Top 10 Psyarxiv Papers Today in Engineering Psychology


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#1. Cybertherapogy: A Conceptual Architecting of Presence for Counselling via Technology
Ebrahim Oshni Alvandi
The growing urge for mental health via telecommunication systems argues for such services to be discussed at the field of human-computer interaction. However, in spite of the research and evidence that express effectivity of telecounselling, details about the transition to computer-mediated environment are still uncharted. “Cybertherapogy” was coined in this regard to build a schema for engaging and creating meaningful therapy experiences during remote sessions. The model labels strategies that mental health providers should include in their services. Cognitive, counselling, and emotional modules were intersected and overlapped to construct the domains of therapeutic presence in cyberspace. This architecture of emotional agency has been synthesised for psychotherapy by the ongoing concepts and theoretical foundations of presence study and electronic learning engagement. It is believed that the model will enable therapists to facilitate their remote, professional engagement with clients and help design administrative tactics for...
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Authors: 1
Total Words: 8866
Unqiue Words: 3046

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#2. Attributing human-likeness to an avatar: the role of time and space in the perception of biological motion
Davide Ghiglino, Davide De Tommaso, Agnieszka Wykowska
Despite well-developed cognitive control mechanisms in most adult healthy humans, attention can still be captured by irrelevant distracting stimuli occurring in the environment. However, when it comes to artificial agents, such as humanoid robots, one might assume that its attention is “programmed” to fol-low a task, thus, being distracted by attention-capturing stimuli would not be ex-pected. We were interested in whether a behavior that reflects attentional capture in a humanoid robot would increase its perception as human-like. We imple-mented human behaviors in a virtual version of iCub robot. Twenty participants’ head movements were recorded, through an inertial sensor, during a solitaire card game, while a series of distracting videos were presented on a screen in their peripheral field of view. Eight participants were selected, and their behavioral reactions (i.e. inertial sensor coordinates, etc.) were extracted and implemented in the simulator. In Experiment 2, twenty-four new participants were asked to rate the...
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Authors: 3
Total Words: 4044
Unqiue Words: 1624

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#3. Surveys in Games User Research
Florian Brühlmann, Elisa D Mekler
Surveys are an essential method of data collection that can deliver generalizable and actionable insights about the player’s experience. In this chapter, we present practice- oriented guidance about when the method is appropriate, what constitutes a good questionnaire, and how to alleviate possible biases and issues with data quality.
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Authors: 2
Total Words: 7492
Unqiue Words: 2440

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#4. Neuroscientifically-grounded research for improved human-robot interaction
Kyveli Kompatsiari, Jairo Pérez-Osorio, Davide De Tommaso, Giorgio Metta, Agnieszka Wykowska
The present study highlights the benefits of using well-controlled experimental designs, grounded in experimental psychology research and objective neuroscientific methods, for generating progress in human-robot interaction (HRI) research. In this study, we implemented a well-studied paradigm of attentional cueing through gaze (the so-called “joint attention” or “gaze cueing”) in an HRI protocol involving the iCub robot. We replicated the standard phenomenon of joint attention both in terms of behavioral measures and event-related potentials of the EEG signal. Our methodology of combining neuroscience methods with an HRI protocol opens promising avenues both for a better design of robots which are to interact with humans, and also for increasing the ecological validity of research in social and cognitive neuroscience.
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Authors: 5
Total Words: 5407
Unqiue Words: 1995

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#5. Auditory Graphs Are Not the “Killer App” of Sonification, But They Work
Michael Nees
The search for the elusive “killer app” of sonification has been a recurring theme in sonification research. In this comment, I argue that the killer-app criterion of success stems from interdisciplinary tensions about how to evaluate sonifications. Using auditory graphs as an example, I argue that the auditory display community has produced successful examples of sonic information design that accomplish the human factors goal of improving human interactions with systems. Still, barriers to using sonifications in interfaces remain, and reducing those barriers could result in more widespread use of audio in systems.
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Authors: 1
Total Words: 2622
Unqiue Words: 1176

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#6. Systematic Review and Validation of the Game Experience Questionnaire (GEQ) – Implications for Citation and Reporting Practice
Effie L.-C. Law, Florian Brühlmann, Elisa D Mekler
Despite lacking a formal peer-reviewed publication, the Game Experience Questionnaire (GEQ) is widely applied in games research, which might risk the proliferation of erroneous study implications. This concern motivated us to conduct a systematic literature review of 73 publications, analysing how and why the GEQ and its variants have been employed in current research. Besides inconsistent reporting of psychometric properties, we found that misleading citation practices with regards to the source, rationale and number of items reported were prevalent, which in part seem to stem from confusion over the “manuscript in preparation” status. Additionally, we present the results of a validation study (N = 633), which found no evidence for the originally postulated 7-factor structure of the GEQ. Based on these findings, we discuss the challenges inherent to the “manuscript in preparation” status and provide recommendations for authors, researchers, educators, and reviewers on how to improve reporting, citation and publication practices.
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Authors: 3
Total Words: 11863
Unqiue Words: 4030

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#7. Gorilla in our Midst: An online behavioral experiment builder
Alexander Anwyl-Irvine, Jessica Massonnié, Adam Flitton, Natasha Kirkham, Jo Evershed
Behavioural researchers are increasingly conducting their studies online to gain access to large and diverse samples that would be difficult to get in a laboratory environment. However, there are technical access barriers to building experiments online, and web-browsers can present problems for consistent timing – an important issue with reaction time-sensitive measures. For example, to ensure accuracy and test-retest reliability in presentation and response recording, experimenters need a working knowledge of programming languages such as JavaScript. We review some of the previous and current tools for online behavioural research, and how well they address the issues of usability and timing. We then present The Gorilla Experiment Builder (gorilla.sc) a fully tooled experiment authoring and deployment platform, designed to resolve many timing issues, and make reliable online experimentation open and accessible to a wider range of technical abilities. In order to demonstrate the platform’s aptitude for accessible, reliable and...
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Authors: 5
Total Words: 0
Unqiue Words: 0

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#8. Detecting Depression Using a Framework Combining Deep Multimodal Neural Networks with a Purpose-Built Automated Evaluation
Ezekiel Victor, Zahra M. Aghajan, Amy R. Sewart, Ray Christian
Machine learning (ML) has been introduced into the medical field as a means to provide diagnostic tools capable of enhancing accuracy and precision while minimizing laborious tasks that require human intervention. There is mounting evidence that the technology fueled by ML has the potential to detect, and substantially improve treatment of complex mental disorders such as depression. We developed a framework capable of detecting depression with minimal human intervention: AiME (Artificial Intelligence Mental Evaluation). AiME consists of a short human-computer interactive evaluation and artificial intelligence, namely deep learning, and can predict whether the participant is depressed or not with satisfactory performance. Due to its ease of use, this technology can offer a viable tool for mental health professionals to identify symptoms of depression, thus enabling a faster preventative intervention. Furthermore, it may alleviate the challenge of interpreting highly nuanced physiological and behavioral biomarkers of depression by...
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Authors: 4
Total Words: 4654
Unqiue Words: 2159

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#9. A Diagnostic Evaluation of Tablet Serious Games for the Assessment of Autism Spectrum Disorder in Young Children
Lindsay Millar, Alex McConnachie, Helen Minnis, Philip Wilson, Lucy Thompson, Anna Azulewicz, Krystof Sobota, Philip Rowe, Christopher Gillberg, Jonathan Delafield-Butt
Recent evidence suggests an underlying movement disruption may be a core component of Autism Spectrum Disorder (ASD) and a new, accessible early biomarker. Mobile smart technologies such as iPads contain inertial movement and touch-screen sensors capable of recording sub second movement patterns during gameplay. A previous pilot study employed machine learning analysis of motor patterns recorded from children 3-5 years old. It identified those with ASD from age- and gender-matched controls with 93% accuracy, presenting an attractive assessment method suitable for use in the home, clinic or classroom. This is a Phase III prospective, diagnostic classification study designed according to the Standards for Reporting Diagnostic Accuracy Studies (STARD) guidelines. Three cohorts are investigated: children developing typically (TD); children with a clinical diagnosis of ASD; and children with a diagnosis of another neurodevelopmental disorder (OND) that is not ASD. The study will be completed in Glasgow, U.K., and Gothenburg,...
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Authors: 10
Total Words: 4430
Unqiue Words: 1786

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#10. Digital phenotyping for psychiatry: Accommodating data and theory with network science methodologies
David Martin Lydon-Staley, Ian Barnett, Theodore D. Satterthwaite, Danielle S Bassett
Digital phenotyping is the moment-by-moment quantification of our interactions with digital devices. With appropriate tools, digital phenotyping data afford unprecedented insight into our transactions with the world and hold promise for developing novel signatures of psychopathology that will aid in diagnosis, prognosis, and treatment selection of psychiatric disorders. In this review, we highlight empirical work merging digital phenotyping data, and particularly experience-sampling data collected via smartphone, with network theories of psychopathology and network science methodologies. The intensive, longitudinal, and multivariate data collected through digital phenotyping designs provide the necessary foundation for the application of network science methodologies to parsimoniously test network theories of psychopathology emphasizing causal interactions among psychiatric symptoms, as well as other phenotypes, across time
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Authors: 4
Total Words: 4158
Unqiue Words: 1667

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