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40 results on '"IJsselsteijn, Wijnand"'

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1. Cultivating Gratitude with a Chatbot.

2. 'I already forgot half of it' – Interviewing people with dementia for co-designing an intelligent system.

3. World of Warcraft, the aftermath: How game elements transfer into perceptions, associations and (day)dreams in the everyday life of massively multiplayer online role-playing game players.

4. How affective technologies can influence intimate interactions and improve social connectedness.

5. Embodiment and telepresence: Toward a comprehensive theoretical framework

6. Evaluation of Stereoscopic Images: Beyond 2D Quality.

7. A Room with a Cue: The Efficacy of Movement Parallax, Occlusion, and Blur in Creating a Virtual Window.

8. Is This My Hand I See Before Me? The Rubber Hand Illusion in Reality, Virtual Reality, and Mixed Reality.

9. Sharing experiences through awareness systems in the home

10. Virtual Laboratories: Comparability of Real and Virtual Environments for Environmental Psychology.

11. Effects of Stereoscopic Presentation, Image Motion, and Screen Size on Subjective and Objective Corroborative Measures of Presence.

12. Social Presence in a Home Tele-Application.

13. Presence: Where Are We?

14. Toward a Core Bibliography of Presence.

15. Design of a Game-Based Training Environment to Enhance Mental Health Care Professionals' Skills in Using e-Mental Health: Multiple Methods User Requirements Analysis.

16. Brokerbot: A Cryptocurrency Chatbot in the Social-technical Gap of Trust.

17. Editorial: Experiencing light.

18. Sharing biosignals: An analysis of the experiential and communication properties of interpersonal psychophysiology.

19. Improving metacognition through self-explication in a digital self-regulated learning tool.

20. Exploring physiologic reactions to persuasive information.

21. A Virtual Midas Touch? Touch, Compliance, and Confederate Bias in Mediated Communication.

22. Between Challenge and Defeat: Repeated Player-Death and Game Enjoyment.

23. Pleasure to Play, Arousal to Stay: The Effect of Player Emotions on Digital Game Preferences and Playing Time.

24. Susceptibility to Visual Discomfort of 3-D Displays by Visual Performance Measures.

25. An exploration of the initial effects of stereoscopic displays on optometric parameters.

26. The form of augmented force-feedback fields and the efficiency and satisfaction in computer-aided pointing tasks.

27. Mental Health Care Goes Online: Practitioners' Experiences of Providing Mental Health Care During the COVID-19 Pandemic.

28. Measuring commitment to self-tracking: development of the C2ST scale.

29. Active Involvement of People with Dementia: A Systematic Review of Studies Developing Supportive Technologies.

30. Two experience sampling studies examining the variation of self-control capacity and its relationship with core affect in daily life.

31. Atmosphere in an urban nightlife setting: A case study of the relationship between the socio‐physical context and aggressive behavior.

32. Personal Informatics, Self-Insight, and Behavior Change: A Critical Review of Current Literature.

33. In Sync: The Effect of Physiology Feedback on the Match between Heart Rate and Self-Reported Stress.

34. Individual differences in the rubber-hand illusion: Predicting self-reports of people's personal experiences

35. Visualizing the third dimension in virtual training environments for neurologically impaired persons: beneficial or disruptive?

36. Investigating Privacy Attitudes and Behavior in Relation to Personalization.

37. Connecting the family with awareness systems.

38. Using Behavioral Realism to Estimate Presence: A Study of the Utility of Postural Responses to Motion Stimuli.

39. Effects of Sensory Information and Prior Experience on Direct Subjective Ratings of Presence.

40. Psychophysiological Measures of Reactance to Persuasive Messages Advocating Limited Meat Consumption.

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