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  • Riva, Giuseppe, et al. (författare)
  • Intention, action, self and other : an evolutionary model of presence
  • 2015
  • Ingår i: Immersed in media. - New York : Springer. - 9783319101897 - 9783319101903 ; , s. 73-99
  • Bokkapitel (refereegranskat)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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  • Waterworth, Eva Lindh, et al. (författare)
  • Designing IT for Older People
  • 2006
  • Ingår i: Exploiting the Knowledge Economy. - : IOS Press. - 9781586036829 ; , s. 1523-1530
  • Bokkapitel (övrigt vetenskapligt/konstnärligt)abstract
    • Older people are largely excluded from the use of new information and communication technology (IT), a fact which contributes to the tendency for them to become socially isolated and under-stimulated TO understand any group of users, the design team needs to get to know them. Spending time with older people, especially observing and participating in their normal social activities, provides many clues on which to base design decisions. Older people with memory problems often cannot learn new skills, or at least cannot retain them. However, longstanding knowledge remains. For this reason, a design based around an interaction metaphor from earlier technology can prove effective. We briefly introduce the MAMA (Mobile Augmented Memory Aid) project, and describe the hardware and software prototypes that have resulted so tar. We go on to present Five design principles developed during the project, as a general approach to designing technology for older users. We indicate future work and how our approach can be applied more generally in the area of eInclusion.
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