All Stories

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