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Turner, Carolynn Ann. "Cyberpsychology and schools : a feasibility study using virtual reality with school children." Thesis, University of British Columbia, 2013. http://hdl.handle.net/2429/45373.

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This study evaluates the feasibility and treatment acceptability of Virtual Reality (VR) technology applied universally in a school setting. A total of 105 children, mean age of 14.45, in five classrooms completed a paper and pencil measure of trait anxiety during Session 1. In Session 2, participants were randomly selected to participate in either a neutral environment or an anxiety-provoking environment and completed a measure of state anxiety immediately prior to and following their first VR exposure. Following the exposure participants also completed a Likert-Scaled questionnaire regarding
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Skelly, Niamh. "An exploration of the relationship between health anxiety and health-related Internet use." Thesis, University of Manchester, 2016. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.694323.

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High health anxiety has negative repercussions at the individual, interpersonal, and societal levels. According to cognitive behavioural theory, health anxiety is maintained, in part, by behavioural factors, termed safety behaviours. Health-related Internet use (HRIU) may be an important safety behaviour for some health anxious individuals. The Internet offers an abundance of health information, and opportunities to engage in health-related behaviours. Paper 1 aims to establish what is known about the relationship between health anxiety and HRIU. A systematic search was undertaken to identify
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Aiken, Mary. "Forensic cyberpsychology : a content analysis approach to investigating and comprehending the self-production of indecent images by minors." Thesis, Middlesex University, 2015. http://eprints.mdx.ac.uk/18563/.

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Howard, David J. "Development of the Cybersecurity Attitudes Scale and Modeling Cybersecurity Behavior and its Antecedents." Scholar Commons, 2018. https://scholarcommons.usf.edu/etd/7306.

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As organizations have become more reliant on computers and technology to operate in a globalized world, they have also become more vulnerable to cyberattacks on their networks. The expense to organizations from cyberattacks now exceeds $400 billion USD annually. These costs highlight the need for behavioral research in the cyber domain. The first phase of this research developed an instrument to measure workers’ cybersecurity attitudes. An iterative process resulted in a scale with good psychometric properties - The Cybersecurity Attitudes Scale. The scale measures two factors: cyber policy ad
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Martin, Jaclyn. "Something Looks Phishy Here: Applications of Signal Detection Theory to Cyber-Security Behaviors in the Workplace." Scholar Commons, 2017. http://scholarcommons.usf.edu/etd/6728.

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Cyber-security is an ever-increasing problem in the 21st century. Though the majority of cyber-security breaches are a direct result of human error (Hu, Dinev, Hart, & Cooke, 2012), there is a dearth of research in psychology on the application of human decision-making for cyber-security compliance. Through an online inbox simulation, the present research examined the utility of a robust psychological model for decision-making, signal detection theory (SDT) for modeling decision-making in the context of receiving and responding to phishing and spear-phishing email scams. The influence of indiv
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Dreibelbis, Rachel Christine. "It’s More Than Just Changing Your Password: Exploring the Nature and Antecedents of Cyber-Security Behaviors." Scholar Commons, 2016. http://scholarcommons.usf.edu/etd/6083.

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Organizations have become increasingly concerned with developing and protecting their information security systems. Despite attempts to secure the information infrastructure, employees inside of organizations remain the largest source of threat to information cyber-security. While previous research has focused on behavioral and situational factors that influence cyber-security behaviors, the measurement of cyber behaviors and their relationship to other performance variables is poorly understood. The purpose of the present study is to 1) determine the underlying factor structure of a cyber-sec
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Monjezizadeh, Ladbon, and Alex Untoro. "How the Online Disinhibition Effect Affects the Online Video Game Industry." Thesis, Uppsala universitet, Institutionen för speldesign, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-297939.

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Extensive computer use is creating a society where its citizens are communicating outside the norm of real life. These diversions from real life communication behavior have been named the Online Disinhibition Effect (ODE). The effect is a psychological model that is structured with different types of elements which can be triggered by different communication mediums. There are two sides of the effect; a benign, where compassion and a reveal of emotions are more likely, and a toxic, where anger, frustration and threats are in focus. In the online video game industry, ODE is active, but as the m
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Ventéjoux, Aude. "Une lecture de la cyberviolence : la rencontre du sujet et du cyberespace dans les infractions à caractère sexuel envers mineurs réalisées sur Internet." Thesis, Rennes 2, 2019. http://www.theses.fr/2019REN20004/document.

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Le développement des technologies de l’information et de la communication s’est accompagné de l’apparition de phénomènes violents et/ou infractionnels, qui se tiennent sur, ou grâce à, Internet. Existe-t-il une spécificité de ces conduites de cyberviolence, qui s’inscrivent dans ce que l’on nomme cyberespace ? La psycho-criminologie et la cyberpsychologie seront convoquées afin de proposer une réponse à cette question. Le présent travail étudiera, dans une approche clinique et qualitative, des situations d’infractions à caractère sexuel envers mineurs réalisées sur Internet. Ce travail propose
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AlShammari, Norah. "Social Soul." VCU Scholars Compass, 2018. https://scholarscompass.vcu.edu/etd/5404.

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Twitter has over 313 million users, with 500 million tweets produced each day. Society’s growing dependence on the internet for self-expression shows no sign of abating. However, recent research warns that social media perpetuates loneliness, caused by reduced face-to-face interaction. My thesis analyzes and demonstrates the important role facial expressions play in a conversation’s progress, impacting how people process and relate to what is being said. My work critically assesses communication problems associated with Twitter. By isolating and documenting expressive facial reactions to a cur
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Hordiienko, Kateryna, and Катерина Олександрівна Гордієнко. "The problem of digitalization in psychological and education spheres." Thesis, National Aviation University, 2021. https://er.nau.edu.ua/handle/NAU/51068.

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1. Bochelyuk, V.: Didzhy`talizaciya yak faktor formuvannya kognity`vnoyi sfery` [Digitalization as a factor in the formation of the cognitive sphere]. Bulletin of KhNPU named after G. S. Skovoroda “Psychology”, (62), 87-107, Kharkiv (2020). 2. Voiskunsky, A.: Kiberpsikhologiya kak razdel psikhologicheskoj nauki i praktiki [Cyberpsychology as a section of psychological science and practice]. Universum: Bulletin of Herzen University, (4), 88 (2013). 3. Zhernovnikova, O.: Didzhy`talizaciya v osviti [Digitalization in education]. Proceedings of the III International Scientific and Practical
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Hordiienko, Kateryna. "The Problem of Digitalization in Psychological and Education Spheres." Thesis, NAU, 2021. https://er.nau.edu.ua/handle/NAU/50084.

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At psychology, the problem of digitalization is studied by cyberpsychology which is a branch of psychology that observes mental processes, states, properties and manifestations of their activity (function, communication, behavior) in cyberspace. It was the impetus for the study of the problem of cyberbullying among students.
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TRIBERTI, STEFANO. "Oltre l'Ergonomia: Il Ruolo delle Intenzioni nell'Interazione Uomo-Tecnologia." Doctoral thesis, Università Cattolica del Sacro Cuore, 2016. http://hdl.handle.net/10280/10789.

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Storicamente, lo studio delle Nuove Tecnologie ha visto l’evoluzione di diverse discipline interessate alla valutazione delle stesse, in termini di sicurezza, usabilità, esperienza globale (dall’Ergonomia fino alla User Experience, passando per la cyberpsicologia). Tali discipline hanno identificato nei “bisogni degli utenti” la guida fondamentale di valutazione e design. Tuttavia, è mancata una contestualizzazione teorica del concetto di bisogno dell’utente. A tal proposito, questa tesi propone un modello teorico (PIM) basato sulla relazione tra tecnologie e intenzioni degli utenti. Queste ul
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TRIBERTI, STEFANO. "Oltre l'Ergonomia: Il Ruolo delle Intenzioni nell'Interazione Uomo-Tecnologia." Doctoral thesis, Università Cattolica del Sacro Cuore, 2016. http://hdl.handle.net/10280/10789.

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Storicamente, lo studio delle Nuove Tecnologie ha visto l’evoluzione di diverse discipline interessate alla valutazione delle stesse, in termini di sicurezza, usabilità, esperienza globale (dall’Ergonomia fino alla User Experience, passando per la cyberpsicologia). Tali discipline hanno identificato nei “bisogni degli utenti” la guida fondamentale di valutazione e design. Tuttavia, è mancata una contestualizzazione teorica del concetto di bisogno dell’utente. A tal proposito, questa tesi propone un modello teorico (PIM) basato sulla relazione tra tecnologie e intenzioni degli utenti. Queste ul
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14

Laforest, Mylène. "L'exposition et la prévention de la réponse dans la thérapie cognitive comportementale du trouble obsessionnel-compulsif: Utilité et efficacité de la réalité virtuelle." Thèse, Université d'Ottawa / University of Ottawa, 2014. http://hdl.handle.net/10393/31156.

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Le trouble obsessionnel-compulsif (TOC) se caractérise par la présence de pensées, images ou impulsions qui provoquent une détresse (obsessions) qui est habituellement soulagée par des rituels mentaux ou comportementaux (compulsions). De nos jours, le traitement reconnu comme étant le plus efficace est la thérapie cognitive comportementale (TCC), et plus particulièrement la technique d’exposition et de prévention de la réponse (EX/PR). Dans la plupart des études ainsi que dans les contextes pratiques, les individus souffrant du TOC sont habituellement traités par l’exposition in vivo, c’est-à-
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Vlachopoulou, Xanthie. "Le virtuel et ses destins : Quand la virtualité adolescente rencontre le virtuel des Nouvelles Technologies de l'Information et de la Communication." Paris 5, 2011. http://www.theses.fr/2011PA05H103.

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Dans cette recherche, nous avons voulu explorer l’attrait des jeunes pour les mondes numériques et notamment l’utilisation privilégiée des nouveaux modes de communication rendus possibles par l’évolution des techniques. Nous avons cherché, dans une perspective psychanalytique, à dégager des éléments de compréhension sur ce qui peut expliquer l’investissement notable de ces nouveaux mondes pixellisés par les jeunes. En focalisant notre recherche sur la communication à distance, nous avons ciblé la pratique des jeux de rôle en ligne et sommes allée à la rencontre des adolescents ayant un recours
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Andlauer, Leticia. "Jouer la romance dans Amour Sucré : la construction adolescente au regard des pratiques et productions de l'industrie du jeu vidéo en France." Thesis, Lille 3, 2019. http://www.theses.fr/2019LIL3H031.

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Cette thèse de doctorat vise à étudier la construction des publics jeunes et féminins au sein des industries culturelles, et plus particulièrement dans la filière des jeux vidéo. Pour cela, elle interroge notamment la construction identitaire des adolescentes en lien avec les industries culturelles et se focalise sur un objet issu de la culture des jeunes filles autour d’un genre vidéoludique nommé otome game. Il s’agit d’un type de jeu produit au Japon depuis 1996, et tardivement importé en Europe et en Amérique du Nord à partir du milieu des années 2000.Otome game signifie littéralement « je
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Law, Eloise. "A phenomenological inquiry into the experiential world of ‘Second Life’ for individuals aged 60 years and older." Diss., 2012. http://hdl.handle.net/2263/29143.

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This study qualitatively investigated older adults’ experience of Second Life from a descriptive phenomenological perspective. Second Life is a virtual world found on the Internet and is considered to be a cyber reality that simulates aspects of everyday real life. The participant group comprised of five individuals, between the ages of 60 and 79 years of age, who have been participating in Second Life for longer than six months. All of the participants reside in the United States and all of the participants have a tertiary education. The research revealed three essential themes to older indiv
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Kretíková, Andrea. "Možnosti využití e-health metody zaměřující se na stres management u vysokoškolských studentů." Master's thesis, 2021. http://www.nusl.cz/ntk/nusl-449046.

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The project of the mobile application Nestresuju aims to create a digital tool in czech language, which effectiveness in the development of stress management skills will be tested and at the same time will be user-friendly and an appealing platform. Specifically, the mobile application Nestresuju target into the help with development of stress management skills through digital transformation of the psychological theory of coping strategies of R. Lazarus and S. Folkman. So far, the project has included several phases, including 1.5-year theoretical research, preparation, and programming phases,
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Saraiva, Ana Cristina Alves Raimundo Duarte. "Da ética à ciberpsicologia. Uma perspetiva integradora dos hábitos de consumo informacional." Master's thesis, 2021. http://hdl.handle.net/10362/132559.

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A mudança é constante nos dias de hoje e é pautada por tendências. Neste novo contexto, complexo e de incerteza, é pertinente pensarmos sobre como este novo paradigma se articula com novos conceitos. Nesta linha de investigação, surgem novas questões no ramo da ética da informação e da ciberpsicologia que necessitam de respostas interdisciplinares. Tendo como ponto de partida a construção de uma visão concetual que englobe a compreensão das tendências de consumo informacional, as questões emergentes da ética da informação e da ciberpsicologia, foram definidos os seguintes objetivos: investigar
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Van, der Merwe Petro. "An exploratory study on new technology and associated psychosocial risks in adolescents : can digital media literacy programmes make a difference." Thesis, 2012. http://hdl.handle.net/10500/13150.

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This study centres on the psychological effects new digital media, like the internet and cellphones, have on adolescents. Although the internet has enormous benefits, it also poses a host of risks that can make adolescents vulnerable to victimisation and/or developing associated psychosocial problems. Characterisations of adolescents’ social relationships in the internet medium, as well as the investigation of the continuity between digital media literacy and online social behaviours, carry high relevance for developmental psychology. It is during the adolescent period that peer interactions a
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