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result(s) for
"Reality Psychological aspects."
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Feeling present in the physical world and computer-mediated environments
This concise volume presents a detailed account of why we experience feelings of being present in the physical world and in computer-mediated environments, why we often don't, and why it matters - for design, psychotherapy, tool use and social creativity amongst other practical applications.
Reacting to Reality Television
by
Skeggs, Beverley
,
Wood, Helen
in
Communication Studies
,
Mass Communication
,
Media & Communications
2012
The unremitting explosion of reality television across the schedules has become a sustainable global phenomenon generating considerable popular and political fervour.
The zeal with which television executives seize on the easily replicated formats is matched equally by the eagerness of audiences to offer themselves up as television participants for others to watch and criticise. But how do we react to so many people breaking down, fronting up, tearing apart, dominating, empathising, humiliating, and seemingly laying bare their raw emotion for our entertainment? Do we feel sad when others are sad? Or are we relieved by the knowledge that our circumstances might be better? As reality television extends into the experiences of the everyday, it makes dramatic and often shocking the mundane aspects of our intimate relations, inviting us as viewers into a volatile arena of mediated morality.
This book addresses the impact of this endless opening out of intimacy as an entertainment trend that erodes the traditional boundaries between spectator and performer demanding new tools for capturing television's relationships with audiences. Rather than asking how the reality television genre is interpreted as 'text' or representation the authors investigate the politics of viewer encounters as interventions, evocations, and more generally mediated social relations.
The authors show how different reactions can involve viewers in tournaments of value, as women viewers empathise and struggle to validate their own lives. The authors use these detailed responses to challenge theories of the self, governmentality and ideology.
A must read for both students and researchers in audience studies, television studies and media and communication studies.
Hello avatar : rise of the networked generation
by
Coleman, Beth
in
Avatars (Virtual reality)
,
Avatars (Virtual reality) -- Psychological aspects
,
Embodiment
2011
An examination of our many modes of online identity and how we live on the continuum between the virtual and the real.Hello Avatar!Or, {llSay(0, \"Hello, Avatar!\"); is a tiny piece of user-friendly code that allows us to program our virtual selves.In Hello Avatar , B.
Interacting with Presence
by
Waterworth, John
,
Murray, Dianne
,
Riva, Giuseppe
in
BF1-990
,
Book Industry Communication
,
computer-mediated interaction
2014
The experience of using and interacting with the newest Virtual Reality and computing technologies is profoundly affected by the extent to which we feel ourselves to be really ‘present’ in computer-generated and -mediated augmented worlds. This feeling of 'Presence’, of “being inside the mediated world”, is key to understanding developments in applications such as interactive entertainment, gaming, psychotherapy, education, scientific visualisation, sports training and rehabilitation, and many more. This edited volume, featuring contributions from internationally renowned scholars, provides a comprehensive introduction to and overview of the topic of mediated presence - or ‘tele-presence’ - and of the emerging field of presence research. It is intended for researchers and graduate students in human-computer interaction, cognitive science, psychology, cyberpsychology and computer science, as well as for experienced professionals from the ICT industry. The editors are all well-known professional researchers in the field: Professor Giuseppe Riva from the Catholic University of Milan, Italy; Professor John Waterworth from Umeå University, Sweden; Dianne Murray, an HCI Consultant and editor of the journal “Interacting with Computers”.
Interacting with presence : HCI and the sense of presence in computer-mediated environments
\"The experience of interacting with the newest Virtual Reality technologies is profoundly affected by the extent to which we feel ourselves to be 'present' in computer-generated worlds. This edited volume, featuring contributions from internationally renowned scholars, provides a comprehensive introduction to and overview of the topic of mediated presence and the emerging field of presence research.\"--From Publisher.
Gameworld Interfaces
2013
Computer games usually take one of two approaches to presenting game information to players. A game might offer information naturalistically, as part of the game's imaginary universe; or it might augment the world of the game with overlays, symbols, and menus. In this book, Kristine Jørgensen investigates both kinds of gameworld interfaces. She shows that although the naturalistic approach may appear more integral to the imaginary world of the game, both the invisible and visible interfaces effectively present information that players need in order to interact with the game and its rules. The symbolic, less naturalistic approach would seem to conflict with the idea of a coherent, autonomous fictional universe; but, Jørgensen argues, gameworlds are not governed by the pursuit of fictional coherence but by the logics of game mechanics. This is characteristic of gameworlds and distinguishes them from other traditional fictional worlds. Jørgensen investigates gameworld interfaces from the perspectives of both game designers and players. She draws on interviews with the design teams of Harmonix Music (producer ofRock Bandand other music games) and Turbine Inc. (producer of such massively multiplayer online games asLord of the Rings Online), many hours of gameplay, and extensive interviews and observations of players. The player studies focus on four games representing different genres:Crysis,Command & Conquer 3: Tiberian Wars,The Sims 2, andDiablo 2. Finally, she presents a theory of game user interfaces and considers the implications of this theory for game design.
In-game : from immersion to incorporation
2011
An investigation of what makes digital games engaging to players and a reexamination of the concept of immersion.Digital games offer a vast range of engaging experiences, from the serene exploration of beautifully rendered landscapes to the deeply cognitive challenges presented by strategic simulations to the adrenaline rush of competitive.