Playability and Player Experience Research (2009)
Nacke, Lennart, Drachen, Anders, Kuikkaniemi, Kai, Niesenhaus, Joerg, Korhonen, Hannu, Hoogen, Wouter, ...
As the game industry matures and games become more and more complex, there is an increasing need to develop scientific methodologies for analyzing and measuring player experience, in order to develop...
G. Riva, F. Davide, Wijnand Ijsselsteijn
we learn from media history?
Investigating Privacy Attitudes and Behavior in Relation to Personalization (2008)
Panos Markopoulos, Boris De Ruyter, Berry Eggen, Wijnand Ijsselsteijn
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2 Presence in the Past: what can we learn from Media History? (2008)
G. Riva, F. Davide, Wijnand Ijsselsteijn
Abstract. In this chapter we describe the historical development of cinema, television, telerobotics, and virtual environments, with emphasis on their psychological impact, in particular the...
Human-Technology Interaction Group (2007)
Wijnand Ijsselsteijn, Huib De Ridder, Jonathan Freeman, S. E. Avons, Don Bouwhuis
Recently, we reported that group subjective measures of presence as well as observers’ postural responses are sensitive to increasing the realism of a display with motion content, by the addition...
Presence research is still at an early stage of development, and theoretical contributions are needed that integrate diverse insights relevant to understanding presence, emerging from different...
ATTEST: Advanced Three-dimensional Television System Technologies (2002)
Andre Redert, Christoph Fehn, Wijnand IJsselsteijn, Marc Pollefeys, Luc Van Gool, ...
We describe the goals of the ATTEST project, which started in March 2002 as part of the Information Society Technologies (IST) programme, sponsored by the European Commission. In the 2-year project,...