{"title":"Machine learning and facial recognition for down syndrome detection: A comprehensive review","authors":"Khosro Rezaee","doi":"10.1016/j.chbr.2025.100600","DOIUrl":"10.1016/j.chbr.2025.100600","url":null,"abstract":"<div><div>This review article examines advancements in automated facial recognition methods for diagnosing Down syndrome in children, focusing on the integration of machine learning (ML) and deep learning (DL) strategies. Traditionally diagnosed through clinical assessments, Down syndrome, a genetic disorder characterized by distinctive facial features, has benefited from recent advancements in computer vision and artificial intelligence (AI). This paper explores various facial analysis techniques, including deep convolutional neural networks (DCNNs) and hybrid models combining traditional image processing with deep learning. The review highlights the strengths and limitations of these methods, the importance of large and diverse datasets, and the need for models capable of handling variations in lighting, facial angles, and genetic diversity. Additionally, ethical considerations related to privacy, bias, and data diversity are discussed to emphasize the challenges of implementing these technologies in clinical practice. The findings suggest that while AI-driven facial recognition systems hold promise in enhancing diagnostic accuracy, they must be complemented with traditional clinical methods and improved datasets to ensure reliable and equitable healthcare outcomes.</div></div>","PeriodicalId":72681,"journal":{"name":"Computers in human behavior reports","volume":"17 ","pages":"Article 100600"},"PeriodicalIF":4.9,"publicationDate":"2025-02-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143349985","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Scaling up computational thinking skills in computer-assisted language learning (CTsCALL) and its fitness with language learners’ intentions to use virtual exchange: A bi-symmetric approach","authors":"Amir Reza Rahimi , Ana Sevilla-Pavón","doi":"10.1016/j.chbr.2025.100607","DOIUrl":"10.1016/j.chbr.2025.100607","url":null,"abstract":"<div><div>Many studies have demonstrated that Virtual Exchange (VE) for teaching languages can have a positive effect on learners' intercultural awareness or achievements. However, during this century, the teaching process has shifted from teaching with technology to solving problems with it. In this regard, pedagogical experts in Science, Technology, Engineering, and Mathematics (STEM) have developed programming and robotics based on Computational Thinking skills (CTs), which have been regarded as the core of 21st-century skills. In the field of CALL, this skill has received very little attention. Accordingly, we have attempted to switch the process and outcome of language learning in VE. Thus, we developed the conceptual framework that integrated CTsCALL and Individual-technology-task-environment Fit (ITTEF). Having designed our VE tasks based on CTsCALL, we provided the opportunity for 92 Spanish language learners in our project to exchange language and culture with Cypriot and Irish students and solve VE tasks based on CTsCALL. The result of the symmetric phase of the study validated the five-dimensional structure of CTsCALL and the four-dimensional structures of ITTEF in VE and CALL. It also revealed that language learners, who focused on the key information rather than the details while solving language tasks, as well as recognizing the pattern of task solving and applying them to other tasks, found VE, and CTsCALL to be aligned with their current capabilities, learning environment, and problem-solving skills that mediated their intention to learn and exchange information in this context in the future. Furthermore, the asymmetrical part of the study revealed that sixteen solutions are available to shape language learners' continued intention to use VE by combining the components of CTsCALL and ITTEF. Thus, the study developed the CTsCALL questionnaire and its theory into CALL together with the Council of Europe's Common European Framework of Reference for Languages and recommended that CALL researchers and educators take a broader view of VE, as well as continuing to validate CTsCALL in other CALL disciplines to show that this skill belongs to CALL as well.</div></div>","PeriodicalId":72681,"journal":{"name":"Computers in human behavior reports","volume":"17 ","pages":"Article 100607"},"PeriodicalIF":4.9,"publicationDate":"2025-02-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143360555","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Sidonie Salomé , Lydie Du Bousquet , Emmanuel Monfort
{"title":"Co-designing conversational agents with older people: A scoping review of methods, challenges, and a way forward","authors":"Sidonie Salomé , Lydie Du Bousquet , Emmanuel Monfort","doi":"10.1016/j.chbr.2025.100606","DOIUrl":"10.1016/j.chbr.2025.100606","url":null,"abstract":"<div><div>Conversational agents are increasingly recognized as potential solutions to the challenges of aging. However, adapting these technologies to the specific needs of the older adults requires effective design methods that integrate end-users and relevant stakeholders throughout the development process. Co-design methods have gained popularity in this context, but the criteria for evaluating their effectiveness remain limited to basic measures of acceptability and ease of use, with little focus on their actual impact on design outcomes. This study addresses this gap by aiming to: 1) identify the structures of co-design methods tailored for older adults, 2) analyze their strengths and weaknesses, and 3) provide recommendations to optimize future applications.</div><div>To achieve these goals, we conducted a scoping study using the PRISMA methodology. Searches were carried out on PsycInfo, Google Scholar, PubMed, ACM, IEEE, Web of Science and DBLP. Of the 982 articles identified, 27 projects were selected. The analysis revealed great variability in methods and highlighted the lack of consensus on optimal co-design structures for this population. In addition, most studies lacked measures to assess the influence of method diversity on design outcomes and participant experience.</div><div>These findings underscore the need for a scientifically grounded design framework and guidelines to support best practices in co-design for aging-related conversational agents. Establishing such standards would reinforce methodological rigor, enable better comparability across studies, and allow for more accurate measurement of co-design impact on product effectiveness and user satisfaction.</div></div>","PeriodicalId":72681,"journal":{"name":"Computers in human behavior reports","volume":"17 ","pages":"Article 100606"},"PeriodicalIF":4.9,"publicationDate":"2025-01-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143146938","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Andreea E. Potinteu , Nadia Said , Gerrit Anders , Markus Huff
{"title":"Sharing electricity over money: Third-person perspectives on human-robot dictator game outcomes","authors":"Andreea E. Potinteu , Nadia Said , Gerrit Anders , Markus Huff","doi":"10.1016/j.chbr.2025.100608","DOIUrl":"10.1016/j.chbr.2025.100608","url":null,"abstract":"<div><div>With the increasing integration of robots into various facets of human life, understanding prosociality towards robots emerges as a crucial research endeavor. Across two studies (<em>N</em> = 117 and <em>N</em> = 310), we adopt a third-person perspective to investigate different outcomes of the dictator game paradigm. Participants were tasked with evaluating the shared allocation of distinct resources (Study 1: money, access to electricity; Study 2: money, access to electricity, food, and electronic tools). Results reveal that only ∼24% of responses, as averaged for the two studies, indicated a preference for non-sharing across all resource types and shared amounts. For Study 1 and 2, we find that people tend to agree to the sharing of access to electricity over money. Additionally, for Study 2 findings suggest a tendency towards greater sharing of electronic tools and lesser sharing of food, compared to access to electricity. Moreover, perceptions of robot trustworthiness corresponded to a preference for sharing higher resource quantities. This relationship was mediated by participant gender as well as robot related risk and opportunity perception. These findings provide valuable insights into the socio-cognitive mechanisms underlying human perceptions of sharing behaviors with robots. Our studies indicate an emerging societal expectation regarding the types and extent of resources to be shared with robots, thus contributing to the delineation of evolving social norms towards robots. Furthermore, the results shed light on the nuanced dynamics of human-robot interaction, enriching our comprehension of how humans navigate social exchanges with artificial agents.</div></div>","PeriodicalId":72681,"journal":{"name":"Computers in human behavior reports","volume":"17 ","pages":"Article 100608"},"PeriodicalIF":4.9,"publicationDate":"2025-01-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143147683","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Athanasios V. Kokkinakis , Xuanzheng Ming , Nathan T. Han , Liyu Cao
{"title":"Expectancy violation in virtual environments causes headaches, nausea and uncanny feelings","authors":"Athanasios V. Kokkinakis , Xuanzheng Ming , Nathan T. Han , Liyu Cao","doi":"10.1016/j.chbr.2025.100601","DOIUrl":"10.1016/j.chbr.2025.100601","url":null,"abstract":"<div><div>In 2018, DOTA 2, a videogame played by millions of people worldwide, introduced a rotated game environment while players' avatars and point of view remained stable. Unbeknown to the game's designers, players reported nausea, headaches and uncanny feelings e.g., eeriness, discomfort, disgust. In Study 1, we harvested over 25,000 cross-cultural testimonies of individuals (English, Russian and Chinese) from public forums and we performed topic modelling (BERTopic & Llama 2) and sentiment analysis (VADER) confirming the above symptoms. In Study 2, we downloaded over 800.000 DOTA 2 replays from 2018 extracting timestamped player comments. Words related to headaches, nausea and uncanny (Valley) feelings occurred more frequently in the transformed environment compared to a control, starting almost immediately as soon as players saw the transformed environment. In Study 3, we created our own rotated DOTA 2 map in the lab, replicating our previous results with a specialised DOTA 2 sample (mean total of 2379.07 play hours). In Study 4, we replicated our findings in a different video game genre (CS:GO) using a different visual transformation (mirroring). These results suggest that UX designers should be cautious when modifying virtual environments, as unintended effects may cause user discomfort. Moreover, modified virtual environments could give us a reliable and consistent way to induce headaches since other methods can be problematic, supplementing our understanding of these diseases. We propose that the constant expectancy violation (memory versus visual input) and the malfunctioning of extrastriate areas, which are responsible for processing visual transformations, are central to this phenomenon.</div></div>","PeriodicalId":72681,"journal":{"name":"Computers in human behavior reports","volume":"17 ","pages":"Article 100601"},"PeriodicalIF":4.9,"publicationDate":"2025-01-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143146931","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Playing by the rules: Government regulation and consumer trust in the online poker industry","authors":"Kahlil S. Philander , Bradley S. Wimmer","doi":"10.1016/j.chbr.2025.100599","DOIUrl":"10.1016/j.chbr.2025.100599","url":null,"abstract":"<div><div>This study examines how government regulation can affect consumer trust and the perceived value of digital services. Data from interviews, a focus group, and a discrete choice experiment conducted by online poker players find that regulation significantly increases the amount players are willing to pay to play online poker and that the size of this regulatory premium differs according to player attitudes. Players are willing to pay an extra $1.83 per hour to play on government-regulated sites and players who view these sites as more secure are willing to pay even more. However, the size of the regulatory premium falls and, in some cases, becomes negative when players believe that government regulation increases the likelihood that their winnings will be taxed. The study also finds lingering effects of the Unlawful Internet Gambling Enforcement Act, which made it difficult for players to manage funds on unregulated sites. Players who think regulation eases these transactions are willing to pay more. Interestingly, government regulation seems to offer an assurance against future government disruptions in the market. Our findings contribute to the understanding of trust-building mechanisms in online services, highlighting the complex effects of government regulation in complementing private measures.</div></div>","PeriodicalId":72681,"journal":{"name":"Computers in human behavior reports","volume":"17 ","pages":"Article 100599"},"PeriodicalIF":4.9,"publicationDate":"2025-01-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143317166","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Analysis of effective factors in the acceptance rate of E-learning at the time of Covid-19 outbreak","authors":"Hodjat Hamidi, Leila Amirfazli","doi":"10.1016/j.chbr.2025.100594","DOIUrl":"10.1016/j.chbr.2025.100594","url":null,"abstract":"<div><div>The purpose of this study is to investigate the effectiveness of online education adoption in e-learning during the COVID-19 pandemic. Examining students' behavioral intentions to utilize e-learning in the future is essential for identifying the practical application of digital skills in an e-learning environment. Therefore, this study explores student satisfaction, user-friendliness, and the effectiveness of online education adoption in e-learning. In total, the perspectives of 200 students on online course content were assessed using a standardized questionnaire. The influencing factors were tested through hypotheses using Structural Equation Modeling (SEM) and Partial Least Squares (PLS). Additionally, to identify the factors affecting the acceptance of online education during the COVID-19 outbreak, the Pearson correlation test and a classification method were employed. The results revealed that perceived usefulness is a key factor influencing the effectiveness of online education in e-learning systems. Perceived satisfaction also plays a role in the acceptance of online education in e-learning. Furthermore, the perceived usefulness can be affected by the quality of the e-learning system. Among all factors, online education had the greatest impact on perceived usefulness. However, the results indicate that interaction is not considered a significant factor. Additionally, the accuracy evaluation parameters of the proposed model were superior to those of the baseline method.</div></div>","PeriodicalId":72681,"journal":{"name":"Computers in human behavior reports","volume":"17 ","pages":"Article 100594"},"PeriodicalIF":4.9,"publicationDate":"2025-01-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143146930","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Aniek M. Siezenga , Esther C.A. Mertens , Jean-Louis van Gelder
{"title":"To use and engage? Identifying distinct user types in interaction with a smartphone-based intervention","authors":"Aniek M. Siezenga , Esther C.A. Mertens , Jean-Louis van Gelder","doi":"10.1016/j.chbr.2025.100602","DOIUrl":"10.1016/j.chbr.2025.100602","url":null,"abstract":"<div><h3>Background</h3><div>Smartphone users are a heterogeneous group, implying that certain user types might be distinguishable by the way they interact with a smartphone-based intervention. As these user types potentially benefit differently from an intervention, there is a need to identify them to inform future research, intervention design, and, eventually, improve intervention effectiveness. To this end, we explored 1) whether user types were distinguishable in terms of how much they used a smartphone-based intervention and experienced app engagement; and whether user types differed in 2) their intervention effects; and 3) user characteristics, i.e., HEXACO personality traits and self-efficacy.</div></div><div><h3>Method</h3><div>Participants were Dutch first-year university students that interacted with the FutureU app aimed at increasing future self-identification. App usage data and engagement survey data were obtained in a randomized controlled trial taking place in 2022 (<em>n</em> = 86). <em>K</em>-means++ cluster analyses were applied to identify user types based on app use and engagement. Linear discriminant analyses, ANCOVAs, and MANOVAs were conducted to assess whether the clusters differed in intervention outcomes and individual characteristics. The analyses were replicated in data obtained in an RCT taking place in 2023 with an updated version of the app (<em>n</em> = 106).</div></div><div><h3>Results</h3><div>Four user types were identified: Low use–Low engagement, Low use–High engagement, High use–Low engagement, High use–High engagement. Overall, intervention effects were strongest for the user types High engagement–High use and High engagement–Low use. No significant differences were observed in user characteristics.</div></div><div><h3>Conclusion</h3><div>User types can vary in their use of and engagement with smartphone-based interventions, and benefit differently from these interventions. App engagement appears to play a more significant role than previously assumed, highlighting a need for further studies on drivers of app engagement.</div></div>","PeriodicalId":72681,"journal":{"name":"Computers in human behavior reports","volume":"17 ","pages":"Article 100602"},"PeriodicalIF":4.9,"publicationDate":"2025-01-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143316449","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Alex Pacheco, Renato Yupanqui, Diana Mogrovejo, Joel Garay, Yrene Uribe-Hernández
{"title":"Impact of digitization on educational management: Results of the introduction of a learning management system in a traditional school context","authors":"Alex Pacheco, Renato Yupanqui, Diana Mogrovejo, Joel Garay, Yrene Uribe-Hernández","doi":"10.1016/j.chbr.2025.100592","DOIUrl":"10.1016/j.chbr.2025.100592","url":null,"abstract":"<div><div>Prior to the pandemic, educational institutions maintained traditional practices in academic management, limiting the efficiency and quality of learning in an increasingly digital environment. This research, framed in a qualitative approach and based on an action research design, aimed to implement a learning management system (LMS) to improve educational processes and promote a quality virtual environment. The study was developed in four phases: Initiation, where the objectives and risks were defined, and the appropriate technological tool was selected; Elaboration, which included the definition of use cases and the creation of a preliminary solution; Development, focused on the implementation of the pending requirements; and Transition, which evaluated compliance with the requirements, corrected errors and conducted usability tests. Qualitative analysis methods were used to evaluate the usability and effectiveness of the system. The results indicated significant improvements in participant management, activity control, teacher-student interaction, content availability, and report generation, reflecting greater efficiency and quality in the educational service. These findings contribute to the state of the art by providing empirical evidence of how the implementation of an LMS can transform educational management and optimize teaching processes in similar contexts, offering practical implications for institutions seeking to adapt to emerging digital environments.</div></div>","PeriodicalId":72681,"journal":{"name":"Computers in human behavior reports","volume":"17 ","pages":"Article 100592"},"PeriodicalIF":4.9,"publicationDate":"2025-01-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143146928","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Social media integration in marketing education: A way forward to improve engagement and learning outcomes","authors":"Hesham Fazel, Amer Sayaf","doi":"10.1016/j.chbr.2025.100595","DOIUrl":"10.1016/j.chbr.2025.100595","url":null,"abstract":"<div><div>This paper explores the effects of embedding social media into marketing education on student engagement and effective learning in Saudi Arabia. A total of 221 in-service marketing educators from institutions of higher learning were arranged into two groups: a treatment group employing social media tools and a control group operating with a purely traditional approach. Data were collected from a pre-test and a post-test, surveys, and interviews. The findings indicate that social media significantly increased student engagement and knowledge retention. Perceived ease of use, institutional support, and effectiveness in meeting instructional objectives were most significant to adoption. However, challenges included privacy and technical issues. The study shows that social media has the potential to transform marketing education by fostering interactive, student-centered learning, provided that faculty members receive appropriate preparation and institutional support.</div></div>","PeriodicalId":72681,"journal":{"name":"Computers in human behavior reports","volume":"17 ","pages":"Article 100595"},"PeriodicalIF":4.9,"publicationDate":"2025-01-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143146925","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}