yusuke1997/dblp-id-title huggingface dataset:
Facilitating Scientific Communication Between Strangers: A Preregistered Lost E-Mail Experiment
Internet Health Information in the Patient-Provider Dialogue
Internet Dating: Should You Try It?
Passion and Dependency in Online Shopping Activities
When Second Life Becomes Real Life: The Evolution of Self-Presentation
REELER: Responsible Ethical Learning with Robotics
Teen Internet Use: Relating Social Perceptions and Cognitive Models to Behavior
Internet Addiction Prevalence and Quality of (Real) Life: A Meta-Analysis of 31 Nations Across Seven World Regions
Integrating Haptic-Tactile Feedback into a Video-Capture-Based Virtual Environment for Rehabilitation
Gender, Internet Experience, Internet Identification, and Internet Anxiety: A Ten-Year Followup
Virtual Reality Exposure Therapy (Fear of Flying): From a Private Practice Perspective
Expanding Access to Mental Health: Evaluating the Potential of a Serious Mental Health Game for Adolescents
A Simulated Reality Scenario Compared with the Computerized Wisconsin Card Sorting Test: An Analysis of Preliminary Results
Effect of Virtual Reality Perspective-Taking on Related and Unrelated Contexts
Facebook Friends with (Health) Benefits? Exploring Social Network Site Use and Perceptions of Social Support, Stress, and Well-Being
Virtual Reality Provides Leisure Time Opportunities for Young Adults with Physical and Intellectual Disabilities
An Examination of Users' Influence in Online HIV/AIDS Communities
Machine-Deep-Ensemble Learning Model for Classifying Cybersickness Caused by Virtual Reality Immersion
Deindividuation and Internet Software Piracy
An Evaluation Model for Psychoeducational Interventions Using Interactive Multimedia
The Psychology of Tilt: Understanding Tilt and Coping Strategies in Video Games
Between Likes and Shares: Effects of Emotional Appeal and Virality on the Persuasiveness of Anticyberbullying Messages on Facebook
Internet Self-Efficacy, the Need for Cognition, and Sensation Seeking as Predictors of Problematic Use of the Internet
Clinical Applications of Virtual Reality for Palliative Medicine
Mobile Apps for Self-Injury: A Content Analysis
E-mail, Decisional Styles, and Rest Breaks
Video Game Acceptance: A Meta-Analysis of the Extended Technology Acceptance Model
Capturing Behaviour for the Use of Avatars in Virtual Environments
Can "The Voices in the Car" Persuade Drivers to Go Green?: Effects of Benefit Appeals from In-Vehicle Voice Agents and the Role of Drivers' Affective States on Eco-Driving
My Friends Right Next to Me: A Laboratory Investigation on Predictors and Consequences of Experiencing Social Closeness on Social Networking Sites
Alcohol-Related Posts from Young People on Social Networking Sites: Content and Motivations
Virtually Ostracized: Studying Ostracism in Immersive Virtual Environments
The Impact of Time Online: Social Capital and Cyberbalkanization
Instant Messaging Addiction among Teenagers in China: Shyness, Alienation, and Academic Performance Decrement
ACognitive Approach to Game Usability and Design: Mental Model Development in Novice Real-Time Strategy Gamers
The Actor-Observer Effect in Virtual Reality Presentations
Predictors of Social Media Self-Control Failure: Immediate Gratifications, Habitual Checking, Ubiquity, and Notifications
Virtual Awe: Expanding the Horizons of Mental Health Treatment
Hybrid VR Therapy: The Future of Mental Health Care Has Arrived
Positive Technology and COVID-19
Win or Lose: Do Video Games Breed Success in the Modern World?
Parental Expectation and Mobile Phone Addiction in Adolescents from Chinese Low-Income Families: The Mediating Effects of Self-Esteem and Social Anxiety
Beat the Fear of Public Speaking: Mobile 360° Video Virtual Reality Exposure Training in Home Environment Reduces Public Speaking Anxiety
Mini Symposium on Virtual Reality Systems
Therapists' Perception of Benefits and Costs of Using Virtual Reality Treatments
Good Clean Fun? A Content Analysis of Profanity in Video Games and Its Prevalence across Game Systems and Ratings
Focus, Locus, and Sensus: The Three Dimensions of Virtual Experience
FARE - Food Augmented Reality Exposure
An Antidote for Groupthink - A Qualified Lottery for Research Dollars
Problematic Video Game Use: Estimated Prevalence and Associations with Mental and Physical Health
Psychological Characteristics of Compulsive Internet Use: A Preliminary Analysis
Cyberbullying Behavior and Adolescents' Use of Media with Antisocial Content: A Cyclic Process Model
Adolescents' Perceptions of Popularity-Motivated Behaviors, Characteristics, and Relationships in Cyberspace and Cyber Aggression: The Role of Gender
Parental Phubbing and Internet Gaming Addiction in Children: Mediating Roles of Parent-Child Relationships and Depressive Symptoms
To Believe or Not to Believe: Framing Analysis of Content and Audience Response of Top 10 Deepfake Videos on YouTube
Robotic Technology Remains a Necessary Part of Healthcare's Future Editorial
Experimental Application of Virtual Reality for Nicotine Craving through Cue Exposure
Harnessing Hope in Digital Spaces for Health Equity: How Group Comparison Information and Supportive Comments Influence Bone Marrow Donor Intentions for African Americans
The Potential of Electroencephalography as a Tool for Empowering Cognition
Smoking, ADHD, and Problematic Video Game Use: A Structural Modeling Approach
Panic and Agoraphobia in a Virtual World
Ambient Intelligence in Health Care
Rosalind Franklin Society Proudly Announces the 2023 Award Recipient for Cyberpsychology, Behavior, and Social Networking
In Their Own Words: Why Teenagers Don't Use Social Networking Sites
Effects of Body Image on College Students' Attitudes Toward Diet/Fitness Apps on Smartphones
Put on a Smiley Face: Textspeak and Personality Perceptions
Longitudinal Associations Between Early Childhood Externalizing Behavior, Parenting Stress, and Child Media Use
Visualizing the Mind
Enhanced Avatar Design Using Cognitive Map-Based Simulation
Feasibility of a Virtual Reality-Based Psychoeducational Tool (VRight) for Depressive Patients
Technology Affordances, Social Media Engagement, and Social Media Addiction: An Investigation of TikTok, Instagram Reels, and YouTube Shorts
Empathy, Social Self-Efficacy, Problematic Internet Use, and Problematic Online Gaming Between Early and Late Adolescence
Personality and Online/Offline Choices: MBTI Profiles and Favored Communication Modes in a Singapore Study
Role-Playing and Real-Time Strategy Games Associated with Greater Probability of Internet Gaming Disorder
Correction to: SexTreatverse: Avatar-Based Virtual Reality for the Treatment of Female Sexual Disorders, by Vila and Riva Cyberpsychology, Behavior, and Social Networking 2022;25(6): 404-405; doi: 10.1089/cyber.2022.29249.ceu
Emoticons in Computer-Mediated Communication: Social Motives and Social Context
Virtual Worlds versus Real Body: Virtual Reality Meets Eating and Weight Disorders
Parental Phubbing and Adolescent Smartphone Addiction: Depression and Perceived School Climate Matter
Call for Special Issue Papers: The Human Aspects of Cybersecurity
Feasibility of a Computer Role-Playing Game to Promote Empathy in Nursing Students: The Role of Immersiveness and Perspective
The Effect of Previous Exposure on Virtual Reality Induced Public Speaking Anxiety: A Physiological and Behavioral Study
Presence and Flow in the Context of Virtual Reality Storytelling: What Influences Enjoyment in Virtual Environments?
User Experience Evaluation in Shared Interactive Virtual Reality
Are Cyberbullies Less Empathic? Adolescents' Cyberbullying Behavior and Empathic Responsiveness
Flirting on the Internet and the Hickey: A Hermeneutic
Effects of a Personified Guide on Adherence to an Online Program for Alcohol Abusers
An Academic Healthcare Twitter Account: The Mayo Clinic Experience
Initial Validation of a Virtual Environment for Assessment of Memory Functioning: Virtual Reality Cognitive Performance Assessment Test
Help, I Am Losing Control! Examining the Reporting of Sexual Harassment by Adolescents to Social Networking Sites
Myths and Realities of Online Clinical Work
Interconnected But Underprotected? Parents' Methods and Motivations for Information Seeking on Digital Safety Issues
Going to Other Worlds: The Relationships between Videogaming, Psychological Absorption, and Daydreaming Styles
Identity Confusion and Materialism Mediate the Relationship Between Excessive Social Network Site Usage and Online Compulsive Buying
Perception of Hate Speech by the Public and Experts: Insights into Predictors of the Perceived Hate Speech Towards Migrants
Self-Persuasion Through Mobile Applications: Exploring Different Routes to Health Behavioral Change
How Spatial Is Hyperspace? Interacting with Hypertext Documents: Cognitive Processes and Concepts
Internet Use and Well-Being in Older Adults
Head-Mounted Displays for Clinical Virtual Reality Applications: Pitfalls in Understanding User Behavior while Using Technology
Correction to: College Students' Motives for In-Person Meetings with Dating Application Matches, by Harrison, et al. Cyberpsychol Behav Soc Netw 2022;25(2): 130-134; doi: 10.1089/cyber.2021.0031
Exposure to and Speaking Up Against Online Ethnic Hate Speech: The Role of Xenophobia in a Three-Wave Longitudinal Study
Self-Perception of Extroversion Increases with Social Media Use: A Social Media Induction Task
Social Media is Shifting Power from Advertisers to Consumers
A Virtual Reality Study of the Relationships Between Hoarding, Clutter, and Claustrophobia
Confidant Network and Quality of Life of Individuals Aged 50+: The Positive Role of Internet Use
Multisensory Integration in Speed Estimation During Self-Motion
Parental Mediation, Online Activities, and Cyberbullying
Does Imposing a Goal Always Improve Exercise Intentions in Avatar-Based Exergames? The Moderating Role of Interdependent Self-Construal on Exercise Intentions and Self-Presence
Feedback Sensitivity as a Mediator of the Relationship Between Attachment Anxiety and Problematic Facebook Use
Predictors of Online Information Seeking by International Students when Disaster Strikes Their Countries
PURE-MAS: Social Intelligent Agents that Perceive their Environment and Act
Child Development and Genre Preference: Research for Educational Game Design
The Association between Problematic Instagram Use, Psychological Distress, and Well-Being: A Systematic Review and Meta-Analysis
Exploring the Relationship Between Binocular Imbalance and Myopia: Refraction with a Virtual Reality Platform
Putting Their Best Foot Forward: Emotional Disclosure on Facebook
Online Data Collection for Psychotherapy Process Research
Digitalization and Urological Diseases: Severity of Cyberchondria and Level of Health Anxiety in Patients Visiting Outpatient Urology Clinics
Media Multitasking Behavior: Concurrent Television and Computer Usage
Pain Assessment and Treatment Decisions for Virtual Human Patients
Why the Offline Are Offline: A Survey of Internet Use by Educated Pakistani Adults
Simulating Social Interaction to Address Deficits of Autistic Spectrum Disorder in Children
Testing Augmented Reality for Cue Exposure in Obese Patients: An Exploratory Study
Presence and Reflection in Training: Support for Learning to Improve Quality Decision-Making Skills under Time Limitations
Solicitation by E-Mail and Solicitor's Status: A Field Study of Social Influence on the Web
Identity and Intimacy Crises and Their Relationship to Internet Dependence among College Students
Can Cyberloafing and Internet Addiction Affect Organizational Information Security?
Enhancing or Compensating? Role of On- and Offline Social Capital and Technological Self-Efficacy on Subjective Well-Being among Immigrants and Natives
Internet Gambling and Social Responsibility: An Exploratory Study
Understanding the Different Types of Social Support Offered by Audience to A-List Diary-Like and Informative Bloggers
BALANCE: Robotic Exoskeletons Get the Balance Right
Personal Use of Work Computers: Distraction versus Destruction
Effects of Internet Use on College Students' Political Efficacy
Friend Me or You'll Strain Us: Understanding Negative Events That Occur over Social Networking Sites
Maternal and Paternal Attachment Patterns in Pakistani Internet Users During COVID-19
The Robot Made Me Do It: Human-Robot Interaction and Risk-Taking Behavior
The Relationship between Internet Activities and Depressive Symptoms in a Sample of College Freshmen
From Telehealth to E-Health: Internet and Distributed Virtual Reality in Health Care
The Role of Screen Time and Screen Activity in the Nonverbal Reasoning of 5-Year-Olds: Cross-Sectional Findings from a Large Birth Cohort Study
Why Do People Browse and Post on WeChat Moments? Relationships among Fear of Missing Out, Strategic Self-Presentation, and Online Social Anxiety
Are Digital Games Perceived as Fun or Danger? Supporting and Suppressing Different Game-Related Concepts
A Virtual Reality Assessment and Training System for Unilateral Neglect
Correction to: Cyberpsychol Behav Soc Netw 2014;17(7): 425-430
Effects of a Brief School-Based Media Literacy Intervention on Digital Media Use in Adolescents: Cluster Randomized Controlled Trial
Achieving Effective Learning Effects in the Blended Course: A Combined Approach of Online Self-Regulated Learning and Collaborative Learning with Initiation
Internet Access and Use among Homeless and Indigent Drug Users in Long Beach, California
Changes in Internet Suicide Search Volumes Following Celebrity Suicides
Are Parents Less Responsive to Young Children When They Are on Their Phones? A Systematic Naturalistic Observation Study
Illusion of Control in Internet Users and College Students
Compromised Prefrontal Cognitive Control Over Emotional Interference in Adolescents with Internet Gaming Disorder
The Use of Social Networking Services and Their Relationship with the Big Five Personality Model and Job Satisfaction in Korea
Shyness, Internet Use, and Personality
Patterns of Choices on Video Game Genres and Internet Addiction
Exploring the Predicted Effect of Social Networking Site Use on Perceived Social Capital and Psychological Well-Being of Chinese International Students in Japan
How Cyberpsychology and Virtual Reality Can Help Us to Overcome the Psychological Burden of Coronavirus
Instagram and TikTok Flow States and Their Association with Psychological Well-Being
Uncanny Valley Effects on Friendship Decisions in Virtual Social Networking Service
Cyberchondria and Intolerance of Uncertainty: Examining When Individuals Experience Health Anxiety in Response to Internet Searches for Medical Information
Investment in Innovation: Lessons Learned from China
A New Empirical Method for Assessing Human Attachment Relationship Quality
Normative Mechanism of Rumor Dissemination on Twitter
Impact of Virtual Training Environments on the Acquisition and Transfer of Knowledge
Casual Video Games as Training Tools for Attentional Processes in Everyday Life
Virtual Reality in the Assessment and Treatment of Weight-Related Disorders
Political Microtargeting: Relationship Between Personalized Advertising on Facebook and Voters' Responses
Player Guild Dynamics and Evolution in Massively Multiplayer Online Games
Metaperception in Cyberspace
Virtual Reality Exposure Therapy: 150-Degree Screen to Desktop PC
Narcissism as a Predictor of Motivations Behind Facebook Profile Picture Selection
Making Online Products More Tangible: The Effect of Product Presentation Formats on Product Evaluations
User Satisfaction through Empathy and Orientation in Three-Dimensional Worlds
Relationship Between Facebook Use and Problematic Internet Use Among College Students
Helping the Helpers: Improving Caretaker Resilience with Psychological First Aid Training
Quality of Interpersonal Relationships and Problematic Internet Use in Adolescence
Comparison of Visual Parameters Between Normal Individuals and People with Low Vision in a Virtual Environment
Enhancing Aviation Safety through AI-Driven Mental Health Management for Pilots and Air Traffic Controllers
"Distant" Pictures Benefit Emotion Regulation in Emotion Disclosure on WeChat Moments
Predicting Individual Characteristics from Digital Traces on Social Media: A Meta-Analysis
Family Subjective Socioeconomic Status and University Students' Online Shopping Addiction: A Gender-Based Analysis
Dealing with Dissonance: Responding to an Incongruent Test Result in a New Media Environment
Effects of Using Artificial Intelligence on Interpersonal Perceptions of Job Applicants
Motivations and Usage Patterns of Weibo
The Theory of Planned Behavior Applied to Young People's Use of Social Networking Web Sites
ImmerSAFE: Immersive Visual Technologies for Safety-Critical Applications
Psychometric Properties of the Florence CyberBullying-CyberVictimization Scales
Role-Playing Simulation as an Educational Tool for Health Care Personnel: Developing an Embedded Assessment Framework
Who Believes Electronic Games Cause Real World Aggression?
Telehealth and the COVID-19 Pandemic: Making the Pivot from Offline to Online Therapeutic Interventions
Social Responsibility Tools in Online Gambling: A Survey of Attitudes and Behavior among Internet Gamblers
Investigating the Role of Health Factors and Psychological Well-Being in Gaming Disorder
The Virtual Classroom: A Virtual Reality Environment for the Assessment and Rehabilitation of Attention Deficits
Global Storm of Stress-Related Psychopathological Symptoms: A Brief Overview on the Usefulness of Virtual Reality in Facing the Mental Health Impact of COVID-19
Interface Psychology: Touchscreens Change Attribute Importance, Decision Criteria, and Behavior in Online Choice
From Psychotherapy to e-Therapy: The Integration of Traditional Techniques and New Communication Tools in Clinical Settings
A Magnet-Friendly Virtual Reality Fiberoptic Image Delivery System
Distractions, Distractions: Does Instant Messaging Affect College Students' Performance on a Concurrent Reading Comprehension Task?
A Randomized, Controlled Trial of Virtual Reality-Graded Exposure Therapy for Post-Traumatic Stress Disorder in Active Duty Service Members with Combat-Related Post-Traumatic Stress Disorder
E-Health for Older People: The Use of Technology in Health Promotion
In the Eyes of the Beholder: Exploring Psychologists' Attitudes towards and Use of e-Therapy in Norway
Personality and Self-Reported Use of Mobile Phones for Games
Fear of Flying: A Case Report Using Virtual Reality Therapy with Physiological Monitoring
Sexual Harassment in Online Communications: Effects of Gender and Discourse Medium
Effects of Age on Associating Virtual and Embodied Toys
Mobile Phone-Use Habits Among Adolescents: Predictors of Intensive Use
The Augmented Exam Room: When AI Listens In - and Reshapes Trust
Impact of Telepresence Levels on Internet Advertising Effects
The Role of User Resistance in the Adoption of a Mobile Data Service
Free Smiles Are Worth a Lot for Social Media Influencers: The Mediating Roles of Warmth, Competence, and Admiration
Transforming Brain Rehabilitation: Smartphone Solution Underpins Innovative Treatment of Brain Disorders
VR-MEM: Harnessing Virtual Reality for Autobiographical Memory Enhancement in High School Settings
Overcoming Methodological Concerns in the Investigation of Online Sexual Activities
The Relationship of Loneliness and Social Anxiety with Children's and Adolescents' Online Communication
Online Availability of Dextropropoxyphene over Time, 2003-2005
VR for the Elderly: Quantitative and Qualitative Differences in Performance with a Driving Simulator
Social Support, Self-Management, and Quality of Life Among Participants in an Internet-Based Diabetes Support Program: A Multi-Dimensional Investigation
#StateOfMind: Family Meal Frequency Moderates the Association Between Time on Social Networking Sites and Well-Being Among U.K. Young Adults
Adaptive User Displays for Intelligent Tutoring Software
Involving Persons with Dementia in the Evaluation of Outdoor Environments
Positive Mental Health Mediates the Relationship Between Facebook Addiction Disorder and Suicide-Related Outcomes: A Longitudinal Approach
Engagement in the Overdose RIsk InfOrmatioN (ORION) e-Health Tool for Opioid Overdose Prevention and Self-Efficacy: A Preliminary Study
Motivations for Online Expression, Willingness of Online Help-Seeking, and the Risk of Suicide Among Hong Kong Youths: A Mixed-Methods Study
Psychometric Properties of the Problematic Online Gaming Questionnaire Short-Form and Prevalence of Problematic Online Gaming in a National Sample of Adolescents
Effects of Gender and Game Type on Autonomic Nervous System Physiological Parameters in Long-Hour Online Game Players
Navigating through Virtual Environments: Visual Realism Improves Spatial Cognition
Virtual Environments in the Diagnosis, Prevention, and Intervention of Age-Related Diseases: A Review of VR Scenarios Proposed in the EC VETERAN Project
Implicit and Explicit Self-Esteem in the Context of Internet Addiction
Sonic Intelligence as a Virtual Therapeutic Environment
Virtual Reality as a Pain Distraction Modality for Experimentally Induced Pain in a Chronic Pain Population: An Exploratory Study
Dissemination of Psychoactive Substance Information by Innovative Drug Users
Impacts and Trends of Journalistic Telework: The Journalists' Viewpoint
Online Activity, Offline Sociability, and Life Satisfaction Among Israelis With and Without Disabilities
Preclinical Evaluation of a Virtual Reality Neuropsychological Test System: Occurrence of Side Effects
Social Implications of Smartphone Use: Korean College Students' Smartphone Use and Psychological Well-Being
Stroop Facilitation in Tinnitus Patients: An Experiment Conducted via the World Wide Web
Dynamic Interviewing Program (DIP): Automatic Online Interviews via the Instant Messenger ICQ
A Technology-Supported Psychoeducational Intervention for Older Adults and Their Families to Improve Social Isolation, Loneliness, and Intergenerational Connectedness - A Randomized Controlled Study
Does Embodying a Divine Avatar Influence Moral Decisions? An Immersive Virtual Reality Study
Using the Internet to Assess Perceptions of Patients with Borderline Personality Disorder: What Do Patients Want in the DSM-V?
Gender Differences in Perceptions of Trolling in Livestream Video Broadcasting
The Virtual Group Identification Process: A Virtual Educational Community Case
Interpersonal Communication and Creativity in Journalistic Telework
Experiences of Time Loss among Videogame Players: An Empirical Study
Psychometric Validation of a German Version of the Compulsive Internet Use Scale
Cybereurope
Facebook Tells Me So: Applying the Theory of Planned Behavior to Understand Partner-Monitoring Behavior on Facebook
Sexual Strategies Theory and Internet Personal Advertisements
Internet-Related Disorders: Development of the Short Compulsive Internet Use Scale
VRBodyMem: A Virtual Full-Body Illusion for the Study of Episodic Memory
Fear of Missing Out and Relational Aggression on Facebook
CELLSYNCIRCUITS: Understanding the Root Causes of Mental Disorders
Sense of Community on Twitter and Instagram: Exploring the Roles of Motives and Parasocial Relationships
Cyberbullying: The Challenge to Define
What Makes Learning and Understanding in Virtual Teams So Difficult?
Can Blogging Enhance Subjective Well-Being Through Self-Disclosure?
Addiction to Technologies: A Social Psychological Perspective of Internet Addiction
The Internet Addiction Test in a Young Adult U.S. Population
Good Person or Bad Character? Personality Predictors of Morality and Ethics in Avatar Selection for Video Game Play
The Interdependence of Family Functioning and Problematic Internet Use in a Representative Quota Sample of Adolescents
Communicating Creativity on YouTube: What and for Whom?
Image Framing, Emoticons, and Sharing Intention for Health-Related Posts on Facebook
Social Media Sites, Part 2: Children of the Light
Fatal Attractions: Attachment to Smartphones Predicts Anthropomorphic Beliefs and Dangerous Behaviors
Participation Willingness in Web Surveys: Exploring Effect of Sponsoring Corporation's and Survey Provider's Reputation
Cultural Differences in Morality in the Real and Virtual Worlds: A Comparison of Chinese and U.S. Youth
The Many Realities of MYTHSEEKER
Kids Will Find a Way: The Benefits of Social Video Games