15 results on '"Waterworth, John"'
Search Results
2. The Psychosocial Reality of Digital Travel
- Author
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Tjostheim, Ingvar and Waterworth, John
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digital travel ,VR ,tourism ,human geography ,COVID-19 ,Human Computer Interaction ,Människa-datorinteraktion (interaktionsdesign) ,virtual tourism - Abstract
This open access book takes a fresh look at the nature of the digital travel experience, at a time when more and more people are engaged in online social interaction, games, and other virtual experiences essentially involving online visits to other places. It examines whether these experiences can seem real to the virtual traveller and, if so, under what conditions and on what grounds. The book unpacks philosophical theories relevant to the feeling of being somewhere, emphasising the importance of perception and being-in-the-world. Notions of place are outlined, based on work in tourism studies, human geography, and other applied social fields, with an aim to investigate how and when different experiences of place arise for the traveller and how these relate to telepresence – the sense of being there in another place through digital media. Findings from recent empirical studies of digital travel are presented, including a survey from which the characteristics of "digital travellers" are identified. A review of selected interactive design trends and possibilities leads to the conclusion, which draws these strands together and looks to the future of this topical and expanding field.
- Published
- 2022
3. Sensational In(ter)⇒action: Designing Creative Learning Environments
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Waterworth, Eva L. and Waterworth, John A.
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virtual environments ,creative learning ,evolutionary psychology - Abstract
Emotion plays an important role in life, both in personal and work life. In fact, it is part of almost everything we do, including artwork, decision-making and interpreting reality in general. Recently developed information technology may create emotionally-arousing sensations in the user, producing motivation and interest, but on the other hand too much emotion can impede use of devices, everyday creativity and learning. In this paper, we discuss how emotion can be used in design in order both to increase engagement and support creative learning. The idea is based on the notion of Perceptually-Seductive Technology (PST, outlined in Waterworth, 2001) and how PST can be applied to support creative learning in classrooms and other settings. Creative learning is characterised as the intersection of creativity (the production of novel and adaptive ideas) and learning (change persisting over time). Sensational in(ter)⇒action alludes to the need for frequent switches between presence and absence, action and inaction, and between the real and virtual worlds according to a design space defined by the three-dimensional Focus, Locus and Sensus model (Waterworth and Waterworth, 2001a).
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- 2019
- Full Text
- View/download PDF
4. The Presence of Emotion: Designing the Feeling of Being There in Interactive Media Experiences
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Waterworth, Eva L and Waterworth, John A
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layers of presence ,media schemata ,virtual environments ,reality judgments ,different emotions - Abstract
We discuss key psychological factors relevant to the design of interactive experiences with intended specific emotional impacts: the sense of presence, reality judgement, and awareness of the need for embodied responses. The extent to which a participant experiences a sense of presence (the feeling of being there) within an external environment is particularly important, but is complicated by the fact that mediated experiences are influenced by many other factors, including mental media schemata, which vary across cultures, across historical timescales, and within and between individuals. We expand on these factors in relation to three example interactive environments, each designed to invoke specific emotional responses and types of experience.
- Published
- 2019
- Full Text
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5. Presence and human development : age-specific variations in presence and their implications for the design of life-enhancing interactive applications
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Waterworth, John, Chignell, Mark, Moller, Henry, and Kandylis, Demi
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Medie- och kommunikationsvetenskap ,sense organs ,skin and connective tissue diseases ,Media and Communications - Abstract
This paper examines the relatively unexplored topic of changes in the sense of presence corresponding to individual development from early childhood to old age. How does presence change over the lifespan and how can presence-modulating interactive environments be designed to accommodate the needs of different age groups in the light of these changes? To address these questions, we adopt an existing framework for theorising about relevant aspects of the sense of presence, emphasising the distinction between presence and absence based on attentional focus, and the role of presence as a link between intentions and actions. We explore changes in presence and absence over the course of the human lifespan, and in relation to various psychological and cognitive problems. This includes a consideration of the significance of age-specific changes in levels of consciousness, as revealed through patterns of waking, sleeping and dreaming. Finally, we explore the implications of our position for the design of interactive environments, especially as applied to psychotherapy, and to cognitive training and development.
- Published
- 2018
6. A randomized controlled trial of brain training with non-action video games in older adults: results of the 3-month follow-up
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Ballesteros, Soledad, Mayas, Julia, Prieto, Antonio, Toril, Pilar, Pita, Carmen, Laura, Ponce de León, Reales, José M., and Waterworth, John A.
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non-action video games ,wellbeing ,cognitive aging ,education ,clinical trial ,brain plasticity ,Neuroscience - Abstract
This randomized controlled study (ClinicalTrials.gov NCT02007616) investigated the maintenance of training effects of 20 1-hr non-action video game training sessions with selected games from a commercial package on several age-declining cognitive functions and subjective wellbeing after a 3-month no-contact period. Two groups of cognitively normal older adults participated in both the post-training (posttest) and the present follow-up study, the experimental group who received training and the control group who attended several meetings with the research team during the study but did not receive training. Groups were similar at baseline on demographics, vocabulary, global cognition, and depression status. Significant improvements in the trained group, and no variation in the control group had been previously found at posttest, in processing speed, attention and visual recognition memory, as well as in two dimensions of subjective wellbeing. In the current study, improvement from baseline to 3 months follow-up was found only in wellbeing (Affection and Assertivity dimensions) in the trained group whereas there was no change in the control group. Previous significant improvements in processing speed, attention and spatial memory become non-significant after the 3-month interval. Training older adults with non-action video games enhanced aspects of cognition just after training but this effect disappeared after a 3-month no-contact follow-up period. Cognitive plasticity can be induced in older adults by training, but to maintain the benefits periodic boosting sessions would be necessary.
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- 2015
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7. Interacting with Presence. HCI and the Sense of Presence in Computer-mediated Environments
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Riva, Giuseppe, Waterworth, John, and Murray, Dianne
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Settore M-PSI/01 - PSICOLOGIA GENERALE ,presence ,computer-mediated interaction - Published
- 2015
8. Brain training with non-action video games enhances aspects of cognition in older adults: a randomized controlled trial
- Author
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Ballesteros, Soledad, Prieto, Antonio, Mayas, Julia, Toril, Pilar, Pita, Carmen, Ponce de León, Laura, Reales, José M., and Waterworth, John
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non-action video games ,training ,wellbeing ,cognitive aging ,brain plasticity ,speed of processing ,Neuroscience ,attention - Abstract
Age-related cognitive and brain declines can result in functional deterioration in many cognitive domains, dependency, and dementia. A major goal of aging research is to investigate methods that help to maintain brain health, cognition, independent living and wellbeing in older adults. This randomized controlled study investigated the effects of 20 1-h non-action video game training sessions with games selected from a commercially available package (Lumosity) on a series of age-declined cognitive functions and subjective wellbeing. Two groups of healthy older adults participated in the study, the experimental group who received the training and the control group who attended three meetings with the research team along the study. Groups were similar at baseline on demographics, vocabulary, global cognition, and depression status. All participants were assessed individually before and after the intervention, or a similar period of time, using neuropsychological tests and laboratory tasks to investigate possible transfer effects. The results showed significant improvements in the trained group, and no variation in the control group, in processing speed (choice reaction time), attention (reduction of distraction and increase of alertness), immediate and delayed visual recognition memory, as well as a trend to improve in Affection and Assertivity, two dimensions of the Wellbeing Scale. Visuospatial working memory (WM) and executive control (shifting strategy) did not improve. Overall, the current results support the idea that training healthy older adults with non-action video games will enhance some cognitive abilities but not others.
- Published
- 2014
- Full Text
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9. Altered, expanded and distributed embodiment : the three stages of interactive presence
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Waterworth, John and Waterworth, Eva
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Systemvetenskap, informationssystem och informatik med samhällsvetenskaplig inriktning ,Embodiment ,Augmented Reality ,Virtual Reality ,Information Systems, Social aspects ,Perception ,Non-mediation - Abstract
This conceptual chapter outlines three stages in the development of interactive presence, and outlines some possibilities and challenges raised by each, and by their combination. The first stage, presence via altered embodiment, refers to the way technology allows us to experience the world with modified or enhanced senses. The second stage, via expanded embodiment, refers to technology pushing the envelope of the mental body in which one feels present, out beyond the physical body. Finally, distributed embodiment refers to how the sense of being present in the world can be separated from that of ownership of a particular body, through the development of new approaches to deploying the technologies of virtual realization. We suggest that presence is the yardstick of embodiment from an experiential perspective. If you cannot feel presence, you are not embodied in the world.
- Published
- 2014
10. AGNES: Connecting people in a multimodal way
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Peter, Christian, Kreiner, Andreas, Schröter, Martin, Kim, Hyosun, Bieber, Gerald, Öhberg, Fredrik, Hoshi, Kei, Waterworth, Eva L., Waterworth, John A., Ballesteros, Soledad, and Publica
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social networks ,haptic user interfaces ,wearable computing ,Elderly users ,ambient assisted living (AAL) ,tangible interaction - Abstract
Western societies are confronted with a number of challenges caused by the increasing number of older citizens. One important aspect is the need and wish of older people to live as long as possible in their own home and maintain an independent life. As people grew older, their social networks disperse, with friends and families moving to other parts of town, other cities or even countries. Additionally, people become less mobile with age, leading to less active participation in societal life. Combined, this normal, age-related development leads to increased loneliness and social isolation of older people, with negative effects on mental and physical health of those people. In the AGNES project, a home-based system has been developed that allows connecting elderly with their families, friends and other significant people over the Internet. As most older people have limited experience with computers and often special requirements on technology, one focus of AGNES was to develop with the users novel technological means for interacting with their social network. The resulting system uses ambient displays, tangible interfaces and wearable devices providing ubiquitous options for interaction with the network, and secondary sensors for additionally generating carefully chosen information on the person to be relayed to significant persons. Evaluations show that the chosen modalities for interaction are well adopted by the users. Further it was found that use of the AGNES system had positive effects on the mental state of the users, compared to the control group without the technology.
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- 2013
11. Tangible presence in blended reality space
- Author
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Hoshi, Kei and Waterworth, John
- Subjects
blended reality space ,Human Computer Interaction ,tangibility ,presence ,Människa-datorinteraktion (interaktionsdesign) ,collaboration ,rehabilitation - Abstract
We discuss issues relating to presence arising from the recent evolution of tangible interaction techniques as an alternative interaction paradigm to the familiar WIMP-based Graphical User Interfaces (GUIs). The intersection of sensory, cognitive and also emotional aspects in such interfaces takes us a significant step further than GUI techniques. We introduce our concept of Tangible Presence in Blended Reality Space, and its study as an emerging weaving of HCI and presence research. An experimental study is then described, which examined the influence of three key factors in the way blended realities may be implemented: tangibility, viewpoint and avatar identity. The study examined the effect of manipulations of these factors on rated presence and self-presence. Our findings emphasize the importance of tangibility for presence, but suggest that presence and self-presence are unrelated phenomena. Finally, as critical concerns in future work to design and implement blended reality spaces for a variety of purposes, context sensitivity and usability issues are discussed.
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- 2009
12. AGNES: Connecting people in a multimodal way
- Author
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John Waterworth, Martin Schröter, Hyosun Kim, Andreas Kreiner, Christian Peter, Eva Lindh Waterworth, Fredrik Öhberg, Gerald Bieber, Soledad Ballesteros, Kei Hoshi, Peter, Christian, Kreiner, Andreas, Schroter, Martin, Kim, Hyosun, Bieber, Gerald, Ohberg, Fredrik, Hoshi, Kei, Waterworth, Eva, Waterworth, John, and Ballesteros, Soledad
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Focus (computing) ,Modalities ,Social network ,Multimedia ,business.industry ,Computer science ,aging ,Control (management) ,Internet privacy ,Loneliness ,ambient assistance ,computer.software_genre ,tangible interaction ,Human-Computer Interaction ,wearable devices ,wellbeing ,Signal Processing ,medicine ,social network ,The Internet ,Social isolation ,medicine.symptom ,business ,computer ,Wearable technology - Abstract
Western societies are confronted with a number of challenges caused by the increasing number of older citizens. One important aspect is the need and wish of older people to live as long as possible in their own home and maintain an independent life. As people grew older, their social networks disperse, with friends and families moving to other parts of town, other cities or even countries. Additionally, people become less mobile with age, leading to less active participation in societal life. Combined, this normal, age-related development leads to increased loneliness and social isolation of older people, with negative effects on mental and physical health of those people. In the AGNES project, a home-based system has been developed that allows connecting elderly with their families, friends and other significant people over the Internet. As most older people have limited experience with computers and often special requirements on technology, one focus of AGNES was to develop with the users novel technological means for interacting with their social network. The resulting system uses ambient displays, tangible interfaces and wearable devices providing ubiquitous options for interaction with the network, and secondary sensors for additionally generating carefully chosen information on the person to be relayed to significant persons. Evaluations show that the chosen modalities for interaction are well adopted by the users. Further it was found that use of the AGNES system had positive effects on the mental state of the users, compared to the control group without the technology. Refereed/Peer-reviewed
- Published
- 2013
13. Human-experiential design of presence in everyday blended reality living in the here and now
- Author
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Waterworth, John and Hoshi, Kei
- Subjects
HCI ,experiental ,design ,blended reality ,interaction ,virtual reality ,presence ,mixed reality - Abstract
This book explores how our lives and social interactions have become split between two intertwined, but not integrated, realities: the physical and the digital. Our sense of presence in the here and now has become fragmented, and yet earlier design approaches reinforced the problem, rather than leading to improvements. The authors address these issues by laying out a new human computer interaction (HCI) design approach – human-experiential design – rooted in a return to first principles of how people understand the world, both consciously and unconsciously. The application of this approach to the design of blended reality spaces is described in detail. Examples and scenarios of designing them to overcome the problems inherent in a variety of mixed reality settings are provided. Human-Experiential Design of Presence in Everyday Blended Reality will appeal to undergraduate and graduate students and researchers in interaction design, psychology, HCI and computer application studies, as well as practicing interaction designers and computer professionals. It will also be of interest to communication, media and urban design students, and to all readers with an interest in the technology-mediated future.
- Published
- 2016
14. Tools, perspectives and avatars in blended reality space
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Hoshi, Kei, Pesola, Ulla, Waterworth, Eva, and Waterworth, John
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technology, industry, and agriculture ,blended reality space ,tangibility ,presence ,rehabilitation - Abstract
Blended Reality Space is our term for an interactive mixed-reality environment where the physical and the virtual are intimately combined in the service of interaction goals and communication environments aimed at health support and rehabilitation. The present study examines the effect on rated presence and self-presence of three key factors in the way blended realities may be implemented for these purposes. Our findings emphasize the importance of tangibility for presence, but suggest that presence and self-presence are unrelated phenomena. These findings will be incorporated into design principles for our planned work to develop free movement-based interactions for motor rehabilitation as well as blended-reality spaces for collaboration between hospitals, care organizations, and the home.
- Published
- 2009
15. Effective collaboration for healthcare by bridging the reality gap across media-physical spaces
- Author
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1st International Conference on Pervasive Technologies Related to Assistive Environments Athens, Greece 15-19 July 2008, Hoshi, Kei, and Waterworth, John
- Abstract
There are growing needs for communication and collaboration on different managerial and operational levels in healthcare. One trend that has been noted in our modern society is the move of nursing care from traditional hospitals to the patient’s own home. The aim of this paper is to suggest a conceptual solution for healthcare collaboration and to provide an intersectional approach to go beyond that which was possible today and towards better communication and collaboration tomorrow. First, this paper discusses specific issues in communication and collaboration arising from the reality gap between media-physical spaces, then proposes an overview of a new way to approach problems for which conventional design methods offer no clear solution. The paper is thus mostly a description of a problem area, and a general approach to addressing it. We conclude with a description of future needs for further research on collaborative healthcare.
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- 2008
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