Cognitive Bias Modification on Tabletops
Supervisor(es): Beale, Russell - Pinder, Charlie
Resumen:
Interest in Cognitive Bias Modification (CBM) has been increasing in the field of Human Computer Interaction recently. CBM is usually presented as a training mechanism in desktops computers in the context of psychology therapy. Tabletop technologies can provide an interesting platform for delivering CBM training effectively due to their unique characteristics. However, no evidence of previous CBM interventions over Tabletop has been found. Furthermore, Smartphones are part of our daily life and although using these devices is highly enjoyable, most users develop a psychological dependency over them and lose control on its usage creating an addictive behaviour. Smartphone addicts can experiment problems such as low productivity, social isolation, mood changes, and sleeping disorders among others. In this report we present an experimental study that explore the feasibility of a CBM intervention on a Tabletop to counter Smartphone addiction. An Approach Avoidance Task (AAT) prototype was developed an deployed in a Microsoft Surface. 40 participants were recruited to receive CBM training. Our preliminary results provide evidence of a possible approach bias towards the Smartphone device and interesting interactions between the factors of our experiment. Although further data analysis is required to strongly support these claims, our study provide interesting insights for both Smartphone addiction and CBM research fields.
2017 | |
Agencia Nacional de Investigación e Innovación | |
Ingeniería de Software Human Computer Interaction (HCI) Ingeniería Eléctrica, Ingeniería Electrónica e Ingeniería de la Información Ingeniería de Sistemas y Comunicaciones Ingeniería de Software |
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Inglés | |
Agencia Nacional de Investigación e Innovación | |
REDI | |
http://hdl.handle.net/20.500.12381/177 | |
Acceso abierto | |
Reconocimiento 4.0 Internacional. (CC BY) |
Sumario: | Interest in Cognitive Bias Modification (CBM) has been increasing in the field of Human Computer Interaction recently. CBM is usually presented as a training mechanism in desktops computers in the context of psychology therapy. Tabletop technologies can provide an interesting platform for delivering CBM training effectively due to their unique characteristics. However, no evidence of previous CBM interventions over Tabletop has been found. Furthermore, Smartphones are part of our daily life and although using these devices is highly enjoyable, most users develop a psychological dependency over them and lose control on its usage creating an addictive behaviour. Smartphone addicts can experiment problems such as low productivity, social isolation, mood changes, and sleeping disorders among others. In this report we present an experimental study that explore the feasibility of a CBM intervention on a Tabletop to counter Smartphone addiction. An Approach Avoidance Task (AAT) prototype was developed an deployed in a Microsoft Surface. 40 participants were recruited to receive CBM training. Our preliminary results provide evidence of a possible approach bias towards the Smartphone device and interesting interactions between the factors of our experiment. Although further data analysis is required to strongly support these claims, our study provide interesting insights for both Smartphone addiction and CBM research fields. |
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