Cyberpsychology: An Introduction to Human-Computer InteractionThis 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. |
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Índice
5 | |
Two | 37 |
Three | 67 |
Four | 97 |
Five | 125 |
Six | 159 |
Computer literacy was the term once used in schools to refer to | 164 |
Seven | 175 |
Twelve | 312 |
Thirteen | 347 |
Fourteen | 385 |
Fifteen | 412 |
Sixteen | 432 |
Seventeen | 459 |
As indicated in the previous scenarios and the second one from Chapter | 460 |
Eighteen | 480 |
Eight | 200 |
Nine | 228 |
Ten | 253 |
Contents | 256 |
Eleven | 286 |
Contents | 483 |
Nineteen | 509 |
Cybersecurity is both a new issue and an old one in the history of compu | 510 |
532 | |
Otras ediciones - Ver todo
Cyberpsychology: An Introduction to Human-Computer Interaction Kent L. Norman Vista previa restringida - 2017 |
Cyberpsychology: An Introduction to Human-Computer Interaction Kent Norman No hay ninguna vista previa disponible - 2017 |
Términos y frases comunes
ability ACT-R activity activity theory addiction agents artificial intelligence assistive technologies automation behavior brain Chapter cognitive communication complex computer rage cyberbullying cyberpsychology cyberspace developed disorders display effect electronic emotions End Thoughts entertainment environment example experience Facebook factors functions hackathon human human–computer interface idea impaired individual differences input interaction Internet involved Journal keyboard learning machine memory mental menu methods models motor mouse movement n-Ach natural language nervous system networks neural neurons Norman objects one’s operations output participants password performance person personal computer players problem solving psychology require Retrieved robot Scenario screen sense sensory shown in Figure simulation smartphone social media space spatial visualization ability Suggested Exercises Table task theory therapy tion types usability video games virtual reality visual words