Feeling Present in the Physical World and in Computer-Mediated Environments

Feeling Present in the Physical World and in Computer-Mediated Environments PDF Author: J. Waterworth
Publisher: Springer
ISBN: 1137431679
Category : Psychology
Languages : en
Pages : 169

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Book Description
This concise volume presents for the first time a coherent and detailed account of why we experience feelings of being present in the physical world and in computer-mediated environments, why we often don't, and why it matters - for design, psychotherapy, tool use and social creativity amongst other practical applications.

Feeling Present in the Physical World and in Computer-Mediated Environments

Feeling Present in the Physical World and in Computer-Mediated Environments PDF Author: J. Waterworth
Publisher: Springer
ISBN: 1137431679
Category : Psychology
Languages : en
Pages : 169

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Book Description
This concise volume presents for the first time a coherent and detailed account of why we experience feelings of being present in the physical world and in computer-mediated environments, why we often don't, and why it matters - for design, psychotherapy, tool use and social creativity amongst other practical applications.

Interacting with Presence

Interacting with Presence PDF Author: Giuseppe Riva
Publisher: Walter de Gruyter GmbH & Co KG
ISBN: 3110409690
Category : Psychology
Languages : en
Pages : 196

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Book Description
The experience of using and interacting with the newest Virtual Reality and computing technologies is profoundly affected by the extent to which we feel ourselves to be really ‘present’ in computer-generated and -mediated augmented worlds. This feeling of 'Presence’, of “being inside the mediated world”, is key to understanding developments in applications such as interactive entertainment, gaming, psychotherapy, education, scientific visualisation, sports training and rehabilitation, and many more. This edited volume, featuring contributions from internationally renowned scholars, provides a comprehensive introduction to and overview of the topic of mediated presence - or ‘tele-presence’ - and of the emerging field of presence research. It is intended for researchers and graduate students in human-computer interaction, cognitive science, psychology, cyberpsychology and computer science, as well as for experienced professionals from the ICT industry. The editors are all well-known professional researchers in the field: Professor Giuseppe Riva from the Catholic University of Milan, Italy; Professor John Waterworth from Umeå University, Sweden; Dianne Murray, an HCI Consultant and editor of the journal “Interacting with Computers”.

Primitive Interaction Design

Primitive Interaction Design PDF Author: Kei Hoshi
Publisher: Springer Nature
ISBN: 3030429547
Category : Computers
Languages : en
Pages : 139

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Book Description
Interaction design is acknowledged as an important area of study, and more especially of design practice. Hugely popular and profitable consumer devices, such as mobile phones and tablets, are seen as owing much of their success to the way they have been designed, not least their interface characteristics and the styles of interaction that they support. Interaction design studies point to the importance of a user-centred approach, whereby products are in principle designed around their future users’ needs and capacities. However, it is the market, and marketing, that determine which products are available for people to interact with and to a great extent what their designed characteristics are. Primitive Interaction Design is based on the realisation that designers need to be freed from the marketplace and industry pressure, and that the usual user-centred arguments are not enough to make a practical difference. Interaction designers are invited to cast themselves as “savages”, as if wielding primitive tools in concrete physical environments. A theoretical perspective is presented that opens up new possibilities for designers to explore fresh ideas and practices, including the importance of conscious and unconscious being, emptiness and trickery. Building on this, a set of design tools for primitive design work is presented and illustrated with practical examples. This book will be of particular interest to undergraduate and graduate students and researchers in interaction design and HCI, as well as practicing interaction designers and computer professions. It will also appeal to those with an interest in psychology, anthropology, cultural studies, design and the future of technology in society.

Psychology of Technology

Psychology of Technology PDF Author: V.K. Kool
Publisher: Springer
ISBN: 3319453335
Category : Psychology
Languages : en
Pages : 397

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Book Description
This unique treatise expands on the philosophy of technology to argue for a psychology of technology based on the complex relationships between psychology, biology and technology, especially in the light of our relationships with our digital devices, our online lives, and our human experience. Drawing from disciplines ranging from philosophy and evolution to cognition and neuroscience, it examines myriad aspects of the brain’s creative development: the cognitive, sensory, and motor processes that enable technological progress and its resulting efficiencies and deficiencies along with our discomforts and pleasures. These experiences are key to behavioral and affective processes in technology, manifest in such diverse phenomena as multitasking, the shift in tech design from ergonomics to hedonomics, and the many types of online problem behaviors. Through these rich pages, readers can understand more deeply the history and future of human adjustment and adaptation in an environment intertwined with technology—and, with the ascendance of video games and virtual reality, new conceptions of the human self. Among the topics covered: Could we have remained a tech-devoid society? Technology, ergonomics and the non-executive functions of our body. New directions in brain-computer interface. From avatars and agents to virtual reality technology.“br> On measuring affective responses to objects. Psychology, technology, ethics, and culture. A timely lens on a field that will grow in importance as it shapes our existence, Psychology of Technology will be read and discussed by not only psychologists, social scientists, and behavioral scientists, but also by technology designers and developers and those in biotechnology.

The Psychosocial Reality of Digital Travel

The Psychosocial Reality of Digital Travel PDF Author: Ingvar Tjostheim
Publisher: Springer Nature
ISBN: 3030912728
Category : Psychology
Languages : en
Pages : 160

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Book Description
This open access book takes a fresh look at the nature of the digital travel experience, at a time when more and more people are engaged in online social interaction, games, and other virtual experiences essentially involving online visits to other places. It examines whether these experiences can seem real to the virtual traveller and, if so, under what conditions and on what grounds. The book unpacks philosophical theories relevant to the feeling of being somewhere, emphasising the importance of perception and being-in-the-world. Notions of place are outlined, based on work in tourism studies, human geography, and other applied social fields, with an aim to investigate how and when different experiences of place arise for the traveller and how these relate to telepresence – the sense of being there in another place through digital media. Findings from recent empirical studies of digital travel are presented, including a survey from which the characteristics of “digital travellers” are identified. A review of selected interactive design trends and possibilities leads to the conclusion, which draws these strands together and looks to the future of this topical and expanding field.

Advances in Flow Research

Advances in Flow Research PDF Author: Corinna Peifer
Publisher: Springer Nature
ISBN: 3030534685
Category : Psychology
Languages : en
Pages : 460

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Book Description
This second edition provides a review of the current flow research. The first, thoroughly revised and extended, part of the book, addresses basic concepts, correlates, conditions and consequences of flow experience. This includes the developments of the flow model, methods to measure flow, its physiological correlates, personality factors involved in the emergence of flow, social flow, the relationship of flow with performance and wellbeing, but also possible negative consequences of flow. The second, completely new, part of the book addresses flow in diverse contexts, in particular, work, development, sports, music and arts, and human computer interaction. As such, the book provides a broad overview on the current state of flow research – from the basics to specific contexts of application. It presents what has been learned since the beginning of flow research, what is still open, and how the mission to understand and foster flow should continue. The book addresses researchers and students who are interested in flow, as well as practitioners who seek for sound research on flow in their field of expertise.

ECGBL 2020 14th European Conference on Game-Based Learning

ECGBL 2020 14th European Conference on Game-Based Learning PDF Author: Panagiotis Fotaris
Publisher: Academic Conferences limited
ISBN: 1912764709
Category : Education
Languages : en
Pages : 862

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Book Description
These proceedings represent the work of contributors to the 14th European Conference on Games Based Learning (ECGBL 2020), hosted by The University of Brighton on 24-25 September 2020. The Conference Chair is Panagiotis Fotaris and the Programme Chairs are Dr Katie Piatt and Dr Cate Grundy, all from University of Brighton, UK.

Feeling Present in the Physical World and in Computer-Mediated Environments

Feeling Present in the Physical World and in Computer-Mediated Environments PDF Author: J. Waterworth
Publisher: Springer
ISBN: 1137431679
Category : Psychology
Languages : en
Pages : 124

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Book Description
This concise volume presents for the first time a coherent and detailed account of why we experience feelings of being present in the physical world and in computer-mediated environments, why we often don't, and why it matters - for design, psychotherapy, tool use and social creativity amongst other practical applications.

The Oxford Handbook of Eating Disorders

The Oxford Handbook of Eating Disorders PDF Author: W. Stewart Agras
Publisher: Oxford University Press
ISBN: 0190620994
Category : Language Arts & Disciplines
Languages : en
Pages : 561

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Book Description
Fully revised to reflect the DSM-5, the second edition of The Oxford Handbook of Eating Disorders features the latest research findings, applications, and approaches to understanding eating disorders. Including foundational topics alongside practical specifics, like literature reviews and clinical applications, this handbook is essential for scientists, clinicians, and students alike.

Computers and Games for Mental Health and Well-Being

Computers and Games for Mental Health and Well-Being PDF Author: Yasser Khazaal
Publisher: Frontiers Media SA
ISBN: 2889454967
Category : Video games in education
Languages : en
Pages : 311

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Book Description
Recent years have seen important developments in the computer and game industry, including the emergence of the concept of serious games. It is hypothesized that tools such as games, virtual reality, or applications for smartphones may foster learning, enhance motivation, promote behavioral change, support psychotherapy, favor empowerment, and improve some cognitive functions. Computers and games may create supports for training or help people with cognitive, emotional, or behavioral change. Games take various formats, from board games to informatics to games with interactive rules of play. Similarly, computer tools may vary widely in format, from self-help or assisted computerized training to virtual reality or applications for smartphones. Some tools that may be helpful for mental health were specifically designed for that goal, whereas others were not. Gamification of computer-related products and games with a numeric format tend to reduce the gap between games and computers tools and increase the conceptual synergy in such fields. Games and computer design share an opportunity for creativity and innovation to help create, specifically design, and assess preventive or therapeutic tools. Computers and games share a design conception that allows innovative approaches to overcome barriers of the real world by creating their own rules. Yet, despite the potential interest in such tools to improve treatment of mental disorders and to help prevent them, the field remains understudied and information is under-disseminated in clinical practice. Some studies have shown, however, that there is potential interest and acceptability of tools that support various vehicles, rationales, objectives, and formats. These tools include traditional games (e.g., chess games), popular electronic games, board games, computer-based interventions specifically designed for psychotherapy or cognitive training, virtual reality, apps for smartphones, and so forth. Computers and games may offer a true opportunity to develop, assess, and disseminate new prevention and treatment tools for mental health and well-being. Currently, there is a strong need for state-of-the-art information to answer questions such as the following: Why develop such tools for mental health and well-being? What are the potential additions to traditional treatments? What are the best strategies or formats to improve the possible impact of these tools? Are such tools useful as a first treatment step? What is the potential of a hybrid model of care that combines traditional approaches with games and/or computers as tools? What games and applications have already been designed and studied? What is the evidence from previous studies? How can such tools be successfully designed for mental health and well-being? What is rewarding or attractive for patients in using such treatments? What are the worldwide developments in the field? Are some protocols under development? What are the barriers and challenges related to such developments? How can these tools be assessed, and how can the way that they work, and for whom, be measured? Are the potential benefits of such products specific, or can these additions be attributed to nonspecific factors? What are the users’ views on such tools? What are the possible links between such tools and social networks? Is there a gap between evidence-based results and market development? Are there any quality challenges? What future developments and studies are needed in the field?