Traditional bullying and cyberbullying have become serious worldwide issues. The meta-analysis in this article took a cross-cultural perspective to explore whether there were any differences between the effects of cyber victimization and traditional victimization on the presence of depression and anxiety in children and adolescents and to examine the effects of moderators in explaining these differences/similarities. Fifty-six empirical studies (generating 148 independent samples) were included with a total sample size of 214,819 participants. The results indicated that the effects of cyber victimization and the subtypes of traditional victimization on anxiety were significantly different, and there was a marginally significant difference for depression. The moderating effects of country of origin were found to be significant for depression, with the mean effect size in North America being significantly higher than in China and Europe, which suggested that culture was an important factor. The moderating effects of age were also found to be significant for the relationships between traditional victimization and depression, traditional victimization and anxiety, cyber victimization and depression, and cyber victimization and anxiety. In addition, the effect size for cyber victimization and depression has increased in more recent publication years.
The sixth generation (6G) networks are expected to enable immersive communications and bridge the physical and the virtual worlds. Integrating extended reality, holography, and haptics, immersive communications will revolutionize how people work, entertain, and communicate by enabling lifelike interactions. However, the unprecedented demand for data transmission rate and the stringent requirements on latency and reliability create challenges for 6G networks to support immersive communications. In this survey article, we present the prospect of immersive communications and investigate emerging solutions to the corresponding challenges for 6G. First, we introduce use cases of immersive communications, in the fields of entertainment, education, and healthcare. Second, we present the concepts of immersive communications, including extended reality, haptic communication, and holographic communication, their basic implementation procedures, and their requirements on networks in terms of transmission rate, latency, and reliability. Third, we summarize the potential solutions to addressing the challenges from the aspects of communication, computing, and networking. Finally, we discuss future research directions and conclude this study.
The creation of artwork requires motor activity. However, few empirical studies have directly explored the relationship between the experience of an artist's action and aesthetic experience. This study aimed to examine the effect of observing and imagery of the artist's action on the participants’ aesthetic preferences. In Experiment 1 and 2, we took hard‐pen and brush‐pen Chinese calligraphy images as the stimulus, respectively, to explore the influence of action observation on the aesthetic preference by manipulating the artists’ actions. The results of both Experiment 1 and 2 show that when participants observed the artists’ actions, they tended to report a higher preference for calligraphy images compared with the control condition. In Experiments 3 and 4, we used instructions to manipulate the motor imagery tasks and investigated the effect of imaging the artist's action on the participants’ aesthetic preferences. The results showed that both kinesthetic imagery and visual imagery increased the participants’ preference. In general, our study shows that both action observation and motor imagery contribute to participants’ aesthetic preferences. The results are discussed in terms of how artists’ actions possibly influence the aesthetic preference of Chinese calligraphy.
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