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Sökning: WFRF:(Waterworth Eva) > (2015-2016)

  • Resultat 1-4 av 4
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1.
  • Locke, Adam E, et al. (författare)
  • Genetic studies of body mass index yield new insights for obesity biology.
  • 2015
  • Ingår i: Nature. - : Springer Science and Business Media LLC. - 0028-0836 .- 1476-4687. ; 518:7538, s. 197-401
  • Tidskriftsartikel (refereegranskat)abstract
    • Obesity is heritable and predisposes to many diseases. To understand the genetic basis of obesity better, here we conduct a genome-wide association study and Metabochip meta-analysis of body mass index (BMI), a measure commonly used to define obesity and assess adiposity, in up to 339,224 individuals. This analysis identifies 97 BMI-associated loci (P < 5 × 10(-8)), 56 of which are novel. Five loci demonstrate clear evidence of several independent association signals, and many loci have significant effects on other metabolic phenotypes. The 97 loci account for ∼2.7% of BMI variation, and genome-wide estimates suggest that common variation accounts for >20% of BMI variation. Pathway analyses provide strong support for a role of the central nervous system in obesity susceptibility and implicate new genes and pathways, including those related to synaptic function, glutamate signalling, insulin secretion/action, energy metabolism, lipid biology and adipogenesis.
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2.
  • 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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3.
  • Waterworth, John, et al. (författare)
  • Presence : form, content and consciousness
  • 2015
  • Ingår i: Immersed in media. - Cham : Springer-Verlag New York. - 9783319101897 - 9783319101903 ; , s. 35-58
  • Bokkapitel (refereegranskat)
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4.
  • Waterworth, John, et al. (författare)
  • What do elderly users want and need from fitness technologies? : Findings from the ELF@Home project
  • 2016
  • Ingår i: Integrating technology in positive psychology practice. - Hershey, USA : IGI Global. - 9781466699861 ; , s. 104-126
  • Bokkapitel (refereegranskat)abstract
    • It is well known that physical exercise has a significant beneficial effect on mental and physical health, and elderly fitness programs are a good and widely accepted approach to prevent frailty. In this chapter, we examine what elderly people actually want and need when it comes to technologies designed to support and encourage their physical fitness. We present the ELF@Home project as a case study, and report design insights and other results from user involvement in the project. User involvement is a key component of the approach and uses methods such as interviews, focus group meetings, early component and prototype tests with users, as well as inputs from medical experts. ELF@Home is a clear example of a "Positive Technology’" approach exemplifying the scientific and applied use of technology for improving the quality of personal experience through its structuring (by using a goal, rules, and a feedback system) and personal augmentation (to achieve multimodal and mixed experiences). The project proposes the adoption of new technology in everyday life from the perspective of positive psychology, approaching this aim by designing devices and systems that are actually usable and desirable in supporting extended healthy living for this target population.
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  • Resultat 1-4 av 4

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