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3. Confronting Ableism in a Post-COVID World: Designing for World-Familiarity Through Acts of Defamiliarization

5. Context Matters: The Effect of Textual Tone on the Evaluation of Mediated Social Touch

6. I Focus on Improvement: Effects of Type of Mastery Feedback on Motivational Experiences

7. Are Trackers Social Actors? The Role of Self-tracking on Self-evaluation

8. Towards the Simplicity of Complex Interfaces: Applying Ephemeral Adaptation to Enhance User Performance and Satisfaction

9. A Decision-Making Perspective on Coaching Behavior Change: A Field Experiment on Promoting Exercise at Work

10. Cardiovascular Reactions During Exposure to Persuasion Principles

12. Dynamic Game Balancing by Recognizing Affect

13. Shared Fun Is Doubled Fun: Player Enjoyment as a Function of Social Setting

14. Effect of a Virtual Coach on Athletes’ Motivation

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

16. User Experience of Gesture Based Interfaces: A Comparison with Traditional Interaction Methods on Pragmatic and Hedonic Qualities

20. Creating an Emotionally Adaptive Game

21. Motivation in Home Fitnessing: Effects of Immersion and Movement

22. Expected Information Needs of Parents for Pervasive Awareness Systems

23. Fun and Sports: Enhancing the Home Fitness Experience

25. Augmenting Social Interactions: Experiments in Socio-emotional Computing

26. Seven Ways to Foster Interdisciplinary Collaboration in Research Involving Healthcare and Creative Research Disciplines

27. Improvisation and Reciprocal Design: Soundplay for Dementia

29. REsilience Monitor for INformal Caregivers in Dementia (REMIND): Digital Monitoring of Informal Caregivers Wellbeing to Prevent Crises

32. Babbelbord: A Personalized Conversational Game for People with Dementia

33. Memento for Living, Working and Caring: An ‘Archetypal Object’ for Being with Dementia

34. Emily Carr University Zeitgeist Program : Bringing Together Student Designers and Care Home Residents to Co-design Publications — a Social Innovation Project

36. Feasibility of Virtual Reality in Elderly with Dementia

38. Social Robot and Sensor Network in Support of Activity of Daily Living for People with Dementia

42. Evaluating Three Validation-Methods for an Architectural Intervention for Seniors with Dementia in the Empathic Design Framework, a Case Study

43. The Relevance of Involving People with Dementia in Design Research

44. Towards Dementia Things : How Does Participatory Research and Design Improve Quality of Life in Contexts of Dementia?

47. Presence-Inducing Media for Mental Health Applications

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