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Book
An introduction to cyberpsychology
Author:
ISBN: 1138823783 1138823791 1317584538 131574189X 131758452X 9781138823792 9781138823785 Year: 2016 Publisher: London: Taylor & Francis,

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Abstract

An Introduction to Cyberpsychology is the first book to provide a student-oriented introduction to this rapidly growing and increasingly studied topic. It is designed to encourage students to critically evaluate the psychology of online interactions, and to develop appropriate research methodologies to complete their own work in this field.Further resources for students and instructors are available on the book’s companion website, including audio and video links, essay questions, a multiple-choice test bank, and PowerPoint lecture slides. Uniquely combining a survey of the field with a focus on the applied areas of psychology, the book is designed to be a core text for undergraduate modules in cyberpsychology and the psychology of the internet, and a primer for students of postgraduate programs in cyberpsychology


Book
Rêver, fantasmer, virtualiser : du virtuel psychique au virtuel numérique
Author:
ISBN: 9782100572854 2100572857 Year: 2012 Publisher: Paris : Dunod,

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Serge Tisseron dans ce nouvel ouvrage interroge les trois notions du fantasme, du rêve et de la virtualisation. Il met en travail ces trois domaines pour dégager un fil rouge commun : le vouloir voir absent. Un parcours méthodique au service de l'élucidation de la révolution du virtuel qui caractérise notre société et modifie notre psyché.


Book
In-game : from immersion to incorporation
Author:
ISBN: 9780262015462 0262015463 Year: 2011 Publisher: Cambridge, Mass. MIT Press

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In In-Game, Gordon Calleja examines what exactly it is that makes digital games so uniquely involving and offers a new, more precise, and game-specific formulation of this involvement.


Book
The aesthetics of virtual reality
Author:
ISBN: 9780367619251 9780367620424 0367620421 0367619253 1003107648 1000452085 Year: 2022 Publisher: New York, N.Y. Routledge, Taylor & Francis Group

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"This is the first book to present an aesthetics of virtual reality media. It situates virtual reality media in terms of the philosophy of the arts, comparing them to more familiar media such as painting, film and photography. When philosophers have approached virtual reality, they have almost always done so through the lens of metaphysics, asking questions about the reality of virtual items and worlds, about the value of such things, and indeed, about how they may reshape our understanding of the "real" world. Grant Tavinor finds that approach to be fundamentally mistaken, and that to really account for virtual reality, we must focus on the medium and its uses, and not the hypothetical and speculative instances that are typically the focus of earlier works. He also argues that much of the cultural and metaphysical hype around virtual reality is undeserved. But this does not mean that virtual reality is illusory or uninteresting; on the contrary, it is significant for the altogether different reason that it overturns much of our understanding of how representational media can function and what we can use them to achieve. The Aesthetics of Virtual Reality will be of interest to scholars and advanced students working in aesthetics, philosophy of art, philosophy of technology, metaphysics, and game studies"--


Book
Psychologie des écrans
Authors: ---
ISBN: 9782130627128 2130627129 Year: 2015 Volume: 4001 Publisher: Paris PUF

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Echographie foetale de la grossesse, conversations sur Skype, consoles de jeux vidéo, smartphones, etc., les écrans peuplent nos vies et la réalité virtuelle s’invite dans notre quotidien à tous les âges. Cet usage inflationniste des écrans inquiète parfois, interroge dans tous les cas quant à ses effets sur notre rapport au monde et à nous-mêmes. Les professionnels de l’éducation et du soin en particulier ne peuvent désormais plus faire l’économie d’une réflexion autour de ces outils numériques omniprésents et en constante mutation. Mais comment appréhender cette réalité virtuelle si présente et si diverse ? Des lapsus sur ordinateur jusqu’à l’addiction aux jeux en lignes, de la thérapie par téléphone à l’imagerie médicale, cet ouvrage explore ce que la réalité virtuelle fait aux êtres humains. En croisant les regards philosophiques, psychanalytiques et des sciences de l’information, il propose une psychologie des vertus mais aussi des vertiges des multiples avatars de la réalité virtuelle contemporaine.

Keywords

Virtual reality --- Computers --- Réalité virtuelle --- Ordinateurs --- Psychological aspects --- Aspect psychologique --- Communication --- Technological innovations --- Écran --- Nouvelle technologie --- Beeldscherm --- Nieuwe technologie --- Réalité virtuelle --- Psychological aspects. --- new technology --- nieuwe technologie --- ny teknik --- új technológia --- нова технология --- nowe technologie --- jauna tehnoloģija --- nuova tecnologia --- nova tecnologia --- nová technológia --- nueva tecnología --- teknologji e re --- nová technologie --- uus tehnoloogia --- uusi teknologia --- tehnologie avansată --- neue Technologie --- teknoloġija ġdida --- нова технологија --- νέες τεχνολογίες --- nova tehnologija --- ny teknologi --- naujoji technologija --- moderná technológia --- alta tecnologia --- Spitzentechnologie --- neuartige Technologie --- tecnología avanzada --- technique de pointe --- fejlett technológia --- advanced technology --- Hightech --- advanced technique --- kõrgtehnoloogia --- avanceret teknik --- alta tecnología --- progresivní technologie --- high-tech --- korszerű technika --- forkantteknologi --- teknikë e përparuar --- arenenud tehnoloogia --- spetsteknik --- špičková technika --- högt utvecklad teknik --- hoch entwickelte Technik --- arenenud tehnika --- high technology --- technologie avancée --- tecnologia de ponta --- висока технологија --- tecnologia di punta --- tecnica d'avanguardia --- avancerad teknik --- tecnologia nova --- geavanceerde technologie --- tecnología punta --- csúcstechnológia --- napredna tehnologija --- hoogontwikkelde technologie --- tecnica di punta --- speerpunttechnologie --- kehittynyt teknologia --- högteknologi --- teknologji e lartë --- τεχνολογία αιχμής --- pažangioji technika --- напредна технологија --- attīstīta tehnoloģija --- korkea teknologia --- højteknologi --- προηγμένη τεχνολογία --- technologie nouvelle --- augstās tehnoloģijas --- модерна технологија --- tehnică avansată --- haute technologie --- spitstechnologie --- tecnologia avanzata --- high tech --- aukštoji technologija --- attīstīta metode --- înaltă trhnologie --- spjutspetsteknik --- špičková technologie --- visoka tehnologija --- korszerű technológia --- moderná technika --- pažangioji technologija --- kehittynyt tekniikka --- fortgeschrittene Technologie --- tecnologia avançada --- hightech --- υψηλή τεχνολογία --- schermo --- οθόνη --- beeldscherm --- pantalla --- skrin --- skærm --- ekran --- kuvaruutu --- ekranas --- екран --- scáileán --- Bildschirm --- ecrã --- zaslon --- obrazovka --- monitor --- ekrāns --- ekraan --- screen --- skärm --- zobrazovací jednotka --- μονάδα οπτικής απεικόνισης --- monitor video --- videomonitors --- unitate video --- videoterminal --- монитор --- počítačová zobrazovacia jednotka --- vaizdo monitorius --- bildskärmsenhet --- monitor de visualización --- EV --- video monitor --- ekran video --- moniteur vidéo --- monitor de televisión --- DSG --- képernyő --- pantalla de radar --- video display unit --- pantalla de visualización --- οθόνη βίντεο --- платно --- Videomonitor --- pantalla electrónica --- obrazovka počítače --- pantalla de vídeo --- videomonitor --- pantalla de televisión --- näyttölaite --- --- VDU --- näyttö --- videoterminālā ierīce --- datorskärm --- visual display unit --- pantalla de cristal líquido --- displej --- monitor de vídeo --- nuatheicneolaíocht --- Virtual reality - Psychological aspects --- Communication - Technological innovations - Psychological aspects --- Écran

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