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Träfflista för sökning "AMNE:(SAMHÄLLSVETENSKAP Medie- och kommunikationsvetenskap Systemvetenskap, informationssystem och informatik med samhällsvetenskaplig inriktning) ;pers:(Waterworth John)"

Search: AMNE:(SAMHÄLLSVETENSKAP Medie- och kommunikationsvetenskap Systemvetenskap, informationssystem och informatik med samhällsvetenskaplig inriktning) > Waterworth John

  • Result 1-10 of 45
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1.
  • Waterworth, Eva, 1952-, et al. (author)
  • Mediated presence in the future
  • 2010
  • In: Immersed in media. - London : Routledge. - 9780415993401 ; , s. 183-196
  • Book chapter (other academic/artistic)
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3.
  • Riva, Giuseppe, et al. (author)
  • Intention, action, self and other : an evolutionary model of presence
  • 2015
  • In: Immersed in media. - New York : Springer. - 9783319101897 - 9783319101903 ; , s. 73-99
  • Book chapter (peer-reviewed)abstract
    • The term "presence" entered in the wide scientific debate in 1992 when Sheridan and Furness used it in the title of a new journal dedicated to the study of virtual reality systems and teleoperations: Presence, Teleoperators and Virtual Environments. Following this approach, the term "presence" has been used to describe a widely re-ported sensation experienced during the use of virtual reality. The main limitation of this vision is what is not said. What is presence for? Is it a specific cognitive process? To answer to these questions, a second group of researchers considers presence as a broad psychological phenomenon, not necessarily linked to the experience of a medium, whose goal is the control of the individual and social activity. In this chapter we support this second vision, starting from the following broad statements: (a) the psychology of presence is related to human action and its organization in the environment; (b) the psychology of presence is related to the body and to the embodiment process; (c) presence is an evolved process related to the understanding and management of the causal texture of both the physical and social worlds. In the following paragraphs we will justify these claims and underline their relevance for the design and usage of interactive technologies.
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4.
  • Waterworth, John, et al. (author)
  • Presence : form, content and consciousness
  • 2015
  • In: Immersed in media. - Cham : Springer-Verlag New York. - 9783319101897 - 9783319101903 ; , s. 35-58
  • Book chapter (peer-reviewed)
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5.
  • Waterworth, John, et al. (author)
  • Special issue : Presence and interaction
  • 2012
  • In: Interacting with computers. - : Elsevier. - 0953-5438 .- 1873-7951. ; 24:4, s. 190-192
  • Journal article (peer-reviewed)
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6.
  • Ballesteros, Soledad, et al. (author)
  • A randomized controlled trial of brain training with non-action video games in older adults : results of the 3-month follow-up
  • 2015
  • In: Frontiers in Aging Neuroscience. - : Frontiers Media SA. - 1663-4365 .- 1663-4365. ; 7
  • Journal article (peer-reviewed)abstract
    • This randomized controlled study (ClinicalTrials.gov NCT02007616)investigated the maintenance of training effects of 20 1-hr non-action video gametraining sessions with selected games from a commercial package on several agedecliningcognitive functions and subjective wellbeing after a 3-month no-contactperiod. Two groups of cognitively normal older adults participated in both the posttraining(posttest) and the present follow-up study, the experimental group who receivedtraining and the control group who attended several meetings with the research teamduring the study but did not receive training. Groups were similar at baseline ondemographics, 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, attentionand spatial memory become nonsignificant after the 3-month interval. Training olderadults with non-action video games enhanced aspects of cognition just after training butthis effect disappeared after a 3-month no-contact follow-up period. Cognitive plasticitycan be induced in older adults by training, but to maintain the benefits periodic boosting sessions would be necessary.
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7.
  • Peter, Christian, et al. (author)
  • AGNES : connecting people in a multimodal way
  • 2013
  • In: Journal on Multimodal User Interfaces. - : Springer Berlin/Heidelberg. - 1783-7677 .- 1783-8738. ; 7:3, s. 229-245
  • Journal article (peer-reviewed)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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8.
  • Peter, Christian, et al. (author)
  • Sensing Mood to Counteract Dementia
  • 2007
  • In: International Workshop on Pervasive Technologies for the support of Alzheimer's Disease and Related Disorders.
  • Conference paper (peer-reviewed)
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9.
  • Waterworth, John (author)
  • Agnes: Improving quality of life for elderly people living alone : state detection : ambient interaction : social networking
  • 2013
  • In: Impacting individuals, society and economic growth. - Linköping : New Tools for Health. - 9789163764073 ; , s. 68-68
  • Conference paper (other academic/artistic)abstract
    • Objectives: to improve changes in cognitive function, memory and cross-modal priming by way of making use of the strong relationship between cognitive functioning and psychological wellbeing, social integration and mental stimulation. The project also aims strengthening elderlies’ independency by way of user-sensitive technology for social interaction, designed to tap retained skills of most elderly, and to support adaptive care. Central to AGNES is the combination and integration of home-based devices and a social network, connecting the elderly person living at home with their families, friends and carers.The system structure consists of smartwatch/phone, web cam etc where data is gathered in a personal computer to be transferred to a social network server. Services are developed by end-users based on trials, interviews and focus groups.Results and developments from AGNES: Improvements in cognitive performance, wellbeing, social activity –Mini Mental Scale Examination and Social Production Functions IL test: status dimension (independence, self-realization and achievement) – Vibrant AGNES social network – Surge inelderly interest in internet technology in Skellefteå and beyond.Products from commercial partners – Modern families, Evolution of MF service “Peace of Mind” for carers – Face and emotion recognition in difficult contexts, cognitive and brain imaging studies. Many new funding applications – e.g. ELF@Home
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10.
  • Carús, Juan Luis, et al. (author)
  • The ELF@Home project : elderly sELF-care based on sELF-check of health conditions and sELF-fitness at home
  • 2014
  • In: Proceedings of pHealth 2014. - Vienna : IOS Press. ; , s. 164-166
  • Conference paper (peer-reviewed)abstract
    • The ELF@Home project is a research and innovation project running from June 1st 2013 to May 31st 2016 and co-funded by the Ambient Assisted Living Joint Programme (AAL JP) and National Authorities in Spain, Sweden and Germany. The ELF@Home project relies in the use of the proven advantages of elderly fitness to develop a self-care solution based on self-check of health conditions and self-fitness at home. The project uses information and communication technologies (ICT) to build an autonomous fitness system targeting healthy or pre-frail elder people aged over 65 and living independently at home.
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  • Result 1-10 of 45

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