99 results on '"Waterworth, John"'
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2. Is There a Market for Digital Travel? Travellers’ Views on Digital Travel and Willingness to Pay
3. Tomorrow’s Digital Travellers—Who are they? A Study on Travellers’ Views on Digital Travel Experiences
4. The Psychosocial Reality of Digital Travel
5. Visiting Places
6. The Reality of Digital Travel
7. Introduction
8. Being Somewhere
9. Feeling Present in Virtual Environments
10. When the Virtual Becomes Real?
11. Effectiveness of Intergenerational Exchange Programs Between Adolescents and Older Adults: A Systematic Review
12. Guest Editorial: Special Issue on Digital Travel
13. Unconscious Interaction and Design
14. Age-sensitive well-being support
15. Virtual Tourism in a Game Environment: Untangling Judged Affordances and Sense of Place
16. Towards a New Culture of Interaction Design
17. Being Through Interaction
18. The Designer as Savage
19. Ambient Interaction Design in a Primitive Society
20. Predicting Personal Susceptibility to Phishing
21. Primitive Interaction Design
22. List of Contributors
23. Why Primitive Interaction Design?
24. Inverting the Panopticon to Safeguard Privacy in Ambient Environments: An Exploratory Study
25. Returning to Nature: VR Mediated States of Enhanced Wellness
26. Savage and Trickster
27. Nature and Nurturance Across the Ages: Modest Means for Modern Times
28. Emptiness, Nothingness and the Interval in Between
29. Primitive Interaction Design: Methods
30. Designing Usable Bioinformatics Tools for Specialized Users
31. Editorial: Enhancing Quality of Life in Ambient Spaces
32. Call for Special Issue Papers: The Psychosocial Impacts of Digital Travel
33. The Problems of Design
34. Bridging Contextual Gaps with Blended Reality Spaces
35. Designing Blended Reality Spaces
36. Acting and Interacting in the Here and Now
37. The Foundations of Human-Experiential Design
38. Designing with Blends
39. Introduction: Divided Presence in Mixed Reality
40. What Do Elderly Users Want and Need from Fitness Technologies?
41. Human-Experiential Design of Presence in Everyday Blended Reality
42. Intention, Action, Self and Other: An Evolutionary Model of Presence
43. Presence: Form, Content and Consciousness
44. The virtual human resource development (VHRD) approach: an integrative literature review
45. Interacting with Presence: HCI and the Sense of Presence in Computer-mediated Environments
46. Feeling Present in the Physical World and in Computer-Mediated Environments
47. Presence in Social Environments
48. The Designed Presence of the Individual
49. Presence, Digital Tools and the Body
50. Conclusions
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