Author: Federica Pallavicini
Publisher: Frontiers Media SA
ISBN: 2889634132
Category :
Languages : en
Pages : 127
Book Description
Assessing the Therapeutic Uses and Effectiveness of Virtual Reality, Augmented Reality and Video Games for Emotion Regulation and Stress Management
Author: Federica Pallavicini
Publisher: Frontiers Media SA
ISBN: 2889634132
Category :
Languages : en
Pages : 127
Book Description
Publisher: Frontiers Media SA
ISBN: 2889634132
Category :
Languages : en
Pages : 127
Book Description
Traveling Music Videos
Author: Tomá Jirsa
Publisher: Bloomsbury Publishing USA
ISBN: 1501398016
Category : Art
Languages : en
Pages : 289
Book Description
Traveling Music Videos offers a new interdisciplinary perspective on how contemporary music videos travel across, shape, and transform various media, online platforms, art institutions, and cultural industries worldwide. With the onset of digital technologies and the proliferation of global video-sharing websites at the beginning of the 21st century, music video migrated from TV screens to turn instead to the internet, galleries, concert stages, and social media. As a result, its aesthetics, technological groundings, and politics have been radically transformed. From the kinaesthetic experience of TikTok to the recent reimaginations of maps and navigation tools through music video cartographies, from the ecofeminist voices mediated by live-stream concerts to the transmedia logic of video games and VR, from the videos' role in contemporary art galleries to their political interventions -the chapters map the ways music video is continually reconfiguring itself. The volume tracks music video's audiovisual itineraries across different geographies, maps its transmedia routes, and tackles the cultural impact that it has on our current media ecosystem.
Publisher: Bloomsbury Publishing USA
ISBN: 1501398016
Category : Art
Languages : en
Pages : 289
Book Description
Traveling Music Videos offers a new interdisciplinary perspective on how contemporary music videos travel across, shape, and transform various media, online platforms, art institutions, and cultural industries worldwide. With the onset of digital technologies and the proliferation of global video-sharing websites at the beginning of the 21st century, music video migrated from TV screens to turn instead to the internet, galleries, concert stages, and social media. As a result, its aesthetics, technological groundings, and politics have been radically transformed. From the kinaesthetic experience of TikTok to the recent reimaginations of maps and navigation tools through music video cartographies, from the ecofeminist voices mediated by live-stream concerts to the transmedia logic of video games and VR, from the videos' role in contemporary art galleries to their political interventions -the chapters map the ways music video is continually reconfiguring itself. The volume tracks music video's audiovisual itineraries across different geographies, maps its transmedia routes, and tackles the cultural impact that it has on our current media ecosystem.
Prototyping User eXperience in eXtended Reality
Author: Monica Bordegoni
Publisher: Springer Nature
ISBN: 3031396839
Category :
Languages : en
Pages : 139
Book Description
Publisher: Springer Nature
ISBN: 3031396839
Category :
Languages : en
Pages : 139
Book Description
Esports Research and Its Integration in Education
Author: Harvey, Miles M.
Publisher: IGI Global
ISBN: 1799870715
Category : Games & Activities
Languages : en
Pages : 313
Book Description
The world of esports in education is booming, and the field needs empirical studies to help ground much of what is going on in the field. Over the last couple years, there appears to be a large amount of anecdotal evidence surrounding esports and its role in education, but researchers, teachers, coaches, and organizations need peer-reviewed, research-based evidence so they can evolve the field at large. As the amount of esports teams and organizations continues to rise, so will the need for the field to provide empirical research about esports and education and the effect it has on students and those who partake in it. Esports Research and Its Integration in Education is an essential reference source for those interested in educational research related to esports topics as they are approached through multiple ages of schooling and infused throughout a variety of content areas and research methodologies. The book covers empirical studies that help practitioners to understand how esports is developing within and around learning institutions and what the impact may be on students and their contemporary educational experiences. Covering topics such as college and career readiness, literacy practices, and urban education, this text is essential for stakeholders involved in the rise of esports, administrators, teachers, coaches, researchers, students, and academicians.
Publisher: IGI Global
ISBN: 1799870715
Category : Games & Activities
Languages : en
Pages : 313
Book Description
The world of esports in education is booming, and the field needs empirical studies to help ground much of what is going on in the field. Over the last couple years, there appears to be a large amount of anecdotal evidence surrounding esports and its role in education, but researchers, teachers, coaches, and organizations need peer-reviewed, research-based evidence so they can evolve the field at large. As the amount of esports teams and organizations continues to rise, so will the need for the field to provide empirical research about esports and education and the effect it has on students and those who partake in it. Esports Research and Its Integration in Education is an essential reference source for those interested in educational research related to esports topics as they are approached through multiple ages of schooling and infused throughout a variety of content areas and research methodologies. The book covers empirical studies that help practitioners to understand how esports is developing within and around learning institutions and what the impact may be on students and their contemporary educational experiences. Covering topics such as college and career readiness, literacy practices, and urban education, this text is essential for stakeholders involved in the rise of esports, administrators, teachers, coaches, researchers, students, and academicians.
Exploring Health Psychology
Author: Spencer A. Rathus
Publisher: John Wiley & Sons
ISBN: 1119686997
Category : Psychology
Languages : en
Pages : 546
Book Description
Exploring Health Psychology provides comprehensive yet student-friendly coverage of both traditional topics in the field and important contemporary issues relating to reproductive, sexual, and psychological health. Using an informal, sometimes humorous narrative, the authors engage students of all interest levels, abilities, and learning styles by emphasizing the application of health and wellbeing psychology in their daily lives. Balancing depth and accessibly, each chapter describes the body systems relevant to a particular topic, incorporates up-to-date information and research, and contains relatable examples, real-world applications, compelling discussion and review questions, personal stories and vignettes, a running glossary, and more. Broad in scope, Exploring Health Psychology examines the interactions between biological, psychological, and sociocultural factors in psychological disorders and discusses their psychological and medical treatment. Critical psychological health issues such as anxiety and depression, the health of sexual and gender minorities, and the psychological dangers and pitfalls of the digital age are addressed to meet the needs of today’s students. An array of active learning features based on the SQ4R pedagogy—Survey, Question, Read, Recite, Reflect, and Review—enables students to take an active role in the learning process, develop effective study habits, strengthen critical and scientific thinking, and comprehend, retain, and apply the material.
Publisher: John Wiley & Sons
ISBN: 1119686997
Category : Psychology
Languages : en
Pages : 546
Book Description
Exploring Health Psychology provides comprehensive yet student-friendly coverage of both traditional topics in the field and important contemporary issues relating to reproductive, sexual, and psychological health. Using an informal, sometimes humorous narrative, the authors engage students of all interest levels, abilities, and learning styles by emphasizing the application of health and wellbeing psychology in their daily lives. Balancing depth and accessibly, each chapter describes the body systems relevant to a particular topic, incorporates up-to-date information and research, and contains relatable examples, real-world applications, compelling discussion and review questions, personal stories and vignettes, a running glossary, and more. Broad in scope, Exploring Health Psychology examines the interactions between biological, psychological, and sociocultural factors in psychological disorders and discusses their psychological and medical treatment. Critical psychological health issues such as anxiety and depression, the health of sexual and gender minorities, and the psychological dangers and pitfalls of the digital age are addressed to meet the needs of today’s students. An array of active learning features based on the SQ4R pedagogy—Survey, Question, Read, Recite, Reflect, and Review—enables students to take an active role in the learning process, develop effective study habits, strengthen critical and scientific thinking, and comprehend, retain, and apply the material.
Universal Access in Human-Computer Interaction. Applications and Practice
Author: Margherita Antona
Publisher: Springer Nature
ISBN: 3030491080
Category : Computers
Languages : en
Pages : 647
Book Description
This two-volume set of LNCS 12188 and 12189 constitutes the refereed proceedings of the 14th International Conference on Universal Access in Human-Computer Interaction, UAHCI 2020, held as part of the 22nd International Conference, HCI International 2020, which took place in Copenhagen, Denmark, in July 2020. The conference was held virtually due to the COVID-19 pandemic. The total of 1439 papers and 238 posters have been accepted for publication in the HCII 2020 proceedings from a total of 6326 submissions. UAHCI 2020 includes a total of 80 regular papers which are organized in topical sections named: Design for All Theory, Methods and Practice; User Interfaces and Interaction Techniques for Universal Access; Web Accessibility; Virtual and Augmented Reality for Universal Access; Robots in Universal Access; Technologies for Autism Spectrum Disorders; Technologies for Deaf Users; Universal Access to Learning and Education; Social Media, Digital Services, Inclusion and Innovation; Intelligent Assistive Environments.
Publisher: Springer Nature
ISBN: 3030491080
Category : Computers
Languages : en
Pages : 647
Book Description
This two-volume set of LNCS 12188 and 12189 constitutes the refereed proceedings of the 14th International Conference on Universal Access in Human-Computer Interaction, UAHCI 2020, held as part of the 22nd International Conference, HCI International 2020, which took place in Copenhagen, Denmark, in July 2020. The conference was held virtually due to the COVID-19 pandemic. The total of 1439 papers and 238 posters have been accepted for publication in the HCII 2020 proceedings from a total of 6326 submissions. UAHCI 2020 includes a total of 80 regular papers which are organized in topical sections named: Design for All Theory, Methods and Practice; User Interfaces and Interaction Techniques for Universal Access; Web Accessibility; Virtual and Augmented Reality for Universal Access; Robots in Universal Access; Technologies for Autism Spectrum Disorders; Technologies for Deaf Users; Universal Access to Learning and Education; Social Media, Digital Services, Inclusion and Innovation; Intelligent Assistive Environments.
Emotions and Service in the Digital Age
Author: Charmine E. J. Härtel
Publisher: Emerald Group Publishing
ISBN: 1839092610
Category : Business & Economics
Languages : en
Pages : 213
Book Description
Research on Emotion in Organizations comprises chapters describing multidisciplinary research into affect, emotion, and mood in organizations at all levels of analysis, including within-person variation, individual differences, interpersonal exchanges, groups, and organizations.
Publisher: Emerald Group Publishing
ISBN: 1839092610
Category : Business & Economics
Languages : en
Pages : 213
Book Description
Research on Emotion in Organizations comprises chapters describing multidisciplinary research into affect, emotion, and mood in organizations at all levels of analysis, including within-person variation, individual differences, interpersonal exchanges, groups, and organizations.
ECGBL 2021 15th European Conference on Game-Based Learning
Author: Panagiotis Fotaris
Publisher: Academic Conferences Limited
ISBN: 1914587138
Category : Computers
Languages : en
Pages :
Book Description
Publisher: Academic Conferences Limited
ISBN: 1914587138
Category : Computers
Languages : en
Pages :
Book Description
Advances in Virtual Reality and Anxiety Disorders
Author: Brenda K. Wiederhold
Publisher: Springer
ISBN: 1489980237
Category : Psychology
Languages : en
Pages : 282
Book Description
The interactive computer-generated world of virtual reality has been successful in treating phobias and other anxiety-related conditions, in part because of its distinct advantages over traditional in vivo exposure. Yet many clinicians still think of VR technology as it was in the 1990s–bulky, costly, technically difficult–with little knowledge of its evolution toward more modern, evidence-based, practice-friendly treatment. These updates, and their clinical usefulness, are the subject of Advances in Virtual Reality and Anxiety Disorders, a timely guidebook geared toward integrating up-to-date VR methods into everyday practice. Introductory material covers key virtual reality concepts, provides a brief history of VR as used in therapy for anxiety disorders, addresses the concept of presence, and explains the side effects, known as cybersickness, that affect a small percentage of clients. Chapters in the book's main section detail current techniques and review study findings for using VR in the treatment of: · Claustrophobia. · Panic disorder, agoraphobia, and driving phobia. · Acrophobia and aviophobia. · Arachnophobia. · Social phobia. · Generalized anxiety disorder and OCD. · PTSD. · Plus clinical guidelines for establishing a VR clinic. An in-depth framework for effective (and cost-effective) therapeutic innovations for entrenched problems, Advances in Virtual Reality and Anxiety Disorders will find an engaged audience among psychologists, psychiatrists, social workers, and mental health counselors.eractive
Publisher: Springer
ISBN: 1489980237
Category : Psychology
Languages : en
Pages : 282
Book Description
The interactive computer-generated world of virtual reality has been successful in treating phobias and other anxiety-related conditions, in part because of its distinct advantages over traditional in vivo exposure. Yet many clinicians still think of VR technology as it was in the 1990s–bulky, costly, technically difficult–with little knowledge of its evolution toward more modern, evidence-based, practice-friendly treatment. These updates, and their clinical usefulness, are the subject of Advances in Virtual Reality and Anxiety Disorders, a timely guidebook geared toward integrating up-to-date VR methods into everyday practice. Introductory material covers key virtual reality concepts, provides a brief history of VR as used in therapy for anxiety disorders, addresses the concept of presence, and explains the side effects, known as cybersickness, that affect a small percentage of clients. Chapters in the book's main section detail current techniques and review study findings for using VR in the treatment of: · Claustrophobia. · Panic disorder, agoraphobia, and driving phobia. · Acrophobia and aviophobia. · Arachnophobia. · Social phobia. · Generalized anxiety disorder and OCD. · PTSD. · Plus clinical guidelines for establishing a VR clinic. An in-depth framework for effective (and cost-effective) therapeutic innovations for entrenched problems, Advances in Virtual Reality and Anxiety Disorders will find an engaged audience among psychologists, psychiatrists, social workers, and mental health counselors.eractive
Positive Technology: Designing E-experiences for Positive Change
Author: Andrea Gaggioli
Publisher: Frontiers Media SA
ISBN: 2889630234
Category :
Languages : en
Pages : 247
Book Description
In recent years, there has been a growing interest in the potential role that digital technologies can play in promoting well-being. Smartphones, wearable devices, virtual/augmented reality, social media, and the internet provide a wealth of useful tools and resources to support psychological interventions that facilitate positive emotions, resilience, personal growth, creativity, and social connectedness. Understanding the full extent of this potential, however, requires an interdisciplinary approach that integrates the scientific principles of well-being into the design of e-experiences that foster positive change. This book provides an overview of recent advances and future challenges in Positive Technology, an emergent field within human-computer interaction that seeks to understand how interactive technologies can be used in evidence-based well-being interventions. Its focus of analysis is two-fold: at the theoretical level, Positive Technology aims to develop conceptual frameworks and models for understanding how computers can be effectively used to help individuals achieve greater well-being. At the methodological and applied level, Positive Technology is concerned with the design, development, and validation of digital experiences that promote positive change through pleasure, flow, meaning, competence, and positive relationships.
Publisher: Frontiers Media SA
ISBN: 2889630234
Category :
Languages : en
Pages : 247
Book Description
In recent years, there has been a growing interest in the potential role that digital technologies can play in promoting well-being. Smartphones, wearable devices, virtual/augmented reality, social media, and the internet provide a wealth of useful tools and resources to support psychological interventions that facilitate positive emotions, resilience, personal growth, creativity, and social connectedness. Understanding the full extent of this potential, however, requires an interdisciplinary approach that integrates the scientific principles of well-being into the design of e-experiences that foster positive change. This book provides an overview of recent advances and future challenges in Positive Technology, an emergent field within human-computer interaction that seeks to understand how interactive technologies can be used in evidence-based well-being interventions. Its focus of analysis is two-fold: at the theoretical level, Positive Technology aims to develop conceptual frameworks and models for understanding how computers can be effectively used to help individuals achieve greater well-being. At the methodological and applied level, Positive Technology is concerned with the design, development, and validation of digital experiences that promote positive change through pleasure, flow, meaning, competence, and positive relationships.