Scenario 2 Researchers have long known that people feel lonely when they are ostracized by other people. A researcher wonders if being ostracized by a computer also makes people feel lonely. To test their hypothesis, the researcher recruits 18 people to participate in a study and measures their current feelings of loneliness using the Social Loneliness Scale (SLS). The scale's scores range from 0 to 11 and form an interval scale that is normally distributed. After completing the pretest measure of loneliness, participants play a game called Cyberball. In the game, participants simply play catch with computer-generated players. The participants in the study know that the players in the game are computer controlled and are not controlled by human players. When participants begin the game, the computer-generated players pass the ball back and forth with each other to the participant. After 30 throws, the computer-generated players stop passing the ball to the participant. This exclusion (i.e. ostracism) continues for 20 passes before the game ends. After playing the game, all participants complete the SLS again.
Scenario 2 Researchers have long known that people feel lonely when they are ostracized by other people. A researcher wonders if being ostracized by a computer also makes people feel lonely. To test their hypothesis, the researcher recruits 18 people to participate in a study and measures their current feelings of loneliness using the Social Loneliness Scale (SLS). The scale's scores range from 0 to 11 and form an interval scale that is normally distributed. After completing the pretest measure of loneliness, participants play a game called Cyberball. In the game, participants simply play catch with computer-generated players. The participants in the study know that the players in the game are computer controlled and are not controlled by human players. When participants begin the game, the computer-generated players pass the ball back and forth with each other to the participant. After 30 throws, the computer-generated players stop passing the ball to the participant. This exclusion (i.e. ostracism) continues for 20 passes before the game ends. After playing the game, all participants complete the SLS again.
MATLAB: An Introduction with Applications
6th Edition
ISBN:9781119256830
Author:Amos Gilat
Publisher:Amos Gilat
Chapter1: Starting With Matlab
Section: Chapter Questions
Problem 1P
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