141 results on '"IJsselsteijn, Wijnand"'
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2. Impact of Care Home Design on Wellbeing and Social Connections of People with Dementia During the COVID-19 Pandemic
3. Confronting Ableism in a Post-COVID World: Designing for World-Familiarity Through Acts of Defamiliarization
4. Warm Technology: A Novel Perspective on Design for and with People Living with Dementia
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
11. Design for Agency, Adaptivity and Reciprocity: Reimagining AAL and Telecare Agendas
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
17. Runners’ Experience of Implicit Coaching Through Music
18. Digital Games, the Aftermath: Qualitative Insights into Postgame Experiences
19. Measuring Affective Benefits and Costs of Mediated Awareness: Development and Validation of the ABC-Questionnaire
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
24. Addressing Interpersonal Communication Needs through Ubiquitous Connectivity: Home and Away
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
28. Prevention of Drug Intake Mistakes Through a Medication Control System for Elders
29. REsilience Monitor for INformal Caregivers in Dementia (REMIND): Digital Monitoring of Informal Caregivers Wellbeing to Prevent Crises
30. Wijstijd, Supporting Time Orientation Designed for and with People with Dementia
31. SoundscapePillow; a Design for Creating Personalised Auditory Experiences for People with Dementia
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
35. Exploring How an Interactive Placemat Can Influence Eating Activities for People with Dementia
36. Feasibility of Virtual Reality in Elderly with Dementia
37. Sentimental Audio Memories: Exploring the Emotion and Meaning of Everyday Sounds
38. Social Robot and Sensor Network in Support of Activity of Daily Living for People with Dementia
39. Surveillance Technology in Dementia Care: Implicit Assumptions and Unresolved Tensions
40. Developing Dementia Personas for User Centered Architectural Design Considerations in Non-specialized Contexts
41. ‘Build Your Story’: A Research Game That Includes Older Adults’ Perspectives
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?
45. An Integrative Approach to Presence and Self-Motion Perception Research
46. Spatial Presence Theory: State of the Art and Challenges Ahead
47. Presence-Inducing Media for Mental Health Applications
48. Ways to Measure Spatial Presence: Review and Future Directions
49. Collaboration in Immersive and Non-immersive Virtual Environments
50. An Action-Based Approach to Presence: Foundations and Methods
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