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59 results on '"IJsselsteijn, Wijnand"'

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1. A Sequential Sampling Approach to the Integration of Habits and Goals

2. Habit and goal-related constructs in determining toothbrushing behavior: Two sensor-based longitudinal studies.

4. Bridging the Theory-Practice Gap: Design-Experts on Capability Sensitive Design

6. Influential Characteristics of Enterprise Information System User Interfaces

7. An integrative review of the cognitive costs and benefits of note-taking.

8. Effect of a Virtual Coach on Athletes' Motivation.

9. The PowerHhouse: A Persuasive Computer Game Designed to Raise Awareness of Domestic Energy Consumption.

10. Persuasive GERONtechnology: An Introduction.

11. Communication and Persuasion Technology: Psychophysiology of Emotions and User-Profiling.

12. Biofeedback Revisited: Dynamic Displays to Improve Health Trajectories.

13. perCues: Trails of Persuasion for Ambient Intelligence.

14. Persuasive GERONtechnology: Reaping Technology's Coaching Benefits at Older Age.

15. Persuasive Pillboxes: Improving Medication Adherence with Personal Digital Assistants.

16. Persuasive Story Table: Promoting Exchange of Life History Stories Among Elderly in Institutions.

17. Persuasive Technology for Leisure and Health: Development of a Personal Navigation Tool.

18. Captology: A Critical Review.

19. Visualizing Energy Consumption of Radiators.

20. Self-management of Vascular Patients Activated by the Internet and Nurses: Rationale and Design.

21. Persuasive Technologies in Education: Improving Motivation to Read and Write for Children.

22. Break the Habit! Designing an e-Therapy Intervention Using a Virtual Coach in Aid of Smoking Cessation.

23. Persuasive Design: Fringes and Foundations.

24. Towards an Architecture for an Adaptive Persuasive System.

25. Investigating Social Software as Persuasive Technology.

26. Using Computational Agents to Motivate Diet Change.

27. Well-Being to "Well Done!": The Development Cycle in Role-Playing Games.

28. Persuasion Artifices to Promote Wellbeing.

29. Our Place or Mine? Exploration into Collectivism-Focused Persuasive Technology Design.

30. Feeling Strangely Fine: The Well-Being Economy in Popular Games.

31. Social Presence as a Conduit to the Social Dimensions of Online Trust.

32. The Persuasive Power of Mediated Risk Experiences.

33. Persuasive Appliances: Goal Priming and Behavioral Response to Product-Integrated Energy Feedback.

34. Cueing Common Ecological Behaviors to Increase Environmental Attitudes.

35. Persuasiveness of a Mobile Lifestyle Coaching Application Using Social Facilitation.

36. Technology Adds New Principles to Persuasive Psychology: Evidence from Health Education.

37. Changing Induced Moods Via Virtual Reality.

38. Persuasive Technology for Human Well-Being: Setting the Scene.

39. IDENTIFICATION AND CATEGORIZATION OF DIGITAL GAME EXPERIENCES: A QUALITATIVE STUDY INTEGRATING THEORETICAL INSIGHTS AND PLAYER PERSPECTIVES.

40. The effect of similarities in skin texture and hand shape on perceived ownership of a fake limb.

41. Assessing Professionals' Adoption Readiness for eMental Health: Development and Validation of the eMental Health Adoption Readiness Scale.

42. The Tell-Tale Heart: Perceived Emotional Intensity of Heartbeats

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

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

45. Perceived quality of compressed stereoscopic images

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

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

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

49. Theory Integration for Lifestyle Behavior Change in the Digital Age: An Adaptive Decision-Making Framework.

50. Theory Integration for Lifestyle Behavior Change in the Digital Age: An Adaptive Decision-Making Framework.

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