1,721,049 research outputs found
Psicologia dei Videogiochi
È vero che i giocatori possono diventare violenti? Come può un videogioco agire sui processi cognitivi ed emotivi? La virtualità può soltanto alienarci dalla realtà o, al contrario, può aiutarci ad affrontare le sfide che in essa si presentano?
Questo libro intende fornire una risposta a questi e ad altri interrogativi. I fenomeni dell'identità, dell'azione mediata da tecnologie, delle sensazioni legate all'"immersione" negli ambienti virtuali, dell'emozione e dei processi cognitivi vengono approfonditi con riferimento al contesto del videogioco; si getta così un ponte tra l’esperienza dei videogiocatori e le conoscenze scientifiche in ambito psicologico. Attraverso un'analisi critica e sistematica, l'attenzione viene posta infine sulla componente patologica e sui pericoli comunemente associati ai videogame.
L'obiettivo è quello di fornire ai fruitori del videogioco, agli specialisti e ai curiosi uno strumento semplice, versatile e attento alla complessità propria della sfera videoludica.
Completano il volume interviste ad alcuni dei maggiori esperti sulle tematiche affrontate
User Experience. Psicologia degli Oggetti, degli Utenti e dei Contesti d'Uso
Dal tempo della rivoluzione industriale fino a oggi, nell'era post-Internet in cui tecnologie immersive promettono di assisterci in tutte le attività della vita quotidiana, il problema della valutazione di prodotti, servizi e tecnologie si è fatto sempre più cruciale. Diverse discipline hanno fornito contributi sistematici allo studio della tecnologia: l'ergonomia, l'Interazione Uomo-Computer, l'usabilità; in seguito, la User Experience ha dato pieno riconoscimento alle numerose variabili che influenzano l'uso di oggetti e tecnologie, principalmente le emozioni, l'adeguatezza ai reali contesti d'uso e le caratteristiche degli utenti. Radicato nell'evoluzione storica e culturale di tali discipline, questo libro intende fornire un punto di vista psicologico, e tuttavia integrato e aperto alla complessità della UX, e si configura come uno strumento agile e scientificamente solido per comprendere gli aspetti fondamentali dell'utilizzo delle tecnologie, e i loro effetti sugli utenti umani. Il volume è completato da interviste a figure di rilievo in campo professionale e accademico nell'ambito UX nazionale e internazionale, focalizzate sulla condivisione di competenze, esperienze e metodologie
User Experience. Psicologia degli Oggetti, degli Utenti e dei Contesti d'Uso
Dal tempo della rivoluzione industriale fino a oggi, nell'era post-Internet in cui tecnologie immersive promettono di assisterci in tutte le attività della vita quotidiana, il problema della valutazione di prodotti, servizi e tecnologie si è fatto sempre più cruciale. Diverse discipline hanno fornito contributi sistematici allo studio della tecnologia: l'ergonomia, l'Interazione Uomo-Computer, l'usabilità; in seguito, la User Experience ha dato pieno riconoscimento alle numerose variabili che influenzano l'uso di oggetti e tecnologie, principalmente le emozioni, l'adeguatezza ai reali contesti d'uso e le caratteristiche degli utenti. Radicato nell'evoluzione storica e culturale di tali discipline, questo libro intende fornire un punto di vista psicologico, e tuttavia integrato e aperto alla complessità della UX, e si configura come uno strumento agile e scientificamente solido per comprendere gli aspetti fondamentali dell'utilizzo delle tecnologie, e i loro effetti sugli utenti umani. Il volume è completato da interviste a figure di rilievo in campo professionale e accademico nell'ambito UX nazionale e internazionale, focalizzate sulla condivisione di competenze, esperienze e metodologie
Exchanging Social Information in Online Social Games
This chapter presents the phenomenon of social games analyzing the key concept of social information (SI), which is the primal material of the game interactions. It introduces first a classification of digital social games existing nowadays, then our understanding of SI and its presence in different games. Further, the chapter elaborates on three study cases (FarmVille, Pet Society, and Starcraft II) of social games in order to provide schemes of how SI is implemented and used in a digital gaming context, including the opportunity to exchange it. A model of SI exchange is introduced and developed at the level of scenarios, communication processes, and most relevant messages. Finally a discussion recaps the results of the authors′ exploration of SI in the online gaming landscape
The Artificial Face (ART-F) Project: Addressing the Problem of Interpretability, Interface, and Trust in Artificial Intelligence
A critical issue that AI–human interaction must address is that AI does not have a distinct face. When a non-specialist user is told that they will be interacting with AI, they have no idea what to expect: a humanoid android with a body? An omniscient voice that floats around the room like in a movie? Or some website-like software that simply performs analyses and outputs a PDF file?
This uncertainty closely relates to the so-called black box issue, namely the fact that outcomes of machine learning processes are not retraceable and fully understandable for users.2 In other words, it is impossible to know how an AI arrived at a given response or produced a given output. In AI, the black box causes trust issues, which are exacerbated by sensitive contexts. For example, if one is required to make a delicate decision (e.g., diagnosis or treatment in medicine) based on AI outputs, and the consequences of the decision may affect their own career and the safety of others at any level, AI users may find themselves in a situation of uncertainty and decision paralysis. In such cases, AI becomes controversial or even useless in sensitive situations.
In this view, the main goals of the Artificial Face (ART-F) project, involving researchers from different institutions—the Laboratory for Advanced Human-Technology Interaction at Italy's Università Telematica Pegaso, the Artificial Intelligence Institute at France's SKEMA Business School, and the Humane Technology Laboratory at Italy's Catholic University of Milan—are to find, explore, and test the different ways to solve the black box problem, find a “face” for AI, and improve the way humans and AI interact
Giocando s’impara? Alla ricerca delle proprietà educative “elevate” di giochi e videogiochi
È possibile comunque sostenere che tali strumenti ludici abbiano effetti dimostrabili sulle capacità cognitive? Il contributo prova a fornire un quadro da un punto di vista sia psicologico che pedagogico sul tema
Longer the game, better the sleep: intense video game playing is associated to better sleep quality and better daytime functioning
Sleep is a behavioural and physiological state that contributes to physical
and mental health in children and adolescents. It is believed that sleep is beneficial
not only for energy conservation, neuronal recuperation, and brain plasticity, which
are linked to daytime brain functioning and body homeostasis, but also for growth
and cognitive and psychological development. Few investigations have assessed the
effects of exposure to video games on sleep. Two contrasting hypotheses can be
stated; on the one hand, video games intense use may cause sleep deprivation and
therefore negatively impact on overall sleep quality and daytime functioning (Hp1);
on the other hand, video gaming may promote a better sleep, as other demanding
and intense activities do according to literature (e.g., sports) (Hp2). The purpose of
this study was to examine sleep quality and sleep-related variables in a group of hard
(HG) and casual gamers (CG); the sample has been created selecting 300
participants from a bigger sample, balanced by extremely low or high video gaming,
according to the Assessment of Internet and Computer Game Addiction Scale
(AICA-S). Partially supporting Hp2, the HG group reported significantly better
subjective sleep quality, habitual sleep efficiency and daytime positive functioning
compared to CG. Taking into account the potential biases affecting measures of
sleep quality based on self-report, the results are interpreted according to the
possible relation between the intensity of daily activities and overall sleep quality
PATIENT CENTERED VIRTUAL REALITY: AN OPPORTUNITY TO IMPROVE THE QUALITY OF PATIENT’S EXPERIENCE
The concept of Patient Centered Medicine today constitutes a crucial dimension of the health care system’s mission. The importance of overcoming a disease-centered approach is widely acknowledged, making essential for health practitioners and organizations to involve patients in their care plans, to explore patients’ preferences and concerns and to consider the patient as a whole person, with his/her emotional needs and life issues. In fact, there is evidence that these aspects are crucial for ensuring the quality and effectiveness of the process of care. It is also widely accepted that technologies can have a role in enabling a patient centered approach. We argue that Virtual Reality (VR) technologies are particularly suitable to help health care practitioners and organizations in advancing toward patient centeredness. Basing on the literature on VR in health care settings, we review VR tools that aim to support patients in dealing with their illness experience instead than addressing a specific pathology. We describe (1) pain management methods and (2) rehabilitation techniques as therapeutic interventions that share the potentiality of enabling a patient centered approach. We then consider the use of virtual environments in educational intervention directed to care providers, and specifically to train health professionals in patient-centered relational and communicational competences. In conclusion, we highlight new directions and implications for future uses of virtual reality in health care settings. Specifically, we elaborate on the parallelism between the concept of patient centeredness and the usercentered approaches in the design of technologies, suggesting innovative strategies to involve patients and health practitioners in the design of the future VR tools
Being in an Avatar: Action and Embodiment in a Digital Me
This paper provides an empirical research about virtual reality users' avatar embodiment. According to literature, users that are embodied/incarnated in their avatars show a tendency to perceive avatars' failures as their own mistakes. Therefore, they are likely to monitor their own hands on the device they're using (e.g.: keyboard) when they perceive a failure in the interaction (a behavior named "focus shift"). We hypothesize that the phenomenon of focus shift is sensitive to different types of failures that can affect the multiple elements involved in the interaction. Thirty participants guided an avatar through a videogame-like virtual environment. The participants were exposed to three experimental manipulations (defective keyboard, defective avatar, defective virtual environment). We counted the number of focus shifts that participants showed in response to these three manipulated anomalies. Results showed a significantly high number of focus shifts in the condition with defective virtual environment. The findings are discussed with reference to mediation theory, explaining the role of action/feedback matching in the phenomenon of avatar embodiment
Being Present in Action: A Theoretical Model About the "Interlocking" Between Intentions and Environmental Affordances
Recent neuropsychological evidence suggest that a key role in linking perceptions and intentions is played by sense of presence. Despite this phenomenon having been studied primarily in the field of virtual reality (conceived as the illusion of being in the virtual space), recent research highlighted that it is a fundamental feature of everyday experience. Specifically, the function of presence as a cognitive process is to locate the Self in a physical space or situation, based on the perceived possibility to act in it; so, the variations in sense of presence allow one to continuously adapt his own action to the external environment. Indeed intentions, as the cognitive antecedents of action, are not static representations of the desired outcomes, but dynamic processes able to adjust their own representational content according to the opportunities/restrictions emerging in the environment. Focusing on the peculiar context of action mediated by interactive technologies, we here propose a theoretical model showing how each level of an intentional hierarchy (future-directed; present directed; and motor intentions) can "interlock" with environmental affordances in order to promote a continuous stream of action and activity
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