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Journalists and readers of celebrity news regularly bash celebrities online, a behavior that is easily accepted among adolescents. This study investigates whether these attitudes of acceptance differ according to the perpetrator of the bashing (media versus public) and the likeability of the involved celebrity (liked versus disliked). Using a vignette study, we examine adolescent girls’ attitudes toward media (journalists’) and public (readers’) bashing of a generally disliked celebrity (Miley Cyrus) and a generally liked celebrity (Selena Gomez). All participants read an identical negative news story (media bashing) and two related negative reader comments (public bashing). Participants were randomly assigned to read this information about either Miley Cyrus or Selena Gomez. Results of a mixed-design ANOVA showed that the girls had less negative attitudes toward media bashing compared with public bashing. Moreover, they more easily accepted the bashing of a disliked celebrity than the bashing of a liked celebrity.  相似文献   
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Although prior studies investigating immigration news typically documented a dominant focus on negativity and threats, only limited empirical research is available, which scrutinizes the way real-world developments affect these patterns in immigration news. This study aims to fill this void. First, we report results of a large-scale and longitudinal content analysis (N = 4,340,757) of trends in immigration news coverage in two Western European cases, Flanders (the northern, Dutch-speaking, largest region of Belgium) and the Netherlands, from 1999 to 2015. Both the salience of immigration as a news topic on itself and its linkages with three prominent issues (i.e., crime, terrorism, and socioeconomic issues) are explored. Second, this study builds on previous insights by comparing dynamics in immigration news to real-world events and developments. Overall, the results show that the linkage of immigration to issues of crime, terrorism, and the economy in Flemish and Dutch newspapers was considerable throughout the 17-year period under study. Yet there is limited evidence for a close relationship between news and real-life developments; hence, trends in immigration news seem largely unaffected by trends in society.  相似文献   
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Neuroanatomy education is a challenging field which could benefit from modern innovations, such as augmented reality (AR) applications. This study investigates the differences on test scores, cognitive load, and motivation after neuroanatomy learning using AR applications or using cross-sections of the brain. Prior to two practical assignments, a pretest (extended matching questions, double-choice questions and a test on cross-sectional anatomy) and a mental rotation test (MRT) were completed. Sex and MRT scores were used to stratify students over the two groups. The two practical assignments were designed to study (1) general brain anatomy and (2) subcortical structures. Subsequently, participants completed a posttest similar to the pretest and a motivational questionnaire. Finally, a focus group interview was conducted to appraise participants’ perceptions. Medical and biomedical students (n = 31); 19 males (61.3%) and 12 females (38.7%), mean age 19.2 ± 1.7 years participated in this experiment. Students who worked with cross-sections (n = 16) showed significantly more improvement on test scores than students who worked with GreyMapp-AR (P = 0.035) (n = 15). Further analysis showed that this difference was primarily caused by significant improvement on the cross-sectional questions. Students in the cross-section group, moreover, experienced a significantly higher germane (P = 0.009) and extraneous cognitive load (P = 0.016) than students in the GreyMapp-AR group. No significant differences were found in motivational scores. To conclude, this study suggests that AR applications can play a role in future anatomy education as an add-on educational tool, especially in learning three-dimensional relations of anatomical structures.  相似文献   
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The world has been turned upside down by a global health emergency caused by the Covid-19. Given the high contagiousness of the virus and the need to contain its spread, social distancing rules, self-isolation policies, and geographical lockdowns have been enforced globally. Over the pandemic emergency the majority of the planned in-person meetings and congresses of national and international anatomical societies have been postponed or canceled. It is unclear what the future holds, but times of crisis often present possibilities for re-thinking old ways to achieve a more critical approach. It has become increasingly clear that traditional in-person congress formats of scientific societies need to be reevaluated. Over the past year and a half, two types of congressional modalities have been trialed to address the challenge of the pandemic as far as scientific meetings are concerned: the fully virtual congress, in which case the conference program is live streamed to all of the attendees, and the hybrid congress, in which case some of the attendees physically participate at the congress's venue while others interact via a virtual platform. The current study set out to investigate the technical difficulties, social challenges, costs and sustainability, logistics and management issues linked to holding various types of congresses in the post-Covid world. Anatomical societies throughout the world are actively striving to reshape their response to the current global emergency and to uncover new types of conference modalities in the effort to keep scientific exchange alive and flourishing in the post-Covid era.  相似文献   
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ABSTRACT

The objective of this study was to analyse the effect of the use of social networks in smartphones or playing video games on the passing decision-making performance in professional soccer athletes. Participants were 25 male professional soccer athletes (mean ± SD: age 23.4 ± 2.8 years). The participants performed three randomised conditions divided into three groups: control (CON), smartphone (SMA), and video game (VID). Before and after each experimental condition, the Stroop Task assessed the level of induced mental fatigue. Then, the athletes performed a simulated soccer match. A CANON® camera recorded the matches for further analysis on passing decision-making performance. A group effect was identified (< .01) with impairment on passing decision-making performance for the SMA (p = .01, ES = 0.5) and VID (p = .01, ES = 0.5) conditions. We concluded that the use of social networks on smartphones and/or playing video games right before official soccer matches might impair the passing decision-making performance in professional soccer athletes.  相似文献   
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