This paper proposes a bio-cultural theory of presence based on four different positions related to the role and structure of presence, as follows. First, presence is a defining feature of self and it is related to the evolution of a key feature of any central nervous system: the embedding of sensory-referred properties into an internal functional space.… (More)
A model of virtual/physical experience is presented, which provides a three dimensional conceptual space for virtual and augmented reality (VR and AR) comprising the dimensions of focus, locus, and sensus. Focus is most closely related to what is generally termed presence in the VR literature. When in a virtual environment, presence is typically shared… (More)
The Exploratorium is a virtual environment within which immersants can explore both places and feelings. The "narrative" it implements is structural/architectural rather than linear/story telling. Different areas of the Exploratorium present different experiences: scary, normally busy, or very calm. At the same time, the Exploratorium as a whole is… (More)
We describe The Tent, an immersive environment designed to stimulate creativity and to support non-symbolic communication. In a tent we are secluded but also in touch, with nature and with ourselves. We are experimenting with the Tent as a meditative, relaxing environment, but also as a stimulating one, and as a medium for non-symbolic communication.
We briefly describe a novel immersive environment—the interactive tent—and an artistic production within it, the Illusion of Being. In this production, immersants experience a vivid cycle of the elements in a way that depends on their bodily movements. This elemental " story " has four versions in all, with each created to have differential effects on sense… (More)
In this paper, we report the results from the psychological assessment conducted using a test battery composed of cognitive and social wellbeing tests and questionnaires performed by users and controls that participated in the AGNES project in Spain, Sweden and Greece at the beginning of the study and after the deployment of the first prototype. The project… (More)
We present the user-driven AGNES project (aal-2008-1-014). The project has three user groups, one in each of Sweden, Spain and Greece, 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… (More)
BACKGROUND Implementation researchers have attempted to overcome the research-practice gap in e-health by developing tools that summarize and synthesize research evidence of factors that impede or facilitate implementation of innovation in healthcare settings. The e-Health Implementation Toolkit (e-HIT) is an example of such a tool that was designed within… (More)