especially when an individual is experiencing high levels of exploration but low levels of commitment. 3D environments in particular are helpful by providing the individual with the ability to experiment with self image combined with low levels of real-life consequence. (Related Article: Adolescents’ Online Self-Disclosure and Self-Presentation)

Why is there a higher adoption rate of 3D Environments with younger users?

The draw of 3D environments to younger users is due to a combination of factors. The ability to experiment with self identity – as discussed above. High levels of familiarity and accessibility from a very young age to 3D graphics through animated television shows, movies and through gaming. The desire for non-passive visual and cognitive stimulation, in comparison to passive forms of entertainment such as TV. Though it is true that an individual’s attention span can shorten through constant and immediate stimulation, the positive effects are an increased ability to multi-task and higher levels of motivation to complete tasks.

Posted on May 23, 2008

3DCamp at Limerick University

I’m heading down to Limerick tomorrow, once again, for a conference. Though, I’ve been told that this particular one should be referred to as an “un-conference”. 3Dcamp is a variation on the BarCamp idea of holding user generated conferences – where the attendees provide the content of talks, workshops and demonstrations, unusually focusing on upcoming technologies and developments. The focus of 3Dcamp is “essentially the internet beyond the 2D browser”.

Talks of interest to a Cyberpsychologist?

A talk related to culture and sociability within the virtual world of World of Warcraft .

A demonstration of physical controls for virtual environments, highlighting the use of inexpensive hardware and open source software.

A ubiquitous computing talk outlining interaction design approaches to technologically-enhanced physical environments – e.g. interactive media in public spaces.

A talk focusing on augmented reality – using technology to insert objects into real environments. Brings to mind holograms and a (15ft tall Bill Gates!, but the applications of these future technologies are endless.

Also…

Design guru Sabrina Dent will be discussing how to make money from Second Life. I assume this will be through designing and selling 3D objects.

The M.Sc in Cyberpsychology course coordinator (Dr. Grainne Kirwan) will be discussing some of the current research in Cyberpsychology at 3Dcamp. If anyone is interested in a student perspective of the IADT masters course, there will be 3 of us from the class attending 3Dcamp.

I’m really looking forward to seeing the famous Pedestrian Living Bridge at University Limerick. Fingers crossed the current Iarnród Éireann dispute doesn’t de-rail my plans!

Posted on May 15, 2008

Cyberpsychology Digest Volume 1

I’m constantly coming across academic journal articles, news stories and blog articles that are directly related to Cyberpsychology that are incredibly interesting, controversial, questionable and are often a source of inner debate. Therefore, I’ve decided to start sharing them here in the hopes of highlighting the importance of applying psychological research and theory to various technology related fields. I’m planning on making this a monthly post and if anyone has anything they’d like to contribute, or even related articles, feel free to drop me a comment or an e-mail.

Cyberpsychology Digest Volume 1

Can Grand Theft Auto improve social skills?: Some media attention was given to this story and at first I was quite skeptical, that was of course until I read the original article on the University of Sunderland website. Chris Whitehead, the final year Psychology student, points out how previous research has focused on the adverse effects of violent video games on children, when such games are actually targeted towards adults and can have positive effects upon their intended audience. Related article: Link between online gaming and violence killed off

Early Sexual Experiences: The Role of Internet Access and Sexually Explicit Material: This study reports that participants who had access to the Internet during the ages of 12 and 17 reported engaging in sexual intercourse at a younger age than those that did not have Internet access.

Mobile Phones are more important than Wallets and Keys: Nortel have conducted some extensive survey based research into global uses of communications technologies. The most interesting information derived from this is how survey respondents indicated that the one item they would choose to bring with them when leaving the house for 24 hours or more would be their mobile phone, choosing their mobile phone over their wallet or keys.

Exploring the Role of the Reader in the Activity of Blogging: Most research on the topic of blogging has focused on sociability (i.e. the blogosphere). This study investigated the behaviour of blog readers, discovering that blog reading often becomes similar to e-mail checking – i.e. less content orientated and habitual. Also of note is the conclusion that readers put pressure on themselves to produce worthwhile comments. An interesting study, however, a small criticism – the majority of participants were also blog writers, would be far more interesting to see this study applied to non bloggers. Related article: Are You Educating Your Readers About Blogging?

Being Human: Human Computer Interaction in the Year 2020: Findings from a HCI conference hosted by Microsoft which gives recommendations for the future of HCI to ensure that human values inform future development. For example, educating young people on the impact of technological advances and recognising the importance of specialists from other disciplines (e.g. psychology, sociology, arts) whom can offer more insightful perspectives. The report also argues for the need of proper monitoring and assessment to ensure that we individually and collectively stay in control of ourselves and the world around us. Related article: In a User Centric Web I get to control my data

If anyone has anything they’d like to contribute to the next digest, or related articles for this volume, feel free to drop me a comment or an e-mail – Sinéad.

Volume 1
Volume 2
Volume 3
Volume 4

Posted on Apr 29, 2008

Cyberpsychology Thesis on Irish Blogging

At the start of March I seemed pretty intent on beginning an ambitious post graduate research paper on trust formation online. Since then I have done extensive research into the topic and had to narrow down my research area, this is of course due to time/resource constraints (and the discovery of a very similar study published just recently).

Whilst researching trust online, I was quite drawn to all of the research on blogs. The deeper I researched it on an international level (looking at American, Japanese and European literature) the more I realised how interesting it was that as a nation we have not embraced it. Especially considering the overwhelming statistics: In 2007 it was estimated that there were between 50 and 85 million blogs and at their current rate of growth, by 2010 there will be over 500 million blogs. Yet, it has been estimated that there are only about 3,000 or 4,000 Irish bloggers, in comparison to the 12 million bloggers in American or the 8 million bloggers in Japan. Even in the IT industry in Ireland, there is a severe lack of business blogging, despite the obvious benefits.

However, recent statistics published by Amárach claims that almost one in five Irish Internet users have started or contributed to a blog in the past year and if you look at the Alexa.com rankings, Blogger.com is the 10th most visited site by Irish Internet Users. Are there thousands more Irish bloggers out there? That are just unconnected to the blogosphere. Research has shown that some blogs are simply more connected to a blogosphere than others, with some not being connected at all. Or are Irish Internet Users bigger readers than writers? Research has shown that people are less likely to pay attention to a medium perceived as not being credible, and according to some reports trust in blogging in on the decrease (in Ireland) yet other reports show that the majority of Irish Internet users trust consumer opinions posted online.

There is a lot of conflicting data out there. So, naturally I’m fascinated.

I’ll be surveying Irish Internet Users (specifically bloggers and blog readers) to investigate their attitudes, perceptions and motivations, and comparing the results to existing international research. In order to interpret these results, I will also be applying existing social psychology, computer mediated communications and human computer interaction literature.

I’ll also be looking into issues of credibility, liability and the business implications (both positive and negative).

Any thoughts?

Posted on Apr 18, 2008

IADT Post Graduate Open Evening

IADT are holding an open evening for prospective post graduate and mature students on this coming Thursday, the 24th of April. All the information is available here.

If anyone has an interest in the Cyberpsychology masters (or any of the IADT courses) the open evening would be the place to go. Especially since the course coordinator Dr. Grainne Kirwan will be there to answer all your questions, and so will some of the students from the course. If by any chance you cannot make it and still have an interest, I would be more than willing to answer any questions in the comments of this post.