Cyberpsychology : an introduction to human-computer interaction
著者
書誌事項
Cyberpsychology : an introduction to human-computer interaction
Cambridge University Press, 2017
2nd ed
- : pbk
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注記
Includes bibliographical references and index
Previous ed. published 2008
内容説明・目次
内容説明
This textbook provides a comprehensive overview of the human-computer interface in clear, non-technical language, making it an ideal introduction for students of both psychology and computer science. Covering the past, present, and future developments in technology and psychology, it combines cutting-edge academic research with engaging illustrations and examples that show students how the material relates to their lives. Topics addressed include: human factors of input devices, and the basics of sensation and perception; memory and cognitive issues of users navigating their way through interfaces; communication via programming languages and natural speech interaction; cyberpathologies such as techno-stress and Internet addiction disorders; and challenges surrounding automation and artificial intelligence. This thoroughly updated second edition features new chapters on virtual reality and cybersecurity; expanded coverage of social media, mobile computing, e-learning, and video games; and end-of-chapter review questions that ensure students have mastered key objectives.
目次
- Part I. Fundamentals: 1. Introduction: importance, implications, and historical perspectives
- 2. Fundamentals: biological and technological bases
- 3. Theoretical approaches: models and metaphors
- 4. Research: modes and methods
- Part II. Systems: 5. Sensory-motor interfaces: input and output
- 6. Virtual environments
- 7. Learning and memory, transfer and interference
- 8. Thinking and problem solving
- 9. Language and programming
- Part III. Relationships: 10. Individual differences: people, performance, and personality
- 11. Motivation, emotion, and affective computing
- 12. Social media and interpersonal relations
- 13. Cyberpathologies and cybertherapies
- Part IV. Applications: 14. Automation and artificial intelligence
- 15. Assistive technologies
- 16. Video games and entertainment
- 17. Technology and education
- 18. Cybersecurity
- 19. The future: the ultimate human-computer interface.
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