Eva Lindh Waterworth

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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)
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)
OBJECTIVE To explore the feasibility of using low-cost motion interactive games as a home-based intervention for children with cerebral palsy (CP). METHODS Fourteen children with CP, 6-16 years old, practiced with the EyeToy for PlayStation2® in their homes during 4 weeks. Outcome measures were physical activity monitors, Movement Assessment Battery for(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 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)
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(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.
Extended Abstract Summary We present an evolutionary account of the psycho-neurology of presence, highlighting three component layers: proto presence, core presence, and extended presence. We suggest that the layers emerged through evolution, but all contribute to common survival goals: distinguishing what currently lies outside the organism from that which(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)