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Tielman, M.L. (author), Neerincx, M.A. (author), van Meggelen, M. (author), Franken, I. (author), Brinkman, W.P. (author)
BACKGROUND AND OBJECTIVE: With the rise of autonomous e-mental health applications, virtual agents can play a major role in improving trustworthiness, therapy outcome and adherence. In these applications, it is important that patients adhere in the sense that they perform the tasks, but also that they adhere to the specific recommendations on...
article 2017
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Isnanda, R.G. (author), Brinkman, W.P. (author), Veling, W. (author), van der Gaag, M. (author), Neerincx, M.A. (author)
Freeman et al. reported that a substantial minority of the general population has paranoid thoughts while exposed in a virtual environment. This suggested that in a development phase of a virtual reality exposure system for paranoid patients initially a non-clinical sample could be used to evaluate the system's ability to induce paranoid...
conference paper 2013
document
Horsch, C.H.G. (author), Smets, N.J.J.M. (author), Neerincx, M.A. (author), Cuijpers, R.A. (author)
A convenient way to test Urban Search And Rescue (USAR) robots would be in virtual environments (VEs). Evaluations in VEs are generally accepted as alternative for real scenarios. There are obvious differences between operation in a real and virtual environment. Nonetheless, the current experiment showed no significant differences in situation...
conference paper 2013
document
Horsch, C.H.G. (author), Smets, N.J.J.M. (author), Neerincx, M.A. (author), Cuijpers, R.A. (author)
In urban search and rescue (USAR) situations resources are limited and workload is high. Robots that act as team players instead of tools could help in these situations. A Virtual Reality (VR) experiment was set up to test if team performance of a human-robot team increases when the robot act as such a team player. Three robot settings were...
conference paper 2013
document
Schouten, D. (author), Smets, N. (author), Driessen, M. (author), Hanekamp, M. (author), Cremers, A.H.M. (author), Neerincx, M.A. (author)
Learning and acting on social conventions is problematic for low-literates and non-natives, causing problems with societal participation and citizenship. Using the Situated Cognitive Engineering method, requirements for the design of social conventions learning software are derived from demographic information, adult learning frameworks and ICT...
conference paper 2013
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Brouwer, A.-M. (author), Neerincx, M.A. (author), Kallen, V. (author), van der Leer, L. (author), Brinke, M.T. (author)
We propose to combine Virtual Reality (VR) and bio-neuro feedback to help treat stress-related disorders. As a first step in that direction, we here attempted to induce stress through VR and identify (neuro)physiological correlates. Nine participants performed a surveillance task in two different cities within VR while EEG, ECG and cortisol...
article 2011
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Smets, N.J.J.M. (author), te Brake, G.M. (author), Buurman, T.M. (author), Neerincx, M.A. (author), van Oostendorp, H. (author)
For surveillance and rescue operations, human navigation and situation awareness should be well-supported. However, proper testing of new and innovative mobile support is hard for such operations. Evaluations in field settings are expensive, difficult to control, potentially dangerous, and may sometimes be impossible to execute. Using a virtual...
article 2011
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Neerincx, M.A. (author), Kallen, V.L. (author), Brouwer, A.-M. (author), van der Leer, L. (author), ten Brinke, M. (author), TNO Defensie en Veiligheid (author)
Recent research shows that Virtual Reality (VR) exposure or bio-neuro feedback can help professionals to cope with possibly traumatic events. This paper presents a neuro-bio VR system that combines both methods in order to further improve the prevention and therapy of trauma-related disorders. This system can harmonize the VR exposure to user's...
conference paper 2010
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Brinkman, W.P. (author), Doherty, G. (author), Gorini, A. (author), Gaggioli, A. (author), Neerincx, M. (author), TNO Defensie en Veiligheid (author)
The use of technology, such as virtual reality, electronic diaries, multimedia, brain computing and computer games, to support the care and rehabilitation of patients affected by mental disorders is a relatively new and advancing research area. In this workshop, researchers, developers and mental health professionals will present and discuss...
conference paper 2010
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