Boundaries Of Self And Reality Online
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Boundaries of Self and Reality Online
|Author||: Jayne Gackenbach|
|Publsiher||: Academic Press|
|Total Pages||: 358|
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As technology continues to rapidly advance, individuals and society are profoundly changed. So too are the tools used to measure this universe and, therefore, our understanding of reality improves. Boundaries of Self and Reality Online examines the idea that technological advances associated with the Internet are moving us in multiple domains toward various "edges." These edges range from self, to society, to relationships, and even to the very nature of reality. Boundaries are dissolving and we are redefining the elements of identity. The book begins with explorations of the digitally constructed self and the relationship between the individual and technological reality. Then, the focus shifts to society at large and includes a contribution from Chinese researchers about the isolated Chinese Internet. The later chapters of the book explore digital reality at large, including discussions on virtual reality, Web consciousness, and digital physics. Cyberpsychology architecture Video games as a tool for self-understanding Avatars and the meaning behind them Game transfer phenomena A Jungian perspective on technology Politics of social media The history and science of video game play Transcendent virtual reality experiences The theophoric quality of video games
The Future of the Self
|Author||: Jay Friedenberg|
|Publsiher||: Univ of California Press|
|Total Pages||: 344|
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We live in the digital age where our sense of self and identity has moved beyond the body to encompass hardware and software. Cyborgs, online representations in social media, avatars, and virtual reality extend our notion of what it means to be human. This book looks at the progression of self from the biological to the technological using a multidisciplinary approach. It examines the notion of personhood from philosophical, psychological, neuroscience, robotics, and artificial intelligence perspectives, showing how the interface between bodies, brains, and technology can give rise to new forms of human identity. Jay Friedenberg presents the content in an organized and easy-to-understand fashion to facilitate learning. A gifted researcher, author, and classroom teacher, he is one of the most influential voices in the field of artificial psychology.
The Oxford Handbook of Cyberpsychology
|Author||: Alison Attrill-Smith|
|Publsiher||: Oxford University Press, USA|
|Total Pages||: 779|
|Genre||: Human-computer interaction|
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The Oxford Handbook of Cyberpsychology explores a wide range of cyberpsychological processes and activities through the research and writings of some of the world's leading cyberpsychology experts. The book is divided into eight sections covering topics as varied as online research methods, self-presentation and impression management, technology across the lifespan, interaction and interactivity, online groups and communities, social media, health and technology,video gaming and cybercrime and cybersecurity.
Research Anthology on Game Design Development Usage and Social Impact
|Author||: Management Association, Information Resources|
|Publsiher||: IGI Global|
|Total Pages||: 2034|
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Videogames have risen in popularity in recent decades and continue to entertain many all over the world. As game design and development becomes more accessible to those outside of the industry, their uses and impacts are further expanded. Games have been developed for medical, educational, business, and many more applications. While games have many beneficial applications, many challenges exist in current development processes as well as some of their impacts on society. It is essential to investigate the current trends in the design and development of games as well as the opportunities and challenges presented in their usage and social impact. The Research Anthology on Game Design, Development, Usage, and Social Impact discusses the emerging developments, opportunities, and challenges that are found within the design, development, usage, and impact of gaming. It presents a comprehensive collection of the recent research, theories, case studies, and more within the area. Covering topics such as academic game creation, gaming experience, and violence in gaming, this major reference work is a dynamic resource for game developers, instructional designers, educators and administrators of both K-12 and higher education, students of higher education, librarians, government officials, business leaders and executives, researchers, and academicians.
Pervasive Computing Paradigms for Mental Health
|Author||: Pietro Cipresso|
|Total Pages||: 161|
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This book constitutes the refereed proceedings of the 7th International Conference on Pervasive Computing Paradigms for Mental Health, MindCare 2018, held in Boston, MA, USA, Jin January 2018. The 19 papers presented were carefully reviewed and selected from 30 submissions and present advanced computing and communication technologies from the use of wearable sensors and ecological virtual environments to use of big data and machine learning techniques. These technologies can be used to support and promote the well-being through an objective continuous data collection and personalized
Dreams Understanding Biology Psychology and Culture 2 volumes
|Author||: Robert J. Hoss|
|Total Pages||: 823|
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This two-volume set examines dreams and dreaming from a variety of angles—biological, psychological, and sociocultural—in order to provide readers with a holistic introduction to this fascinating subject. • Provides comprehensive coverage of the physiology, psychology, and cultural contexts of dreaming • Explores both dream theory and the practical applications of dreamwork in everyday life • Features contributions by more than 75 authors, all recognized experts in their fields • Offers readers suggestions for further reading and additional study in an extensive bibliography
Computational Social Science
|Author||: Wei Luo|
|Publsiher||: CRC Press|
|Total Pages||: 1042|
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Selected papers from the International Conference on New Computational Social Science, focusing on the following five aspects: Big data acquisition and analysis, Integration of qualitative research and quantitative research, Sociological Internet experiment research, Application of ABM simulation method in Sociology Research, Research and development of new social computing tools. With the rapid development of information technology, especially sweeping progress in the Internet of things, cloud computing, social networks, social media and big data, social computing, as a data-intensive science, is an emerging field that leverages the capacity to collect and analyze data with an unprecedented breadth, depth and scale. It represents a new computing paradigm and an interdisciplinary field of research and application. A broad comprehension of major topics involved in social computing is important for both scholars and practitioners. This proceedings presents and discusses key concepts and analyzes the state-of-the-art of the field. The conference not only gave insights on social computing, but also affords conduit for future research in the field. Social computing has two distinct trends: One is on the social science issues, such as computational social science, computational sociology, social network analysis, etc; The other is on the use of computational techniques. Finally some new challenges ahead are summarized, including interdisciplinary cooperation and training, big data sharing for scientific data mashups, and privacy protect.
Encyclopedia of Video Games The Culture Technology and Art of Gaming 2nd Edition 3 volumes
|Author||: Mark J. P. Wolf|
|Total Pages||: 1288|
|Genre||: Games & Activities|
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Now in its second edition, the Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming is the definitive, go-to resource for anyone interested in the diverse and expanding video game industry. This three-volume encyclopedia covers all things video games, including the games themselves, the companies that make them, and the people who play them. Written by scholars who are exceptionally knowledgeable in the field of video game studies, it notes genres, institutions, important concepts, theoretical concerns, and more and is the most comprehensive encyclopedia of video games of its kind, covering video games throughout all periods of their existence and geographically around the world. This is the second edition of Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, originally published in 2012. All of the entries have been revised to accommodate changes in the industry, and an additional volume has been added to address the recent developments, advances, and changes that have occurred in this ever-evolving field. This set is a vital resource for scholars and video game aficionados alike. Explores games, people, events, and ideas that are influential in the industry, rather than simply discussing the history of video games Offers a detailed understanding of the variety of video games that have been created over the years Includes contributions from some of the most important scholars of video games Suggests areas of further exploration for students of video games
Digital Games and Mental Health
|Author||: Rachel Kowert|
|Publsiher||: Frontiers Media SA|
|Total Pages||: 218|
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The Sacred the Digital
|Author||: F.G. (Frank) Bosman|
|Total Pages||: 182|
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Video game studies are a relative young but flourishing academic discipline. But within game studies, however, the perspective of religion and spirituality is rather neglected, both by game scholars and religion scholars. While religion can take different shapes in digital games, ranging from material and referential to reflexive and ritual, it is not necessarily true that game developers depict their in-game religions in a positive, confirming way, but ever so often games approach the topic critically and disavowingly. The religion criticisms found in video games can be categorized as follows: religion as (1) fraud, aimed to manipulate the uneducated, as (2) blind obedience towards an invisible but ultimately non-existing deity/ies, as (3) violence against those who do not share the same set of religious rules, as (4) madness, a deranged alternative for logical reasoning, and as (5) suppression in the hands of the powerful elite to dominate and subdue the masses into submission and obedience. The critical depictions of religion in video games by their developers is the focus of this special issue.
Sustaining Creativity and the Arts in the Digital Age
|Author||: Marzano, Gilberto|
|Publsiher||: IGI Global|
|Total Pages||: 342|
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The development of technology and online learning has transformed not only the way information is transmitted but also the way learning and teaching are approached. As a socio-cultural construction, arts and creativity reflect the societal context. Accordingly, nowadays, educating the arts and creative potential is necessarily affected by technology. Sustaining Creativity and the Arts in the Digital Age discusses from a global perspective how the relationship between the arts, creativity, and education is evolving and developing in the digital age and considers the multiple dimensions of creativity. Covering key topics such as robots, dreaming, art education, innovation, and digital technologies, this reference work is ideal for artists, industry professionals, researchers, academicians, practitioners, scholars, educators, and students.
Virtual Identities and Digital Culture
|Author||: Victoria Kannen|
|Publsiher||: Taylor & Francis|
|Total Pages||: 275|
|Genre||: Social Science|
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Virtual Identities and Digital Culture investigates how our online identities and cultures are embedded within the digital practices of our lives, exploring how we form community, how we play, and how we re-imagine traditional media in a digital world. The collection explores a wide range of digital topics – from dating apps, microcelebrity, and hackers to auditory experiences, Netflix algorithms, and live theatre online – and builds on existing work in digital culture and identity by bringing new voices, contemporary examples, and highlighting platforms that are emerging in the field. The book speaks to the modern reality of how our digital lives have been forever altered by our transnational experiences – one of those key experiences is the pandemic, but so too is systemic inequality, questions of digital privacy, and the role of joy in our online lives. A vital contribution at a time of significant social and cultural flux, this book will be highly relevant to those studying digital culture within media, communication, cultural studies, digital humanities, and sociology departments.
Artificial Intelligence in Marketing
|Author||: K. Sudhir|
|Publsiher||: Emerald Group Publishing|
|Total Pages||: 345|
|Genre||: Business & Economics|
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Review of Marketing Research pushes the boundaries of marketing—broadening the marketing concept to make the world a better place. Here, leading scholars explore how marketing is currently shaping, and being shaped by, the evolution of Artificial Intelligence (AI).
Electronic Literature in Latin America
|Author||: Claire Taylor|
|Publsiher||: Springer Nature|
|Total Pages||: 272|
|Genre||: Social Science|
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This book explores one of the most exciting new developments in the literary field to emerge over recent decades: the growing body of work known as ‘electronic literature’, comprising literary works that take advantage of the capabilities of digital technologies in their enactment. Focussing on six leading authors within Latin(o) America whose works have proved pioneering in the development of these new literary forms, the book proposes a three-fold approach of aesthetics, technologics, and ethics, as a framework for analyzing digital literature.
Shakespeare and Digital Performance in Practice
|Author||: Erin Sullivan|
|Publsiher||: Springer Nature|
|Total Pages||: 257|
|Genre||: Literary Criticism|
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Shakespeare and Digital Performance in Practice explores the impact of digital technologies on the theatrical performance of Shakespeare in the twenty-first century, both in terms of widening cultural access and developing new forms of artistry. Through close analysis of dozens of productions, both high-profile and lesser known, it examines the rise of live broadcasting and recording in the theatre, the growing use of live video feeds and dynamic projections on the mainstream stage, and experiments in born-digital theatre-making, including social media, virtual reality, and video-conferencing adaptations. In doing so, it argues that technologically adventurous performances of Shakespeare allow performers and audiences to test what they believe theatre to be, as well as to reflect on what it means to be present—with a work of art, with others, with oneself—in an increasingly online world.
Attitude and Stance in Discourse
|Author||: Liliana Ionescu-Ruxăndoiu|
|Publsiher||: Cambridge Scholars Publishing|
|Total Pages||: 511|
|Genre||: Language Arts & Disciplines|
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Stancetaking is inherent in verbal communication, as it is connected with the expression of subjectivity and the construction of intersubjectivity in discourse. This book presents theoretical findings in this field and their practical implications, exploring the variations in time and space of meaning negotiation processes in a large variety of communicative forms, including political and judicial discourse, journalism, fiction, private letters, informal conversations, and school debates. Some articles refer to events with a strong impact on social and political life, such as the COVID-19 pandemic or Ceaușescu’s trial. The volume’s approach is mainly pragma-rhetoric and interactional, but also interdisciplinary, promoting dialogue between stance researchers in different fields. There is a specific focus on possible applications of some key findings of stance research in improving inter-ethnic communication and the teaching of foreign languages, as well as students’ communicative abilities.
New Perspectives on Virtual and Augmented Reality
|Author||: Linda Daniela|
|Total Pages||: 271|
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New Perspectives on Virtual and Augmented Reality discusses the possibilities of using virtual and augmented reality in the role of innovative pedagogy, where there is an urgent need to find ways to teach and support learning in a transformed learning environment. Technology creates opportunities to learn differently and presents challenges for education. Virtual reality solutions can be exciting, create interest in learning, make learning more accessible and make learning faster. This book analyses the capabilities of virtual, augmented and mixed reality by providing ideas on how to make learning more effective, how existing VR/AR solutions can be used as learning tools and how a learning process can be structured. The virtual reality (VR) solutions can be used successfully for educational purposes as their use can contribute to the construction of knowledge and the development of metacognitive processes. They also contribute to inclusive education by providing access to knowledge that would not otherwise be available. This book will be of great interest to academics, researchers and post-graduate students in the field of educational technology.