James J Cummings
Dados Biográficos
| ID | 4258343 |
|---|---|
| NOME | James J Cummings |
| PRENOMES | James J |
| SOBRENOME | Cummings |
| ASSINATURA | CUMMINGS J J |
| AFILIAÇÕES | Boston University |
| ORCID | 0000-0001-6239-2634 |
| VERIFICADO | Sim |
| TOTAL DE OBRAS | 21 |
| TOTAL DE CITAÇÕES | 13 |
| TOTAL COMO AUTOR | 21 |
| TOTAL COMO EDITOR | 0 |
| PRIMEIRO ANO DE PUBLICAÇÃO | 1998 |
| ANO MAIS RECENTE DE PUBLICAÇÃO | 2025 |
| ÍNDICE H | 3 |
Motivations for the use of games in coping and emotional regulation
Introduction This study explores motivations for the use of video games in coping, using the twin theoretical lenses of mood management and stress response theory, as well as how individual differences in motivational orientation moderate emotional regulation. The role of genres in selective exposure and the extent to which this overlaps with individual motivations for play are also addressed. Methods An exploratory survey ( N = 348) was conducte…
Augmenting Multidimensional Awe Through Technological Immersion
This article explores how technological immersive features enhance awe-inducing, meaningful media experiences. Two between-subjects experiments with U.S. college students examined how visual immersion (VR vs 2D) amplifies users’ perceived spatial presence, awe, and subsequent media enjoyment and appreciation. An exploratory Study 1 (N = 52) provides initial evidence that VR enhances spatial presence and subsequently contributes to the awe experie…
Predicting Health Misperceptions
This study sought to understand how health misperceptions develop among individuals after exposure to misinformation messages, and how eHealth literacy and situational motivation in problem solving are associated with the negative effects of misinformation exposure. We also sought to understand the differentiated effects of misinformation exposure on the four misinformation-susceptible publics. Results from two studies revealed that situational m…
Excitation Transfer Across Displays of Different Immersive Quality
With the mainstreaming of virtual reality and 360° video, media consumption will increasingly include engaging with highly immersive messages alongside more traditional media formats. That means users will need to potentially switch back and forth between highly immersive and relatively non-immersive media messages. However, little is yet known about how transitioning between drastically different immersion levels may affect the cognitive and emo…
Distinguishing social virtual reality
Social virtual reality (SVR) attempts to allow for connections akin to face-to-face communication (Ftf). Yet, it is unclear whether the technology successfully mimics Ftf or more closely resembles other mediated communication channels. This study empirically compares SVR and other communication channels in terms of perceived social affordances, privacy, and trust through a between-subjects online survey (n = 743). Findings indicate that SVR and F…
Exploring the integration and utilisation of generative AI in formative e-assessments
The integration of generative artificial intelligence (GenAI) into web-based individual formative e-assessments in higher education is a nascent field that warrants further exploration. This study investigated the use of GenAI within an 8-week undergraduate-level research methods course at a university in the United States of America, aiming to understand how students leverage GenAI tools during individual formative e-assessments questions. The r…
A Multifunctional, Low Cost and Sustainable Neonatal Database System
Continuous improvement in the clinical performance of neonatal intensive care units (NICU) depends on the use of locally relevant, reliable data. However, neonatal databases with these characteristics are typically unavailable in NICUs using paper-based records, while in those using electronic records, the inaccuracy of data and the inability to customize commercial data systems limit their usability for quality improvement or research purposes. …
Missing Voices
This study examines how misinformation-susceptible individuals from historically excluded and marginalized communities engage with science topics (e.g., climate change, vaccines, and health/wellness) and interpret misinformation and corrective intervention strategies. Two focus groups reveal that most participants are highly distrustful of authority figures, celebrity endorsements, and fact-checking strategies to combat misinformation. As one of …
Screenertia
Descriptions of moment-by-moment changes in attention contribute critical elements to theory and practice about how people process media. We introduce a new concept called screenertia and use new screen-capture methodology to empirically evaluate its occurrence. We unobtrusively obtained 400,000+ screenshots of 30 participants’ laptop screens every 5 seconds for 4 days to examine individuals’ attention to their screens and how the distribution of…
The Power of Personal Ontologies
To share or not to share
Capturing social presence
Initially the province of telecommunication and early computer-mediated communication (CMC) literature, multiple systematic reviews suggest “social presence” is now used for an increasingly diverse set of phenomena across various communication settings. Drawing upon Chaffee’s (1991) description of concept explication as the dialectic process between the conceptual and operational aspects of research, this study provides a mixed methods analysis o…
Trait motivational reactivity as a predictor of online dating app behavior
Effects of immersive storytelling on affective, cognitive, and associative empathy
Popular claims of virtual reality systems serving as ‘empathy machines’ often fail to consider (a) the cognitive mechanisms driving the effects of technological immersion on empathy and (b) the conceptualization of empathy as a multidimensional construct. More, recent research has yielded mixed empirical support. This study investigates how dimensions of psychological presence—perceived self-location, sense of copresence, and judgments of social …
Screenomics
Digital experiences capture an increasingly large part of life, making them a preferred, if not required, method to describe and theorize about human behavior. Digital media also shape behavior by enabling people to switch between different content easily, and create unique threads of experiences that pass quickly through numerous information categories. Current methods of recording digital experiences provide only partial reconstructions of digi…
How Immersive Is Enough? A Meta-Analysis of the Effect of Immersive Technology on User Presence
The Use of Media in Media Psychology
Media psychologists have theoretical interests in both people and media, yet research investments considerably favor subjects over stimuli. An analysis of 306 studies, taken from the journal Media Psychology over the last 10 years, and from the most cited media experiments in other journals, shows that studies invested in tens of thousands of human subjects but the studies used small samples of media material that were often narrow and unrepresen…
Multitasking on a Single Device
This study measured arousal responses to multitasking by recording switches between content on personal computers over a day. Results showed that switches occurred every 19 seconds, more often than has been reported in previous research. Arousal was highest at the point of a switch with declines in skin conductance afterward. Switches were also preceded by a 12-second period of increasing skin conductance. 2 new methods were used, one an original…
Prenatal Substance Abuse
This Technical Report was retired March 2019. Prenatal substance abuse continues to be a significant problem in this country and poses important health risks for the developing fetus. The primary care pediatrician’s role in addressing prenatal substance exposure includes prevention, identification of exposure, recognition of medical issues for the exposed newborn infant, protection of the infant, and follow-up of the exposed infant. This report w…
Synthetic Worlds as Experimental Instruments
The reasoning is simple: a virtual world can be used to replicate research. It is like a Petri dish. It can be made the same way by anybody. If I build a virtual world and run it on a computer, then send you the code and the machine, you can run the same world. You may have different people in yours, but (a) it is easy to determine whether that matters, and (b) there are methods for reducing differences. It is easy to measure differences across p…
Bacterial toxins and enteral feeding of premature infants at risk for necrotizing enterocolitis
Bacterial translocation and enteral feeding are factors implicated in neonatal necrotizing enterocolitis (NEC) in the preterm infant. A cohort of 60 preterm low birth-weight (LBW) infants (600-1,600 g at birth) consecutively admitted to the neonatal intensive care unit (NICU; N = 183) were prospectively followed to evaluate the role of bacterial endotoxins (lipopolysaccharides) and enteral feeding in the development of NEC. Stage I NEC was identi…
Effects of immersive storytelling on affective, cognitive, and associative empathy
Popular claims of virtual reality systems serving as ‘empathy machines’ often fail to consider (a) the cognitive mechanisms driving the effects of technological immersion on empathy and (b) the conceptualization of empathy as a multidimensional construct. More, recent research has yielded mixed empirical support. This study investigates how dimensions of psychological presence—perceived self-location, sense of copresence, and judgments of social …
Missing Voices
This study examines how misinformation-susceptible individuals from historically excluded and marginalized communities engage with science topics (e.g., climate change, vaccines, and health/wellness) and interpret misinformation and corrective intervention strategies. Two focus groups reveal that most participants are highly distrustful of authority figures, celebrity endorsements, and fact-checking strategies to combat misinformation. As one of …
Capturing social presence
Initially the province of telecommunication and early computer-mediated communication (CMC) literature, multiple systematic reviews suggest “social presence” is now used for an increasingly diverse set of phenomena across various communication settings. Drawing upon Chaffee’s (1991) description of concept explication as the dialectic process between the conceptual and operational aspects of research, this study provides a mixed methods analysis o…
Bacterial toxins and enteral feeding of premature infants at risk for necrotizing enterocolitis
Bacterial translocation and enteral feeding are factors implicated in neonatal necrotizing enterocolitis (NEC) in the preterm infant. A cohort of 60 preterm low birth-weight (LBW) infants (600-1,600 g at birth) consecutively admitted to the neonatal intensive care unit (NICU; N = 183) were prospectively followed to evaluate the role of bacterial endotoxins (lipopolysaccharides) and enteral feeding in the development of NEC. Stage I NEC was identi…
Synthetic Worlds as Experimental Instruments
The reasoning is simple: a virtual world can be used to replicate research. It is like a Petri dish. It can be made the same way by anybody. If I build a virtual world and run it on a computer, then send you the code and the machine, you can run the same world. You may have different people in yours, but (a) it is easy to determine whether that matters, and (b) there are methods for reducing differences. It is easy to measure differences across p…
Prenatal Substance Abuse
This Technical Report was retired March 2019. Prenatal substance abuse continues to be a significant problem in this country and poses important health risks for the developing fetus. The primary care pediatrician’s role in addressing prenatal substance exposure includes prevention, identification of exposure, recognition of medical issues for the exposed newborn infant, protection of the infant, and follow-up of the exposed infant. This report w…
Multitasking on a Single Device
This study measured arousal responses to multitasking by recording switches between content on personal computers over a day. Results showed that switches occurred every 19 seconds, more often than has been reported in previous research. Arousal was highest at the point of a switch with declines in skin conductance afterward. Switches were also preceded by a 12-second period of increasing skin conductance. 2 new methods were used, one an original…
How Immersive Is Enough? A Meta-Analysis of the Effect of Immersive Technology on User Presence
The Use of Media in Media Psychology
Media psychologists have theoretical interests in both people and media, yet research investments considerably favor subjects over stimuli. An analysis of 306 studies, taken from the journal Media Psychology over the last 10 years, and from the most cited media experiments in other journals, shows that studies invested in tens of thousands of human subjects but the studies used small samples of media material that were often narrow and unrepresen…
Screenomics
Digital experiences capture an increasingly large part of life, making them a preferred, if not required, method to describe and theorize about human behavior. Digital media also shape behavior by enabling people to switch between different content easily, and create unique threads of experiences that pass quickly through numerous information categories. Current methods of recording digital experiences provide only partial reconstructions of digi…
Trait motivational reactivity as a predictor of online dating app behavior
Effects of immersive storytelling on affective, cognitive, and associative empathy
Popular claims of virtual reality systems serving as ‘empathy machines’ often fail to consider (a) the cognitive mechanisms driving the effects of technological immersion on empathy and (b) the conceptualization of empathy as a multidimensional construct. More, recent research has yielded mixed empirical support. This study investigates how dimensions of psychological presence—perceived self-location, sense of copresence, and judgments of social …
To share or not to share
Capturing social presence
Initially the province of telecommunication and early computer-mediated communication (CMC) literature, multiple systematic reviews suggest “social presence” is now used for an increasingly diverse set of phenomena across various communication settings. Drawing upon Chaffee’s (1991) description of concept explication as the dialectic process between the conceptual and operational aspects of research, this study provides a mixed methods analysis o…
Screenertia
Descriptions of moment-by-moment changes in attention contribute critical elements to theory and practice about how people process media. We introduce a new concept called screenertia and use new screen-capture methodology to empirically evaluate its occurrence. We unobtrusively obtained 400,000+ screenshots of 30 participants’ laptop screens every 5 seconds for 4 days to examine individuals’ attention to their screens and how the distribution of…
The Power of Personal Ontologies
Excitation Transfer Across Displays of Different Immersive Quality
With the mainstreaming of virtual reality and 360° video, media consumption will increasingly include engaging with highly immersive messages alongside more traditional media formats. That means users will need to potentially switch back and forth between highly immersive and relatively non-immersive media messages. However, little is yet known about how transitioning between drastically different immersion levels may affect the cognitive and emo…
Distinguishing social virtual reality
Social virtual reality (SVR) attempts to allow for connections akin to face-to-face communication (Ftf). Yet, it is unclear whether the technology successfully mimics Ftf or more closely resembles other mediated communication channels. This study empirically compares SVR and other communication channels in terms of perceived social affordances, privacy, and trust through a between-subjects online survey (n = 743). Findings indicate that SVR and F…
Exploring the integration and utilisation of generative AI in formative e-assessments
The integration of generative artificial intelligence (GenAI) into web-based individual formative e-assessments in higher education is a nascent field that warrants further exploration. This study investigated the use of GenAI within an 8-week undergraduate-level research methods course at a university in the United States of America, aiming to understand how students leverage GenAI tools during individual formative e-assessments questions. The r…
A Multifunctional, Low Cost and Sustainable Neonatal Database System
Continuous improvement in the clinical performance of neonatal intensive care units (NICU) depends on the use of locally relevant, reliable data. However, neonatal databases with these characteristics are typically unavailable in NICUs using paper-based records, while in those using electronic records, the inaccuracy of data and the inability to customize commercial data systems limit their usability for quality improvement or research purposes. …
Missing Voices
This study examines how misinformation-susceptible individuals from historically excluded and marginalized communities engage with science topics (e.g., climate change, vaccines, and health/wellness) and interpret misinformation and corrective intervention strategies. Two focus groups reveal that most participants are highly distrustful of authority figures, celebrity endorsements, and fact-checking strategies to combat misinformation. As one of …
Motivations for the use of games in coping and emotional regulation
Introduction This study explores motivations for the use of video games in coping, using the twin theoretical lenses of mood management and stress response theory, as well as how individual differences in motivational orientation moderate emotional regulation. The role of genres in selective exposure and the extent to which this overlaps with individual motivations for play are also addressed. Methods An exploratory survey ( N = 348) was conducte…
Augmenting Multidimensional Awe Through Technological Immersion
This article explores how technological immersive features enhance awe-inducing, meaningful media experiences. Two between-subjects experiments with U.S. college students examined how visual immersion (VR vs 2D) amplifies users’ perceived spatial presence, awe, and subsequent media enjoyment and appreciation. An exploratory Study 1 (N = 52) provides initial evidence that VR enhances spatial presence and subsequently contributes to the awe experie…
Predicting Health Misperceptions
This study sought to understand how health misperceptions develop among individuals after exposure to misinformation messages, and how eHealth literacy and situational motivation in problem solving are associated with the negative effects of misinformation exposure. We also sought to understand the differentiated effects of misinformation exposure on the four misinformation-susceptible publics. Results from two studies revealed that situational m…
Psychology (13 obras) · Computer Science (12 obras) · Social Psychology (9 obras) · Cognitive psychology (7 obras) · Media Influence and Health (7 obras) · Sociology (6 obras) · Impact of Technology on Adolescents (4 obras) · Perception (4 obras) · Artificial Intelligence (3 obras) · Medicine (3 obras)