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  2. Positive computing - Wikipedia

    en.wikipedia.org/wiki/Positive_computing

    Positive computing is a technological design perspective that embraces psychological well-being and ethical practice, aiming at building a digital environment to support happier and healthier users. Positive computing develops approaches that integrate insights from psychology , education , neuroscience , and HCI with technological development .

  3. Technology and society - Wikipedia

    en.wikipedia.org/wiki/Technology_and_society

    Although these previous examples only show a few of the positive aspects of technology in society, there are negative side effects as well. [6] Within this virtual realm, social media platforms such as Instagram, Facebook, and Snapchat have altered the way Generation Y culture is understanding the world and thus how they view themselves. In ...

  4. Psychological effects of Internet use - Wikipedia

    en.wikipedia.org/wiki/Psychological_effects_of...

    People become addicted or dependent on the Internet through excessive computer use that interferes with daily life. Kimberly S. Young [27] links internet addiction disorder with existing mental health issues, most commonly depression. Young states that the disorder has significant effects socially, psychologically and occupationally.

  5. Digital footprint - Wikipedia

    en.wikipedia.org/wiki/Digital_footprint

    The use of a digital footprint has both positive and negative consequences. On one side, it is the subject of many privacy issues. [7] For example, without an individual's authorization, strangers can piece together information about that individual by only using search engines. Corporations are also able to produce customized ads based on ...

  6. Computer ethics - Wikipedia

    en.wikipedia.org/wiki/Computer_ethics

    Computer ethics is a part of practical philosophy concerned with how computing professionals should make decisions regarding professional and social conduct. [1]Margaret Anne Pierce, a professor in the Department of Mathematics and Computers at Georgia Southern University has categorized the ethical decisions related to computer technology and usage into three primary influences: [2]

  7. Digital literacy - Wikipedia

    en.wikipedia.org/wiki/Digital_literacy

    Digital natives brought the creation of ubiquitous information systems (UIS). These systems include mobile phones, laptop computers and personal digital assistants, as well as digital to cars and buildings (smart cars and smart homes), creating a new unique technological experience.

  8. AOL Mail

    mail.aol.com

    Get AOL Mail for FREE! Manage your email like never before with travel, photo & document views. Personalize your inbox with themes & tabs. You've Got Mail!

  9. Screen time - Wikipedia

    en.wikipedia.org/wiki/Screen_time

    Screen time is the amount of time spent using a device with a screen such as a smartphone, computer, television, video game console, or a tablet. [1] The concept is under significant research with related concepts in digital media use and mental health. Screen time is correlated with mental and physical harm in child development. [2]