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The Handbook of the Psychology of Communication Technology offers an unparalleled source for seminal and cutting-edge research on the psychological aspects of communicating with and via emergent media technologies, with leading scholars providing insights that advance our knowledge on human-technology interactions. • A uniquely focused review of extensive research on technology and digital media from a psychological perspective • Authoritative chapters by leading scholars studying psychological aspects of communication technologies • Covers all forms of media from Smartphones to Robotics, from Social Media to Virtual Reality • Explores the psychology behind our use and abuse of modern communication technologies • New theories and empirical findings about ways in which our lives are transformed by digital media
This book constitutes the refereed proceedings of the 9th International Conference on Pervasive Computing Paradigms for Mental Health, MindCare 2019, held in Buenos Aires, Argentina, in April 2019. The 22 papers presented were carefully reviewed and selected from 38 submissions and present new paradigms in mental healthcare, in parallel with compelling questions about how it is possible to promote and structure these changes to improve physical well-being.
With the exponential growth of science and technology, the delivery of dental care has shifted from conventional methods to intelligent techniques. In addition to adapting intelligent techniques, sustainable dental practice is of the utmost importance. Eco-friendly dentistry, sustainable dentistry, or green dentistry are approaches that reduce the environmental impact of dental practice and help safeguard planetary and community well-being. This handbook provides the latest and most comprehensive evidence-based guidance on intelligent and sustainable approaches in dentistry. Handbook of Intelligent and Sustainable Smart Dentistry: Nature and Bio-Inspired Approaches, Processes, Materials, and...
Since the debut of the Medicine Meets Virtual Reality (MMVR) conference in 1992, MMVR has served as a forum for researchers harnessing IT advances for the benefit of patient diagnosis and care, medical education and procedural training. At MMVR, virtual reality becomes a theatre for medicine, where multiple senses are engaged - sight, sound and touch - and language and image fuse. Precisely because this theatre is unreal, it is a valuable tool: the risks of experimentation and failure are gone, while the opportunity to understand remains. Improvement of this tool, through steady technological progress, is the purpose of MMVR. This book presents papers delivered at the MMVR18 / NextMed confer...
Post traumatic stress disorder (PTSD) is a common and disabling condition that often goes undiagnosed. This book outlines state of the art approaches to improving the diagnosis and treatment of PTSD, with a particular emphasis on the promise and pitfalls associated with virtual reality (VR) exposure therapy.
The use of Information and Communication Technologies (ICT) to deliver psychological services has been emerging as an effective way of increasing individual access to mental health promotion, prevention, and treatment. This Special Issue brings together different contributions focusing on the acceptability and feasibility, (cost-)effectiveness, potentialities, and limitations of ICT-based psychological services for mental health promotion, prevention, and treatment. In each paper, the implications for the implementation of ICT tools in different settings (e.g., primary care services) and for future research are discussed.
Recent years have seen important developments in the computer and game industry, including the emergence of the concept of serious games. It is hypothesized that tools such as games, virtual reality, or applications for smartphones may foster learning, enhance motivation, promote behavioral change, support psychotherapy, favor empowerment, and improve some cognitive functions. Computers and games may create supports for training or help people with cognitive, emotional, or behavioral change. Games take various formats, from board games to informatics to games with interactive rules of play. Similarly, computer tools may vary widely in format, from self-help or assisted computerized training ...
State-of-the-Art Virtual Reality and Augmented Reality Knowhow is a compilation of recent advancements in digital technologies embracing a wide arena of disciplines. Amazingly, this book presents less business cases of these emerging technologies, but rather showcases the scientific use of VR/AR in healthcare, building industry and education. VR and AR are known to be resource intensive, namely, in terms of hardware and wearables - this is covered in a chapter on head-mounted display (HMD). The research work presented in this book is of excellent standard presented in a very pragmatic way; readers will appreciate the depth and breadth of the methodologies and discussions about the findings. We hope it serves as a springboard for future research and development in VR/AR and stands as a lighthouse for the scientific community.
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