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Holarchic HCI and Augmented Psychology ('AugPsy')

机译:Holarchic HCI和增强心理学(AugPsy)

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摘要

Consciousness enables experience, and each can be placed on a spectrum [1,14]. Experience is more robust and multidirectional, though the possibility exists for it to be bidirectional (particularly for the geometrician working along a line, but also generally when considering between two given options). Consciousness is synonymous informally with awareness. When one is conscious, they are aware, and vice versa. Awareness can be quantified in terms of being "greater" or "lesser". For example, one may be more aware of certain aspects of experience than others given selective attention. Experience is the basic unit of analysis for phenomenology. While experience may be operationalized as qualia to address "what things are like" [20], the former may also be treated as a formal primitive. Phenomena are events as they appear to or present themselves for conscious perceivers. In ordinary use, experiences are assumed to be significant events or happenings. Phenomenal experience is qualitative. It is characterized as such by description through adjectives (e.g., "good" or "bad"). Experiences can be categorized into types, e.g. into the learning kind (as in the "learning experience"). If an experience is rich, then it has richness that may be qualified-described further in terms of what makes it so-or quantified. Growth may result from the victorious experience. This is so in battle-based role playing games (RPGs), where successfully defeating one's opponent earns experience points that contribute to the possible level-up of one or more of the player's team members (as in Pokemon and Fire Emblem, two of the most popular Japanese action-adventure RPG series). It is posited that the self, after being immersed in something greater than it, has potential to emerge greater than it was prior [2,3]. Positive psychology recognizes such an immersed state as being one of flow or engagement. Subjective immersion [6] can be reported on to certain extents of meaningfulness and accuracy. Immersion can be qualified, e.g. via description of an activity's meaning to the human actor, or perhaps quantified. Perhaps the optimal flow experience is only quantifiable as being infinitely enjoyable, enriching, engaging, and/or meaningful, among other possible measures.
机译:意识使经验成为可能,每一种都可以被放在一个光谱中[1,14]。经验更稳健、更具多向性,尽管它可能是双向的(尤其是对于沿着一条线工作的几何学家,但通常在考虑两个给定选项时也是如此)。意识非正式地等同于意识。当一个人有意识时,他们就有意识,反之亦然。意识可以用“更大”或“更小”来量化。例如,一个人可能比其他被给予选择性关注的人更了解经验的某些方面。经验是现象学分析的基本单位。虽然经验可以被操作化为处理“事物是什么样的”[20],但前者也可以被视为一种形式上的原语。现象是在有意识的感知者面前出现或呈现的事件。在日常使用中,经验被认为是重要的事件或事件。非凡的体验是定性的。它的特点是通过形容词来描述(例如,“好”或“坏”)。经验可以分为类型,例如学习类型(如“学习经验”)。如果一个经验是丰富的,那么它就具有丰富性,可以根据是什么使它如此或被量化来进一步描述。胜利的经历可能会带来成长。这在基于战斗的角色扮演游戏(RPG)中也是如此,成功击败对手可以获得经验值,这有助于玩家的一个或多个团队成员提高水平(如日本最流行的动作冒险RPG系列中的口袋妖怪和火焰徽章)。有人假设,自我在沉浸于比它更伟大的事物之后,有可能比之前更伟大地出现[2,3]。积极心理学认为这种沉浸状态是一种流动或参与的状态。主观沉浸[6]可以在一定程度上有意义和准确地报告。沉浸感可以被限定,例如通过描述活动对人类参与者的意义,或者量化。也许最佳的流动体验只能被量化为无限享受、丰富、吸引和/或有意义,以及其他可能的衡量标准。

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