人とコンピュータの相互作用の心理学:入門<br>Cyberpsychology : An Introduction to Human-Computer Interaction (1ST)

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人とコンピュータの相互作用の心理学:入門
Cyberpsychology : An Introduction to Human-Computer Interaction (1ST)

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  • 製本 Paperback:紙装版/ペーパーバック版/ページ数 434 p.
  • 言語 ENG
  • 商品コード 9780521687027
  • DDC分類 004.019

基本説明

Norman examines how technology, artificial intelligence, and the Internet affect our personalities, emotions, social lives, etc.

Full Description


Cyberpsychology is about humans and computers and the psychology of how they interact. Computers permeate nearly every human activity in the modern world and affect human behavior from the most basic sensory-motor interactions to the most complex cognitive and social processes. This book begins with a brief history of psychology and computers and a comparison of the human nervous system and the circuitry of a computer. A number of theories and models of human-computer interaction are presented, as well as research methods and techniques for usability testing. Following the typical contents of an introduction to psychology, the book then discusses sensation and perception, learning and memory, thinking and problem solving, language processing, individual differences, motivation and emotion, social relations, and abnormal behavior as they impact the human-computer interface. Finally, specific issues of artificial intelligence, assistive technologies, video games, and electronic education are presented. Cyberpsychology is the new psychology.

Contents

1. Introduction2. Fundamentals: biological and technological bases; 3. Theoretical approaches: models and metaphors; 4. Research: modes and methods; 5. Sensory-motor interfaces: input and output; 6. Learning and memory, transfer and interference; 7. Cognitive psychology: thinking and problem solving; 8. Language and programming; 9. Individual differences: people, performance, and personality; 10. Motivation and emotion at the human-computer interface; 11. Interpersonal relations; 12. Abnormal behavior and cybertherapies; 13. Automation and artificial intelligence; 14. Assistive and augmentive technologies; 15. Media: games, entertainment, and education; 16. The future: the ultimate human-computer interface.

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