TALK KEYWORD INDEX
This page contains an index consisting of author-provided keywords.
| 3 | |
| 360-degree media | |
| 3MDR | |
| A | |
| Abuse | |
| Acceptability | |
| Accessibility | |
| Acculturation | |
| Acquired Brain Injury | |
| Acquired Brain Injury (ABI) | |
| active and passive social media use | |
| Activities of Daily Living | |
| acute pain | |
| Adaptive | |
| Adaptive content generation | |
| Adaptive triggering | |
| Addiction | |
| ADHD | |
| Adjustment | |
| adolescence | |
| Adolescents | |
| Adoption | |
| affective computing | |
| Affective Learning | |
| Affective polarization | |
| affective responses | |
| Affective Sensing | |
| affordance support and constraint | |
| Affordance theory | |
| Age | |
| Agency | |
| agent-based modelling (ABM) | |
| aging | |
| AI | |
| AI agent personality | |
| AI Attachment | |
| AI Chatbot | |
| AI chatbots | |
| AI Companions | |
| AI Ethics | |
| AI-attitude | |
| AI-generated imagery | |
| AI-generated news | |
| AI-literacy | |
| AI-mediated news framing | |
| AI-Powered Virtual Humans | |
| AI-Supported Learning | |
| alcohol craving | |
| alcohol use | |
| Algorithmic accountability | |
| Anorexia Nervosa | |
| ANS | |
| Anterior cingulate cortex (ACC) | |
| anthropomorphism | |
| Anxiety | |
| Anxiety and Depressive Symptom | |
| Anxiety disorders | |
| Apps | |
| AR | |
| ARFID | |
| Artificial Intelligence | |
| Artificial intelligence ethics | |
| Artificial-Intelligence | |
| Assessment | |
| Athlete mental health | |
| attachment | |
| Attention | |
| Attention measurement | |
| Attention Network Test | |
| attentional bias | |
| Attentional bias modification | |
| audio clip | |
| Augmented Reality | |
| Autism Spectrum Disorder | |
| Avatar | |
| awareness | |
| awe | |
| axiological flexibility | |
| B | |
| Background Music | |
| Basic Psychological Needs | |
| BDNF gene | |
| Behavior analysis | |
| behavioral analytics and telemetry | |
| Behavioral assessment | |
| behavioral clustering | |
| Behavioral Logging | |
| Behavioral Modeling | |
| Behavioral outcomes | |
| Behaviour Change | |
| behaviour change design | |
| Behavioural feedback loops | |
| Behavioural influence | |
| Behavioural outcomes | |
| Big Five model | |
| biological sovereignty | |
| Bioplastics | |
| body image | |
| body perception | |
| Body Scan | |
| Body Tracking | |
| Borderline Personality Disorder | |
| Borderline Personality Disorder (BPD) | |
| Brain connectivity | |
| Brain Injury | |
| Brain–computer interface | |
| Brain–Computer Interface (BCI) | |
| Breast cancer | |
| Buba-Kiki effect (maluma-takete) | |
| bullying prevention education | |
| Bystanders | |
| C | |
| Camera-Based human Monitoring | |
| cancel culture | |
| cancer | |
| CEL (Cognitive Ease Light) index | |
| Chat-GPT | |
| Chatbot-Based Role-Play | |
| Chatbots | |
| ChatGPT | |
| Children | |
| Children and adolescents | |
| Choice architecture | |
| chronic pain | |
| Climate Disasters | |
| Clinical applications | |
| Clinical Hypnosis | |
| Clinical interventions | |
| Clinical Psychology | |
| Clinical Screening | |
| Clinical Simulation | |
| Closed-loop Feedback Control | |
| Cluster analysis | |
| Co-authorship | |
| co-creation | |
| co-design | |
| Co-presence | |
| Codesign | |
| coercion | |
| Coercive Control | |
| cognitive absorption | |
| Cognitive age | |
| Cognitive Assessment | |
| Cognitive Behavioral Therapy | |
| Cognitive distortions | |
| Cognitive Engagement | |
| cognitive flexibility | |
| cognitive friction | |
| Cognitive impairment | |
| Cognitive Load | |
| Cognitive processing | |
| Cognitive Rehabilitation | |
| Cognitive stimulation | |
| Cognitive training | |
| Cognitive Vitality Model | |
| Cognitive Workload | |
| Collaboration | |
| Collaborative Learning | |
| combat stress | |
| combat trauma | |
| Combined treatments | |
| Comfort–growth paradox | |
| communalities | |
| communication | |
| Community health | |
| computational psychology | |
| Computer vision | |
| Computerized cognitive assessment | |
| COMT gene | |
| Confirmatory factor analysis | |
| Content moderation | |
| Context | |
| converational norms | |
| Conversation | |
| conversational AI | |
| Conversational Artificial Intelligence | |
| Cooperative Interaction | |
| Cooperative Learning | |
| Coping strategies | |
| Counselor Education | |
| Counselors | |
| Critical thinking | |
| Cross-species comparison | |
| CSAM | |
| cue exposure | |
| cue-exposure | |
| cultural assimilation | |
| cultural change | |
| culture | |
| Customization | |
| cyber behavior analysis | |
| Cyber fraud | |
| Cyberbullying | |
| cyberpsychology | |
| Cyberscam | |
| Cybersecurity | |
| Cybersecurity and Privacy | |
| Cybersickness | |
| Cybertherapy | |
| D | |
| Data Privacy | |
| Dataset Validation | |
| DBT | |
| Death/Dying | |
| Deceptive design patterns | |
| Decision Making | |
| Decision-making | |
| Deepfake | |
| Deliberate Practice | |
| Delivery Modality | |
| Dementia | |
| Deportation Memorial | |
| Depression | |
| diagnosis | |
| Dialectical behavior therapy | |
| Dialectical Behavior Therapy (DBT) | |
| digital anorexia | |
| digital art | |
| Digital Attentional Capture | |
| Digital Attentional Control | |
| Digital Behavior Change Interventions | |
| Digital biomarkers | |
| Digital community wellbeing | |
| digital consent | |
| digital content | |
| Digital Decision Making Tools | |
| Digital distraction | |
| Digital emotional support | |
| Digital engagement | |
| Digital environments | |
| digital health | |
| Digital health governance | |
| Digital Health Technologies | |
| Digital Heritage | |
| Digital Hoarding | |
| Digital intergroup contact | |
| Digital Intervention | |
| Digital interventions | |
| Digital Life Balance | |
| Digital Mental Health | |
| Digital Neurorehabilitation | |
| Digital nudges | |
| Digital Privacy | |
| Digital psycho-oncology | |
| digital reading | |
| Digital Skills | |
| Digital Technology | |
| Digital Therapeutics | |
| Digital Trust | |
| digital violence | |
| Digital Wellbeing | |
| Digitalization | |
| dissociative symptoms | |
| Dual pathway | |
| Dual-Stakeholder Approach | |
| dual-task | |
| E | |
| E-health | |
| early adversity | |
| Early brain development | |
| eating behavior | |
| Eating Disorder | |
| Eating disorder prevention | |
| Eating disorders | |
| eating-related behavior | |
| Ecological Momentary Assessment | |
| Ecological Momentary Assessment (EMA) | |
| Ecological Momentary Intervention | |
| Ecological Validity | |
| economic wellbeing | |
| educational design | |
| EEG Hyperscanning | |
| effectiveness verification | |
| efferent copy | |
| ehealth app | |
| ehealth platform | |
| elderly | |
| electrocardiogram (ECG) | |
| Electroencephalography (EEG) | |
| Electrogastrography | |
| Electrophysiology | |
| embodied cognition | |
| Embodiement | |
| Embodiment | |
| Emerging Adults | |
| Emotion | |
| Emotion regulation | |
| Emotion Regulation prevention | |
| Emotional Alignment | |
| Emotional Dysregulation | |
| emotional eating | |
| Emotional engagement | |
| Emotional mirroring | |
| Emotional outcomes | |
| Emotional Priming | |
| emotional states | |
| Emotional tone | |
| emotionality | |
| Emotions | |
| Empathy | |
| Engineered exosomes | |
| Enjoyment | |
| Entrainment | |
| Enunciative co-presence | |
| environmental psychology | |
| Ethical AI | |
| Ethical Decision-Making | |
| Ethical game design | |
| Ethical Perceptions | |
| ethical platform design | |
| Ethical technology | |
| Ethical Technology Design | |
| Ethics | |
| Eudaimonic Well-being | |
| Event-Related Potentials | |
| Executive functions | |
| Experience-Design | |
| Experiential Avoidance | |
| Experiential Learning | |
| experimental | |
| expert interviews | |
| Exposure | |
| Exposure and Response Prevention (ERP) | |
| Exposure Therapy | |
| Exposure-based interventions | |
| Extended reality | |
| Extended Reality (XR) | |
| extortion | |
| extraversion | |
| extreme social withdrawal | |
| eye movement desensitization and reprocessing therapy | |
| eye-movement desensitization and reprocessing | |
| Eye-tracking | |
| F | |
| face recognition | |
| Factor Analysis | |
| Fall risk | |
| Family 5.0 | |
| Fear of missing out | |
| Feasibility | |
| Feasibility Study | |
| film narratives | |
| Financial harm | |
| Flourishing | |
| Food choices | |
| Food cravings | |
| Football | |
| free energy principle | |
| Functional cognition | |
| G | |
| Gait impairment | |
| gambling | |
| Gambling disorder symptoms | |
| Gaming | |
| gaming disorder | |
| Gaming hackathon | |
| Gaming profiles | |
| GenAI | |
| Gender non-conforming | |
| Gene Expression Profiling (GEP) | |
| Generative AI | |
| Generative AI (LLMs) | |
| Generative Artificial Intelligence | |
| Goal-directed engagement | |
| goals | |
| Golden Rule Embodiment Paradigm | |
| grooming | |
| Group Therapy | |
| Gut–brain axis | |
| H | |
| Health Behavior | |
| Health communication | |
| Health narratives | |
| health technology | |
| Healthcare | |
| healthcare education | |
| Healthy aging | |
| Hearing impairment | |
| Heart rate | |
| Heart Rate Variability | |
| helping | |
| High-density oximetry | |
| hikikomori | |
| Historical Contextualization | |
| Historical Empathy | |
| History | |
| Holographic 3D Visualization | |
| Hospital | |
| HRV | |
| Human 5.0 | |
| Human 5.0 interface | |
| Human Computer Interaction (HCI) | |
| Human factors | |
| Human-Agent Interaction | |
| Human-AI interaction | |
| Human-Centered Technology | |
| Human-centred AI | |
| Human-centred AI design | |
| Human-Computer Interaction | |
| Human–AI alignment | |
| Human–AI dialogue | |
| Human–AI Interaction | |
| Human–machine Interaction | |
| hypnosis | |
| I | |
| Identity | |
| image-based sexual abuse | |
| Imagery Ability | |
| Immersion | |
| Immersive Cyberspace | |
| Immersive Technologies | |
| Immersive Virtual Reality | |
| immersive VR | |
| Implementation | |
| Implicit attitudes | |
| implicit bias | |
| inclusive protocols | |
| Individual | |
| Individual differences | |
| Influence | |
| Information flow | |
| Information processing | |
| Informational video | |
| Inhibitory Learning | |
| insider risk | |
| Instrumental activities of daily living | |
| Intellectual Extremism | |
| Intellectual Security | |
| Intention to use | |
| Inter-Brain Synchronization | |
| Interactive systems | |
| Interactive use | |
| interactivity | |
| intergroup contact | |
| internal representation | |
| internet addiction | |
| interoception | |
| interoceptive modeling | |
| Intersubjectivity | |
| Intervention | |
| intracranial electroencephalography | |
| IoT | |
| Ischemic stroke | |
| J | |
| Job Interview Training | |
| Just-In-Time-Adaptive-Intervention | |
| justice | |
| K | |
| Kindness | |
| L | |
| Labour Market | |
| Large Language Model (LLM) | |
| Large Language Models | |
| Latin American migrants | |
| Learning | |
| LGBTQ+ discrimination | |
| life styles | |
| lifestyles | |
| linguistic-somatic resonance | |
| Liquid metal conductors | |
| lived experience | |
| LLM | |
| locomotion | |
| Logistic regression | |
| Loneliness | |
| Longitudinal | |
| Longitudinal design | |
| Longitudinal perspective | |
| Low-Burden Physiological Monitoring | |
| Low-Channel EEG | |
| M | |
| Machine learning | |
| Major Depressive Disorder | |
| MDD | |
| Measurement | |
| media preference | |
| Medical Communication Training | |
| medication adherence | |
| Meme Genealogy | |
| Memorial Experience | |
| Memory | |
| Mental Health | |
| Mental Health Classification | |
| mental health stigma | |
| mental state attribution | |
| mentalization | |
| mesenchymal stem cells | |
| Mesh Networking | |
| Metacognitive Reflection and Insight Therapy (MERIT) Social Displacement | |
| mHealth intervention | |
| Migration | |
| Mild Cognitive Impairment | |
| Mindfulness Interventions | |
| Mini-BESTest | |
| Mini-Mental State Examination (MMSE) | |
| Misinformation | |
| MISO | |
| Mixed Methods | |
| Mixed reality | |
| Mixed-reality (MR) | |
| Mobile App | |
| mobile application | |
| Mobile Health | |
| moderated mediation | |
| Moderation | |
| Montreal Cognitive Assessment (MoCA) | |
| moral injury | |
| moral labour | |
| moral panics | |
| Morality | |
| Motivation | |
| Multi-Agent Systems | |
| Multidomain intervention | |
| Multimodal behavioral data integration | |
| Multimodal Biosignals | |
| multimodal sensing | |
| Multimodality | |
| Multisensory integration | |
| Muscle oxygen metabolism | |
| Musiquence | |
| N | |
| narrative engagement | |
| Narratives | |
| natural language processing | |
| Need for popularity | |
| Need to belong | |
| neural interfaces | |
| Neural signal recording | |
| neurodiversity | |
| Neuropsychological assessment | |
| neuroregeneration | |
| Neurorehabilitation | |
| neuroticism | |
| News framing | |
| Nicotine craving | |
| Nihilistic Violent Extremism (NVE) | |
| Non-high-risk youth | |
| Normalization Process Theory | |
| nutrition | |
| O | |
| Object Attachment | |
| Objective measurement | |
| Obsessive-compulsive disorder | |
| Obsessive-Compulsive Disorder (OCD) | |
| OCEAN | |
| OCEAN personality model | |
| Older adults | |
| Omani Youth Mixed Methods | |
| Online abuse | |
| online adaptive behaviors | |
| online communities | |
| Online Environments | |
| online excessive use | |
| Online gambling | |
| online gaming | |
| Online Helping Behavior | |
| online intervention | |
| Online Monitoring | |
| online moral engagement | |
| Online political engagement | |
| Online Prosocial Behavior | |
| Online scams | |
| Online Short Form Videos | |
| Online toxicity | |
| operational deadlock | |
| Opinion | |
| Outgroup acceptance | |
| Overparenting | |
| Overview effect | |
| P | |
| Paediatrics | |
| pain management | |
| pain prevention | |
| Palliative Care | |
| Pandemic | |
| Parents | |
| Parkinson’s disease | |
| Partial information decomposition | |
| Patient Information | |
| Pediatric procedural care | |
| pediatrics | |
| Perceptual-cognitive skills | |
| perceptual–motor style | |
| Perinatal mental health | |
| Personality | |
| Personality development | |
| Personality Drift | |
| Personality Psychology | |
| Personality Traits | |
| Personality-based user modeling | |
| Personalization | |
| Person–environment transactions | |
| Perspective-Taking | |
| Persuasion | |
| phenomenology | |
| Phishing detection | |
| Phubbing | |
| Physical activity | |
| physical wellbeing | |
| Physiological Monitoring | |
| platformed intimacy | |
| Player agency | |
| polarization | |
| Positive Affect | |
| Positive Psychology | |
| Positive Psychology Interventions | |
| Positive Technology | |
| Post Traumatic Stress Disorder | |
| posttraumatic stress disorder | |
| posttraumatic stress disorder (PTSD) | |
| PPC | |
| Precision medicine | |
| Prediction | |
| Predictive Analytics | |
| predictive coding | |
| Predictive modeling | |
| prejudice | |
| Prejudice reduction | |
| Presence | |
| prevention education program | |
| Preventive Health | |
| Preventive mental health | |
| Privacy Awareness | |
| Privacy protection | |
| Proactive | |
| Process evaluation | |
| Procrastination | |
| prolonged exposure | |
| Prolonged grief disorder | |
| prolonged grief disorder (PGD) | |
| Prosocial behavior | |
| Protocol | |
| psychological exploitation | |
| Psychological First Aid | |
| psychological flexibility | |
| Psychological profiles | |
| Psychological Resources | |
| Psychological safety | |
| Psychological tensions | |
| Psychological Well-Being | |
| psychological wellbeing | |
| Psychologists' Training | |
| Psychology | |
| Psychology-Aware AI | |
| Psychometric Properties | |
| Psychometric scales | |
| Psychometric Validation | |
| Psychometrics | |
| Psychophysiological measures | |
| Psychophysiology | |
| Psychosocial | |
| psychosocial intervention | |
| Psychosocial stress | |
| psychotherapy | |
| PSYOPS | |
| Public Perceptions | |
| Public speaking anxiety | |
| Q | |
| Q Methodology | |
| Qualitative | |
| qualitative research | |
| qualitative validation | |
| Quantitative | |
| Questionnaire | |
| R | |
| rage bait | |
| Randomized control trial | |
| randomized controlled trial | |
| reading comprehension | |
| Recommender Systems | |
| reconsolidation of traumatic memories | |
| Rehabilitation | |
| Reinforcement Learning | |
| Relaxation | |
| Relaxation Breathing | |
| Remote Mental Health Intervention | |
| Resilience | |
| Responsive Behaviors | |
| Risk and resilience | |
| Risk prevention | |
| romantic relationships | |
| S | |
| saccadic latency | |
| Safe exposure | |
| Safety | |
| Satisfaction | |
| Scale | |
| Scale Development | |
| Scam | |
| Scam victimisation | |
| School-to-Work Transition | |
| Screen exposure | |
| Selective mutism | |
| Self | |
| Self-Care | |
| Self-Compassion | |
| Self-Determination Theory | |
| Self-Guided Intervention | |
| self-regultation | |
| Self-report measures | |
| Self-reported health | |
| Self-representation | |
| Sense of presence | |
| Sense-making | |
| sensorimotor transformations | |
| Sentiment Analysis | |
| Serious games for youth well-being | |
| sexting and sext dissemination | |
| Sexual Violence | |
| shame | |
| Simulation | |
| sleep | |
| sleep architecture | |
| Smartphone-Based Interventions | |
| Smartphones | |
| Smoking Cessation | |
| Social and familiar consequences | |
| Social anxiety | |
| Social Anxiety Disorder | |
| social cognition | |
| Social connectedness | |
| Social Dance | |
| social intervention | |
| social media | |
| Social Media Surveillance | |
| social network addiction | |
| social network analysis | |
| Social presence | |
| Social Psychology | |
| social reintegration | |
| social support | |
| social withdrawal | |
| socialization | |
| Socio-cyber networks | |
| Sociotechnical Imaginaries | |
| somatic hyper-mass | |
| Sound-Induced Flash Illusion | |
| spatial representation | |
| Specific phobia | |
| Spinal Cord Injury (SCI) | |
| Sport psychology | |
| Sports Injury | |
| Stress | |
| Stress and Anxiety Reduction | |
| stress induction paradigm | |
| Stretchable neural electrodes | |
| Striatum (STR) | |
| Stroop task | |
| structural friction | |
| Student profiles | |
| student well-being | |
| styles | |
| Substance Use | |
| Support Vector Machine | |
| surveillance | |
| Susceptibility to manipulation | |
| System 0 | |
| Systematic review | |
| systems security | |
| T | |
| tablet interaction | |
| Tablet-based cognitive stimulation | |
| Task difficulty | |
| TBI | |
| Technology | |
| Technology Acceptance | |
| Technology Acceptance Model | |
| technology adoption | |
| technology habits | |
| Technology-assisted psychological intervention | |
| technology-based sexual violence (TBSV) | |
| technology-facilitated sexual violence | |
| Telegram | |
| Telemedicine | |
| Telepresence | |
| Telepsychology | |
| telepsychotherapy | |
| temperamental profiles | |
| Temporal keyword phrase tracking | |
| Thalamus (TH) | |
| Theoretical Position Paper | |
| therapeutic authority | |
| Therapy | |
| therapy-speak | |
| TikTok | |
| Time series Dynamics | |
| Toxicity | |
| Transcranial Direct Current Stimulation (tDCS) | |
| Transexual | |
| Transfer entropy | |
| transformer models | |
| transportation | |
| Treatment | |
| Treatment Effectiveness | |
| Trier Social Stress Test | |
| Trust | |
| Truthiness Effect | |
| U | |
| University Students | |
| upper elementary school students | |
| Usability | |
| User agency | |
| user control | |
| User Engagement | |
| User Experience | |
| User Trust | |
| User trust and engagement | |
| V | |
| Vestibular injury | |
| Victims of Crime | |
| Video game monetization | |
| Video Game Motivation | |
| video games | |
| Video gaming | |
| Videogames | |
| Vietnam | |
| Violent Video Games | |
| virtual embodiment | |
| virtual environments | |
| Virtual Humans | |
| Virtual Reality | |
| Virtual Reality (VR) | |
| Virtual Reality distraction | |
| virtual reality exposure therapy | |
| Virtual Reality Hypnosis (VRH) | |
| Virtual Reality Therapy | |
| Visual Memory Encoding | |
| voice datafication | |
| voice rights | |
| VR | |
| VRChat | |
| Vulnerability | |
| W | |
| walk and talk therapy | |
| walking | |
| war | |
| Wearable frequency-domain NIRS | |
| Wearable Medical Devices | |
| Wearable sensors | |
| wearables | |
| web-based intervention | |
| Web-based platforms | |
| Well-being | |
| Wellbeing | |
| Wireless Neuromodulation | |
| women | |
| World War II | |
| X | |
| XR and Ethics | |
| Y | |
| Young adults | |
| Youth | |