000 02808cam a2200337 i 4500
999 _c35636
_d35636
003 CUTN
005 20210716161956.0
008 170127s2017 enka b 001 0 eng
020 _a9781107500556
041 _aEnglish
042 _apcc
082 0 0 _223
_a004.019
_bNOR
084 _aPSY003000
_2bisacsh
100 1 _aNorman, Kent L.,
245 1 0 _aCyberpsychology :
_bAn introduction to human-computer interaction /
_cKent L. Norman
250 _a2nd.
260 _aNew York :
_bCambridge University Press,
_c2017.
300 _axi, 544 p. :
_billustrations ;
_c26 cm.
500 _aPBK
505 8 _aMachine generated contents note: Part I. Fundamentals: 1. Introduction: importance, implications, and historical perspectives; 2. Fundamentals: biological and technological bases; 3. Theoretical approaches: models and metaphors; 4. Research: modes and methods; Part II. Systems: 5. Sensory-motor interfaces: input and output; 6. Virtual environments; 7. Learning and memory, transfer and interference; 8. Thinking and problem solving; 9. Language and programming; Part III. Relationships: 10. Individual differences: people, performance, and personality; 11. Motivation, emotion, and affective computing; 12. Social media and interpersonal relations; 13. Cyberpathologies and cybertherapies; Part IV. Applications: 14. Automation and artificial intelligence; 15. Assistive technologies; 16. Video games and entertainment; 17. Technology and education; 18. Cybersecurity; 19. The future: the ultimate human-computer interface.
520 _a"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."
650 0 _aHuman-computer interaction.
650 7 _aPSYCHOLOGY / Applied Psychology.
690 _aDept of Philosophy
942 _2ddc
_cBOOKS
100 1 _eauthor.
504 _aIncludes bibliographical references and index.
650 7 _2bisacsh
906 _a7
_bcbc
_corignew
_d1
_eecip
_f20
_gy-gencatlg