Subject Index A Cognitive load, 7 Absence, 6, 7, 83, 96 Cognitive science, 34, 35, 99 Abstract, 5, 6, 22, 57, 65, 66, 81, 96 Communicational asymmetry, 8 Action, 28–29 Conceptual experience, 65 Active participation, 80–82 Concrete, 5–8, 40, 54 Affordance, 23, 55 Conscious effort, 7, 26, 55, 59, 67, 86, AGNESproject, 84, 85, 87–89 99 AGNESsystem,86 Context, 62–64 Altered embodiment, 75 Contextual cues, 64, 66, 82, 86 Ambient display, 86–90, 97 Contextual-emptiness, 66 Ambient information, 63, 85 Contextual models, 41 Ambient media, 84, 86 Contextual reality Apple, 34 framework, 63–65 Attention, 3–5, 36, 47, 63, 67, 82, 84, 85, gaps, 65–66 94–96 Co-presence, 69–71 Augmented reality, 25, 97, 98 Creativity, 31, 38, 39, 64 Avatar, 75–77, 80 CSCW(Computer Supported Cooperative Work), 35 Culture, 15, 23, 33, 41, 43, 49, 59, 71 B Customer, 21–23, 36, 96 Balance, 47, 51–55, 96 Cutting and pasting, 9 BALANCEschema,51–54 Behavioural science, 39 Blended presence, 97 D Blended reality space, 3, 5, 9–11, 26, 47, 59, Descartes, 16 61–71, 75–90, 93, 94, 96–100 Designer’s role, 33, 36 Blending, 9, 10, 26, 32, 44, 47 Design knowledge, 36–37, 39–42 Blend theory, 67 Design research, 31, 36–39, 43 Design science, 15, 36, 42–44 Desktop metaphor, 48, 56, 58 C Dichotomies in design, 14 Cognition, 28–29, 32, 34, 43, 57 Disembodied design, 96 Cognition-action dichotomy, 13, 16–21 Distributed embodiment, 78 Cognitive decline, 84 Doing design, 95, 96 ©Springer International Publishing Switzerland 2016 103 J. Waterworth, K. Hoshi, Human-Experiential Design of Presence in Everyday Blended Reality, Human–Computer Interaction Series, DOI10.1007/978-3-319-30334-5

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