Cyberpsychology in the Tech-Fed Virtual World


Book Description

For a wide variety of reasons, colleges and universities have increased their online course offerings. These programs, including both formal degree programs as well as non-credit and leisure learning options, rely on students to engage with their faculty members as well as other learners to maximize their class experiences. Virtual learning, however, can be a difficult space to create community and resulted in the need to explore how community and culture can be constructed in the virtual, tech-fed world. The model presented here consists of five key elements that program administrators, instructional designers, and teaching faculty must all take into consideration as they develop their courses.




Innovations in Artificial Intelligence and Human-Computer Interaction in the Digital Era


Book Description

Innovations in Artificial Intelligence and Human Computer Interaction in the Digital Era investigates the interaction and growing interdependency of the HCI and AI fields, which are not usually addressed in traditional approaches. Chapters explore how well AI can interact with users based on linguistics and user-centered design processes, especially with the advances of AI and the hype around many applications. Other sections investigate how HCI and AI can mutually benefit from a closer association and the how the AI community can improve their usage of HCI methods like "Wizard of Oz prototyping and "Thinking aloud protocols. Moreover, HCI can further augment human capabilities using new technologies. This book demonstrates how an interdisciplinary team of HCI and AI researchers can develop extraordinary applications, such as improved education systems, smart homes, smart healthcare and map Human Computer Interaction (HCI) for a multidisciplinary field that focuses on the design of computer technology and the interaction between users and computers in different domains. - Presents fundamental concepts of both HCI and AI, addressing a multidisciplinary audience of researchers and engineers working on User Centered Design (UCD), User Interface (UI) design, and User Experience (UX) design - Explores a broad range of case studies from across healthcare, industry, and education - Investigates multiple strategies for designing and developing intelligent user interfaces to solve real-world problems - Outlines research challenges and future directions for the intersection of AI and HCI




The Metaverse


Book Description

The Metaverse: A Critical Introduction provides a clear, concise, and well-grounded introduction to the concept of the Metaverse, its history, the technology, the opportunities, the challenges, and how it is having an impact on almost every facet of society. The book serves as a stand-alone introduction to the Metaverse and as an introduction to the range of topics that will be covered by the specialist volumes in The Metaverse Series. Key Features: a concise history of the Metaverse idea and related implementations to date; an examination of what the Metaverse actually is; an introduction to the fundamental technologies used in the Metaverse; an overview of how the different uses and aspects of the Metaverse are having an impact on our lives across multiple disciplines and social contexts; a consideration of the opportunities and challenges of the evolving Metaverse; and a sense of how the Metaverse may mature over the coming decades. This book is a primer and Metaverse reader, drawing on academic research and practical and commercial experiences and taking inspiration from the science fiction origins and treatments of the Metaverse. The book explores the use of the increasing number of virtual worlds and proto-Metaverses which have existed since the late 1990s and includes a critical consideration of recent developments in cryptoworlds and mixed reality. The aim is to provide professional and lay readers, researchers, academics, and students with an indispensable guide to what counts as a metaverse, the opportunities and challenges, and how the future of the coming Metaverse can best be guided.




Digital Game Culture in Korea


Book Description

This book is a critical ethnographic investigation of media discourses surrounding online game addiction and the sociocultural roles fulfilled by games in everyday life. Focusing on Korea's sociohistorical and technocultural context, this work celebrates and recognizes the foundational role of Korean game culture in shaping global games and play.







Learning and Teaching on the World Wide Web


Book Description

This book is about using the Internet as a teaching tool. It starts with the psychology of the learner and looks at how best to fit technology to the student, rather than the other way around. The authors include leading authorities in many areas of psychology, and the book takes a broad look at learners as people. Thus, it includes a wide range of materials from how the eye "reads" moving graphs on a Web page to how people who have never met face-to-face can interact on the Internet and create "communities" of learners. The book considers many Internet technologies, but focuses on the World Wide Web and new "hybrid" technologies that integrate the Web with other communications technologies. This book is essential to researchers is psychology and education who are interested in learning. It is also used in college and graduate courses in departments of psychology and educational psychology. Teachers and trainers at any level who are using technology in their teaching (or thinking about it) find this book very useful. Key Features * Distinguished authors with considerable expertise in their fields * Broad "intra-disciplinary" perspective on learning and teaching on the Web * Focus on the Web and emerging Web-based technologies * Special attention to conducting educational research on-line * Emphasis on the Social and Psychological Context * Analyses of effective Web-based learning resources * Firmly grounded in contemporary psychological research and theory




Virtually Lost


Book Description

This book examines the connections between the psycho-social difficulties and challenges faced by children and younger people in their online lives; the structure, character, and motivations of the corporate system ‘behind’ the screen; and the possibility that the digital technostructure may come to form the backbone of a new post-democratic system of technocratic governance. Much of the originality of this book lies in its blending of subjects that are not often combined, thereby offering a fresh perspective: ‘generation studies’; the philosophy of technology; the history of the idea of technocracy; the technologically enhanced merger of corporate・governmental power in the U.S. system; the society-shaping goals and capabilities of the big tax-exempt American foundations over the last hundred years; the elite ‘superclass’ gaming of formally constituted transnational and global institutions; and the way the United Nations-centred SDG・ESG system is itself developing in the direction of a technocratic system of economic and population management. The book will appeal to readers interested in relationships between our contemporary global power elite, the structures it has created and processes it has set in motion, and how these affect young people whose development is already being over-determined by the activities of the big Silicon Valley entities and their associates.




Reality Is Broken


Book Description

“McGonigal is a clear, methodical writer, and her ideas are well argued. Assertions are backed by countless psychological studies.” —The Boston Globe “Powerful and provocative . . . McGonigal makes a persuasive case that games have a lot to teach us about how to make our lives, and the world, better.” —San Jose Mercury News “Jane McGonigal's insights have the elegant, compact, deadly simplicity of plutonium, and the same explosive force.” —Cory Doctorow, author of Little Brother A visionary game designer reveals how we can harness the power of games to boost global happiness. With 174 million gamers in the United States alone, we now live in a world where every generation will be a gamer generation. But why, Jane McGonigal asks, should games be used for escapist entertainment alone? In this groundbreaking book, she shows how we can leverage the power of games to fix what is wrong with the real world-from social problems like depression and obesity to global issues like poverty and climate change-and introduces us to cutting-edge games that are already changing the business, education, and nonprofit worlds. Written for gamers and non-gamers alike, Reality Is Broken shows that the future will belong to those who can understand, design, and play games. Jane McGonigal is also the author of SuperBetter: A Revolutionary Approach to Getting Stronger, Happier, Braver and More Resilient.




Digital Media and the Politics of Transformation in the Arab World and Asia


Book Description

In times of increasing mediatization and digitalization media play an important role in political and societal transformation processes. The authors of this volume take an actor-centered perspective to shed light on current cases in Arab and Asian countries. They inquire into the ways processes of networking and mobilization evolve in the context of restricted media systems and state-dominated public spheres. It features original research about various social and political actors such as women’s rights activists, public intellectuals, anarchists and Islamists.




It's Complicated


Book Description

Surveys the online social habits of American teens and analyzes the role technology and social media plays in their lives, examining common misconceptions about such topics as identity, privacy, danger, and bullying.