umu.sePublikationer
Ändra sökning
Avgränsa sökresultatet
12 1 - 50 av 70
RefereraExporteraLänk till träfflistan
Permanent länk
Referera
Referensformat
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Annat format
Fler format
Språk
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Annat språk
Fler språk
Utmatningsformat
  • html
  • text
  • asciidoc
  • rtf
Träffar per sida
  • 5
  • 10
  • 20
  • 50
  • 100
  • 250
Sortering
  • Standard (Relevans)
  • Författare A-Ö
  • Författare Ö-A
  • Titel A-Ö
  • Titel Ö-A
  • Publikationstyp A-Ö
  • Publikationstyp Ö-A
  • Äldst först
  • Nyast först
  • Skapad (Äldst först)
  • Skapad (Nyast först)
  • Senast uppdaterad (Äldst först)
  • Senast uppdaterad (Nyast först)
  • Disputationsdatum (tidigaste först)
  • Disputationsdatum (senaste först)
  • Standard (Relevans)
  • Författare A-Ö
  • Författare Ö-A
  • Titel A-Ö
  • Titel Ö-A
  • Publikationstyp A-Ö
  • Publikationstyp Ö-A
  • Äldst först
  • Nyast först
  • Skapad (Äldst först)
  • Skapad (Nyast först)
  • Senast uppdaterad (Äldst först)
  • Senast uppdaterad (Nyast först)
  • Disputationsdatum (tidigaste först)
  • Disputationsdatum (senaste först)
Markera
Maxantalet träffar du kan exportera från sökgränssnittet är 250. Vid större uttag använd dig av utsökningar.
  • 1. Ballesteros, S.
    et al.
    Peter, C.
    Waterworth, Eva L.
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Waterworth, John A.
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    The role of ICT and networking in healthy ageing2012Ingår i: Proceedings of the 5th International Conference on PErvasive Technologies Related to Assistive Environments, ACM Digital Library, 2012Konferensbidrag (Refereegranskat)
    Abstract [en]

    In this paper, we report the results from the psychologicalassessment conducted using a test battery composed of cognitiveand social wellbeing tests and questionnaires performed by usersand controls that participated in the AGNES project in Spain,Sweden and Greece at the beginning of the study and after thedeployment of the first prototype. The project carries out noveltechnological interventions in an emerging area in ageingresearch. The main innovation is the integration of differenttechnological components and social networking to provide anovel solution to the ageing population living at home. Themotivation was based on relevant findings on the psychology ofageing and the need for technologies to support the ageingpopulation. End-users have been heavily involved, providingdesign input, continuum evaluation and feedback. Theprojectfocuses on improving the mental and physical wellbeing ofelderly people living at home, who often suffer the effects ofsocial and physical isolation including cognitive decline, lowactivity levels and poor mood states. The main results were thatthe users but not the control participants improved cognitiveperformance andthe feeling of being treated with respect, beingindependent, self-realization and greater achievement.

  • 2. Ballesteros, S
    et al.
    Toril, P
    Mayas, J
    Reales, J.M
    Waterworth, John
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    The Role of a New ICT Home Environment in Healthy Ageing2012Konferensbidrag (Refereegranskat)
    Abstract [en]

    The goal of this longitudinal study was to prevent and/or delay cognitive decline, and help maintain the independence and wellbeing of elders by using a web-based social network platform, enhanced with devices to detect users´ states and collect activity data. The idea is that an active lifestyle rich in social interactions, active engagement and mental training with videogames may mitigate age-related decline and reduce healthcare costs. The innovative applications and the videogame training approach developed in the study could have wide application for a large number of European older adults living alone. The effectiveness of the ICT solution is being assessed throughout the project with user and control groups in Spain, Sweden and Greece. User interviews, extensive psychological testing and on-going cognitive and fMRI experiments are being conducted.. The results have shown so far that the users improved in cognitive performance compared to controls on the MMSE. Well-being assessed with the SPF-IL Scale also showed an improvement in the Status dimension of the users. This dimension assesses the feeling of being independent, self-realization and achievement. Exploring new ways to maintain the cognitive and functional state of older users is today a critical issue, for individuals, for families, and for whole societies. The study has shown the positive potential of new interactive technologies to maintain mental health and independent living in the elderly. Computer technology and cognitive training can increase social integration and provide mental stimulation for older adults living alone.

  • 3. Ballesteros, Soledad
    et al.
    Mayas, Julia
    Prieto, Antonio
    Toril, Pilar
    Pita, Carmen
    Ponce de Leon, Laura
    Reales, Jose
    Waterworth, John
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    A randomized controlled trial of brain training with non-action video games in older adults: results of the 3-month follow-up2015Ingår i: Frontiers in Aging Neuroscience, ISSN 1663-4365, E-ISSN 1663-4365, Vol. 7, artikel-id UNSP 45Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    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.

  • 4. Ballesteros, Soledad
    et al.
    Prieto, Antonio
    Mayas, Julia
    Pilar, Toril
    Ponce De León Romero, Laura
    Reales, José Manuel
    Waterworth, John
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Corrigendum: brain training with non-action video games enhances aspects of cognition in older adults: a randomized controlled trial2015Ingår i: Frontiers in Aging Neuroscience, ISSN 1663-4365, E-ISSN 1663-4365, Vol. 7, artikel-id 82Artikel i tidskrift (Refereegranskat)
  • 5.
    Ballesteros, Soledad
    et al.
    Studies on Aging and Neurodegenerative Diseases Research Group, Department of Basic Psychology II, Universidad Nacional de Educación a Distancia, Madrid, Spain.
    Prieto, Antonio
    Studies on Aging and Neurodegenerative Diseases Research Group, Department of Basic Psychology II, Universidad Nacional de Educación a Distancia, Madrid, Spain.
    Mayes, Julia
    Studies on Aging and Neurodegenerative Diseases Research Group, Department of Basic Psychology II, Universidad Nacional de Educación a Distancia, Madrid, Spain.
    Toril, Pilar
    Studies on Aging and Neurodegenerative Diseases Research Group, Department of Basic Psychology II, Universidad Nacional de Educación a Distancia, Madrid, Spain.
    Pita, Carmen
    Studies on Aging and Neurodegenerative Diseases Research Group, Department of Basic Psychology II, Universidad Nacional de Educación a Distancia, Madrid, Spain.
    Ponce de León, Laura
    Studies on Aging and Neurodegenerative Diseases Research Group, Department of Basic Psychology II, Universidad Nacional de Educación a Distancia, Madrid, Spain.
    Reales, José
    Studies on Aging and Neurodegenerative Diseases Research Group, Department of Basic Psychology II, Universidad Nacional de Educación a Distancia, Madrid, Spain.
    Waterworth, John
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Brain training with non-action video games enhances aspects of cognition in older adults: a randomized controlled trial2014Ingår i: Frontiers in Aging Neuroscience, ISSN 1663-4365, E-ISSN 1663-4365, Vol. 6, s. 277-Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    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-hr 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 two 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.

  • 6. Ballesteros, Soledad
    et al.
    Sebastian, M.
    Toril, P.
    Mayas, J.
    Reales, J.
    Waterworth, John
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Cognitive enrichment effects in aging: Can new information technology and networking preserve and enhance cognitive functions and wellbeing of older adults?2011Konferensbidrag (Övrigt vetenskapligt)
  • 7. Ballesteros, Soledad
    et al.
    Toril, Pilar
    Mayas, Julia
    Reales, José M.
    Waterworth, John
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    An ICT-mediated social network in support of successful ageing2014Ingår i: Gerontechnology, ISSN 1569-1101, E-ISSN 1569-111X, Vol. 13, nr 1, s. 37-46Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    Background The idea is that an active lifestyle rich in social interactions and active engagement may mitigate age-related decline and reduce healthcare costs. The main aim of the AGNES project was to investigate the potential of new Information and Communication Technology (ICT) environments to help maintain the independence and wellbeing of elders. The innovative applications developed in this research project could have wide application for a large number of older adults living alone.  Method We used a web-based social network platform, enhanced with devices to detect users´ states and collect activity data. The effectiveness of the ICT-based solution was assessed throughout the project with user and control groups in Spain, Sweden and Greece. User interviews and psychological testing were conducted at the beginning of the project and after a year of deployment of the equipment. Both groups completed the same assessment protocol. Results & discussion We found that only the user group showed an improvement from pretest to posttest in the affective dimension of the wellbeing SPF-IL scale. This dimension relates to the degree of confidence, social acceptance, and level of satisfaction with the people around them. Exploring new ways to maintain the cognitive and functional state of older users is today a critical issue, for individuals, their families, and for whole societies. The study suggests the potential of AGNES to improve older adults’ perceived wellbeing. However, more research may be needed to determine if AGNES is a tool to maintain mental health and independent living in older adults, especially those with MCI.

  • 8. Carús, Juan Luis
    et al.
    García, Sonia
    García, Rodrigo
    Waterworth, John
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Erdt, Stefanie
    The ELF@Home project: elderly sELF-care based on sELF-check of health conditions and sELF-fitness at home2014Ingår i: Proceedings of pHealth 2014: 11th International Conference on Wearable Micro and Nano Technologies for Personalized Health (pHealth), Vienna: IOS Press, 2014, s. 164-166Konferensbidrag (Refereegranskat)
    Abstract [en]

    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.

  • 9. Chignell, Mark
    et al.
    Hosono, Naotsune
    Fels, Deborah
    Lottridge, Danielle
    Waterworth, John
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Responsive interfaces: Mobility, emotion and universality2009Ingår i: Interact 2009: Research & Practice, 2009Konferensbidrag (Övrigt vetenskapligt)
  • 10.
    Danielsson, Karin
    et al.
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Lindgren, Helena
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen för datavetenskap.
    Mulvenna, Maurice
    Computer Science, Ulster University.
    Nilsson, Ingeborg
    Umeå universitet, Medicinska fakulteten, Institutionen för samhällsmedicin och rehabilitering, Arbetsterapi.
    Waterworth, John
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Digital technology in healthcare and elderly care2017Konferensbidrag (Övrigt vetenskapligt)
    Abstract [en]

    The focus of this ECCE 2017 panel is on digital technology in healthcare and elderly care. The discussion concerns the design of technology and the use of technology for health. 

  • 11.
    Fallman, Daniel
    et al.
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Waterworth, John
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Dealing with User Experience and Affective Evaluation in HCI Design: A Repertory Grid Approach2005Konferensbidrag (Refereegranskat)
  • 12.
    Fällman, Daniel
    et al.
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Jalkanen, Kalle
    Lörstad, Henrik
    Waterworth, John
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Westling, Jonas
    The Reality Helmet: A Wearable Interactive Experience2003Ingår i: Proceedings of Siggraph 2003: Sketches & Applications, San Diego, CA, July 27-31, New York: ACM Press , 2003Konferensbidrag (Refereegranskat)
  • 13.
    Fällman, Daniel
    et al.
    Umeå universitet, Samhällsvetenskaplig fakultet, Informatik.
    Waterworth, J
    Umeå universitet, Samhällsvetenskaplig fakultet, Informatik.
    Dealing with User Experience and Affective Evaluation in HCI Design: A Repertory Grid Approach2005Ingår i: CHI 2005: Conference on Human Factors in Computing Systems, 2005Konferensbidrag (Refereegranskat)
  • 14.
    Fällman, Daniel
    et al.
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Arkitekthögskolan vid Umeå universitet. Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Waterworth, John
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Capturing user experiences of mobile information technology with the repertory grid technique2010Ingår i: Human Technology, ISSN 1795-6889, E-ISSN 1795-6889, Vol. 6, nr 2, s. 250-268Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    We describe the application of the repertory grid technique (RGT) as a tool for capturing the user experience of technological artifacts. In noting the artificiality of assessing the emotional impact of interactive artifacts in isolation from cognitive judgments, we argue that HCI techniques must provide practical solutions regarding how to assess the holistic meaning of users’ interactive experiences. RGT is a candidate for this role. This paper takes the reader step by step through setting up, conducting, and analyzing a RGT study. RGT is a technique on the border between qualitative and quantitative research, unique in that it respects the wholeness of cognition and does not separate the intellectual from the emotional aspects of the user experience. Compared to existing methods in HCI, RGT has the advantage of treating experiences holistically, while also providing a degree of quantitative precision and generalizability in their capture.

  • 15. Helgason, I.
    et al.
    Smyth, M.
    McCall, R.
    Waterworth, John
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    The body and the urban space2009Ingår i: European Future Technologies Conference: Science beyond fiction. Prague, 21-23 April, 2009Konferensbidrag (Övrigt vetenskapligt)
  • 16.
    Hoshi, Kei
    et al.
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Pesola, Ulla-Maija
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Waterworth, Eva Lindh
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Waterworth, John
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Tools, Perspectives and Avatars in Blended Reality Space2009Ingår i: Annual Review of Cybertherapy and Telemedicine 2009: Advanced Technologies in the Behavioral, Social and Neurosciences / [ed] Brenda K Wiederhold and Giuseppe Riva, Amsterdam: IOS Press, 2009, s. 91-95Kapitel i bok, del av antologi (Refereegranskat)
    Abstract [en]

    Blended Reality Space is our term for an interactive mixed-reality environment where the physical and the virtual are intimately combined ill the service of interaction goals and communication environments aimed at health support and rehabilitation. The present study examines the effect on rated presence and self-presence of three key factors in the way blended realities may be implemented for these purposes. Our findings emphasize the importance of tangibility for presence, but suggest that presence and self-presence are unrelated phenomena. These findings will be incorporated into design principles for our planned work to develop free movement-based interactions for motor rehabilitation as well as blended-reality spaces for collaboration between hospitals, care organizations, and the home.

  • 17.
    Hoshi, Kei
    et al.
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Waterworth, John
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Effective collaboration for healthcare by bridging the reality gap across media-physical spaces2008Ingår i: PETRA: 1st International Conference on Pervasive Technologies Related to Assistive Environments,: Athens, July 2008, 2008Konferensbidrag (Refereegranskat)
  • 18.
    Hoshi, Kei
    et al.
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Waterworth, John
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Tangible presence in blended reality space2009Ingår i: Proceedings of the 12th Annual International Workshop on Presence, 2009, s. 1-10Konferensbidrag (Refereegranskat)
    Abstract [en]

    We discuss issues relating to presence arising from the recent evolution of tangible interaction techniques as an alternative interaction paradigm to the familiar WIMP-based Graphical User Interfaces (GUIs). The intersection of sensory, cognitive and also emotional aspects in such interfaces takes us a significant step further than GUI techniques. We introduce our concept of Tangible Presence in Blended Reality Space, and its study as an emerging weaving of HCI and presence research. An experimental study is then described, which examined the influence of three key factors in the way blended realities may be implemented: tangibility, viewpoint and avatar identity. The study examined the effect of manipulations of these factors on rated presence and self-presence. Our findings emphasize the importance of tangibility for presence, but suggest that presence and self-presence are unrelated phenomena. Finally, as critical concerns in future work to design and implement blended reality spaces for a variety of purposes, context sensitivity and usability issues are discussed.

  • 19.
    Lindh Waterworth, Eva
    et al.
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Augustsson, Nils-Petter
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Waterworth, John
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Game of memories2004Ingår i: Proceedings of WWCS: 7th International Conference on Work with Computing Systems, 2004Konferensbidrag (Refereegranskat)
  • 20. Moller, Henry
    et al.
    Chignell, Mark
    Waterworth, John
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Using the Senses to Make sense: From Aesthetics to Ethics2018Ingår i: Proceedings of Presence 2018: 18th conference of the International Society for Presence Research (ISPR) / [ed] Mattthew Lombard et al., 2018Konferensbidrag (Refereegranskat)
    Abstract [en]

    Immersive multimodal media increasingly offer virtually realistic experiences, which can be harnessed for a wide variety of industrial, medical/psychological and recreational purposes. With special attention to notions of “reality” being a perceived and experienced world informed by our senses and actions across the lifespan, we review the fundamental scientific evolution of this multidisciplinary field. Using neuroscientific principles, in this panel we debate inherent value added and challenges of differing paradigms to consider in future health-care and educational endeavours.

  • 21. Peter, Christian
    et al.
    Kreiner, Andreas
    Schröter, Martin
    Bieber, Gerald
    Waterworth, John
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    The AGNES System for Ambient Social Interaction2012Ingår i: Proceedings of the 5th International Conference on PErvasive Technologies Related to Assistive Environments, ACM Digital Library, 2012Konferensbidrag (Refereegranskat)
    Abstract [en]

    This paper describes the AGNES system, a technology for connecting people at home with their social network be means of off-the-shelf sensing devices and an Internet-based social network. The system provides the user with relevant information of the network by use of traditional information and communication technology as well as dedicated ambient and tangible devices. We describe briefly the requirements on such technology that were elaborated in the frame of the AGNES project, and give an overview of the system developed.

  • 22.
    Peter, Christian
    et al.
    Graz University ofTechnology, Inffeldgasse 16c, 8010 Graz, Austria.
    Kreiner, Andreas
    Modernfamilies.net GmbH, Linz, Austria.
    Schröter, Martin
    Graz University ofTechnology, Inffeldgasse 16c, 8010 Graz, Austria.
    Kim, Hyosun
    Graz University ofTechnology, Inffeldgasse 16c, 8010 Graz, Austria.
    Beiber, Gerald
    Fraunhofer IGD, Rostock, Germany.
    Öhberg, Fredrik
    Umeå universitet, Medicinska fakulteten, Institutionen för strålningsvetenskaper, Radiofysik.
    Hoshi, Kei
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Waterworth, Eva
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Waterworth, John
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Ballesteros, Soladad
    Facultad de Psicologia, UNED, Madrid, Spain.
    AGNES: connecting people in a multimodal way2013Ingår i: Journal on Multimodal User Interfaces, ISSN 1783-7677, E-ISSN 1783-8738, Vol. 7, nr 3, s. 229-245Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    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.

  • 23. Peter, Christian
    et al.
    Waterworth, John
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Lindh Waterworth, Eva
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Voskamp, Jörg
    Sensing Mood to Counteract Dementia2007Ingår i: International Workshop on Pervasive Technologies for the support of Alzheimer's Disease and Related Disorders, 2007Konferensbidrag (Refereegranskat)
  • 24. Preziosa, A
    et al.
    Grassi, A
    Villani, D
    Mantovani, F
    Waterworth, John
    Umeå universitet, Samhällsvetenskaplig fakultet, Informatik.
    Freeman, J
    Riva, G
    Mobile Narratives to Improve the Quality of Life: An Experimental Research2005Ingår i: CyberTherapy 2005, 2005Konferensbidrag (Refereegranskat)
  • 25. Riva, Giuseppe
    et al.
    Mantovani, Fabiizia
    Lindh Waterworth, Eva
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Waterworth, John A
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Intention, action, self and other: an evolutionary model of presence2015Ingår i: Immersed in media: telepresence theory, measurement & technology / [ed] Matthew Lombard, Frank Biocca, Jonathan Freeman, Wijnand IJsselsteijn, Rachel J. Schaevitz, New York: Springer, 2015, s. 73-99Kapitel i bok, del av antologi (Refereegranskat)
    Abstract [en]

    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.

  • 26. Riva, Giuseppe
    et al.
    Waterworth, John
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Being Present in a Virtual World2013Ingår i: The Oxford handbook of virtuality / [ed] Mark Grimshaw, Oxford: Oxford University Press, 2013, s. 205-221Kapitel i bok, del av antologi (Refereegranskat)
    Abstract [en]

    This chapter examines the concept of presence in a virtual world. It discusses recent findings of cognitive sciences research to offer a broader definition of presence. It suggests that presence is not the same as consciousness and discusses the three critical features of presence that cannot be explained by other cognitive processes. These include the ability of presence to allow the evolution of the self through the incorporation of tools and the role of presence in providing feedback to the self about the status of its activity. This chapter also explains that presence is an intuitive process.

  • 27. Riva, Giuseppe
    et al.
    Waterworth, John
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Murray, Dianne
    Interacting with Presence: HCI and the sense of presence in computer-mediated environments2014 (uppl. 1)Bok (Refereegranskat)
    Abstract [en]

    Our experience of using and interacting with the newest computer information technologies is profoundly affected by the extent to which we feel ourselves to be really ‘present’ in the computer-mediated world that the technology makes available to us. This feeling, which is described as 'Presence’, is the “feeling of being inside the mediated world”. It is a crucial and increasingly necessary element in both design and usage of many recent and developing interactive technologies. In the same way that ‘feeling present’, or consciously ‘being there’, in the physical world around us is based upon perception, physical action and activity in that world, so the feeling of presence in a technologically-mediated environment is a function of the possibilities for interaction. Unlike the physical world, the extent to which presence is experienced in an interactive context can be manipulated by design. For example, by linking the display of appropriate information directly to movements of the body of the interacting person, the illusion of flying, or swimming underwater, or walking in a wide variety or seemingly-real places – all actually generated by the technology. Interacting with Presence provides an introduction and overview of the increasingly important topic of mediated presence or tele-presence – which is the compelling illusion of being physically located in a computer-generated or augmented world. This timely edited volume presents a range of theoretic perspectives and empirical evidence casting new light on understanding and designing for presence in interaction. Because of its experiential impact on the user, presence is emerging as a key concept for understanding and predicting developments in diverse areas such as interactive entertainment, gaming, psychotherapy, education, scientific visualization, sports training and rehabilitation, and many more.

  • 28. Riva, Giuseppe
    et al.
    Waterworth, John
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Murray, Dianne
    Introduction: editor's introduction to interacting with presence2014Ingår i: Interacting with presence: HCI and the sense of presence in computer-mediated environments / [ed] Riva, G., Waterworth, J. A. & Murray, D., Warsaw: Walter de Gruyter, 2014, s. 1-8Kapitel i bok, del av antologi (Övrigt vetenskapligt)
    Abstract [en]

    This volume arose from a longstanding conviction that our subjective experienceof information technology is profoundly affected by the extent to which we feelourselves to be really present in the mediated worlds that the technology makesavailable to us. ‘Presence’ is just this “feeling of being inside the mediated world”.It is a crucial and increasingly necessary element in both design and usage ofmany recent and developing interactive technologies. In the same way that ‘feelingpresent’, or consciously ‘being there’, in the physical world around us is based uponperception, physical action and activity in that world, so the feeling of presencein a technologically-mediated environment is a function of the possibilities forinteraction.

  • 29.
    Riva, Giuseppe
    et al.
    Applied Technology for Neuro-Psychology Lab. – ATN-P Lab., Istituto Auxologico Italiano, I-20149, Milan, Italy.
    Waterworth, John
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Waterworth, Eva
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Mantovani, Fabrizia
    From intention to action: the role of presence2011Ingår i: New ideas in psychology, ISSN 0732-118X, E-ISSN 1873-3522, Vol. 29, nr 1, s. 24-37Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    Recent research in neuroscience has tried to understand human action from two different but converging perspectives: the cognitive and the volitional. On one side, cognitive studies analyze how action is planned and controlled in response to environmental conditions. On the other side, volitional studies analyze how action is planned and controlled by a subject's needs, motives and goals. In this paper we suggest that the notion of presence may be the missing link between these two approaches, explaining how can we differentiate between perception, action and concepts.

    In particular, a consideration of presence can explain how can we distinguish between a perceived action, a planned or an executed one. We argue that the evolutionary role of presence is the control of agency through the unconscious separation of “internal” and “external” and the enaction/reenaction of intentions.

    The model makes sense in terms of evolutionary psychology and is beginning to be supported by evidence of the neural and other physical correlates of action, imitation and self-monitoring. Another strength of this model is that it provides testable predictions about how to improve the experience of presence in media: maximal presence in a mediated experience arises from an optimal combination of form and content, able to support the intentions of the user.

  • 30. Villani, D
    et al.
    Riva, F
    Waterworth, Eva Lindh
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Waterworth, John
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Freeman, J
    Riva, G
    Virtual Reality to Reduce Anxiety in Healthy Populations: The Relaxation Island2005Ingår i: CyberTherapy 2005, 2005Konferensbidrag (Refereegranskat)
  • 31.
    Waterworth, Eva Lindh
    et al.
    Umeå universitet, Samhällsvetenskaplig fakultet, Informatik.
    Häggqvist, M
    Jalkanen, K
    Olsson, S
    Waterworth, John
    Umeå universitet, Samhällsvetenskaplig fakultet, Informatik.
    Antonsson, E
    Chapman, K
    Keogh, E
    Freeman, J
    Eyes Open or Closed: is a virtual beach more relaxing than an imagined beach?2004Ingår i: Proceedings of Design and Emotion: Ankara, Turkey, 2004Konferensbidrag (Refereegranskat)
  • 32.
    Waterworth, Eva Lindh
    et al.
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Waterworth, John
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Designing EmoHCI: Emotions and presence in HCI2005Ingår i: BCS HCI2005: The Bigger Picture, 2005Konferensbidrag (Refereegranskat)
    Abstract [en]

    Today emotions are more accepted as an important ingredient of human life. Several studies show that emotions play a vital role in almost everything we do, for example in cognitive functions, such as rational decision making and learning, as well as in perception.

  • 33.
    Waterworth, Eva Lindh
    et al.
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Waterworth, John
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Designing IT for Older People2006Ingår i: eChallenges, 2006Konferensbidrag (Refereegranskat)
  • 34.
    Waterworth, Eva Lindh
    et al.
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Waterworth, John
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    ELITE design: IT for the elderly2005Ingår i: BCS HCI2005: The Bigger Picture, 2005Konferensbidrag (Refereegranskat)
  • 35.
    Waterworth, Eva Lindh
    et al.
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Waterworth, John
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    The ELITE approach to designing IT for the elderly2006Ingår i: Gerontechnology, ISSN 1569-1101, Vol. 5, nr 2, s. 99-105Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    We introduce the MAMA (Mobile Augmented Memory Aid) project, during which we gradually evolved a design approach that we call ELITE. MAMA was focused on older people with some kind of memory and associated communication problems, living in residential homes. The overall goal of the project was to examine how information and communication technology can best be used to support and improve memory and communication capacity in senior users, and in the process provide an aid to sensory and social stimulation. We briefly describe the hardware and software prototypes that have resulted so far, during which process the ELITE approach was evolved. We then present the ELITE design principles developed during the project, as a general approach to designing technology for older users. Note that in this paper, the term ELITE refers only to these design principles and should not be confused with any other organisation or company with a similar name.

  • 36.
    Waterworth, Eva Lindh
    et al.
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Waterworth, John
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    The Presence of Emotion: Designing the Feeling of Being There in Interactive Media Experiences2006Ingår i: Design and Emotion, 2006Konferensbidrag (Refereegranskat)
    Abstract [en]

    We discuss key psychological factors relevant to the design of interactive experiences with intended specific emotional impacts: the sense of presence, reality judgement, and awareness of the need for embodied responses. The extent to which a participant experiences a sense of presence (the feeling of being there) within an external environment is particularly important, but is complicated by the fact that mediated experiences are influenced by many other factors, including mental media schemata, which vary across cultures, across historical timescales, and within and between individuals. We expand on these factors in relation to three example interactive environments, each designed to invoke specific emotional responses and types of experience.

  • 37.
    Waterworth, Eva Lindh
    et al.
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Waterworth, John A.
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Designing IT for Older People2006Ingår i: Exploiting the Knowledge Economy: Issues, Applications and Case Studies, PTS 1 AND 2, IOS Press, 2006, s. 1523-1530Kapitel i bok, del av antologi (Övrigt vetenskapligt)
    Abstract [en]

    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.

  • 38.
    Waterworth, Eva Lindh
    et al.
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Waterworth, John
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Markus, Häggqvist
    Jalkanen, Kalle
    Olsson, Sandra
    Wimelius, Henrik
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Yttergren, Björn
    Mood Devices: Interactive media and mental health2004Ingår i: E-Society 2004 : proceedings of the IADIS International Conference, Ávila, Spain, July 16-19, 2004, IADIS Press, 2004Konferensbidrag (Refereegranskat)
    Abstract [en]

    We introduce Mood Devices, interactive digital media and environments designed to alter the inter-actor’s psychological state. In particular, we describe three very different virtual reality (VR) environments: Relaxation Island, the Exploratorium, and the Achievement Room, developed with our partners as part of the EMMA (Engaging Media for Mental Health) project. Relaxation Island is designed to support established relaxation techniques, as part of interventions to assist individuals cope with specific anxieties such as examination stress. The Achievement Room gives users with chronic restricted mobility the opportunity to sing and play in a virtual concert, in front of an audience of avatars programmed to respond to their performance. The aim is to provide a sense of achievement and encourage a more positive attitude. The Exploratorium, as the name suggests, takes a more user-directed approach: It provides an environment that can be explored in an embodied way, with three specific zones designed to elicited widely different moods. All three environments can be run on a range of platforms, from high-end immersive VR, to pocket-sized PDAs and web-based applications. We see such interactive media as providing an important contribution to the future of ehealth programmes.

  • 39.
    Waterworth, Eva
    et al.
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Waterworth, John
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Designing ICT for the over 80s2010Ingår i: Dementia, design and technology: Time to get involved, Amsterdam: IOS Press, 2010, 2, s. 125-137Kapitel i bok, del av antologi (Refereegranskat)
    Abstract [en]

    Many older people (over 80 years) are excluded from the use of new information and communication technology (ICT) because of the prevalence of mild to moderate memory problems in this group. This is a factor which contributes to the tendency for them to become socially isolated and mentally under-stimulated and inactive, a situation which may exacerbate dementia and associated cognitive impairment. To understand any group of users, the design team needs to get to know them. Spending time with members of this particular group, and especially observing and participating in their normal social activities, provides many unexpected insights on which to base design decisions. Older people with mild to moderate cognitive impairment often cannot learn new skills, or at least cannot retain them. However, longstanding knowledge generally remains. For this reason, a design based around an interaction metaphor from earlier technology can prove effective. We introduce the MAMA (Mobile Augmented Memory Aid) project, aimed at older users with mild to moderate cognitive impairment. We describe the hardware and software prototypes that have resulted so far. We go on to present five design principles developed during the project, and suggest that these may serve as a general approach to designing technology for older people. We indicate future work and how our approach can be applied more generally.

  • 40.
    Waterworth, Eva
    et al.
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Waterworth, John
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Mediated presence in the future2010Ingår i: Immersed in Media: Telepresence in Everyday Life / [ed] Cheryl Campanella Bracken, Paul Skalski, London: Routledge , 2010, 1Kapitel i bok, del av antologi (Övrig (populärvetenskap, debatt, mm))
  • 41.
    Waterworth, Eva
    et al.
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Waterworth, John
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Peter, Christian
    Ballesteros, Soledad
    Seniors in charge of ICT innovation2012Ingår i: Proceedings of the 5th International Conference on PErvasive Technologies Related to Assistive Environments, ACM Digital Library, 2012Konferensbidrag (Refereegranskat)
    Abstract [en]

    We present the user-driven AGNES project (aal-2008-1-014). The project has three user groups, one in each of Sweden, Spain andGreece, who have participated as full members of the project team. The method used for developing this novel ICT was an extension of the ELITE design approach for user driven innovation. The results presented in the paper are on how theusers’ attitudes changed during the project due to their having theexpert role in the development process and how they accepted andacted in that role. To start with, the elderly users were very polite, often negative about and frightened of technology. Some did not have a computer of their own and did not have any or much experiences of new communication technologies. During theproject the users were introduced to an interactive social network, generated design ideas for new ICT and also tested ICT solutions related to using the social network and connected devices. Thepaper gives examples of how the user attitudes towards technology changes during the project and discusses how theybecame true experts able to express their knowledge and in thatway exert control over the technical design in the project. The result is that the users have become bold, good at expressing theirknowledge, and good at marketing the project and the use oftechnology to other people, and in the process increasing theirsocial life both on the net and in the physical world.

  • 42.
    Waterworth, John
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Improving quality of life for elderly people living alone: state detection : ambient interaction : social networking :2013Konferensbidrag (Övrigt vetenskapligt)
  • 43.
    Waterworth, John
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Information technology, the sense of presence, and the evolution of the conscious self2008Ingår i: Toward a Science of Consciousness, Tucson 2008., 2008Konferensbidrag (Refereegranskat)
  • 44.
    Waterworth, John
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Is HCI spiralling out of control (and does it matter?)2006Ingår i: Interfaces: BCS HCI Group Newsletter, Vol. 66, nr Spring, s. 6-7Artikel i tidskrift (Övrig (populärvetenskap, debatt, mm))
  • 45.
    Waterworth, John
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    KEYNOTE ADDRESS: Altered, expanded and distributed embodiment: three transit points to Human-Computer Confluence2012Övrigt (Övrigt vetenskapligt)
  • 46.
    Waterworth, John
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Some experiences with interregional EU funding in Västerbotten2010Ingår i: Are EU innovation and research policies making a difference in regions of the Baltic Sea area, 2010Konferensbidrag (Övrig (populärvetenskap, debatt, mm))
  • 47.
    Waterworth, John
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Supporting the elderly with new interactive technology in their homes2013Konferensbidrag (Övrigt vetenskapligt)
    Abstract [en]

    We present the AGNES project, illustrating the design and development of new information technologies to stimulate and support the elderly in their everyday lives. The aim was to provide a feeling of connectedness and safety, sensory stimulation and an increased social network. AGNES provided user-sensitive home-based ICT-environments capable of detecting, communicating and responding to the elderly person’s needs and daily activities.

    The approach included the unobtrusive detection of user states and activities, based on inexpensive mass-market components such as web-cams and mobile phones; a social networking technology platform specifically designed to meet the needs of, and be usable by, the elderly person, and providing the communications channel through which people and applications communicate; and ambient interaction devices for the display of information and events and for easy interaction with the home-based system and connected others.

    For the success and relevance of such a project, it is vital to include the elderly users as active members of the project, and we outline our approach to this with user groups in Sweden, Spain and Greece.

    AGNES is a first step in demonstrating that integrated innovative ICT solutions can produce beneficial effects on the cognitive wellbeing of elderly people by preventing social isolation and mental deterioration.

  • 48.
    Waterworth, John
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    The AGNES project: Elderly users as co-designers of supportive ICT2012Konferensbidrag (Refereegranskat)
    Abstract [en]

    The AGNES project, started in September 2009, has developed user-sensitive home-based ICT-environments capable of detecting, communicating and responding to the elderly person’s needs and their daily activities. Throughout the project, we have included target elderly users as active members in the design and evaluation of the technology, with user groups in Sweden, Spain and Greece. The purpose of the technology that was developed and installed in users’ homes was to provide a feeling of connectedness and safety, sensory stimulation and an increased social network. The AGNES approach includes the unobtrusive detection of user states and activities, based on inexpensive mass-market components such as web-cams and mobile phones; a social networking technology platform specifically designed to meet the needs of, and be usable by, the elderly person, and which provides the communications channel through which people and applications communicate; and ambient interaction devices for the display of information and events and for easy interaction with the home-based system and connected others. AGNES is a first step in demonstrating that integrated innovative ICT solutions can produce beneficial effects on the cognitive wellbeing of elderly people by preventing social isolation and mental deterioration. The AGNES approach and our results to date will be described in the presentation

  • 49.
    Waterworth, John
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    The effects of ICT based training on cognition and well-being among healthy older people2016Konferensbidrag (Refereegranskat)
    Abstract [en]

    Aim: Physical exercise can have a significant beneficial effect on mental health, and elderly fitness programs are a widely accepted approach to preventing frailtyMethods: We present the ELF@Home project, and report design insights and other results from user involvement in the project, as well as inputs from medical experts. ELF@Home is an example of a “Positive Technology’’ approach, exemplifying the application of technology to improve the quality of personal experience through structuring of activity and personal augmentation.Findings and conclusion: The project proposes the adoption of new technology into 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. In the presentation, we focus on our findings from the project and on possibilities for future work in this area.

  • 50.
    Waterworth, John
    Umeå universitet, Samhällsvetenskaplig fakultet, Informatik.
    The Self, the Cyborg, and the Other: (invited keynote address)2007Ingår i: PEACH (Presence Research in Action) Summer School, 2007Konferensbidrag (Övrig (populärvetenskap, debatt, mm))
12 1 - 50 av 70
RefereraExporteraLänk till träfflistan
Permanent länk
Referera
Referensformat
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Annat format
Fler format
Språk
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Annat språk
Fler språk
Utmatningsformat
  • html
  • text
  • asciidoc
  • rtf