All Stories

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