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)
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)
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)
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(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)
PURPOSE To explore parents' perceptions of using low-cost motion interactive video games as home training for their children with mild/moderate cerebral palsy. METHOD Semi-structured interviews were carried out with parents from 15 families after participation in an intervention where motion interactive games were used daily in home training for their(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)