Example: Factorial design applied in optimisation technique.
To meet the ethical considerations, you need to ensure that.
Collect the data by using suitable data collection according to your experiment’s requirement, such as observations, case studies , surveys , interviews , questionnaires, etc. Analyse the obtained information.
Write the report of your research. Present, conclude, and explain the outcomes of your study .
What is the first step in conducting an experimental research.
The first step in conducting experimental research is to define your research question or hypothesis. Clearly outline the purpose and expectations of your experiment to guide the entire research process.
Blinding in experimental research is the process in which participants, data analysts, and data collectors are kept unaware of the experiment or study.
This comprehensive guide introduces what median is, how it’s calculated and represented and its importance, along with some simple examples.
One way ANOVA test is a kind of ANOVA that aims to find if there is a significant statistical difference among the means of two or more independent groups.
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As we looked at the overview of the experimental design, here 5 major components of the experimental design that we have to pay attention to while conducting our research through experimental design approach:
We have heard this word many times. Observation is basically the first step towards any scientific research. It is a way for gathering data through observing the subjects. The researcher has to go to the participants’ environment and observe the way they behave, react and respond to the natural phenomenon.
Structured observations are conducted with respect to pre-defined variables and schedule, whereas unstructured observations are conducted in a free manner with no pre-defined variables and schedule.
Observational approach allows you to have a direct access to the phenomena and helps you have a long term record regarding the same. That being said, there is a high chance that the observation will be influenced by the biases of the observer. Or in other sense, the presence of an observer himself might change the behaviour of the subjects.
Example: to study the above topic, the researcher will observe the kids who play violent video games on regular basis to study their behaviour and if they show any signs of aggression or impatience.
Questions are the important way to gather primary data. Researcher asks questions to the participants about particular topics or points that he wants to cover while studying the research problem.
Questions can be asked through surveys – which are sent to the participants through various online and offline channels, interviews – where the researcher himself asks questions to the participants on one-on-one basis.
There are two main types of questions asked to the participants:
For example : On a scale of 1-5, how much did you like our event?
For example: Can you tell us how to improve?
When a researcher picks up a topic to research, he formulates a hypothesis. A hypothesis is nothing but an assumption statement that defines the cause-effect relationship between two or more variables. This statement can be proved true or false, depending on the result of the research.
A researcher will put forth this hypothesis regarding his research topic and will begin to conduct the research. The prime benefit of formulating a hypothesis is, it sets out a guideline for how the research is to be conducted and within what bounds. Hence, the researcher will gather the information that is enough to prove the hypothesis true or false.
For the same reason, it is important to know how to write a hypothesis that appropriately covers all the concepts in your research topic. Apart from that, there is a fair chance that the researcher’s bias will interfere with the study. This happens when the researcher is personally in favour of a hypothesis being either true or false.
Example: For the above research topic, its formulated hypothesis can be “Overuse of violent video games affects the behaviour of new generation.”
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Once the hypothesis is ready, the next challenge for the researcher is to choose a proper research design method to run the entire study through. This will depend on how he wants his research to be conducted. Whether the research wants his sample to be assigned randomly, or not, whether there are any control variables, matters a lot while selecting an approach for the research.
Depending on their use, there are three main experimental design types:
As the name suggests, pre-experimental design is carried out before a true experiment is conducted. In this, one or more groups are kept under observation after giving them a treatment related to the research study. Depending on the number of groups involved and the performed pre-test post-test techniques, pre-experimental design is further classified into three: Static group comparison, one group pretest-postest design and one-shot case study.
This is the perfect form of experimental design whose purpose is to test the hypothesis and prove it true or false. It is the most commonly used method of experimental design and its characteristics include random sample assignment, presence of a control group against a treatment group, variable manipulation.
This method is similar to the true experimental design. Except it doesn’t have randomization of the sample. It has a treatment and control group which the researcher observes to derive the causal relationship between the variables.
The final component that defines an experimental design is, of course, the results. After the observations, surveys and interviews and running the research process through any one of the above-mentioned types of research design, the researcher will have the result of the hypothesis testing.
This result will be either for or against the hypothesis.
Example: In our example, the researcher observes the behaviour of the children who has a habit of playing violent video games excessively, and he then conducts a survey or interview with their parents regarding their in general behaviour in the family and friends. On conducting the needed research, he found out that the hypothesis that he framed was true.
Conclusion: The hypothesis “Overuse of violent video games affects the behaviour of new generation” is true.
Researchers carry out an experiment to research a certain decision or result. In order to achieve that, they take their study through various phases of an experimental design right from observation to treating experimental groups and data analysis. While doing so, various things affect the credibility of the conducted research and make the researcher questions the results.
We are here to help you with some of the components that will ensure the validity of your experiment and its results:
As we know, there are two groups in an experiment namely the treatment group and the control group. A control group is a group that does not receive any treatment concerning the research. This group is then compared to the treatment group which went through the experiment. The results will show how whether the experiment is a fail or a success.
Example: the treatment group is of people who have a weak vocabulary and are made to read books, while the control group were never made to do so. When the experiment ended, the results show that the treatment group did way better in the post-test than in the pre-tests while the control group were on the same level.
It is a variable in a hypothesis that affect a dependent variable. This variable is controlled and manipulated by the researcher to see its effect on the experiment. In our example, the independent variable would be the number of books the treatment group was made to read. And to see if the number of books will affect the vocabulary in a significant way.
This is a variable that is dependent on the independent variable. As the researcher manipulated the independent variable, and if its result is significant, then it is bound to make the respective changes in the dependent variable as well. In our example , the dependent variable would be the level of the vocabulary of the treatment group and how it differs depending on the manipulation of the independent variable.
While experimenting, there might be some external variables that influence the dependent variable to change other than the independent variable. In our example , it can be gender, age, grasping ability, etc. Holding these variables constant across the research will minimize the effects they have on the dependent variables.
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The components of experimental design are control, independent variable and dependent variable, constant variables, random assignment and manipulation . These are the components that also help you define if the experiment is valid.
The 5 steps of designing an experiment are literature history, observation, hypothesis, experiment methodology and conclusion . The researcher follows these steps to get the conclusions regarding the research study.
The experiments are meant to be defect and bias-free when their results come out. Hence the components that ensure these things are control, independent variables, dependent variables and constant variables.
The experimental questions are supposed to be short, clear, concise, and focused on the purpose of the research study . These questions will be the footing for the entire research process and are treated as guidelines for the same.
A good and well-conducted experiment design always has these components that define them: Observation, questions, hypothesis formulation, methodology, results . The researcher has to look for any interventions or biases in any of those phases to ensure a defect-free result.
The four basic principles of experimental design are:
Block – block the external variables that might affect the results of the experiment like age, gender, genetics, etc.
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One of the most important aspects of science is ensuring that you get all the parts of the written research paper in the right order.
You may have finished the best research project on earth but, if you do not write an interesting and well laid out paper, then nobody is going to take your findings seriously.
The main thing to remember with any research paper is that it is based on an hourglass structure. It begins with general information and undertaking a literature review , and becomes more specific as you nail down a research problem and hypothesis .
Finally, it again becomes more general as you try to apply your findings to the world at general.
Whilst there are a few differences between the various disciplines, with some fields placing more emphasis on certain parts than others, there is a basic underlying structure.
These steps are the building blocks of constructing a good research paper. This section outline how to lay out the parts of a research paper, including the various experimental methods and designs.
The principles for literature review and essays of all types follow the same basic principles.
For many students, writing the introduction is the first part of the process, setting down the direction of the paper and laying out exactly what the research paper is trying to achieve.
For others, the introduction is the last thing written, acting as a quick summary of the paper. As long as you have planned a good structure for the parts of a research paper, both approaches are acceptable and it is a matter of preference.
A good introduction generally consists of three distinct parts:
Ideally, you should try to give each section its own paragraph, but this will vary given the overall length of the paper.
Look at the benefits to be gained by the research or why the problem has not been solved yet. Perhaps nobody has thought about it, or maybe previous research threw up some interesting leads that the previous researchers did not follow up.
Another researcher may have uncovered some interesting trends, but did not manage to reach the significance level , due to experimental error or small sample sizes .
The research problem does not have to be a statement, but must at least imply what you are trying to find.
Many writers prefer to place the thesis statement or hypothesis here, which is perfectly acceptable, but most include it in the last sentences of the introduction, to give the reader a fuller picture.
The idea is that somebody will be able to gain an overall view of the paper without needing to read the whole thing. Literature reviews are time-consuming enough, so give the reader a concise idea of your intention before they commit to wading through pages of background.
In this section, you look to give a context to the research, including any relevant information learned during your literature review. You are also trying to explain why you chose this area of research, attempting to highlight why it is necessary. The second part should state the purpose of the experiment and should include the research problem. The third part should give the reader a quick summary of the form that the parts of the research paper is going to take and should include a condensed version of the discussion.
This should be the easiest part of the paper to write, as it is a run-down of the exact design and methodology used to perform the research. Obviously, the exact methodology varies depending upon the exact field and type of experiment .
There is a big methodological difference between the apparatus based research of the physical sciences and the methods and observation methods of social sciences. However, the key is to ensure that another researcher would be able to replicate the experiment to match yours as closely as possible, but still keeping the section concise.
You can assume that anybody reading your paper is familiar with the basic methods, so try not to explain every last detail. For example, an organic chemist or biochemist will be familiar with chromatography, so you only need to highlight the type of equipment used rather than explaining the whole process in detail.
In the case of a survey , if you have too many questions to cover in the method, you can always include a copy of the questionnaire in the appendix . In this case, make sure that you refer to it.
This is probably the most variable part of any research paper, and depends on the results and aims of the experiment.
For quantitative research , it is a presentation of the numerical results and data, whereas for qualitative research it should be a broader discussion of trends, without going into too much detail.
For research generating a lot of results , then it is better to include tables or graphs of the analyzed data and leave the raw data in the appendix, so that a researcher can follow up and check your calculations.
A commentary is essential to linking the results together, rather than just displaying isolated and unconnected charts and figures.
It can be quite difficult to find a good balance between the results and the discussion section, because some findings, especially in a quantitative or descriptive experiment , will fall into a grey area. Try to avoid repeating yourself too often.
It is best to try to find a middle path, where you give a general overview of the data and then expand on it in the discussion - you should try to keep your own opinions and interpretations out of the results section, saving that for the discussion later on.
This is where you elaborate on your findings, and explain what you found, adding your own personal interpretations.
Ideally, you should link the discussion back to the introduction, addressing each point individually.
It’s important to make sure that every piece of information in your discussion is directly related to the thesis statement , or you risk cluttering your findings. In keeping with the hourglass principle, you can expand on the topic later in the conclusion .
The conclusion is where you build on your discussion and try to relate your findings to other research and to the world at large.
In a short research paper, it may be a paragraph or two, or even a few lines.
In a dissertation, it may well be the most important part of the entire paper - not only does it describe the results and discussion in detail, it emphasizes the importance of the results in the field, and ties it in with the previous research.
Some research papers require a recommendations section, postulating the further directions of the research, as well as highlighting how any flaws affected the results. In this case, you should suggest any improvements that could be made to the research design .
No paper is complete without a reference list , documenting all the sources that you used for your research. This should be laid out according to APA , MLA or other specified format, allowing any interested researcher to follow up on the research.
One habit that is becoming more common, especially with online papers, is to include a reference to your own paper on the final page. Lay this out in MLA, APA and Chicago format, allowing anybody referencing your paper to copy and paste it.
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Methodology
Published on June 20, 2019 by Shona McCombes . Revised on June 22, 2023.
When you start planning a research project, developing research questions and creating a research design , you will have to make various decisions about the type of research you want to do.
There are many ways to categorize different types of research. The words you use to describe your research depend on your discipline and field. In general, though, the form your research design takes will be shaped by:
This article takes a look at some common distinctions made between different types of research and outlines the key differences between them.
Types of research aims, types of research data, types of sampling, timescale, and location, other interesting articles.
The first thing to consider is what kind of knowledge your research aims to contribute.
Type of research | What’s the difference? | What to consider |
---|---|---|
Basic vs. applied | Basic research aims to , while applied research aims to . | Do you want to expand scientific understanding or solve a practical problem? |
vs. | Exploratory research aims to , while explanatory research aims to . | How much is already known about your research problem? Are you conducting initial research on a newly-identified issue, or seeking precise conclusions about an established issue? |
aims to , while aims to . | Is there already some theory on your research problem that you can use to develop , or do you want to propose new theories based on your findings? |
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The next thing to consider is what type of data you will collect. Each kind of data is associated with a range of specific research methods and procedures.
Type of research | What’s the difference? | What to consider |
---|---|---|
Primary research vs secondary research | Primary data is (e.g., through or ), while secondary data (e.g., in government or scientific publications). | How much data is already available on your topic? Do you want to collect original data or analyze existing data (e.g., through a )? |
, while . | Is your research more concerned with measuring something or interpreting something? You can also create a research design that has elements of both. | |
vs | Descriptive research gathers data , while experimental research . | Do you want to identify characteristics, patterns and or test causal relationships between ? |
Finally, you have to consider three closely related questions: how will you select the subjects or participants of the research? When and how often will you collect data from your subjects? And where will the research take place?
Keep in mind that the methods that you choose bring with them different risk factors and types of research bias . Biases aren’t completely avoidable, but can heavily impact the validity and reliability of your findings if left unchecked.
Type of research | What’s the difference? | What to consider |
---|---|---|
allows you to , while allows you to draw conclusions . | Do you want to produce knowledge that applies to many contexts or detailed knowledge about a specific context (e.g. in a )? | |
vs | Cross-sectional studies , while longitudinal studies . | Is your research question focused on understanding the current situation or tracking changes over time? |
Field research vs laboratory research | Field research takes place in , while laboratory research takes place in . | Do you want to find out how something occurs in the real world or draw firm conclusions about cause and effect? Laboratory experiments have higher but lower . |
Fixed design vs flexible design | In a fixed research design the subjects, timescale and location are begins, while in a flexible design these aspects may . | Do you want to test hypotheses and establish generalizable facts, or explore concepts and develop understanding? For measuring, testing and making generalizations, a fixed research design has higher . |
Choosing between all these different research types is part of the process of creating your research design , which determines exactly how your research will be conducted. But the type of research is only the first step: next, you have to make more concrete decisions about your research methods and the details of the study.
Read more about creating a research design
If you want to know more about statistics , methodology , or research bias , make sure to check out some of our other articles with explanations and examples.
Research bias
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McCombes, S. (2023, June 22). Types of Research Designs Compared | Guide & Examples. Scribbr. Retrieved August 24, 2024, from https://www.scribbr.com/methodology/types-of-research/
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Metrics details
The Proteus effect is a phenomenon found in over 60 studies where people tend to conform behaviorally to their avatars’ identity characteristics, especially in virtual reality. This study extends research on the Proteus effect to consider organization-representing avatars and misogynistic behavioral outcomes. Male participants ( N = 141) in a lab experiment embodied a set of pretested avatars which varied in level of association with a university mascot (i.e., color and body type) in a bespoke virtual reality simulation designed to elicit misogynistic behavior. Namely, participants were directed to place a hand on virtual agents’ body parts, including the buttocks (i.e., a transgressive misogynistic act). Time delay in complying with directions to touch the agents’ buttocks served as an implicit measure of resistance to this misogynistic behavior. Results suggest that within moderately masculine body-size avatar users, those who embodied a university-color-associated avatar exhibited more misogynistic behaviors (i.e., faster buttocks-touching). Unexpectedly, this effect of avatar color was not apparent within the hypermasculine body-size avatars, and within the university-associated color condition, hypermasculine body-type was associated with less misogynistic behavior. These findings suggest that organization-representing avatars may induce behavioral conformity to implicit attitudes associated with the organization, such as misogyny.
Avatars are usually thought to represent individuals 1 , but groups or organizations also utilize digital self-representations akin to avatars, such as mascots or virtual influencers 2 . The present exploratory research examines this notion of organization-representing avatars within the university sports-culture context in order to extend theorization on the Proteus effect, the phenomenon that people tend to conform behaviorally to their avatars’ identity characteristics 3 . Building on the logic that mascots represent university sports communities, this study tests if a university’s hypermasculine sports mascot used as an avatar induces misogynistic behaviors via the Proteus effect. This research extends theorization on the Proteus effect to include organization-representing avatars in the context of anti-social (i.e., misogynistic) effects.
Research on the Proteus effect suggests that when people use avatars, they conform behaviorally to their associations with the avatars’ identity characteristics 3 . The Proteus effect has been found in over 60 studies, and recent meta-analyses suggest that the effect size is relatively robust ( r = 0.24), especially in studies conducted in virtual reality ( r = 0.30) 4 , 5 . The Proteus effect has been studied across multiple domains, often with positive connotations for the outcome behaviors examined. For example, perceived avatar height, intelligence, and body shape have been found to influence negotiation prowess, creativity while brainstorming, and exercise activity, respectively 6 , 7 , 8 . Some previous work has explored anti-social behavioral outcomes of the Proteus effect, such as KKK-associated avatars leading to more aggressive intentions 9 , sexualized avatars leading to more self-objectification and rape myth acceptance 10 , 11 , and gendered avatars triggering stereotype threat 12 , 13 . However, no previous research of which we are aware has examined how avatars might induce misogynistic behavior , perhaps because of challenges in designing and conducting such a study. The present research addresses this gap, examining the impacts of hypermasculine, organization-representing avatars (i.e., mascots) on misogynistic behaviors in a virtual sports environment via the Proteus effect.
Early research on the Proteus effect was inspired by studies of similar phenomena—such as the finding that wearing black (compared to light) jerseys during sports induced more aggressive behavior because of color stereotypes (e.g., black symbolizing aggression) 14 —and offered multiple theoretical explanations of the Proteus effect. Combining these explanations, we infer that the phenomenon occurs because users associate avatar characteristics with their self-perception 7 , especially when they experience a sense of embodiment 15 or deindividuation (i.e., less attention on inward, differentiating characteristics) in an avatar 16 . Put another way, avatar use primes avatar-associated characteristics 9 , causing users to temporarily incorporate these avatar characteristics into user self-concept, thereby influencing user behavior 4 , 17 , 18 . Further, as predicted by the Social Identity model of Deindividuation Effects (SIDE), avatars potentially diminish individuating (i.e., personally relevant, differentiating) information 19 , making people more susceptible to the influence of group norms 3 , 7 , though recent findings suggest that social identification can hinder the Proteus effect if those social cues are misaligned with the avatar’s identity characteristics 16 .
Regardless of the specific mechanism, stereotypes are a central component of the Proteus effect. When avatar appearance is associated with stereotypical schemas, such as masculine avatars with dominance and decisiveness, using such avatars leads to adopting or reinforcing the stereotypes both attitudinally and behaviorally 20 , 21 . From this perspective, previous Proteus effect findings, including the influence on negotiation style, creativity, and physical activity performance 6 , 7 , 8 , can all be seen as the participants adopting latent stereotypical schemas they had in mind based on their perception of the avatars’ characteristics. Tall people are stereotypically stronger negotiators. Inventors are seen as more intelligent. Body weight is associated with exercise. Such minor, latent stereotypes linked to avatars can lead to pronounced Proteus effects. However, little research has been conducted on avatars representing organizational or cultural stereotypes.
This research extends the literature to consider organization-representing avatars, such as university mascots, which potentially induce the Proteus effect through associations between the organization (e.g., university) and avatar (e.g., mascot). Research suggests that university students associate themselves more with the university mentally and behaviorally through “BIRGing, or basking in reflected glory after a team victory” 22 . When a university sports team wins, students and other community members tend to feel socially connected to the sports teams and sports culture, expressing this identity connection by displaying iconography (e.g., on clothing, bumper stickers, etc.) associated with the university, such as mascots 23 , 24 . In other words, mascots are embodiments of university sports culture and are largely visible on university-associated merchandise, so when people display a mascot as a personal identity symbol, they are treating the mascot as a sort of avatar that represents university sports culture. We posit that this interpretation of mascots as avatars of universities can be extended to other types of organizations (e.g., companies, government agencies, brands) that use fictional characters to represent or embody the organization’s identity.
Given that avatars can influence users' real-world behaviors and attitudes based on the Proteus effect, the need to understand avatars’ social impact becomes increasingly important as avatar-mediated communication becomes more common and interest in the metaverse continues to grow. Gaining more insight into how avatars that represent organizational and cultural stereotypes can influence social behaviors and attitudes is important for societal development in the metaverse era.
Although university mascots are not necessarily hypermasculine, university sports culture is often associated with hypermasculinity, so hypermasculine mascots likely reinforce this association. This is potentially problematic because hypermasculinity is associated with sexually aggressive attitudes toward women, “macho” culture, and misogyny among college males 25 , 26 , 27 , 28 , 29 , 30 . Misogyny, defined as norms which promote dehumanization and objectification of women 31 , 32 , pervades sports culture and not only discourages women from participating in sports 33 but also creates a hostile environment for female sports fans, which often leads to attacks against them 34 , 35 .
University mascots that are depicted as hypermasculine (e.g., with exaggerated upper body muscle) might be stereotypically associated with misogynistic attitudes. Further, even if a mascot is not hypermasculine but the university sports culture is associated with hypermasculinity, then the university mascot may also be associated with misogyny. In that sense, the more an avatar resembles the impression of a university mascot, the more readily the avatar could be associated with the university sports culture and, in turn, misogynistic attitudes. Therefore, the current study examines two major elements regarding the resemblance of a character, the general body type (e.g., hypermasculine) and the color (e.g., university-associated).
Extrapolating from previous research on the Proteus effect, embodying a university mascot as an avatar should lead the user to exhibit misogynistic behaviors either if the mascot is hypermasculine or the mascot displays the university’s colors, assuming the university’s sports culture is associated with hypermasculinity. Further, we expect an additive effect of hypermasculinity and the matching color of the mascot avatar on users’ misogynistic behaviors. Thus, we propose the following hypotheses to further reflect our reasoning:
Using an avatar with a university mascot’s hypermasculine body type, compared to a moderately masculine body type, will lead to more misogynistic behaviors.
Using an avatar with a university mascot’s colors, compared to other colors, will lead to more misogynistic behaviors.
There is an interaction effect between avatar color and body type such that the greatest misogyny will result from mascot avatars with a university mascot’s colors and hypermasculine body type.
This research took place in two parts: an online pre-test to assess and guide the design of the university mascot avatars for use in an experimental study and then the experimental study designed to test our hypotheses.
Our research team, which included a faculty member, graduate students, and undergraduate students focusing on game design, collaboratively and iteratively designed four avatars. One reflected the body shape of the contemporary Michigan State University (MSU) mascot figure, with broad shoulders and thick arms, which we reasoned would be perceived as highly masculine given that such cues tend to influence masculinity perceptions 36 , 37 . The other avatar body type, which we expected to be perceived as less masculine, was thinner and less muscular. Our research team drew 2-dimensional images of both body types in two colors, green (MSU’s mascot colors) and red (for comparison). See Fig. 1 for the green images (the red images are not shown for trademark policy reasons).
Avatar designs in the university-associated color (green) used in the pre-test. The non-university associated color (red) avatars are not shown here for trademark reasons. Sparty is a registered trademark of Michigan State University, all rights reserved.
We then recruited 161 participants from the MSU student population to complete an Institutional Review Board (IRB)-approved online survey to assess these avatars. Responses from 157 participants were used for the analysis after removing incomplete responses. Each participant was randomly assigned to rate one of the four avatars (2 body types × 2 colors) on a variety of items, including “This character looks masculine,” “This character looks dominant,” and “This character reminds me of MSU.” Responses on the first two items measuring masculinity were positively correlated ( r = 0.59), so we used a mean of the two as a composite metric of perceived masculinity. According to an analysis of variance (ANOVA) with avatar body type and color as the independent variables, perceived masculinity was significantly influenced by avatar body types [ F (1, 153) = 5.977, p = 0.016, η p 2 = 0.038] but not by color nor the interaction between size and color. However, association with MSU was significantly influenced by color [ F (1, 153) = 5.695, p = 0.018, η p 2 = 0.036], not size nor the interaction. In other words, the larger body mascot avatar was perceived as more masculine than the moderately masculine avatars regardless of color, while green mascots were perceived as more associated with the university, regardless of size. Hence, we designed similarly shaped 3-dimensional avatars for use in our lab-based experiment. However, based on qualitative feedback, we chose purple instead of red as the contrasting color for the lab-based experiment in order to avoid associations with any of the university's main rivalries (i.e., blue, yellow, and red).
Our experiment—approved by and consistent with the guidelines of the IRB at Michigan State University’s Human Research Protection Program—was conducted at Michigan State University approximately 2 years after the university had been the subject of widely discussed news reports about misogynistic abusive practices related to university sports. Despite the two-year delay (in part a result of the time required to design and develop this study), the concerns about misogynistic culture at the university were still frequently discussed by the university administration and in community news (e.g., the university president resigned around this time as a result of the exposed abusive practices). The study followed a 2 (avatar color: own university-associated—green—or not-associated—purple) × 2 (avatar body: hypermasculine mascot or moderately masculine mascot) between-subjects design. A third body type (non-athletic) was designed as a control condition but not included in this analysis because its appearance differed too significantly from the main body types of interest in this study.
A university research sampling pool was used to recruit anonymous adult men living in the university community area, and a total of 250 people participated in the study. Participants’ age ( M = 22.2; SD = 6.27) and race (62% White, 24% Asian, 8% Other, and 6% Black or African American) were consistent with the local area’s demographics. Given that this study is designed based on heteronormative assumptions about men being attracted to women and thus engaging in misogynistic behaviors, we asked participants the extent to which they identify as “opposite-sex attracted.” Participants who responded with a 1 (“not at all”) or 2 (“slightly”) or did not respond were not considered in the analyses, leaving participants who responded with 3–5 (“somewhat,” “strongly,” or “very much) in the study sample, N = 141. This metric of participant sexuality was evenly distributed across conditions [χ 2 (6, N = 250) = 10, p = 0.123].
According to power analysis using the R package pwrss version 0.3.1 38 —with a significance criterion of α = 0.05, power = 0.80, and effect size = 0.29 5 , the minimum sample size needed to detect a meaningful effect with the desired level of power was 22 (5.5 per group). Thus, the obtained sample size of N = 141 was more than adequate to test the study hypotheses.
All recruited participants read and signed an informed consent form before completing the study. Upon arrival, participants were given an HTC Vive virtual reality (VR) headset and two hand controllers, which, together with two base stations, precisely tracked participants’ head and hand locations and movements in six degrees of freedom. Participants were randomly assigned to avatar conditions and placed inside a model football stadium built in Unity version 2018.3.6f1. Participants then engaged in the task of taking “selfies” with 3D models (“virtual agents”) of attractive young women, posing with them in the virtual mirror (Fig. 2 ). During the entire experience, the participants stood in front of a virtual mirror, which helped make the selfie-taking task more believable while also serving to remind participants of their avatar’s identity, thereby reinforcing the experimental manipulation. After a 30-s orientation to the environment, participants completed a brief tutorial in which they were instructed to pose with one hand held in a translucent target box. After practicing on five boxes, a female virtual agent appeared along with the prompt, “Can we take a picture?” above the mirror, followed by a target box on a specific part of a virtual agent’s body, either her shoulders, upper back, lower back, or buttocks (see examples in Fig. 2 ). Before completing the final questionnaire, participants were asked to pose twice with eight different virtual models each (16 total trials). The order of body parts across trials was consistent between participants, with the box placed at the buttocks for trials 4, 6, 8, 9, 11, 13, 15, and 16.
Left top: first-person view of an upper back trial; Right top: an example of the photo-taking task; Left bottom: hypermasculine university-color avatar, Right bottom: moderately masculine university-color avatar.
For successful trial completion (indicated by a flash and camera noise), participants were required to hold their hands in the target boxes for five consecutive seconds within a 10-s period. In order to ensure a consistent experience and timing between participants, a limit was placed on the maximum time per trial. Trials in which participants did not place their hands in the target box within 10 s were considered “failed” trials, with no data recorded for that trial. Following failed trials, the virtual environment would automatically advance to the next trial, meaning participants never completed the failed trials. Trials in which participants entered the target box but then removed their hand before the required five seconds had elapsed were considered “flawed” trials. Participants were given an additional five s to return their hands to the target and complete the trial (i.e., by holding their hand in the box for five additional seconds). If they did so, the trial could be completed within 10 s from the start, but it was considered flawed. This approach allowed participants to experience the same general pattern between trials. However, the data from such flawed trials were inherently different from those of successful trials, with no clear way to calculate a comparison between the two. Hence, we chose to remove flawed (in addition to failed) trials from the analysis in order to increase data reliability. Note that the number of failed ( M = 0.606, SD = 1.35) and flawed ( M = 0.568, SD = 0.875) trials per participant was rare compared to completed trials ( M = 14.8, SD = 1.72). Further, according to Fisher’s exact test, the number of flawed ( p = 0.476) and failed trials ( p = 0.523) was not influenced by condition before the screening, and there were no differences found in observed proportions after screening (failed: p = 0.898, flawed: p = 0.924). Note also that there were 9 participants who did not succeed in completing any buttocks trial (i.e., all trials were failed or flawed), so they were removed entirely from the analysis, leaving an effective sample size of n = 132, which was still adequate according to our power analysis.
The amount of time elapsed was measured for each trial. Time-to-touch buttocks trials were used as an implicit measure of misogynistic behavior, with more time indicating greater buttocks-touching resistance (i.e., less misogynistic behavior). People generally recognize that a man touching a woman’s buttocks is socially inappropriate and misogynistic 39 . Given that studies find that people respond to media agents as they respond to other humans 40 , 41 and that touching a robot’s buttocks led to more physiological arousal than other body parts 42 , touching a virtual agent’s buttocks should also be understood as inappropriate. In other words, the act of virtual-agent buttocks touching can be interpreted as misogynistic and transgressive because it represents a violation of a woman’s autonomy 43 . Thus, we reasoned that men influenced to behave misogynistically—through the Proteus effect based on their avatar’s appearance—would place their hand on the virtual agent’s buttocks more quickly. We constructed a mean time-to-touch metric from all of the eight buttocks-touching trials ( M = 6.47, SD = 0.634, min = 5.05, max = 8.70, skewness = 0.67), which exhibited a sufficiently normal distribution. The reliability across these eight measures was somewhat low (Cronbach’s α = 0.68), but we considered this acceptable given that the metric is based on behavior with high variability (i.e., hand movement in virtual reality).
The perception of the avatar as representing the university was included as a manipulation check. This composite measure was constructed from an average of responses to “The character I controlled reminded me of Michigan State University” and “The character I controlled represents Michigan State University” on 5-point scales of agreement ( r = 0.68, p = 0.000).
A number of additional items were given in the post-survey but not included in the present analysis because this study’s primary goal was to focus on behavioral outcomes.
A manipulation check was conducted to test the assumption that using an avatar with the university’s colors and with the university mascot’s hypermasculine body type would be perceived as representing the university to a greater extent than an avatar with non-university colors and a moderately masculine body type. Because the homogeneity of variance assumption was not satisfied, a linear model using generalized least squares was performed with avatar color and avatar body type as the independent variables and perception of the avatar as reflecting the university as the dependent variable 44 . The main effect of avatar color was not significant (b = − 0.07, t = − 0.39, p = 0.69), but the main effect of avatar body type was significant (b = − 0.92, t = − 3.21, p = 0.00). Additionally, the interaction effect between the two was marginally significant, α = 0.9 (b = 0.62, t = 1.75, p = 0.08). A graph of this test (Fig. 3 ) suggests that avatar-university association was highest in the hypermasculine (mascot-like) body type condition, regardless of avatar color, while in the moderately masculine body type condition, perceived university reflection was higher in the university-color condition. To confirm this interpretation, we conducted two simple effects tests. Within the hypermasculine body type condition, avatar-university reflection did not differ significantly by condition ( p = 0.70). Within the moderately masculine body type condition, avatar-university reflection was indeed higher in the university-color condition, t (45.13) = 2.09, p < 0.05. These results suggest that the manipulation was successful as intended.
Manipulation checks for avatar-university association by avatar color and body type.
We then conducted an ANOVA with avatar color and avatar body type as the independent variables and the measure of misogynistic behavior, time-to-touch buttocks trials, as the dependent variable in order to test Hypotheses 1–3. Across color and body type conditions, normality and homogeneity of variance for time-to-touch buttocks were assessed by the Shapiro–Wilk test and Levene's test, but no violations were found. The main effect of mascot body type was not significant, F (1, 128) = 0.90, p = 0.344, η p 2 = 0.01, which is not consistent with H1. The main effect of mascot color was significant, F (1, 128) = 6.37, p = 0.013, η p 2 = 0.05, consistent with H2. Finally, the 2-way interaction between mascot color and mascot body type was also significant, F (1, 128) = 4.02, p = 0.047, η p 2 = 0.03. Results (Fig. 4 ) suggest that in the moderately masculine mascot condition, using an avatar with university-associated colors led to the lowest buttocks-touching delay—meaning more misogynistic behavior (consistent with H2)—but in the hypermasculine body type condition, the avatar color did not appear to make a difference (providing limited support for H2 and no support for H3).
Impact of avatar color and body type on misogynistic behavior.
A series of simple effects follow-up tests were then conducted to confirm this interpretation of the data. Within the moderately masculine mascot condition, using an avatar with university-associated colors led to significantly lower buttocks-touching delay—more misogynistic behavior—than non-university-associated colors with a notably large effect size, F (1, 61) = 11.76, p < 0.01, η p 2 = 0.16, which is also consistent with H2 along with the aforementioned main effect. Within the university color-associated condition, hypermasculine body type led to significantly longer buttocks-touching delays— less misogynistic behavior—than the average-size mascot, also with a notably large effect size, F (1, 72) = 7.78, p < 0.01, η p 2 = 0.10, contradicting H1. No significant differences were found within the non-university-associated color condition between body types [ F (1, 57) = 0.39 , p = 0.52, η p 2 = 0.01] or other the hypermasculine-body-type condition between color conditions [ F (1, 67) = 0.12, p = 0.73, η p 2 = 0.00]. Together, these results contradict H1, provide partial support for H2 (i.e., in the moderately-masculine condition only), and do not support H3.
This exploratory study extends Proteus effect research to consider how organization-representing avatars (i.e., mascots) might induce behaviors that reflect cultural associations with the organization, in this case, misogyny. Participants (opposite-sex attracted men from the community) who used an avatar that was more closely associated with their university (as signaled by color) exhibited more misogynistic behavior, as reflected by lower time delays (i.e., less resistance) in a task requiring them to touch a virtual agent’s buttocks with their hand in the virtual world. However, this difference was driven by an interaction effect, and upon further analysis was found to only be significant when the avatar had a moderately masculine body shape. In other words, no difference was found by the university-color association for participants who used hypermasculine-sized avatars. Within the university-associated color condition, participants who used the hypermasculine body-type avatar exhibited less misogynistic behavior (greater resistance to buttocks touching) than those who used the moderately masculine mascot, which contradicted expectations. No differences were found by avatar body type within the non-university-associated color condition. Overall, these findings extend theorization on the Proteus effect, providing evidence that organization-representing avatars can induce behavioral conformity to attitudes associated with the organization, such as misogyny.
The finding that participants who used the university-associated color (compared to non-university-associated color) avatar exhibited more misogynistic behavior—but only for moderately masculine (not hypermasculine) avatars—might suggest that when the body type was less recognizable as the university mascot, the color was the main indication of a connection to university sports culture and implicit misogyny. Hence, controlling this avatar induced more misogynistic behavior via the Proteus effect. It is also possible that “wearing” this university-associated color had a significant impact on their behavior regardless of the avatar. For example, Frank and Gilovich 14 found wearing black jerseys increased participants’ aggressive behavior. However, the avatar’s clothing and the avatar itself were intrinsically linked in our study. Given the evidence that embodying (i.e., controlling) an avatar leads to stronger Proteus effects than viewing (without controlling) the avatar 4 , 5 , 15 , we interpret this finding as a reflection of the Proteus effect. Namely, controlling an organization-representing avatar (i.e., mascot) created associations between organization-related schema (i.e., sports culture and misogyny) and self-perception—especially in the moderately masculine condition—inducing conformity with related (i.e., misogynistic) behavior.
The simple effects tests also found that the hypermasculine avatar led to significantly less misogynistic behavior than the moderately masculine avatar within the university-associated color condition. This unexpected finding may have resulted from the hypermasculine avatar being easily recognizable as a specific social other, namely, the university mascot. Instead of priming schema related to sports culture as a whole, this may have primed associations with the specific (fictional) individual mascot. Despite being hypermasculine, this mascot also serves as a family-friendly community member (e.g., posing for pictures with families at public events), so such associations may have counteracted antisocial (e.g., misogynistic) associations with university sports culture. It is also possible that participants attributed their actions to the avatar, a symbol of the university, and acted in accordance with the instructions in order to avoid tarnishing the university’s reputation. In other words, we infer that initial expectations regarding associations with the avatar were incorrect—the misogynistic associations of hypermasculinity were less salient than the prosocial associations with the mascot, perhaps because the mascot was highly recognizable in this community. This interpretation would explain why our results did not confirm our hypotheses about avatar body size. Future research in another social context could potentially support the predicted effect of hypermasculine avatar types. Overall, this finding highlights the challenge of predicting user associations with avatar characteristics, contributing to the body of research on limitations in Proteus effect, such as when social cues and individual identity cues are misaligned 16 .
This study extends Proteus effect research to consider organization-representing avatars and anti-social (misogynistic) behavioral outcomes of the phenomenon. Regarding the former, although the psychological mechanisms of the phenomenon are presumably similar, mascots and virtual influencers 2 that are associated with entire communities or brands can be used by individuals as avatars, thereby influencing user behavior via those associations. This represents a novel paradigm for mediated interaction in virtual reality that may have implications for numerous psychological outcomes (e.g., sense of self and identification, motivation, and well-being).
Regarding this study’s context of misogynistic behavior, these findings contribute to a line of research on antisocial or negative Proteus effect outcomes, such as aggression, self-objectification, and stereotype threat 9 , 10 , 11 , 12 , 13 . Although we may attempt to design avatars—organization-representing or otherwise—to induce more educational engagement, healthier behavior, or greater well-being, avatars may also cause psychological, social, or even physical harm via the Proteus effect. Although we may assume (or hope) that such outcomes are not implemented intentionally within virtual environments, the potential for inadvertent harm via the Proteus effect is quite real. People who use an avatar associated with misogynistic or other anti-social behaviors may act in misogynistic or anti-social ways, even outside of the virtual environment.
The present findings can also be interpreted in the context of the proposed theoretical underpinnings of the Proteus effect. Namely, avatar embodiment 15 facilitates deindividualization 16 and primes avatar-associated characteristics 9 which are incorporated into self-concept 4 , 17 , 18 , leading to changes in self-perception 3 , 7 and thus avatar-user behavior. Participants were randomly assigned to control in VR (i.e., embody) an avatar mascot that reflected no personal characteristics (i.e., deindividualizing) and potentially signaled a group norm associated with the organization (i.e., priming) represented by the mascot. The avatar’s social identity (i.e., university sports-culture association) potentially became salient to participants’ self-concept and self-perception, thereby influencing their behavior in ways that were consistent with perceptions of that identity (e.g., misogynistic acts). Unfortunately, the present study was not designed to test these specific mechanisms of the Proteus, but they remain plausible explanations of the patterns found.
We offer some future directions for Proteus effect research based on this study’s limitations, including the study timing and location. The study was conducted shortly after a number of incidents that led to public scrutiny of misogyny within sports culture at multiple universities. Although these events prompted and reinforced the timeliness of the current study, this research was conducted at a university that changed dramatically in the following years in response to those incidents. The association between the university sports culture and misogyny likely varies depending on publicized news items, events, and cultural initiatives, hindering the potential for replicability in the study as originally designed. Hence, future research on organization-representing avatars should carefully consider what organizational associations are likely to induce the Proteus effect.
Another limitation is the current sample, which was composed only of “opposite-sex attracted” men. Although this decision was purposeful, based on the misogynistic context of the research, future studies should sample from wider populations to increase external validity and better support claims.
The current study only used one mascot that was connected to one specific university. It is possible that the Proteus effect found in this study was specific to this mascot, and thus the phenomenon should be tested at other universities or organizations, with other cues to organizational associations besides color—as well as additional colors beyond those tested here—to enhance external validity.
There was a potential confound in avatar style, with the hypermasculine avatars appearing more cartoonish than the moderately masculine avatars. While we do not believe this difference accounts for the present findings, future research should aim to achieve stylistic consistency across avatars to better isolate Proteus effects.
The present study is limited in its reliance on a single type of implicit measurement of virtual misogynistic behavior. Corroborating this approach with direct measurement of participants’ perceived association between organizational culture and misogyny would have strengthened the behavioral metric’s validity, but such self-report measures about sensitive topics like misogyny are susceptible to social desirability bias. Another approach could have been to add a survey question asking participants about the extent to which they viewed the buttocks-touching as a transgression. We did not think of this approach at the time, but future research could easily institute this validity check.
Future research could support behavioral measurement validity by including physiological measures or implicit association tests (IAT) of attitudes 45 . Only a few avatar-effects studies have utilized physiological measures [e.g., arousal; 18 , 46 ] or the IAT [e.g., to assess racial bias; 47 , 48 ], while most Proteus effect research has utilized implicit behavioral metrics besides the IAT 4 . Future research could triangulate virtual behavioral effects with physiological or implicit attitudinal measures to bolster internal validity and elucidate psychological mechanisms behind the effects.
Also related to the behavioral metric, we limited the maximum duration of each trial to 10 s, which may have hindered the internal validity of our data by removing the possibility of more extreme data points. Although failed trials and flawed trials were relatively rare, future research should consider avoiding this issue by using naturalistic behavioral metrics that require less experimental constraint.
Another possible critique is that our findings might not have resulted from the Proteus effect, but instead on compliance to the body-touching task in general, not just for the buttocks trials. To address this, we replicated our main analyses, conducting an ANOVA with avatar color and avatar body type as the independent variables and the time-to-touch non-buttocks trials as the dependent variable. There were no significant effects found for mascot body type [F(1, 128) = 0.86, p = 0.26, η p 2 = 0.01] color [F(1, 128) = 0.32, p = 0.81, η p 2 = 0.00], or the interaction [F(1, 128) = 1.12, p = 0.09, η p 2 = 0.01]. Hence, this analysis does not contradict our interpretation of these findings as a Proteus effect.
These limitations to measurement validity notwithstanding, the present research illustrates how VR is an ideal platform for observing behaviors that closely mirror real-world dynamics, facilitating analysis of rich, contextually nuanced data that is often challenging to capture through traditional methods 49 . In particular, the study exemplifies an examination of a sensitive topic (i.e., misogynistic behavior) that would be difficult ethically to conduct in a non-virtual environment and less valid if conducted in a less immersive, less naturalistic media environment. Future research should follow this paradigm to ethically measure antisocial effects (Proteus or otherwise) via virtual behavior.
Lastly, the present research was largely exploratory in its approach to examining how a mascot might serve as an avatar and induce the Proteus effect. Future research should continue this line of inquiry on how organization-representing avatars (e.g., mascots, virtual influencers) influence user behaviors in ways that are consistent with stereotypes about organizational culture, for better or in this case, worse. Such research will contribute new theoretical extensions of the Proteus effect as well as practical inferences that are important for technological and societal development, especially as interest in avatar-mediated communication platforms and the metaverse continue to grow.
An anonymized, cleaned dataset with all variables analyzed in this study, including the raw time-elapsed data for all 16 agent-touching trials, can be found in this OSF repository: https://osf.io/smf7u/?view_only=01c5b63452fd46b19da7b0176175dcbb . A video example of the study procedure from the participant’s perspective in VR can be found here: https://youtu.be/LTDrSx6Y_oQ .
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We would like to thank the AT&T endowment to the Media & Information Department at MSU, which supports Dr. Ratan’s AT&T Endowed Chair position, as well as the following individuals who provided feedback or served as research assistants or developers on this project: Christine Alexander, Daniel Anderson, Connor Bird, Ian Crist, Aileen Dwyer, Gabriela Gendreau, William Johnston, Nathan Kellman, Skylar Yiming Lei, Andrea Stevenson Won, Hanna Wong, Whitney Zhou.
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Rabindra Ratan, George McNeill, Ann Desrochers, Stefani Taskas, Dayeoun Jang & Taj Makki
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R.R.: Team leadership, study design, simulation design, writing, data analysis; J.B.: Team leadership, writing, data analysis; G.M.: Study design, simulation design, writing, data analysis; A.D.: Study design, simulation design, writing, data analysis; S.T.: Study design, simulation design, simulation development; D.J.: Writing, data analysis with the revision; T.M.: Writing.
Correspondence to Rabindra Ratan .
Competing interests.
Dr. Ratan’s lab received unrestricted (“gift”) funding in 2022 from Meta, Inc. (Facebook, Inc., at the time) without their involvement in any design, data collection, analysis, writing or other research activities. Dr. Makki is employed by Google as a UX researcher. Ms. Boumis, Mr. McNeill, Ms. Desrochers, Ms. Taskas, and Ms. Jang and have no financial or non-financial competing interests to declare.
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Ratan, R., Boumis, J., McNeill, G. et al. Examining the Proteus effect on misogynistic behavior induced by a sports mascot avatar in virtual reality. Sci Rep 14 , 19659 (2024). https://doi.org/10.1038/s41598-024-70450-2
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Three teams of secondary school pupils from Estonia, Japan and the United States have been selected to carry out their own experiments using accelerator beams at CERN and DESY
25 June, 2024
Winners of the 2024 CERN Beamline for Schools competition: Sakura Particles” from Japan (left), “Mavericks” from Estonia (top right) and “SPEEDers” from the USA (bottom right) “(Images: Sakura Particles, Mavericks, SPEEDers)
Geneva and Hamburg, 25 June 2024. Beamline for Schools (BL4S) is a physics competition run by CERN , the European laboratory for particle physics, open to secondary school pupils from all around the world. Participants are invited to prepare a proposal for a physics experiment that can be undertaken at the beamline of a particle accelerator, either at CERN or at DESY (Deutsches Elektronen-Synchrotron in Hamburg, Germany). In 2024, three winning teams have been chosen, based on the scientific merit of their proposal and the communication merit of their video.
“Mavericks”, a team from the Secondary School of Sciences in Tallinn and the Hugo Treffner Gymnasium in Tartu, Estonia, and the team “Sakura Particles”, which brings together pupils from Kawawa Senior High School in Kanagawa, Joshigakuin Senior High School and Junten High School in Tokyo, Kawagoe Girls High School in Saitama and Kitano High School in Osaka, Japan, will travel to CERN in September 2024 to perform the experiments that they proposed. The team “SPEEDers” from Andover High School in Andover, USA, will carry out their experiment at a DESY beamline.
A beamline is a facility that provides high-energy fluxes of subatomic particles that can be used to conduct experiments in different fields, including fundamental physics, material science and medicine.
BL4S started in 2014 in the context of CERN’s 60th anniversary. Over the past 10 years, more than 20 000 pupils from all over the world have taken part in the competition, and 25 teams have been selected as winners. The participation rate has been rising consistently over the years, with a record 461 teams from 78 countries submitting an experiment proposal in 2024.
“Preparing a proposal for a particle physics experiment is a very challenging task. The success of Beamline for Schools shows that, when provided with the right support, high-school students can design feasible, interesting and imaginative experiments,” says Charlotte Warakaulle, CERN Director for International Relations. “We are continuously impressed by the quality of the proposals, and this year is no exception. The candidates demonstrated impressive creativity and great rigour, two essential qualities for students who might decide to take up scientific careers.”
The fruitful collaboration between CERN and DESY started in 2019 during a long shutdown period of the CERN accelerators. This is the sixth year that the German laboratory has hosted competition winners.
“Every year I am very impressed by the creativity and determination of the team members,” says Beate Heinemann, Director in charge of Particle Physics at DESY. “I am already looking forward to hosting the team from the USA this year. This programme is so important to me as it advances not only science but also the cultural exchange between young people from different nations.”
“Our experiment will focus on detector development for high-altitude ballooning applications,” says Saskia Põldmaa, one of the “Mavericks” members, from Estonia. “This is by far the biggest opportunity we have had so far in our lifetime so we will hold onto it dearly. We can’t wait to calibrate our homemade muon detector!”
“Our team focuses on detector development for muon tomography applications. We will test and optimise our homemade two-dimensional position-sensitive detector,” says Chiori Matsushita from the Japanese “Sakura Particles” team. “CERN has always been a dream for us. Finally getting to go there, not as a tourist but to do experiments, is amazing!”
“We focus on beam diagnostics: our aim is to measure and analyse the Smith-Purcell (SP) radiation emitted by different diffraction gratings when DESY’s electron or positron beams pass by,” says Niranjan Nair from the US “SPEEDers” team. “We are thrilled to have the opportunity to not just watch scientific advancement passively, but actively contribute to it at DESY: the ultimate goal of our experiment is to research SP radiation as a tool for beam diagnostics.”
The winning proposals were selected by a committee of CERN and DESY scientists from a shortlist of 49 particularly promising experiments. In addition, three teams will be recognised for the most creative video proposals and another 13 teams for the quality of physics outreach activities they are organising in their local communities, taking advantage of the knowledge gained by participating in BL4S.
Beamline for Schools is an education and outreach project funded by the CERN & Society Foundation ’s donors. This 11th edition is supported notably by ROLEX through its Perpetual Planet Initiative and by the Wilhelm and Else Heraeus Foundation.
Further information:
Join cern’s 70th birthday celebrations on 17 ..., how can i use cern ideasquare, cern science gateway featured in time magazin..., bike to work 2024: cern achieves the best par..., cern and pro helvetia announce the artists se..., coming together to celebrate cern70, how can i use cern’s open science office, building 60 renovations: one year on, news from the june 2024 cern council session.
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Table of contents. Step 1: Define your variables. Step 2: Write your hypothesis. Step 3: Design your experimental treatments. Step 4: Assign your subjects to treatment groups. Step 5: Measure your dependent variable. Other interesting articles. Frequently asked questions about experiments.
The Scientific Method starts with aquestion, and background research is conducted to try to answer that question. If you want to find evidence for an answer or an answer itself then you construct a hypothesis and test that hypothesis in an experiment. If the experiment works and the data is analyzed you can either prove or disprove your hypothesis.
A simple dissolving experiment. 1. Observation. The observations about the world can be open-ended, this part of the experiment is important for getting children curious about their surroundings! In this dissolving experiment, the observation could be: Some solid materials dissolve in water. 2. Question. There can be no experiment without a ...
Experimental Design. Experimental design is a process of planning and conducting scientific experiments to investigate a hypothesis or research question. It involves carefully designing an experiment that can test the hypothesis, and controlling for other variables that may influence the results. Experimental design typically includes ...
The classic experimental design definition is: "The methods used to collect data in experimental studies.". There are three primary types of experimental design: The way you classify research subjects based on conditions or groups determines the type of research design you should use. 01. Pre-Experimental Design.
A good experimental design requires a strong understanding of the system you are studying. There are five key steps in designing an experiment: Consider your variables and how they are related. Write a specific, testable hypothesis. Design experimental treatments to manipulate your independent variable.
Regina Bailey. Updated on August 16, 2024. The scientific method is a series of steps that scientific investigators follow to answer specific questions about the natural world. Scientists use the scientific method to make observations, formulate hypotheses, and conduct scientific experiments . A scientific inquiry starts with an observation.
Experiment Definition in Science. By definition, an experiment is a procedure that tests a hypothesis. A hypothesis, in turn, is a prediction of cause and effect or the predicted outcome of changing one factor of a situation. Both the hypothesis and experiment are components of the scientific method. The steps of the scientific method are:
A research design is a strategy for answering your research question using empirical data. Creating a research design means making decisions about: Your overall research objectives and approach. Whether you'll rely on primary research or secondary research. Your sampling methods or criteria for selecting subjects. Your data collection methods.
Experimental research is commonly used in sciences such as sociology and psychology, physics, chemistry, biology and medicine etc. It is a collection of research designs which use manipulation and controlled testing to understand causal processes. Generally, one or more variables are manipulated to determine their effect on a dependent variable.
Experimental research serves as a fundamental scientific method aimed at unraveling. cause-and-effect relationships between variables across various disciplines. This. paper delineates the key ...
An experiment is a data collection procedure that occurs in controlled conditions to identify and understand causal relationships between variables. Researchers can use many potential designs. The ultimate choice depends on their research question, resources, goals, and constraints. In some fields of study, researchers refer to experimental ...
5 Components of a Well-Designed Scientific Experiment. Whether in middle school or a laboratory at NASA, the scientific method is the accepted approach for conducting an experiment. The five components of the scientific method are: observations, questions, hypothesis, methods and results. Following the scientific method procedure not only ...
10 Experimental research. 10. Experimental research. Experimental research—often considered to be the 'gold standard' in research designs—is one of the most rigorous of all research designs. In this design, one or more independent variables are manipulated by the researcher (as treatments), subjects are randomly assigned to different ...
There are 3 types of experimental research designs. These are pre-experimental research design, true experimental research design, and quasi experimental research design. 1. The assignment of the control group in quasi experimental research is non-random, unlike true experimental design, which is randomly assigned. 2.
Collect the data by using suitable data collection according to your experiment's requirement, such as observations, case studies , surveys , interviews, questionnaires, etc. Analyse the obtained information. Step 8. Present and Conclude the Findings of the Study. Write the report of your research.
Research methods are specific procedures for collecting and analyzing data. Developing your research methods is an integral part of your research design. When planning your methods, there are two key decisions you will make. First, decide how you will collect data. Your methods depend on what type of data you need to answer your research question:
The Parts of a Laboratory Report Introduction: What is the context in which the experiment takes place? The primary job of any scientific Introduction is to establish the purpose for doing the experiment that is to be reported. When scientists do research, the main purpose that guides their work is to contribute to the knowledge of their field.
The final component that defines an experimental design is, of course, the results. After the observations, surveys and interviews and running the research process through any one of the above-mentioned types of research design, the researcher will have the result of the hypothesis testing. This result will be either for or against the hypothesis.
The three main types of experimental research design are: 1. Pre-experimental research. A pre-experimental research study is an observational approach to performing an experiment. It's the most basic style of experimental research. Free experimental research can occur in one of these design structures: One-shot case study research design: In ...
Method. This should be the easiest part of the paper to write, as it is a run-down of the exact design and methodology used to perform the research. Obviously, the exact methodology varies depending upon the exact field and type of experiment.. There is a big methodological difference between the apparatus based research of the physical sciences and the methods and observation methods of ...
Types of Research Designs Compared | Guide & Examples. Published on June 20, 2019 by Shona McCombes.Revised on June 22, 2023. When you start planning a research project, developing research questions and creating a research design, you will have to make various decisions about the type of research you want to do.. There are many ways to categorize different types of research.
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This research took place in two parts: an online pre-test to assess and guide the design of the university mascot avatars for use in an experimental study and then the experimental study designed ...
Position Summary. We are seeking a part-time Technician A to complete experiments furthering the investigation of a monogenic human immunodeficiency. The successful applicant will work remotely and on-site to complete experiments and analysis of previously acquired experimental data towards the goal of submitting a manuscript.
Geneva and Hamburg, 25 June 2024. Beamline for Schools (BL4S) is a physics competition run by CERN, the European laboratory for particle physics, open to secondary school pupils from all around the world. Participants are invited to prepare a proposal for a physics experiment that can be undertaken at the beamline of a particle accelerator, either at CERN or at DESY (Deutsches Elektronen ...