All Stories

  1. How does digital embodiment in cyberspace affect quality of life?
  2. Introduction
  3. Disembodied Social Interaction
  4. Personal Autonomy of the Displaced Self
  5. Embodiment Elsewhere
  6. Being in Another Body
  7. Altered Being in the Physical World
  8. Conclusions, Reflections and Speculations
  9. Uncovering Dark Patterns - Learning Through Serious Gameplay About the Dangers of Sharing Data
  10. Sexting, age and digital vulnerabilities
  11. Digital Travel Directions
  12. Effectiveness of Intergenerational Exchange Programs Between Adolescents and Older Adults: A Systematic Review
  13. Is There a Market for Digital Travel? Travellers’ Views on Digital Travel and Willingness to Pay
  14. Digital Travel – A Study of Travellers’ Views of a Digital Visit to Mexico
  15. Tomorrow’s Digital Travellers—Who are they? A Study on Travellers’ Views on Digital Travel Experiences
  16. Editorial: Enhancing Quality of Life in Ambient Spaces
  17. Call for Special Issue Papers: The Psychosocial Impacts of Digital Travel
  18. The Psychosocial Reality of Digital Travel
  19. The virtual human resource development (VHRD) approach: an integrative literature review
  20. Integrating the world of presence theory: Illusion, pretence, attending, and pretending
  21. Ambient Interaction Design in a Primitive Society
  22. Inverting the Panopticon to Safeguard Privacy in Ambient Environments: An Exploratory Study
  23. Nature and Nurturance Across the Ages: Modest Means for Modern Times
  24. Predicting Personal Susceptibility to Phishing
  25. Returning to Nature: VR Mediated States of Enhanced Wellness
  26. Virtual Tourism in a Game Environment: Untangling Judged Affordances and Sense of Place
  27. GenIE-Sys: Genome Integrative Explorer System
  28. Designing Usable Bioinformatics Tools for Specialized Users
  29. Telepresence and the Role of the Senses
  30. Digital technology in healthcare and elderly care
  31. Corrigendum: Brain training with non-action video games enhances aspects of cognition in older adults: a randomized controlled trial
  32. A randomized controlled trial of brain training with non-action video games in older adults: results of the 3-month follow-up
  33. Presence: Form, Content and Consciousness
  34. Intention, Action, Self and Other: An Evolutionary Model of Presence
  35. Brain training with non-action video games enhances aspects of cognition in older adults: a randomized controlled trial
  36. 2 Altered, Expanded and Distributed Embodiment: the Three Stages of Interactive Presence
  37. Introduction: Editors’ Introduction to Interacting with Presence
  38. An ICT-mediated social network in support of successful ageing
  39. Interacting with Presence: HCI and the Sense of Presence in Computer-mediated Environments
  40. The ELF@Home project: Elderly sELF-care based on sELF-check of health conditions and sELF-fitness at home
  41. AGNES: Connecting people in a multimodal way
  42. Special issue: Presence and interaction
  43. Seniors in charge of ICT innovation
  44. The AGNES system for ambient social interaction
  45. The role of ICT and networking in healthy ageing
  46. From intention to action: The role of presence
  47. Capturing User Experiences of Mobile Information Technology With the Repertory Grid Technique
  48. Ageing in a networked society
  49. User-sensitive home-based systems for successful ageing
  50. Mobility, Emotion, and Universality in Future Collaboration
  51. Tools, Perspectives and Avatars in Blended Reality Space
  52. Designing ICT for the over 80s
  53. Tools, Perspectives and Avatars in Blended Reality Space
  54. Effective collaboration for healthcare by bridging the reality gap across media-physical spaces
  55. The Layers of Presence: A Bio-cultural Approach to Understanding Presence in Natural and Mediated Environments
  56. Being and Time: Judged Presence and Duration as a Function of Media Form
  57. The reality helmet
  58. Dextrous and Shared Interaction with Medical Data: stereoscopic vision is more important than hand-image collocation
  59. Focus, Locus, and Sensus: The Three Dimensions of Virtual Experience
  60. In tent, in touch
  61. Designing virtual selectors for surgeons
  62. VR management tools
  63. From icons to interface models: designing hypermedia from the bottom up
  64. HCI research at the Institute of Systems Science
  65. Interaction with machines by voice: a telecommunications perspective
  66. Effect of intonation form and pause durations of automatic telephone number announcements on subjective preference and memory performance
  67. Man-machine speech ‘dialogue acts’
  68. Effects of desktop 3D world design on user navigation and search performance