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  • 51.
    Waterworth, John
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Some experiences with interregional EU funding in Västerbotten2010Inngår i: Are EU innovation and research policies making a difference in regions of the Baltic Sea area, 2010Konferansepaper (Annet (populærvitenskap, debatt, mm))
  • 52.
    Waterworth, John
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Supporting the elderly with new interactive technology in their homes2013Konferansepaper (Annet vitenskapelig)
    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.

  • 53.
    Waterworth, John
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    The AGNES project: Elderly users as co-designers of supportive ICT2012Konferansepaper (Fagfellevurdert)
    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

  • 54.
    Waterworth, John
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    The effects of ICT based training on cognition and well-being among healthy older people2016Konferansepaper (Fagfellevurdert)
    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.

  • 55.
    Waterworth, John
    Umeå universitet, Samhällsvetenskaplig fakultet, Informatik.
    The Self, the Cyborg, and the Other: (invited keynote address)2007Inngår i: PEACH (Presence Research in Action) Summer School, 2007Konferansepaper (Annet (populærvitenskap, debatt, mm))
  • 56.
    Waterworth, John
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    User involvement in the innovation process: The AGNES project2010Konferansepaper (Annet vitenskapelig)
  • 57.
    Waterworth, John A.
    et al.
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Chignell, Mark
    University of Toronto, Toronto, ON, Canada.
    Moller, Henry
    University of Toronto, Toronto, ON, Canada.
    Age-sensitive well-being support: design of interactive technologies that modulate internal-external attentional focus for improved cognitive balance and behavioral effectiveness2020Inngår i: Technology and health : promoting attitude and behavior change / [ed] Jihyun Kim; Hayeon Song, Academic Press, 2020, s. 67-88Kapittel i bok, del av antologi (Fagfellevurdert)
    Abstract [en]

    Many age-specific mental health problems can be related to maladaptive cognitive strategies for engaging with and processing the external environment in relation to self-perception and ego identity. These are essentially attentional balance problems, reflected in maladjustments of the subjective sense of presence in the external world. We present a theoretical rationale for wellbeing design that takes account of developmental changes, including cognitive ageing, sleep and the sense of presence. For example, young children may suffer from attentional problems, where events in the immediate environment are overly distracting. We see this as an over-active presence mechanism, or hyperpresence. As people become older, more waking time is spent in reminiscence and daydreaming. Eventually, the ability to give timely attention to the environment, as needed to carry out intentions, may become lost in hyperabsence. We specify several practical strategies for designing interactive technologies to help alleviate cognitive and behavioral problems, by restoring a more balanced relation between individual and environment.

  • 58.
    Waterworth, John A.
    et al.
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Waterworth, Eva L.
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Presence in the Future2008Inngår i: Presence 2008: Proceedings of the 11th International Workshopon Presence / [ed] Anna Spagnolli and Luciano Gamberini, Padova: HT Lab, University of Padova , 2008, 1, s. 61-65Konferansepaper (Annet vitenskapelig)
    Abstract [en]

    We view the sense of presence as being the result of an evolved neuropsychological process, created through the evolution of the central nervous system, and which solves a key problem for an organism’s survival: how to differentiate between the internal (the self) and the external (the other). When we experience strong mediated presence, our experience is that the technology has become part of the self, and the mediated reality part of the other. There is no attentional effort of access to information. We can perceive and often act directly, as if unmediated. The rapidly developing phenomena of mediated presence point beyond the replacement of the world with virtual other worlds, and towards dynamically changing relationships between self (and selves) and others. We discuss the implications these developments for the future of the sense of presence and of presence research.

  • 59.
    Waterworth, John
    et al.
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Ballesteros, Soledad
    UNED, Spain.
    Peter, Christian
    Ageing in a networked society: social inclusion and mental stimulation2009Inngår i: Workshop on Affect and Behaviour Related Assistance in Support for the Elderly. Corfu, Greece, June 2009., 2009Konferansepaper (Fagfellevurdert)
  • 60.
    Waterworth, John
    et al.
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Ballesteros, Soledad
    UNED, Spain.
    Peter, Christian
    User-sensitive home-based systems for successful ageing2009Inngår i: Proceedings of HSI 2009 - 2nd international conference on Human System Interaction. Catania, Italy, May 2009, 2009Konferansepaper (Fagfellevurdert)
  • 61.
    Waterworth, John
    et al.
    Umeå universitet.
    Chignell, Mark
    Moller, Henry
    Kandylis, Demi
    Presence and human development: age-specific variations in presence and their implications for the design of life-enhancing interactive applications2018Inngår i: PRESENCE 2018 Proceedings, International Society for Presence Research , 2018Konferansepaper (Annet vitenskapelig)
    Abstract [en]

    This paper examines the relatively unexplored topic of changes in the sense of presence corresponding to individual development from early childhood to old age. How does presence change over the lifespan and how can presence-modulating interactive environments be designed to accommodate the needs of different age groups in the light of these changes? To address these questions, we adopt an existing framework for theorising about relevant aspects of the sense of presence, emphasising the distinction between presence and absence based on attentional focus, and the role of presence as a link between intentions and actions. We explore changes in presence and absence over the course of the human lifespan, and in relation to various psychological and cognitive problems. This includes a consideration of the significance of age-specific changes in levels of consciousness, as revealed through patterns of waking, sleeping and dreaming. Finally, we explore the implications of our position for the design of interactive environments, especially as applied to psychotherapy, and to cognitive training and development.

    Fulltekst (pdf)
    fulltext
  • 62.
    Waterworth, John
    et al.
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Fällman, Daniel
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Capturing users' experiences of interactive mobile technology2007Inngår i: British Psychological Society Annual Conference, 2007Konferansepaper (Fagfellevurdert)
  • 63.
    Waterworth, John
    et al.
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik. Interactive Institute Swedish ICT.
    Fällman, Daniel
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik. Interactive Institute Swedish ICT.
    The Reality Helmet: Transforming the Experience of Being-in-the-World2003Inngår i: Proceedings of HCI 2003: Designing for Society (Bath, UK, September 8-12): Volume 2 of the Conference, Bath, UK: British HCI Group , 2003, s. 1-4Konferansepaper (Fagfellevurdert)
    Abstract [en]

    The Reality Helmet is a wearable device providing a novel form of interactive experience, in which the user’s vision and hearing is completely shielded off from the world. Video and sounds are sampled by the Helmet from the surrounding environment, but through computer processing sounds are presented to the wearer as vision and sights are turned into a soundscape. The result is a radical transformation of the nature of being in the world, an extreme form of artificial synaesthesia. The Reality Helmet leads its wearer to question the relationship between what is out there and what is sensed. Conference participants will be invited to wear the Helmet and experience a different way of being in the world.

  • 64.
    Waterworth, John
    et al.
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Hoshi, Kei
    School of Art, Architecture and Design, University of South Australia, Adelaide, Australia.
    Human-experiential design of presence in everyday blended reality: living in the here and now2016Bok (Fagfellevurdert)
    Abstract [en]

    This book explores how our lives and social interactions have become split between two intertwined, but not integrated, realities: the physical and the digital. Our sense of presence in the here and now has become fragmented, and yet earlier design approaches reinforced the problem, rather than leading to improvements. The authors address these issues by laying out a new human computer interaction (HCI) design approach – human-experiential design – rooted in a return to first principles of how people understand the world, both consciously and unconsciously. The application of this approach to the design of blended reality spaces is described in detail. Examples and scenarios of designing them to overcome the problems inherent in a variety of mixed reality settings are provided.

    Human-Experiential Design of Presence in Everyday Blended Reality will appeal to undergraduate and graduate students and researchers in interaction design, psychology, HCI and computer application studies, as well as practicing interaction designers and computer professionals. It will also be of interest to communication, media and urban design students, and to all readers with an interest in the technology-mediated future.

  • 65.
    Waterworth, John
    et al.
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Lindh Waterworth, Eva
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Riva, Giuseppe
    Mantovani, Fabiizia
    Presence: form, content and consciousness2015Inngår i: Immersed in media: telepresence theory, measurement & technology / [ed] Matthew Lombard, Frank Biocca, Jonathan Freeman, Wijnand IJsselsteijn, Rachel J. Schaevitz, Springer-Verlag New York, 2015, s. 35-58Kapittel i bok, del av antologi (Fagfellevurdert)
  • 66.
    Waterworth, John
    et al.
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Lundström, Ronnie
    Umeå universitet, Medicinska fakulteten, Institutionen för folkhälsa och klinisk medicin, Yrkes- och miljömedicin.
    Waterworth, Eva
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    AGNES: user-sensitive home‐based systems for successful ageing in a networked society2010Inngår i: MTD 2010: Medicinteknikdagarna 2010, 2010Konferansepaper (Annet vitenskapelig)
  • 67.
    Waterworth, John
    et al.
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Riva, Giuseppe
    Feeling present in the physical world and in computer-mediated environments2014Bok (Fagfellevurdert)
    Abstract [en]

    Our experience of the physical world around us, and of the social environments in which we function, is increasingly mediated by information and communication technology, which is itself evolving evermore rapidly and pervasively. This book presents a coherent and detailed account of why we experience feelings of being present in the physical world and in computer-mediated environments, why we often don’t, and why it matters – for design, psychotherapy, tool use and social creativity amongst other practical applications. Since the extent to which presence is experienced in a technology-mediated interactive context can be manipulated by design, and in almost unlimited ways, we can use explorations with mediated presence to provide new insights into the psychology of presence in both the physical and technology-mediated worlds

  • 68.
    Waterworth, John
    et al.
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Waterworth, Eva
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Altered, expanded and distributed embodiment: the three stages of interactive presence2014Inngår i: Interacting with Presence: HCI and the Sense of Presence in Computer Mediated Environments / [ed] Riva, G, Waterworth, J. A. & Murray, D., Walter de Gruyter, 2014, 1, s. 32-45Kapittel i bok, del av antologi (Fagfellevurdert)
    Abstract [en]

    This conceptual chapter outlines three stages in the development of interactive presence, and outlines some possibilities and challenges raised by each, and by their combination. The first stage, presence via altered embodiment, refers to the way technology allows us to experience the world with modified or enhanced senses. The second stage, via expanded embodiment, refers to technology pushing the envelope of the mental body in which one feels present, out beyond the physical body. Finally, distributed embodiment refers to how the sense of being present in the world can be separated from that of ownership of a particular body, through the development of new approaches to deploying the technologies of virtual realization. We suggest that presence is the yardstick of embodiment from an experiential perspective. If you cannot feel presence, you are not embodied in the world.

    Fulltekst (pdf)
    fulltext
  • 69.
    Waterworth, John
    et al.
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Waterworth, Eva
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Distributed embodiment: real presence in virtual bodies2014Inngår i: The Oxford handbook of virtuality / [ed] Mark Grimshaw, Oxford: Oxford University Press, 2014, s. 589-601Kapittel i bok, del av antologi (Fagfellevurdert)
    Abstract [en]

    This chapter discusses the notion of mediated presence, the feeling of being experientially present in a virtual or mixed reality, and describes how this form of virtuality is developing into "distributed embodiment". When we experience strong mediated presence, our experience is that the technology has become part of the self. Distributed embodiment describes how our sense of being present in the world is becoming separated from our sense of ownership of a particular body, through the development of new approaches to deploying the technologies of virtualization that give rise to what is known as "mediated presence", or "telepresence". The possibility for distributed embodiment comes from the physical-virtual nature of familiar, first-person embodiment. We move from a sense of presence in the physical world, though a mediated sense of presence in virtuality, to the mediated sense of being in the physical-virtual world in another body than our own.

  • 70.
    Waterworth, John
    et al.
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Waterworth, Eva L.
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Presence as a Dimension of Communication: Context of Use and the Person2006Inngår i: From Communication to Presence: Cognition, Emotions and Culture towards the Ultimate Communicative Experience: Festschrift in honor of Luigi Anolli / [ed] Giuseppe Riva, M. Teresa Anguera, Brenda K. Wiederhold, Fabrizia Mantovani, Amsterdam: IOS Press, 2006, s. 80-95Kapittel i bok, del av antologi (Fagfellevurdert)
    Abstract [en]

    We claim that presence is elicited most strongly when information is presented as an inhabitable, external world. Technical developments that permit this, such as the creation of interactive, immersive virtual environments herald a profound change in how people relate to sources of information, and how they communicate. This change has psychological, social and cultural effects. It has been claimed that in many ways, our relationship to information becomes that of our ancestral, pre-literate relationship to the physical world. By this view, we are heading for a post-literate future of body-based communication. But this view is too simple, since information must serve a variety of purposes, and how much presence is desirable in a communicative situation depends on many factors, including the communication devices available, the intended use and the context of use. In addition, differences between individuals, such as personality, as well as physical and psychological state, will affect how readily presence is invoked and also its impact on the individual concerned. In this chapter, we expand on the general notion of presence as a dimension of communication, and how this perspective can inform an understanding of designed variations in presence as a function of use, context, and individual psychological factors.

  • 71.
    Waterworth, John
    et al.
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Waterworth, Eva Lindh
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Relaxation Island: A Virtual Tropical Paradise. Interactive Experience2004Inngår i: Proceedings of BCS HCI2004: Designing for Life, Leeds, UK, September 2004., 2004Konferansepaper (Fagfellevurdert)
    Abstract [en]

    We present Relaxation Island, one of several Mood Devices we have developed with our partners as part of the EMMA (Engaging Media for Mental Health Applications) project. Mood Devices are interactive digital media and environments designed to alter the inter-actor’s psychological state. Relaxation Island was designed to support established relaxation techniques, as part of interventions to assist individuals cope with specific anxieties such as examination stress, and also simply as a virtual place where anyone can go to relax. Attendees of this interactive experience will have the opportunity to relax on the island, navigating around the virtual space using a novel wireless “seashell” device

  • 72.
    Waterworth, John
    et al.
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Waterworth, Eva Lindh
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    The Presence of Happiness2009Inngår i: Presence for Everyone: a short guide to presence research / [ed] David Benyon, Michael Smyth and Ingi Helgason, Edinburgh: Centre for Interaction Design, Edinburgh Napier University , 2009, 1, s. 25-29Kapittel i bok, del av antologi (Fagfellevurdert)
  • 73.
    Waterworth, John
    et al.
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Waterworth, Eva Lindh
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Manovani, Fabrizia
    Applied Technology for Neuro-Psychology Lab, Istituto Auxologico Italiano, Milan, Italy; Department of Epistemology and Hermeneutics of Education, University of Milan-Bicocca, Milan, Italy.
    Riva, Giuseppe
    Applied Technology for Neuro-Psychology Lab, Istituto Auxologico Italiano, Milan, Italy; Communication & Ergonomics of NEwTechnologies Lab, Università Cattolica del Sacro Cuore, Milan, Italy.
    On feeling (the) present: an evolutionary account of the sense of presence in physical and electronically-mediated environments2010Inngår i: Journal of consciousness studies, ISSN 1355-8250, E-ISSN 2051-2201, Vol. 17, nr 1-2, s. 167-188Artikkel i tidsskrift (Fagfellevurdert)
  • 74.
    Waterworth, John
    et al.
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Waterworth, Eva Lindh
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Mantovani, Fabrizia
    CESCOM, University of Milan-Bicocca, Milan, Italy.
    Riva, Giuseppe
    ICE-NET Lab., Università Cattolica del Sacro Cuore, Milan, Italy.
    Special issue: Presence and interaction2012Inngår i: Interacting with computers, ISSN 0953-5438, E-ISSN 1873-7951, Vol. 24, nr 4, s. 190-192Artikkel i tidsskrift (Fagfellevurdert)
  • 75.
    Waterworth, John
    et al.
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Waterworth, EvaUmeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.Mantovani, FabriziaRiva, Giuseppe
    Special Issue on Presence and Interaction2012Collection/Antologi (Fagfellevurdert)
  • 76.
    Waterworth, John
    et al.
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Waterworth, Eva
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Álvarez, Paula
    Gutiérrez, José
    Carús, Juan Luis
    Garcia, Sonia
    What do elderly users want and need from fitness technologies?: Findings from the ELF@Home project2016Inngår i: Integrating technology in positive psychology practice / [ed] Daniela Villani, Pietro Cipresso, Andrea Gaggioli, Giuseppe Riva, Hershey, USA: IGI Global, 2016, s. 104-126Kapittel i bok, del av antologi (Fagfellevurdert)
    Abstract [en]

    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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