829 results on '"IJsselsteijn, Wijnand"'
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52. ‘I already forgot half of it’ – Interviewing people with dementia for co-designing an intelligent system
53. Cultivating Gratitude with a Chatbot
54. An integrative review of the cognitive costs and benefits of note-taking
55. Are Trackers Social Actors? The Role of Self-tracking on Self-evaluation
56. I Focus on Improvement: Effects of Type of Mastery Feedback on Motivational Experiences
57. Workshop on the Cognitive Science of Games and Gameplay
58. Design for Agency, Adaptivity and Reciprocity: Reimagining AAL and Telecare Agendas
59. The Effect of Explanation Design on User Perception of Smart Home Lighting Systems: A Mixed-method Investigation
60. Social Robots and Society
61. Social Robots and Society
62. How Might Robots Change Us? Mechanisms Underlying Health Persuasion in Human-Robot Interaction from A Relationship Perspective: A Position Paper
63. Using AI Methods for Health Behavior Change
64. Weighted Prompt Engineering: Helpful or Hindering?
65. On the importance of social touch for senior individuals and ways to ameliorate social isolation: Lessons learned from the COVID-19 pandemic
66. Integrating technology in mental healthcare practice: A repeated cross-sectional survey study on professionals’ adoption of Digital Mental Health before and during COVID-19
67. Brain Computer Interfaces: Kunnen breincomputers een stem geven aan niet-sprekenden?
68. Receiving a mediated touch from your partner vs. a male stranger: How visual feedback of touch and its sender influence touch experience
69. Integrating technology in mental healthcare practice: a repeated cross-sectional survey study on professionals' adoption of Digital Mental Health before and during COVID-19
70. Sharing Biosignals: An Analysis of the Experiential and Communication Properties of Interpersonal Psychophysiology
71. Dynamic Game Balancing by Recognizing Affect
72. Shared Fun Is Doubled Fun: Player Enjoyment as a Function of Social Setting
73. Effect of a Virtual Coach on Athletes’ Motivation
74. Persuasive Technology for Human Well-Being: Setting the Scene
75. Towards the Simplicity of Complex Interfaces: Applying Ephemeral Adaptation to Enhance User Performance and Satisfaction
76. A Decision-Making Perspective on Coaching Behavior Change: A Field Experiment on Promoting Exercise at Work
77. Cardiovascular Reactions During Exposure to Persuasion Principles
78. Integrating technology in mental healthcare practice: A repeated cross-sectional survey study on professionals’ adoption of Digital Mental Health before and during COVID-19
79. The illusion of nonmediation in telecommunication: Voice intensity biases distance judgments to a communication partner
80. User Experience of Gesture Based Interfaces: A Comparison with Traditional Interaction Methods on Pragmatic and Hedonic Qualities
81. Runners’ Experience of Implicit Coaching Through Music
82. Investigating the Effects of Physiological Reactions to Historical VR on the Recipients’ Morality
83. Adaptivity in Research Practice with People Living with Dementia: A Designer's Reflection
84. Impact of Care Home Design on Wellbeing and Social Connections of People with Dementia During the COVID-19 Pandemic
85. Uncovering terra incognita in the AHD design space: A review of affective haptic devices
86. A Sequential Sampling Approach to the Integration of Habits and Goals
87. Habit and Goal-related Constructs in Determining Toothbrushing Behavior: Two Sensor-based Longitudinal Studies
88. Digital Games, the Aftermath: Qualitative Insights into Postgame Experiences
89. How affective technologies can influence intimate interactions and improve social connectedness
90. Measuring Affective Benefits and Costs of Mediated Awareness: Development and Validation of the ABC-Questionnaire
91. Creating an Emotionally Adaptive Game
92. Motivation in Home Fitnessing: Effects of Immersion and Movement
93. Expected Information Needs of Parents for Pervasive Awareness Systems
94. Receiving a mediated caress from a spouse vs. stranger: The influence of social context and morphological congruency on touch-evoked affective responses
95. An integrative review of the cognitive costs and benefits of note-taking
96. Exploring views on affective haptic devices in times of COVID-19
97. Design of a Game-Based Training Environment to Enhance Mental Health Care Professionals’ Skills in Using e–Mental Health: Multiple Methods User Requirements Analysis
98. Where is Vincent? Expanding our emotional selves with AI
99. The effect of robot speed on comfortable passing distances
100. Persuasion-Induced Physiology as Predictor of Persuasion Effectiveness
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