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Cyberpsychology and Society

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New book available now, a collection of writings by MSc in Cyberpsychologystaff and students

Description

Human interaction with technology is constantly evolving, with rapid developments in online interaction, gaming, and artificial intelligence all impacting upon and altering our behaviour. The speed of this change has led to an urgent need for a new field of study, cyberpsychology, in order to investigate the ways in which human behaviour is affected by the addition of technology, and the benefits and risks thereof.

Cyberpsychology and Society does not offer a description of or justification for the field of study, but is rather a presentation of some of the most recent research in many key sub-topics within the area. Based on the work being done in the Institute of Art, Design and Technology (IADT) in Dublin, Ireland, Cyberpsychology and Society brings together a unique collection of writings by contributors on cyberpsychology in relation to health, education, gaming, consumer behaviour, and social change in an online world. The book focuses on the impact of societies’ increasing interaction with technology, and is a presentation of some of the most recent research in the area.

Describing cutting-edge research while employing a tone which is accessible to both students and academic staff, this book is an invaluable resource for students, researchers and academics of cyberpsychology and related areas.

Link: https://www.routledge.com/Cyberpsychology-and-Society-Current-Perspectives/Power/p/book/9781138063532

IADT Lecturers Publish Textbook on Cyberpsychology

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22-04-2016

A new textbook entitled “An Introduction to Cyberpsychology” (edited by Dr. Irene Connolly, Dr. Marion Palmer, Ms. Hannah Barton and Dr. Grainne Kirwan of the Department of Technology and Psychology of the Dun Laoghaire Institute of Art, Design, and Technology), has been published by Routledge. The book is being launched on Thursday 28th April at IADT by eminent cyberpsychology researcher, Dr. Linda Kaye (Edge-Hill University, UK).

Contributors to the book are current or past lecturers on the MSc in Cyberpsychology in IADT, which has been running since 2007. The textbook contains chapters on many aspects of online behaviour, including online dating, cybercrime, flaming, distraction, privacy, addiction, gaming, and young people online. It also considers the use of technology in applied settings, such as education, sport, health, and organisational settings, as well as the psychological applications of Virtual Reality and Artificial Intelligence. Overall, the book presents a wide body of research in the field, evaluating the evidence for and against current moral panics surrounding technology, including excessive smartphone and gaming use, cybercrime, and the impact of technology on the development of children and adolescents.

“An Introduction to Cyberpsychology” is the first book to provide a student-oriented introduction to this rapidly growing and increasingly studied topic. It is designed to encourage students to critically evaluate the psychology of online interactions, and to develop appropriate research methodologies to complete their own work in this field.

Congratulations to the editors Dr. Irene Connolly, Dr. Marion Palmer, Ms. Hannah Barton and Dr. Grainne Kirwan of the Department of Technology and Psychology and all the authors.

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Increasing empathy towards the visually impaired using virtual reality

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A current research project in IADT.

Blacked out glasses, blindfolds and pitch black rooms can be used to simulate temporary blindness. This allows sighted people to experience the challenges visually impaired people face. Such experiences are used for raising awareness, creating empathy and fundraising by charities. Virtual Reality (VR) allows one to see and feel the world from someone else’s perspective. Empathy is often recognised as the ability “to put yourself in someone else’s shoes”.
By creating a VR experience which safely recreates visual impairments we argue that people who experience low-vision using VR New Media Technologies (VRNMT) will have more empathy towards people with low-vision over those who have not used VRNMT.

A randomised control-group pre-test-post test design was developed. Both groups completed the Empathy Quotient 40-item questionnaire developed by Simon Baron-Cohen. Participants in the experimental group experience exposure to a virtual low-vision experience developed using a 360º video camera and viewable on Smartphones via VR headsets.

Online exposure via VRNMT could greatly enhance levels of empathy for people with low-vision in the general population. Funding amounts and opportunities for all stakeholders involved in efforts to improve the lives of people with low-vision may also be greatly enhanced.