Benjamin J Li
Dados Biográficos
| ID | 6714874 |
|---|---|
| NOME | Benjamin J Li |
| PRENOMES | Benjamin J |
| SOBRENOME | Li |
| ASSINATURA | LI B J |
| AFILIAÇÕES | Nanyang Technological University |
| ORCID | 0000-0002-9929-9123 |
| VERIFICADO | Sim |
| TOTAL DE OBRAS | 15 |
| TOTAL DE CITAÇÕES | 4 |
| TOTAL COMO AUTOR | 15 |
| TOTAL COMO EDITOR | 0 |
| PRIMEIRO ANO DE PUBLICAÇÃO | 2017 |
| ANO MAIS RECENTE DE PUBLICAÇÃO | 2026 |
| ÍNDICE H | 1 |
Extending the planned risk information seeking model (PRISM) in the context of artificial intelligence
As artificial intelligence is increasingly being integrated into daily life, understanding the factors that drive individuals to seek AI-related information becomes more important. This study employs the Planned Risk Information Seeking Model as a theoretical framework to explore AI information-seeking behaviours from the perspective of individual differences. Apart from the effects of individual differences, the findings were generally in line w…
The role of nonverbal communication cues in reducing videoconference fatigue
Videoconferencing for work and study purposes has become increasingly prevalent in people's daily lives. However, the negative effects of prolonged and frequent use of videoconferencing, particularly videoconference fatigue (VF), have also become more severe. With technological advancements, virtual reality (VR) videoconferencing has been proposed as a potential solution to mitigate these negative impacts, especially concerning nonverbal communic…
Fake News Has a New Author, Can You Spot the Lie? Media Cues and the Detection of AI-Generated Health News Through the Lens of the Media Evocation Paradigm
120) was employed, in which participants evaluated nine GAI-generated news items across television, newspapers, and social media. Results show that non-authoritative sources, rational framing, and social media platforms significantly enhanced detection accuracy. In contrast, authoritative sources and emotional content in traditional media environments reduced detection rates. A significant three-way interaction reveals that detection accuracy was…
Exploring time-lagged effects and gendered differences of videoconference fatigue on work-family conflict and emotional well-being
While videoconferencing has become an integral part of many individuals’ lives, less is known regarding how individuals’ experience of videoconference fatigue (VF) and work-family conflict (WFC) affects their emotional well-being over time. We examine the changes in VF, WFC, loneliness, and well-being across time, through the lens of the stressor-strain-outcome framework. A two-wave online panel survey was conducted at two time points (T1 and T2)…
Individual differences in beliefs about gesture perception and production
Gestures are one of the most common forms of nonverbal communication in everyday life and work. While specific gestures have been well-studied, the role of general gestures in computer-mediated communication remains largely unknown, especially regarding individual differences in gesture production and perception. Utilizing the limited capacity model of motivated mediated message processing as the theoretical framework, this study explores the imp…
Encouraging pro-environmental behaviour in a virtual reality serious game
Drawing upon self-determination theory, this study investigates whether the effects of competition interact with individuals’ prior knowledge to influence the motivations for and antecedents to their pro-environmental behaviour. Using a virtual reality serious game about plastic waste, we conducted a 2 (Game environment: Competition vs. Non-competition) × 3 (Prior knowledge about plastic waste: Low vs. Medium vs. High) between-subjects experiment…
On pessimism aversion in the context of artificial intelligence and locus of control
The present study sheds light on a new psychological construct called “AI pessimism aversion” (AIPA) describing an overly optimistic view of the benefits of AI by neglecting its potential dangers. In an international sample of N = 543 participants, we observed that the construct of AIPA strongly overlaps with single-item measures for positive and negative AI attitudes. Furthermore, the structural equation model suggests that the positive associat…
Virtual Environment, Real Impacts
Plastic waste is a serious environmental problem worldwide. Effective environmental communication is key to mobilizing the public to adopt pro-environmental behaviors for reducing plastic waste. While virtual reality (VR) is proposed as a viable tool that could overcome several challenges facing environmental communication, certain limitations exist in the extant literature, making it unclear whether it is the modality of VR itself, rather than s…
So far yet so near
Understanding videoconference fatigue
Videoconferencing and Work-Family Conflict
Videoconferencing has become an essential communication tool for employees to engage in virtual meetings with their colleagues and complete work tasks remotely. However, there have been reports of a phenomenon termed videoconference fatigue. Concurrently, there has been an increase in work-family conflict among individuals working from home, due to an imbalance from role demands and expectations between work and family. With the rise of videoconf…
Virtual game Changers
Exergames offer both enactive and vicarious learning through the graphical representations of the self and virtual coach. This study established and tested a model of exergame motivation with Social Cognitive Theory as the foundation. A 2 (User Avatar: Absent versus Present) × 2 (Virtual Coach: Absent versus Present) between-subjects experiment was conducted with 137 high school students. Results supported a model in which the user avatar led to …
Exploring the heart rate as a chronemic cue in virtual settings
While the heart rate has been used as a psychophysiological measure in media research, the perception of heart rates may have a considerable influence on individuals. Based on social information processing theory, this paper proposes the heart rate as a chronemic cue in virtual environments, with a varied heart rate accompanying a communicator’s emotional expressions leading to differing perceptions among observers as compared to a consistent one…
Experiencing organ failure in virtual reality
This study capitalizes on the unique capability of virtual reality (VR) to examine the efficacy of self- versus other-embodied perspective taking in promoting kidney donation in Singapore. The study used a 2 (self- vs other-embodied) × 2 (mirror vs photo presentation) between-subjects VR experiment ( N = 128), wherein participants played the role of a patient needing a kidney donation, either as themselves or as a typical organ-failure patient. O…
Parental mediation of children’s digital technology use in Singapore
This study examines parental mediation of children’s digital technology use and factors associated with it. A survey of 557 parents of primary school children in Singapore revealed that parents tend to utilize simpler mediation strategies to supervise and control their children’s digital technology use. Findings also suggest that parental mediation is more a function of parents’ usage of digital technology and parent–child interaction patterns ra…
Experiencing organ failure in virtual reality
This study capitalizes on the unique capability of virtual reality (VR) to examine the efficacy of self- versus other-embodied perspective taking in promoting kidney donation in Singapore. The study used a 2 (self- vs other-embodied) × 2 (mirror vs photo presentation) between-subjects VR experiment ( N = 128), wherein participants played the role of a patient needing a kidney donation, either as themselves or as a typical organ-failure patient. O…
Parental mediation of children’s digital technology use in Singapore
This study examines parental mediation of children’s digital technology use and factors associated with it. A survey of 557 parents of primary school children in Singapore revealed that parents tend to utilize simpler mediation strategies to supervise and control their children’s digital technology use. Findings also suggest that parental mediation is more a function of parents’ usage of digital technology and parent–child interaction patterns ra…
Exploring the heart rate as a chronemic cue in virtual settings
While the heart rate has been used as a psychophysiological measure in media research, the perception of heart rates may have a considerable influence on individuals. Based on social information processing theory, this paper proposes the heart rate as a chronemic cue in virtual environments, with a varied heart rate accompanying a communicator’s emotional expressions leading to differing perceptions among observers as compared to a consistent one…
Experiencing organ failure in virtual reality
This study capitalizes on the unique capability of virtual reality (VR) to examine the efficacy of self- versus other-embodied perspective taking in promoting kidney donation in Singapore. The study used a 2 (self- vs other-embodied) × 2 (mirror vs photo presentation) between-subjects VR experiment ( N = 128), wherein participants played the role of a patient needing a kidney donation, either as themselves or as a typical organ-failure patient. O…
Videoconferencing and Work-Family Conflict
Videoconferencing has become an essential communication tool for employees to engage in virtual meetings with their colleagues and complete work tasks remotely. However, there have been reports of a phenomenon termed videoconference fatigue. Concurrently, there has been an increase in work-family conflict among individuals working from home, due to an imbalance from role demands and expectations between work and family. With the rise of videoconf…
Virtual game Changers
Exergames offer both enactive and vicarious learning through the graphical representations of the self and virtual coach. This study established and tested a model of exergame motivation with Social Cognitive Theory as the foundation. A 2 (User Avatar: Absent versus Present) × 2 (Virtual Coach: Absent versus Present) between-subjects experiment was conducted with 137 high school students. Results supported a model in which the user avatar led to …
So far yet so near
Understanding videoconference fatigue
Virtual Environment, Real Impacts
Plastic waste is a serious environmental problem worldwide. Effective environmental communication is key to mobilizing the public to adopt pro-environmental behaviors for reducing plastic waste. While virtual reality (VR) is proposed as a viable tool that could overcome several challenges facing environmental communication, certain limitations exist in the extant literature, making it unclear whether it is the modality of VR itself, rather than s…
Individual differences in beliefs about gesture perception and production
Gestures are one of the most common forms of nonverbal communication in everyday life and work. While specific gestures have been well-studied, the role of general gestures in computer-mediated communication remains largely unknown, especially regarding individual differences in gesture production and perception. Utilizing the limited capacity model of motivated mediated message processing as the theoretical framework, this study explores the imp…
Encouraging pro-environmental behaviour in a virtual reality serious game
Drawing upon self-determination theory, this study investigates whether the effects of competition interact with individuals’ prior knowledge to influence the motivations for and antecedents to their pro-environmental behaviour. Using a virtual reality serious game about plastic waste, we conducted a 2 (Game environment: Competition vs. Non-competition) × 3 (Prior knowledge about plastic waste: Low vs. Medium vs. High) between-subjects experiment…
On pessimism aversion in the context of artificial intelligence and locus of control
The present study sheds light on a new psychological construct called “AI pessimism aversion” (AIPA) describing an overly optimistic view of the benefits of AI by neglecting its potential dangers. In an international sample of N = 543 participants, we observed that the construct of AIPA strongly overlaps with single-item measures for positive and negative AI attitudes. Furthermore, the structural equation model suggests that the positive associat…
Extending the planned risk information seeking model (PRISM) in the context of artificial intelligence
As artificial intelligence is increasingly being integrated into daily life, understanding the factors that drive individuals to seek AI-related information becomes more important. This study employs the Planned Risk Information Seeking Model as a theoretical framework to explore AI information-seeking behaviours from the perspective of individual differences. Apart from the effects of individual differences, the findings were generally in line w…
The role of nonverbal communication cues in reducing videoconference fatigue
Videoconferencing for work and study purposes has become increasingly prevalent in people's daily lives. However, the negative effects of prolonged and frequent use of videoconferencing, particularly videoconference fatigue (VF), have also become more severe. With technological advancements, virtual reality (VR) videoconferencing has been proposed as a potential solution to mitigate these negative impacts, especially concerning nonverbal communic…
Fake News Has a New Author, Can You Spot the Lie? Media Cues and the Detection of AI-Generated Health News Through the Lens of the Media Evocation Paradigm
120) was employed, in which participants evaluated nine GAI-generated news items across television, newspapers, and social media. Results show that non-authoritative sources, rational framing, and social media platforms significantly enhanced detection accuracy. In contrast, authoritative sources and emotional content in traditional media environments reduced detection rates. A significant three-way interaction reveals that detection accuracy was…
Exploring time-lagged effects and gendered differences of videoconference fatigue on work-family conflict and emotional well-being
While videoconferencing has become an integral part of many individuals’ lives, less is known regarding how individuals’ experience of videoconference fatigue (VF) and work-family conflict (WFC) affects their emotional well-being over time. We examine the changes in VF, WFC, loneliness, and well-being across time, through the lens of the stressor-strain-outcome framework. A two-wave online panel survey was conducted at two time points (T1 and T2)…
Psychology (10 obras) · Computer Science (7 obras) · Behavioral Health and Interventions (6 obras) · Social Psychology (6 obras) · Empathy (4 obras) · Videoconferencing (4 obras) · Applied Psychology (3 obras) · Human–computer interaction (3 obras) · Perception (3 obras) · Technostress in Professional Settings (3 obras)