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Videotaped Interrogations: Does a Dual-Camera Perspective Produce Unbiased and Accurate Evaluations?Snyder, Celeste J. 29 September 2007 (has links)
No description available.
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Effects of Interrogator Tactics and Camera Perspective Bias on Evaluations of Confession EvidenceSchmidt, Heather C. 10 October 2006 (has links)
No description available.
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Monitoring Visual Attention in Videotaped Interrogations: An Investigation of the Camera Perspective BiasWare, Lezlee J. January 2006 (has links)
No description available.
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The Highs and Lows of Visual Salience and Status:Influential Factors in Source Monitoring DecisionsWare, Lezlee J. 11 August 2009 (has links)
No description available.
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Everybody has an Angle: The Influence of Camera Perspective on the Interpretation of Police Use of Force VideosKorva, Natasha Michelle 14 April 2022 (has links)
The increased number of video recordings circulating in the media that depict police officers exercising excessive use of force has led to recommendations to equip police officers with body worn cameras. Because a camera’s point of view may influence viewers’ perceptions and understanding of the recorded events, the angle at which a police use of force encounter is recorded may have important consequences. My program of research aimed to understand how various camera angles can impact interpretations of a police use of force scenario. A simulated police use of force incident was video recorded at three different camera angles (body worn camera, security camera, bystander camera). Study 1 (n = 330) examined factors that contribute to interpretations of the scenario such as camera angle, pre-existing attitudes about police, and information processing style. Results showed that camera angle did not have a general impact on viewer’s judgment of the scenario. However, pre-existing biases about the police and legal system guided interpretations of the scenario, and individuals who viewed the bystander video angle of the scenario rated the police officer more favourably when they endorsed positive attitudes about the police. In addition, a high need for cognition increased the likelihood of making judgments in line with participants’ attitudes about police. Study 2 (n = 576) examined the legal implications of video evidence in a depiction of a trial in which a police officer has been accused of assaulting and causing bodily harm to a complainant. Participants exposed to trial information without video evidence found the police officer less credible and more responsible for the complainant’s injury, and were more likely to recommend a guilty verdict and harsher punishment for the police officer. Individuals who were presented with trial information that included the body worn camera video evidence viewed the police officer as less credible. Attitudes and beliefs about the police and the legal system influenced decisions made regarding the police officer’s credibility, responsibility, and legal recommendations. Overall, camera perspective had an impact on interpretations of police use of force videos, but only when considering pre-existing attitudes about police, and video evidence in a criminal trial regarding police use of force impacted judgements. I discuss various practical implications of relying on police use of force videos, and present directions for future research.
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TECKENSPRÅK OCH SPEL : Upplevelse av teckenspråk i förstapersonsvy / SIGN LANGUAGE AND GAMES : Experience of Sign Language in first-personviewLindblom, Karl January 2018 (has links)
Detta arbete undersöker hur animerat teckenspråk upplevs inom förstapersonsperspektiv i spel för svenska teckenspråksanvändare. Studien är inspirerad av en liknande undersökning av Kerstin Liliedahl (2017). Bakgrunden redogör om teckenspråkets nuvarande representation inom digital media, de tekniker samt avatarer som används och dess användning i digitala spel. Hur det svenska teckenspråket är uppbyggt samt hur det används. Frågeställningen till denna studie har försökt undersöka om förstapersonsperspektiv till spelmiljöer, är ett lämpligt perspektiv för användandet av digitalt teckenspråk för svenska teckenspråkstalare. Artefakten består av två 3D-animerade spelsimulationer i videoform, där deltagarna till studien fick rangordna samt resonera om hur användandet av digitalt teckenspråk fungerade till perspektivet. Urvalsgruppen bestod utav svenska tekenspråksanvändare. Varav 22 testpersoner deltog i enkäten. 14 svarade med att de var hörlsenedsatt eller döv. Tre hade närstående som var hörselnedsatt, och övriga var intresseanvändare. Framtida studier kan vidarutveklas för att förbättra och undersöka nya inkluderingar i speldesign för att öppna nya vägar till inkluderandet av teckenspråk i spelmarknaden idag.
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