6 results on '"Waterworth, John"'
Search Results
2. Editorial: Enhancing Quality of Life in Ambient Spaces
- Author
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Waterworth, John, Chignell, Mark, and Wiberg, Mikael
- Subjects
transparency ,Systemvetenskap, informationssystem och informatik med samhällsvetenskaplig inriktning ,Human-Computer Interaction ,wellbeing ,Information Systems, Social aspects ,Computer Science (miscellaneous) ,adaptive systems ,augmented spaces ,Computer Vision and Pattern Recognition ,mobility ,Computer Science Applications - Published
- 2022
- Full Text
- View/download PDF
3. A randomized controlled trial of brain training with non-action video games in older adults: results of the 3-month follow-up
- Author
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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.
- Subjects
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.
- Published
- 2015
- Full Text
- View/download PDF
4. 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
- Subjects
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
- View/download PDF
5. AGNES: Connecting people in a multimodal way.
- Author
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Peter, Christian, Kreiner, Andreas, Schröter, Martin, Kim, Hyosun, Bieber, Gerald, Öhberg, Fredrik, Hoshi, Kei, Waterworth, Eva L., Waterworth, John, and Ballesteros, Soledad
- 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. [ABSTRACT FROM AUTHOR]
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- 2013
- Full Text
- View/download PDF
6. 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
- Subjects
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
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