Listing 1 - 6 of 6 |
Sort by
|
Choose an application
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
Cyberspace - Psychological aspects --- Virtual reality - Psychological aspects --- Telematics - Social aspects --- Cyberspace --- Virtual reality --- Telematics
Choose an application
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.
Imagery (Psychology) --- Virtual reality therapy --- Mental representation. --- Virtual reality --- Imagerie (Psychologie) --- Thérapie virtuelle --- Représentation mentale --- Réalité virtuelle --- Psychological aspects --- Aspect psychologique --- Mental representation --- Thérapie virtuelle --- Représentation mentale --- Réalité virtuelle --- Psychological aspects. --- Réalité virtuelle - Aspect psychologique --- Virtual reality - Psychological aspects
Choose an application
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.
Video games --- Video gamers --- Virtual reality --- Psychological aspects --- Psychology --- Psychological aspects. --- Psychology. --- Computer. Automation --- Sociology of culture --- 527 --- Games --- gamedesign --- virtuele wereld --- virtuele realiteit --- psychologie --- fenomenologie --- informatica - specifieke toepassingen --- Environments, Virtual --- Virtual environments --- Virtual worlds --- Computer simulation --- Reality --- Gamers, Video --- Players, Video game (Persons) --- Video game players (Persons) --- Persons --- Computerspiel. --- Immersion --- Psychologie. --- Tv-spel --- Videospiel. --- Virtuell verklighet --- Virtuelle Realität. --- Psykologiska aspekter. --- Video games - Psychological aspects --- Video gamers - Psychology --- Virtual reality - Psychological aspects
Choose an application
"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"--
Philosophy and psychology of culture --- Philosophical anthropology --- Affective and dynamic functions --- Aesthetics --- Artificial intelligence. Robotics. Simulation. Graphics --- Virtual reality - Psychological aspects --- Human-compuer interaction - Psychological aspects --- Digital media - Psychological aspects --- Interactive multimedia - Psychological aspects --- Virtual reality --- Human-computer interaction --- Computer-human interaction --- Human factors in computing systems --- Interaction, Human-computer --- Human engineering --- User-centered system design --- User interfaces (Computer systems) --- Environments, Virtual --- Virtual environments --- Virtual worlds --- Computer simulation --- Reality --- Psychological aspects.
Choose an application
Internet and children --- Internet and teenagers --- Human-computer interaction --- Communication --- Adolescent psychology --- Virtual reality --- Internet et enfants --- Internet et adolescents --- Interaction homme-machine (Informatique) --- Technologies de l'information et de la communication --- Adolescents --- Réalité virtuelle --- Psychological aspects --- Technological innovations --- Aspect psychologique --- Psychologie --- Imagery (Psychology) --- Video games --- Réalité virtuelle --- Children and Virtual Worlds --- Psychology --- Psychopathology --- Psychological aspects. --- Informatique --- Computer science --- Enfant --- Jeu --- Video games - Psychological aspects --- Virtual reality - Psychological aspects --- Médias et enfants --- Jeux vidéo --- Mass media and children. --- Emploi en thérapeutique --- Therapeutic use. --- Video games. --- Virtual reality.
Choose an application
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.
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 --- AĮ --- 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
Listing 1 - 6 of 6 |
Sort by
|