1.

Record Nr.

UNINA9910810643103321

Autore

Starzak Tobias

Titolo

Kognition bei Menschen und Tieren : eine vergleichende philosophische Perspektive / / Tobias Starzak

Pubbl/distr/stampa

Berlin, [Germany] : , : Walter de Gruyter GmbH, , 2015

©2015

ISBN

3-11-036890-0

3-11-039271-2

Descrizione fisica

1 online resource (262 p.)

Collana

Epistemische Studien : Schriften zur Erkenntnisund Wissenschaftstheorie, , 2198-1884 ; ; Band 30

Classificazione

CC 7266

Disciplina

575.01

Soggetti

Behavior evolution - Germany

Behavior genetics - Germany

Social interaction - Germany

Lingua di pubblicazione

Tedesco

Formato

Materiale a stampa

Livello bibliografico

Monografia

Note generali

Description based upon print version of record.

Nota di bibliografia

Includes bibliographical references and index.

Nota di contenuto

Frontmatter -- Danksagung -- Inhalt -- 1. Einleitung -- 2. Erkenntnistheoretische und methodologische Überlegungen -- 3. Rationale Lebewesen -- 4. Ökologische Rationalität -- 5. Theoretische Rationalität -- 6. Soziales Lernen -- 7. Kooperation und kumulative kulturelle Evolution -- 8. Die Evolution von Kooperation -- 9. Schluss -- Literaturverzeichnis -- Index

Sommario/riassunto

Warum erfinden Tiere keine Computer und warum fliegen sie nicht zum Mond? Die philosophische Auseinandersetzung mit Tieren ist von jeher durch die Suche nach einer anthropologischen Differenz motiviert, von der man sich erhofft, etwas über die Natur des Menschen zu erfahren. Dabei ist die technologische Entwicklung des Menschen der vielleicht augenfälligste Unterschied zu allen nicht-menschlichen Tieren. Bei genauerer Betrachtung basiert die Fähigkeit des Menschen Innovationen hervorzubringen jedoch nicht auf der Erfindungsgabe einzelner, sondern ist vielmehr das Ergebnis kumulativer kultureller Evolution, eines Prozesses, in dem Innovationen einzelner von der sozialen Gruppe konserviert und so zu einem späteren Zeitpunkt Ausgangspunkt weiterer Innovationen in Form von Verbesserungen



werden können. Aber warum gibt es bei Tieren keine kulturelle Evolution? In diesem Buch werden Rationalität, soziales Lernen und Kooperation - die Grundlagen kultureller Evolution - aus einer vergleichenden philosophischen Perspektive unter die Lupe genommen. Dabei wird die Sicht entwickelt, dass der Anschein einer anthropologischen Differenz durch die Summe vieler kleiner Unterschiede hervorgerufen wird und wir anderen Tieren ähnlicher sind als wir häufig glauben.

2.

Record Nr.

UNINA9910437574003321

Titolo

Games for Health : Proceedings of the 3rd european conference on gaming and playful interaction in health care / / edited by Ben Schouten, Stephen Fedtke, Tilde Bekker, Marlies Schijven, Alex Gekker

Pubbl/distr/stampa

Wiesbaden : , : Springer Fachmedien Wiesbaden : , : Imprint : Springer Vieweg, , 2013

ISBN

9783658028978

3658028971

Edizione

[1st ed. 2013.]

Descrizione fisica

1 online resource (xi, 308 pages) : illustrations (some color)

Collana

Gale eBooks

Disciplina

610.113

Soggetti

Medical informatics

User interfaces (Computer systems)

Human-computer interaction

Multimedia systems

Health Informatics

User Interfaces and Human Computer Interaction

Multimedia Information Systems

Lingua di pubblicazione

Inglese

Formato

Materiale a stampa

Livello bibliografico

Monografia

Note generali

Description based upon print version of record.

Nota di bibliografia

Includes bibliographical references.

Nota di contenuto

Preface; Organization; Table of Contents; Research and Validation; A Serious Game to Inform about HIV Prevention: HlnVaders, a Case Study; 1 Introduction; 2 Related Work; 3 The HlnVaders Game; 3.1 Virus, antiretroviral and white blood cells; 3.2 The events; 3.3 After the event;



4 Tests; 5 Results; 5.1 Questions about HIV; 5.2 Perceived game pleasantness; 6 Conclusions; 7 References; From KinectTM to anatomically-correct motion modelling: Preliminary results for human application.; 1 Introduction; 2 Methodology; 3 Results; 4 Discussion; 5 Conclusion; 6 Acknowledgments; 7 References

Fear and Happiness in ""Re-Mission"": Teasing Out Emotional Gaming Events Responsible for Cancer Risk Perception1 Introduction; 1.3 The Events of Conflict; 1.4 From Game Play to Emotional Involvement; 1.5 Emotions and Risk Perception; 1.6 Fear and Happiness in Risk Perception; 2 Methods; 2.1 Participants and Sampling Procedure; 2.2 Experimental Procedure; 2.3 Conflict Manipulation; 2.4 Measures; 3 Results; 3.1 Conflict Manipulation Check; 3.2 Emotions and the Gaming Events of Conflict; 3.3 Emotional Involvement as a Mediator; 3.4 Modeling Emotions; 4 Discussion; 5 References

Game Design, Development and BusinessBias Blaster - Aiding Cognitive Bias Modification- Interpretation through a bubble shooter induced game- flow; 1 Introduction; 2 The evolution of Bias Blaster; 2.1 Cognitive Bias Modification-Interpretation; 2.2 Bubble shooter; 2.3 Bias Blaster; 3 Implications for Game design; 3.1 Design for Acceptance; 3.1.1 How to design for acceptance; 3.2 Towards a Serious Therapeutic; 4 Conclusion; 5 Future work; 6 Acknowledgements; 7 References; Attributing Design Decisions in the Evaluation of Game- Based Health Interventions; 1 Introduction

2 Design and Development Process3 Problems in Game-Based Health Intervention Evaluation; 4 Approach Outline; 5 Pilot-Study in Physiotherapy; 6 Conclusions; 7 Acknowledgements; 8 References; Servitization versus Commoditization: the Business Model Dilemma Confronting Serious Games for Health; 1 Introduction; 2 Serious Games for Health; 3 Challenges Facing Serious Games for Health; 4 Recent Trends; 5 Business Model Dilemma facing Serious Games for Health; 6 Servitization of Serious Games for Health as an Alternative Business Strategy; 7 Conclusion; 8 Acknowledgements; 9 References

IGER: A Game Engine Specifically Tailored to Rehabilitation1 Exergames for Rehabilitation; 2 IGER: A Game Engine for Rehabilitation; 2.1 Efficacy; 2.2 Accessibility; 2.3 Motivation; 3 Results; 4 Discussion and Conclusion; 5 References; Designing Games for Children with Cerebral Palsy; 1 Introduction; 2 Cerebral Palsy; 3 Methodology; 3.1 Design and implementation; 4 Games for Health; 5 The Expert's opinion; 6 Why Make Health Games?; 7 Theoretical Framework; 7.1 Inclusion; 7.2 Learning; 8 Design; 8.1 Empathy in Design; 8.2 Unlocking Emotions; 8.3 The Game; 9 Tests and Results; 9.1 Results

10 Conclusion

Sommario/riassunto

Founded in 2004, the Games for Health Project supports community, knowledge and business development efforts to use cutting-edge games and game technologies to improve health and health care. The Games for Health Conference brings together researchers, medical professionals and game developers to share information about the impact of games, playful interaction and game technologies on health, health care and policy. Over two days, more than 400 attendees participate in over 60 sessions provided by an international array of 80+ speakers, cutting across a wide range of activities in health and health care. Topics include exergaming, physical therapy, disease management, health behavior change, biofeedback, rehab, epidemiology, training, cognitive health, nutrition and health education. Content The proceedings covers the peer-reviewed papers from the Games for Health Conference 2013. Target groups Game Developers, Game Designers Medical Professionals Researchers & Students Editors Ben Schouten is full professor in Playful Interaction at



Eindhoven University of Technology, as well as associate professor Play & Game Design at Amsterdam University of Applied Sciences. He is a Member of the Dutch Games Association and advisor for the European Commission. Dr. Marlies P. Schijven is a surgeon at the Academic Medical Center in Amsterdam, and a renowned researcher in the field of Virtual Reality applications for healthcare, Simulation and Serious Gaming. Dr. Tilde Bekker is an associate professor in design research on playful interactions in the department Industrial Design at Eindhoven University of Technology. Her main research interests are designing for playful interaction, and designing products for children and older adults. Dr. Stephen Fedtke is an IT specialist and highly recognized book author and editor. His focus is on the interdisciplinary application of information and media technologies, such as IT security, health and entertainment. Alex Gekker is a doctoral candidate at Utrecht University and member of the Games for Health Europe's founding team. His research focuses on playful everyday interactions in the digital maps domain.