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"We know that it matters crucially to be able to say who we are, why we are here, and where we are going," Peter Brooks writes in Enigmas of Identity. Many of us are also uncomfortably aware that we cannot provide a convincing account of our identity to others or even ourselves. Despite or because of that failure, we keep searching for identity, making it up, trying to authenticate it, and inventing excuses for our unpersuasive stories about it. This wide-ranging book draws on literature, law, and psychoanalysis to examine important aspects of the emergence of identity as a peculiarly modern preoccupation. In particular, the book addresses the social, legal, and personal anxieties provoked by the rise of individualism and selfhood in modern culture. Paying special attention to Rousseau, Freud, and Proust, Brooks also looks at the intersection of individual life stories with the law, and considers the creation of an introspective project that culminates in psychoanalysis. Elegant and provocative, Enigmas of Identity offers new insights into the questions and clues about who we think we are.
Group identity. --- Collective identity --- Community identity --- Cultural identity --- Social identity --- Identity (Psychology) --- Social psychology --- Collective memory --- Group identity --- 82:159.9 --- 82:159.9 Literatuur en psychologie. Literatuur en psychoanalyse --- Literatuur en psychologie. Literatuur en psychoanalyse --- Beethoven. --- Enlightenment. --- Jean-Jacques Rousseau. --- Marcel Proust. --- Matisse. --- Renaissance. --- Sigmund Freud. --- Stendhal. --- autoeroticism. --- cities. --- crime. --- culture. --- derealization. --- disciplined reproduction. --- disguise. --- double agent. --- egotism. --- fingerprinting. --- fingerprints. --- identificatory paradigm. --- identity paradigm. --- identity. --- impostor. --- imposture. --- individual identity. --- individualism. --- introspection. --- inviolate personality. --- late style. --- life stories. --- masturbation. --- misprision. --- modern culture. --- modern identity. --- modern nation-state. --- modern societies. --- modernity. --- narcissism. --- nascent capitalism. --- necessity. --- personal identity. --- privacy. --- private identity. --- proteanism. --- psychoanalysis. --- retrospective narrator. --- searches. --- seizures. --- self dissolution. --- self dramatization. --- self estrangement. --- self-dissolution. --- self-love. --- self-obsession. --- self-reflexiveness. --- self-reinvention. --- self. --- selfhood. --- sexuality. --- solipsism. --- spy. --- urbanism.
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In the computer sciences, virtual reality (VR) is usually described as a set of fancy technologies. However, in medicine and neuroscience, VR is instead defined as an advanced form of human–computer interface that allows the user to interact with and become present in a computer-generated environment. The sense of presence offered by VR makes it a powerful tool for personal change because it offers a world where the individual can stay and live a specific experience. For this reason, the use of VR in mental health shows promise: different types of research support its clinical efficacy for conditions including anxiety disorders, stress-related disorders, obesity and eating disorders, pain management, addiction, and schizophrenia. However, more research is needed to transform VR according to a clinical standard for mental health. This Special Issue aims to present the most recent advances in the mental health applications of VR, as well as their implications for future patient care.
Generalized Anxiety Disorder (GAD) --- virtual reality --- exposure in virtual reality --- cognitive exposure --- standardized scenario --- personalized scenario --- spatial memory --- episodic memory --- enactment --- memory rehabilitation --- embodied cognition --- aging --- body image disturbances --- body anxiety --- fear of gaining weight --- full body illusion --- body representation --- obesity --- health --- navigation --- neurorehabilitation --- systematic review --- virtual environment --- cognitive and physical rehabilitation --- oldest old person --- Obsessive–compulsive disorders --- multiple errands test --- cognitive assessment --- executive functions --- computational models --- decision tree --- cross-validation --- real phobic images --- anxiety disorders --- specific phobia --- fMRI --- neuroimaging --- anorexia nervosa --- body image distortion --- body dissatisfaction --- embodiment --- interpersonal multisensory stimulation --- pain perception --- telescoped effect --- amputee patients --- emotion regulation --- treatment --- wellbeing intervention --- adults --- distraction systems --- dental anxiety --- pain --- autism spectrum disorder --- body movements --- repetitive behaviors --- machine learning --- dementia --- mild cognitive impairment --- electroencephalogram --- serious game --- Alzheimer disease --- digital biomarker --- hippocampus --- MRI --- cognitive rehabilitation --- computerized assessment --- sense of reality --- hallucinations --- psychosis --- derealization --- n/a --- sense of agency --- metacognition --- stress --- bodily-self --- mental health --- presence --- Obsessive-compulsive disorders
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In the computer sciences, virtual reality (VR) is usually described as a set of fancy technologies. However, in medicine and neuroscience, VR is instead defined as an advanced form of human–computer interface that allows the user to interact with and become present in a computer-generated environment. The sense of presence offered by VR makes it a powerful tool for personal change because it offers a world where the individual can stay and live a specific experience. For this reason, the use of VR in mental health shows promise: different types of research support its clinical efficacy for conditions including anxiety disorders, stress-related disorders, obesity and eating disorders, pain management, addiction, and schizophrenia. However, more research is needed to transform VR according to a clinical standard for mental health. This Special Issue aims to present the most recent advances in the mental health applications of VR, as well as their implications for future patient care.
Information technology industries --- Generalized Anxiety Disorder (GAD) --- virtual reality --- exposure in virtual reality --- cognitive exposure --- standardized scenario --- personalized scenario --- spatial memory --- episodic memory --- enactment --- memory rehabilitation --- embodied cognition --- aging --- body image disturbances --- body anxiety --- fear of gaining weight --- full body illusion --- body representation --- obesity --- health --- navigation --- neurorehabilitation --- systematic review --- virtual environment --- cognitive and physical rehabilitation --- oldest old person --- Obsessive-compulsive disorders --- multiple errands test --- cognitive assessment --- executive functions --- computational models --- decision tree --- cross-validation --- real phobic images --- anxiety disorders --- specific phobia --- fMRI --- neuroimaging --- anorexia nervosa --- body image distortion --- body dissatisfaction --- embodiment --- interpersonal multisensory stimulation --- pain perception --- telescoped effect --- amputee patients --- emotion regulation --- treatment --- wellbeing intervention --- adults --- distraction systems --- dental anxiety --- pain --- autism spectrum disorder --- body movements --- repetitive behaviors --- machine learning --- dementia --- mild cognitive impairment --- electroencephalogram --- serious game --- Alzheimer disease --- digital biomarker --- hippocampus --- MRI --- cognitive rehabilitation --- computerized assessment --- sense of reality --- hallucinations --- psychosis --- derealization --- sense of agency --- metacognition --- stress --- bodily-self --- mental health --- presence
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