Lieven De Marez

Orcid: 0000-0001-7716-4079

According to our database1, Lieven De Marez authored at least 84 papers between 2004 and 2023.

Collaborative distances:
  • Dijkstra number2 of four.
  • Erdős number3 of four.

Timeline

Legend:

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PhD thesis 
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Bibliography

2023
Recipe recommendations for individual users and groups in a cooking assistance app.
Appl. Intell., November, 2023

Smartphone use and academic performance: First evidence from longitudinal data.
New Media Soc., March, 2023

Predicting Teens' Privacy Management and Attitude Toward Data Protection on Social Media.
Cyberpsychology Behav. Soc. Netw., March, 2023

Enhancing Users' Attitudes towards WebIDs: Exploring the Effects of Persuasive Messaging on User Adoption.: An experiment exploring the effects of persuasive messaging on the user adoption of WebIDs.
Proceedings of the Mensch und Computer 2023, 2023

2022
Examining differences in internet use aspects among people with intellectual disabilities in Flanders.
Telematics Informatics, 2022

Spaz! The Effects of Local Latency on Player Actions in a Desktop-Based Exergame.
IEEE Trans. Games, 2022

Enhancing the park experience by giving visitors control over the park's soundscape.
J. Ambient Intell. Smart Environ., 2022

Design of a Social Chatbot with Gamification for user Profiling and Smoking Trigger Detection.
Proceedings of the Pervasive Computing Technologies for Healthcare, 2022

2021
What did you expect?: Modelling quality of experience for virtual reality using the repertory grid technique.
Qual. User Exp., 2021

Art and Science Interaction Lab - A highly flexible and modular interaction science research facility.
CoRR, 2021

Sexting, pressured sexting and image-based sexual abuse among a weighted-sample of heterosexual and LGB-youth.
Comput. Hum. Behav., 2021

Social media use and well-being: A prospective experience-sampling study.
Comput. Hum. Behav., 2021

ExperienceDNA - A Framework to Conduct and Analyse User Tests in VR Using the Wizard-of-Oz Methodology.
Proceedings of the Design, User Experience, and Usability: Design for Contemporary Technological Environments, 2021

Smooth Operator - A Virtual Environment to Prototype and Analyse Operator Support in CCTV Surveillance Rooms.
Proceedings of the HCI International 2021 - Posters - 23rd HCI International Conference, 2021

2020
Exploratory Study on User's Dynamic Visual Acuity and Quality Perception of Impaired Images.
CoRR, 2020

Seeing is Believing: The Effect of Video Quality on Quality of Experience in Virtual Reality.
Proceedings of the Twelfth International Conference on Quality of Multimedia Experience, 2020

Mona Prisa: A Tool for Behaviour Change in Renewable Energy Communities.
Proceedings of the Intelligent Technologies for Interactive Entertainment, 2020

Holistic Assessment of Situated Cooking Interactions: Preliminary Results of an Observational Study.
Proceedings of the Design, User Experience, and Usability. Design for Contemporary Interactive Environments, 2020

Fake People, Real Effects - The Presence of Virtual Onlookers Can Impair Performance and Learning.
Proceedings of the Virtual, Augmented and Mixed Reality. Design and Interaction, 2020

2019
Investigating and comparing the predictors of the intention towards taking security measures against malware, scams and cybercrime in general.
Comput. Hum. Behav., 2019

Short on Time? Context-Aware Shopping Lists to the Rescue: an Experimental Evaluation of a Smart Shopping Cart.
Proceedings of the 11th International Conference on Quality of Multimedia Experience QoMEX 2019, 2019

News Diversity and Recommendation Systems: Setting the Interdisciplinary Scene.
Proceedings of the Privacy and Identity Management. Data for Better Living: AI and Privacy, 2019

User Needs in Smart Homes: Changing Needs According to Life Cycles and the Impact on Designing Smart Home Solutions.
Proceedings of the Human-Computer Interaction - INTERACT 2019, 2019

2018
Recreational athletes' running motivations as predictors of their use of online fitness community features.
Behav. Inf. Technol., 2018

Exploring the Potential and Challenges of VR Prototyping in Fashion Design.
Proceedings of the Symposium on Spatial User Interaction, 2018

Evaluating User Experience in Smart Home Contexts: A Methodological Framework.
Proceedings of the Distributed, Ambient and Pervasive Interactions: Understanding Humans, 2018

Human-Computer Interaction to Human-Computer-Context Interaction: Towards a Conceptual Framework for Conducting User Studies for Shifting Interfaces.
Proceedings of the Design, User Experience, and Usability: Theory and Practice, 2018

Do Not Disturb: Psychophysiological Correlates of Boredom, Flow and Frustration During VR Gaming.
Proceedings of the Augmented Cognition: Intelligent Technologies, 2018

MobileDNA: Relating Physiological Stress Measurements to Smartphone Usage to Assess the Effect of a Digital Detox.
Proceedings of the HCI International 2018 - Posters' Extended Abstracts, 2018

2016
Quality assessment and usage behavior of a mobile voice-over-IP service.
Telecommun. Syst., 2016

A user-centric evaluation of context-aware recommendations for a mobile news service.
Multim. Tools Appl., 2016

Understanding persistence in the use of Online Fitness Communities: Comparing novice and experienced users.
Comput. Hum. Behav., 2016

Product Ideation by Persons with Disabilities: An Analysis of Lead User Characteristics.
Proceedings of the 7th International Conference on Software Development and Technologies for Enhancing Accessibility and Fighting Info-exclusion, 2016

2015
Analysis of the quality of experience of a commercial voice-over-IP service.
Multim. Tools Appl., 2015

Cognitive abilities, digital games and arithmetic performance enhancement: A study comparing the effects of a math game and paper exercises.
Comput. Educ., 2015

Subjective insights from time and place shifters in assessing temporal quality of experience.
Proceedings of the Seventh International Workshop on Quality of Multimedia Experience, 2015

Blind Evaluation: Student's Experience of the Empathic Lead User Method.
Proceedings of the European Conference on Cognitive Ergonomics, 2015

Participation is Blind: Involving Low Vision Lead Users in Product Development.
Proceedings of the 6th International Conference on Software Development for Enhancing Accessibility and Fighting Info-exclusion, 2015

2014
Improving arithmetic skills through gameplay: Assessment of the effectiveness of an educational game in terms of cognitive and affective learning outcomes.
Inf. Sci., 2014

Mobile Learning in Secondary Education: Teachers' and Students' Perceptions And Acceptance Of Tablet Computers.
Int. J. Mob. Blended Learn., 2014

Student acceptance of tablet devices in secondary education: A three-wave longitudinal cross-lagged case study.
Comput. Hum. Behav., 2014

Composition and role of convergent technological repertoires in audiovisual media consumption.
Behav. Inf. Technol., 2014

2013
"It's the services, stupid!": Identifying killer applications for next-generation networks.
Telematics Informatics, 2013

Quantifying the Influence of Rebuffering Interruptions on the User's Quality of Experience During Mobile Video Watching.
IEEE Trans. Broadcast., 2013

Studying Physical Activity Using Social Media: An Analysis of the Added Value of RunKeeper Tweets.
Int. J. Interact. Commun. Syst. Technol., 2013

Kilowhat? A multidisciplinary approach on the development of a home energy management system.
Behav. Inf. Technol., 2013

Uploaders' definition of the networked public on YouTube and their feedback preferences: a multi-method approach.
Behav. Inf. Technol., 2013

Use- and QoE-related aspects of personal cloud applications: An exploratory survey.
Proceedings of the Fourth International Workshop on Quality of Multimedia Experience, 2013

2012
Quantifying Subjective Quality Evaluations for Mobile Video Watching in a Semi-Living Lab Context.
IEEE Trans. Broadcast., 2012

The triple articulation of media technologies in teenage media consumption.
New Media Soc., 2012

Investigating the influence of QoS on personal evaluation behaviour in a mobile context.
Multim. Tools Appl., 2012

Smart Ideas for Smart Cities: Investigating Crowdsourcing for Generating and Selecting Ideas for ICT Innovation in a City Context.
J. Theor. Appl. Electron. Commer. Res., 2012

Studying Web 2.0 Interactivity: A Research Framework and Two Case Studies.
Int. J. Interact. Commun. Syst. Technol., 2012

Communicating Creativity on YouTube: What and for Whom?
Cyberpsychology Behav. Soc. Netw., 2012

Household Energy Use and Creating Awareness: Opportunities for ICT.
Proceedings of the 2012 Third International Conference on Emerging Intelligent Data and Web Technologies, 2012

2011
A Living Lab research approach for mobile TV.
Telematics Informatics, 2011

New media adoption and usage among Flemish youngsters.
Telematics Informatics, 2011

Access to premium content on mobile television platforms: The case of mobile sports.
Telematics Informatics, 2011

Adoption versus use diffusion of iDTV in flanders - personalized television content as a tool to cross the chasm?
Comput. Entertain., 2011

Users' (Dis)satisfaction with the personalTV application: Combining objective and subjective data.
Comput. Entertain., 2011

Teenage Uploaders on YouTube: Networked Public Expectancies, Online Feedback Preference, and Received On-Platform Feedback.
Cyberpsychology Behav. Soc. Netw., 2011

Exploring the acceptability of the audiovisual quality for a mobile video session based on objectively measured parameters.
Proceedings of the Third International Workshop on Quality of Multimedia Experience, 2011

Value-added Services for Fibre to the Home - Market Potential, Time Horizons and User Groups.
Proceedings of the ICE-B 2011, 2011

Killer Applications for Fiber to the Home Networks: Market Potential, Time Horizons and User Groups.
Proceedings of the E-Business and Telecommunications - International Joint Conference, 2011

Audiovisual consumption as the interplay of objects, texts and contexts.
Proceedings of the 9th International Interactive TV&Video Conference, 2011

Triple screen viewing practices: diversification or compartmentalization?
Proceedings of the 9th International Interactive TV&Video Conference, 2011

2010
Content for Mobile Television: Issues Regarding a New Mass Medium Within Today's ICT Environment.
Proceedings of the Mobile TV: Customizing Content and Experience, 2010

Forecasting broadband Internet adoption on trains in Belgium.
Telematics Informatics, 2010

Attracting the un-served audience: the sustainability of long tail-based business models for cultural television content.
New Media Soc., 2010

Proposed Framework for Evaluating Quality of Experience in a Mobile, Testbed-oriented Living Lab Setting.
Mob. Networks Appl., 2010

Linking Users' Subjective QoE Evaluation to Signal Strength in an IEEE 802.11b/g Wireless LAN Environment.
EURASIP J. Wirel. Commun. Netw., 2010

QoE estimation of a location-based mobile game using on-body sensors and QoS-related data.
Proceedings of the 3rd IFIP Wireless Days Conference 2010, 2010

Investigating User Typologies and Their Relevance within a Living Lab-Research Approach for ICT-Innovation.
Proceedings of the 43rd Hawaii International International Conference on Systems Science (HICSS-43 2010), 2010

Enriching living lab-approaches for ICT-innovation by introducing different user roles: the case of digital TV.
Proceedings of the 8th European Conference on Interactive TV and Video, 2010

Evaluating a recommendation application for online video content: an interdisciplinary study.
Proceedings of the 8th European Conference on Interactive TV and Video, 2010

Smart, smarter, smartest... the consumer meets the smart electrical grid.
Proceedings of the 9th Conference on Telecommunications Internet and Media Techno Economics, 2010

2009
Content and context for mobile television: Integrating trial, expert and user findings.
Telematics Informatics, 2009

Gratifications and Seeding Behavior of Online Adolescents.
J. Comput. Mediat. Commun., 2009

A living lab research approach for mobile TV.
Proceedings of the 7th European Conference on Interactive TV and Video, 2009

2008
A software tool to relate technical performance to user experience in a mobile context.
Proceedings of the 9th IEEE International Symposium on a World of Wireless, 2008

Conditions for Technology Acceptance - Broadening the Scope of Determinants of ICT Appropriation.
Proceedings of the ICE-B 2008, 2008

Adoption Versus Use Diffusion - Predicting User Acceptance of Mobile TV in Flanders.
Proceedings of the ICE-B 2008, 2008

Fanboys, competers, escapists and time-killers: a typology based on gamers' motivations for playing video games.
Proceedings of the Third International Conference on Digital Interactive Media in Entertainment and Arts, 2008

2004
ICT-innovations today: making traditional diffusion patterns obsolete, and preliminary insight of increased importance.
Telematics Informatics, 2004


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