|
Showing 1 - 4 of
4 matches in All Departments
Emotions, Technology, and Health examines how healthcare consumers
interact with health technology, how this technology mediates
interpersonal interactions, and the effectiveness of technology in
gathering health-related information in various situations. The
first section discusses the use of technology to monitor patients'
emotional responses to illness and its treatment, as well as the
role of technology in meeting the fundamental human need for
information. Section Two describes the use of technology in
mediating emotions within and between individuals, and addresses
the implications for the design and use of devices that gather
behavioral health data and contribute to healthcare interventions.
The final section assesses different situations in which technology
is a key component of the health intervention-such as tablet use in
educating elementary school students with social skills difficulty,
physical activity monitoring for children at risk for obesity, and
teleconferencing for older adults at risk of social isolation.
Emotional design explicitly addresses the emotional relationship
between the objects and the subjects of design-in this book, the
objects are technologies, and the subjects are technology users.
The first section delves into the philosophy and theory of
emotional design to provide a foundation for the rest of the book,
which goes on to discuss emotional design principles, the design
and use of emoticons, and then intelligent agents in a variety of
settings. A conclusion chapter covers future research and
directions. Emotions, Technology, and Design provides a thorough
look at how technology design affects emotions and how to use that
understanding to in practical applications.
Emotions, Technology, and Digital Games explores the need for
people to experience enjoyment, excitement, anxiety, anger,
frustration, and many other emotions. The book provides essential
information on why it is necessary to have a greater understanding
of the power these emotions have on players, and how they affect
players during, and after, a game. This book takes this
understanding and shows how it can be used in practical ways,
including the design of video games for teaching and learning,
creating tools to measure social and emotional development of
children, determining how empathy-related thought processes affect
ethical decision-making, and examining how the fictional world of
game play can influence and shape real-life experiences.
Emotions, Technology, and Social Media discusses the ways the
social media sphere uses emotion and technology, and how each of
these has become part of the digital culture. The book explores
this expression within a psychological theoretical framework,
addressing feelings about social media, and its role in education
and knowledge generation. The second section investigates the
expression of feelings within social media spaces, while subsequent
sections adopt a paradigm of active audience consumption to use
social media to express feelings and maintain social connectivity.
|
|