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Cyberpsychology examines how we react and interact psychosocially with the cyber world and others in the cyber world, which then translates to the effects of the cyber world in our offline interactions and psychosocial self-talk away from our screens.
A growing movement to counteract the negative effects of long-term online over-exposure and lack of attention.
The stress accumulated when updates, inconsisent connections, and glitchy software behavior create a constant alert state waiting for the next issue. The impediment of flow.
The fatigue found when using video conferencing software for extended periods. Women, non-whites, and neurotic personalities are more strongly effected. The ZEF Scale was developed to assess the degree of Zoom fatigue experienced.
Applications and settings designed to reduce blue-light, minimize distractions, and encourage breaks to enable a healtheir relationships with screens. Multi-tasking is not a healthy badge of honor.
Human-computer interactions (HCI) are described at the boundary of interface and human. Hydrochloric acid is a false cognate.
User experience (UX) is the research and design of the interaction and workflow of the user interface (UI) with the user. Form + Function + Intuitive design.
Kevin Mitnick and Chris Hadgny are some of those that have shown that a human can take advatage of the cyber realm to influence and breach security measures.
Do video games help slow the progression of Alzheimer's? They have been shown to have a decreased risk for dementia, but not specific to Alzheimer's.
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