Wijnand A. IJsselsteijn

According to our database1, Wijnand A. IJsselsteijn authored at least 95 papers between 1998 and 2018.

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

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
Other 

Links

Homepages:

On csauthors.net:

Bibliography

2018
A Decision-Making Perspective on Coaching Behavior Change: A Field Experiment on Promoting Exercise at Work.
Proceedings of the Persuasive Technology - 13th International Conference, 2018

Cardiovascular Reactions During Exposure to Persuasion Principles.
Proceedings of the Persuasive Technology - 13th International Conference, 2018

Wear It or Fear It - Exploration of Drivers & Barriers in Smartwatch Acceptance by Senior Citizens.
Proceedings of the 4th International Conference on Information and Communication Technologies for Ageing Well and e-Health, 2018

2017
Personal Informatics, Self-Insight, and Behavior Change: A Critical Review of Current Literature.
Human-Computer Interaction, 2017

'Here's Looking At You, Kid': Interactive Entertainment In The Age Of Machine-Readable Humans.
Proceedings of the 2017 ACM International Conference on Interactive Experiences for TV and Online Video, 2017

Towards the Simplicity of Complex Interfaces: Applying Ephemeral Adaptation to Enhance User Performance and Satisfaction.
Proceedings of the Symbiotic Interaction - 6th International Workshop, 2017

Benefits and costs of patient generated data, from the clinician's and patient's perspective.
Proceedings of the 11th EAI International Conference on Pervasive Computing Technologies for Healthcare, 2017

Bots Mind the Social-technical Gap.
Proceedings of the 15th European Conference on Computer Supported Cooperative Work, 2017

Exploring moral conflicts in speech: Multidisciplinary analysis of affect and stress.
Proceedings of the Seventh International Conference on Affective Computing and Intelligent Interaction, 2017

2016
Design Beyond the Numbers: Sharing, Comparing, Storytelling and the Need for a Quantified Us.
IxD&A, 2016

Lifestyle Recommendations for Hypertension through Rasch-based Feasibility Modeling.
Proceedings of the 2016 Conference on User Modeling Adaptation and Personalization, 2016

Understanding Effective Coaching on Healthy Lifestyle by Combining Theory- and Data-driven Approaches.
Proceedings of the International Workshop on Personalization in Persuasive Technology co-located with the 11th International Conference on Persuasive Technology (PT 2016), 2016

The Sense of a Presence: Exploring Bodily Connections in Social Multimedia Environments.
Proceedings of the 1st International Workshop on Multimedia Alternate Realities, 2016

Anticipating habit formation: a psychological computing approach to behavior change support.
Proceedings of the 2016 ACM International Joint Conference on Pervasive and Ubiquitous Computing, 2016

Deceptive visualizations and user bias: a case for personalization and ambiguity in PI visualizations.
Proceedings of the 2016 ACM International Joint Conference on Pervasive and Ubiquitous Computing, 2016

2015
Design for Agency, Adaptivity and Reciprocity: Reimagining AAL and Telecare Agendas.
Proceedings of the Designing Socially Embedded Technologies in the Real-World, 2015

World of Warcraft, the aftermath: How game elements transfer into perceptions, associations and (day)dreams in the everyday life of massively multiplayer online role-playing game players.
New Media & Society, 2015

2014
How affective technologies can influence intimate interactions and improve social connectedness.
Int. J. Hum.-Comput. Stud., 2014

Walking & talking: probing the urban lived experience.
Proceedings of the 8th Nordic Conference on Human-Computer Interaction: Fun, 2014

Pressure at Play: Measuring Player Approach and Avoidance Behaviour through the Keyboard.
Proceedings of the 2014 DiGRA International Conference: <Active Noun> the <Verb> of game <Plural Noun>, 2014

2013
The Tell-Tale Heart: Perceived Emotional Intensity of Heartbeats.
IJSE, 2013

Machines Outperform Laypersons in Recognizing Emotions Elicited by Autobiographical Recollection.
Human-Computer Interaction, 2013

The impact of video characteristics and subtitles on visual comfort of 3D TV.
Displays, 2013

2012
Embodiment and telepresence: Toward a comprehensive theoretical framework.
Interacting with Computers, 2012

Reading performance as screening tool for visual complaints from stereoscopic content.
Displays, 2012

Pleasure to Play, Arousal to Stay: The Effect of Player Emotions on Digital Game Preferences and Playing Time.
Cyberpsy., Behavior, and Soc. Networking, 2012

2011
Susceptibility to Visual Discomfort of 3-D Displays by Visual Performance Measures.
IEEE Trans. Circuits Syst. Video Techn., 2011

Evaluation of Stereoscopic Images: Beyond 2D Quality.
TBC, 2011

Visual discomfort of 3D TV: Assessment methods and modeling.
Displays, 2011

Augmenting Social Interactions: Experiments in Socio-emotional Computing.
Proceedings of the Human Behavior Unterstanding - Second International Workshop, 2011

User Experience of Gesture Based Interfaces: A Comparison with Traditional Interaction Methods on Pragmatic and Hedonic Qualities.
Proceedings of the Gesture and Sign Language in Human-Computer Interaction and Embodied Communication, 2011

2010
Digital Games, the Aftermath: Qualitative Insights into Postgame Experiences.
Proceedings of the Evaluating User Experience in Games - Concepts and Methods, 2010

Intimate Heartbeats: Opportunities for Affective Communication Technology.
IEEE Trans. Affective Computing, 2010

Out of sight, out of mind: co-player effects on seniors' player experience.
Proceedings of the Fun and Games, 2010

2009
Measuring Affective Benefits and Costs of Mediated Awareness: Development and Validation of the ABC-Questionnaire.
Proceedings of the Awareness Systems - Advances in Theory, Methodology and Design, 2009

The Virtual Midas Touch: Helping Behavior After a Mediated Social Touch.
IEEE Trans. Haptics, 2009

Rules of Engagement: Influence of Co-Player Presence on Player Involvement in Digital Games.
IJGCMS, 2009

Social connectedness: concept and measurement.
Proceedings of the Intelligent Environments 2009 - Proceedings of the 5th International Conference on Intelligent Environments, 2009

Influence of chroma variations on naturalness and image quality of stereoscopic images.
Proceedings of the Human Vision and Electronic Imaging XIV, 2009

Stereoscopic displays in medical domains: a review of perception and performance effects.
Proceedings of the Human Vision and Electronic Imaging XIV, 2009

Age Differences in Associations with Digital Gaming.
Proceedings of the 2009 DiGRA International Conference: Breaking New Ground: Innovation in Games, 2009

Playability and Player Experience Research [Panel Abstracts].
Proceedings of the 2009 DiGRA International Conference: Breaking New Ground: Innovation in Games, 2009

Effects of Sensory Immersion on Behavioural Indicators of Player Experience: Movement Synchrony and Controller Pressure.
Proceedings of the 2009 DiGRA International Conference: Breaking New Ground: Innovation in Games, 2009

Where everybody knows your game: the appeal and function of game cafés in western Europe.
Proceedings of the International Conference on Advances in Computer Entertainment Technology, 2009

2008
A Room with a Cue: The Efficacy of Movement Parallax, Occlusion, and Blur in Creating a Virtual Window.
Presence, 2008

People, places, and play: player experience in a socio-spatial context.
Computers in Entertainment, 2008

Sharing places: testing psychological effects of location cueing frequency and explicit vs. inferred closeness.
Proceedings of the 10th Conference on Human-Computer Interaction with Mobile Devices and Services, 2008

Reconexp: a way to reduce the data loss of the experiencing sampling method.
Proceedings of the 10th Conference on Human-Computer Interaction with Mobile Devices and Services, 2008

Creating an Emotionally Adaptive Game.
Proceedings of the Entertainment Computing, 2008

Touch, tools, and telepresence: embodiment in mediated environments.
Proceedings of the Human Vision and Electronic Imaging XIII, 2008

Dynamic Game Balancing by Recognizing Affect.
Proceedings of the Fun and Games, 2008

Shared Fun Is Doubled Fun: Player Enjoyment as a Function of Social Setting.
Proceedings of the Fun and Games, 2008

The virtual midas touch: helping behavior after a mediated social touch.
Proceedings of the Extended Abstracts Proceedings of the 2008 Conference on Human Factors in Computing Systems, 2008

Influence of social setting on player experience of digital games.
Proceedings of the Extended Abstracts Proceedings of the 2008 Conference on Human Factors in Computing Systems, 2008

Evaluating user experiences in games.
Proceedings of the Extended Abstracts Proceedings of the 2008 Conference on Human Factors in Computing Systems, 2008

Interpersonal connectedness: conceptualization and directions for a measurement instrument.
Proceedings of the Extended Abstracts Proceedings of the 2008 Conference on Human Factors in Computing Systems, 2008

Testing interactive products with the robot intervention method.
Proceedings of the 7th International Conference on Interaction Design and Children, 2008

2007
Connecting the family with awareness systems.
Personal and Ubiquitous Computing, 2007

Motivation in Home Fitnessing: Effects of Immersion and Movement.
Proceedings of the Human-Computer Interaction. HCI Applications and Services, 2007

"It is always a lot of fun!": exploring dimensions of digital game experience using focus group methodology.
Proceedings of the 2007 conference on Future Play, Toronto, ON, Canada, November 15, 2007

Digital game design for elderly users.
Proceedings of the 2007 conference on Future Play, Toronto, ON, Canada, November 15, 2007

Expected Information Needs of Parents for Pervasive Awareness Systems.
Proceedings of the Ambient Intelligence, European Conference, 2007

People, Places, and Play: A research framework for digital game experience in a socio-spatial context.
Proceedings of the 2007 DiGRA International Conference: Situated Play, 2007

Investigating response similarities between real and mediated social touch: a first test.
Proceedings of the Extended Abstracts Proceedings of the 2007 Conference on Human Factors in Computing Systems, 2007

2006
Mediated social touch: a review of current research and future directions.
Virtual Reality, 2006

Perceived quality of compressed stereoscopic images: Effects of symmetric and asymmetric JPEG coding and camera separation.
TAP, 2006

Virtual Fitness: Stimulating Exercise Behavior through Media Technology.
Presence, 2006

Is This My Hand I See Before Me? The Rubber Hand Illusion in Reality, Virtual Reality, and Mixed Reality.
Presence, 2006

Reality Check: The Role of Realism in Stress Reduction Using Media Technology.
Cyberpsy., Behavior, and Soc. Networking, 2006

Persuasive Technology for Human Well-Being: Setting the Scene.
Proceedings of the Persuasive Technology, 2006

Effect of a Virtual Coach on Athletes' Motivation.
Proceedings of the Persuasive Technology, 2006

2005
Sharing experiences through awareness systems in the home.
Interacting with Computers, 2005

The Form of Augmented Force-Feedback Fields and the Efficiency and Satisfaction in Computer-Aided Pointing Tasks.
Human Factors, 2005

Perceptual attributes of crosstalk in 3D images.
Displays, 2005

2004
Introduction to the Special Issue on Immersive Telecommunications.
IEEE Trans. Circuits Syst. Video Techn., 2004

A survey of perceptual evaluations and requirements of three-dimensional TV.
IEEE Trans. Circuits Syst. Video Techn., 2004

Social presence and group attraction: exploring the effects of awareness systems in the home.
Cognition, Technology & Work, 2004

Fun and Sports: Enhancing the Home Fitness Experience.
Proceedings of the Entertainment Computing, 2004

Keeping in touch with the family: home and away with the ASTRA awareness system.
Proceedings of the Extended abstracts of the 2004 Conference on Human Factors in Computing Systems, 2004

2003
Virtual Laboratories: Comparability of Real and Virtual Environments for Environmental Psychology.
Presence, 2003

The unbearable lightness of being there: contrasting approaches to presence engineering.
Proceedings of the Visual Communications and Image Processing 2003, 2003

Addressing Interpersonal Communication Needs through Ubiquitous Connectivity: Home and Away.
Proceedings of the Ambient Intelligence, First European Symposium, 2003

2002
ATTEST: Advanced Three-dimensional Television System Technologies.
Proceedings of the 1st International Symposium on 3D Data Processing Visualization and Transmission (3DPVT 2002), 2002

2001
Effects of Stereoscopic Presentation, Image Motion, and Screen Size on Subjective and Objective Corroborative Measures of Presence.
Presence, 2001

Toward a Core Bibliography of Presence.
Cyberpsy., Behavior, and Soc. Networking, 2001

Presence: Where Are We?
Cyberpsy., Behavior, and Soc. Networking, 2001

Social Presence in a Home Tele-Application.
Cyberpsy., Behavior, and Soc. Networking, 2001

Workshop 3: Escaping Reality?!
Proceedings of the Virtual Reality 2001 Conference, 2001

2000
Subjective evaluation of stereoscopic images: effects of camera parameters and display duration.
IEEE Trans. Circuits Syst. Video Techn., 2000

Using Behavioral Realism to Estimate Presence: A Study of the Utility of Postural Responses to Motion-Stimuli.
Presence, 2000

Presence: concept, determinants, and measurement.
Proceedings of the Human Vision and Electronic Imaging V, 2000

1999
Effects of Sensory Information and Prior Experience on Direct Subjective Ratings of Presence.
Presence, 1999

Overview of the Second International Workshop on Presence: April 6-7, 1999, Colchester, England.
Cyberpsy., Behavior, and Soc. Networking, 1999

Effect of stereoscopic filming parameters and exposure duration on quality and naturalness judgements.
Proceedings of the Human Vision and Electronic Imaging IV, 1999

1998
Perceptual factors in stereoscopic displays: the effect of stereoscopic filming parameters on perceived quality and reported eyestrain.
Proceedings of the Human Vision and Electronic Imaging III, 1998


  Loading...