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Looije, R. (author), Mioch, T. (author)
Motivation To analyse human errors and determine the underlying reason for these errors, in particular by investigating the error production mechanism cognitive lockup. Research approach A within subjects experiment has been conducted with 16 pilots in a high-fidelity and realistic environment. The independent variables were the cognitive task...
conference paper 2011
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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
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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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Hosa, N. (author), van Bommel, J.P. (author), Hurst, W. (author), Nijboer, T. (author), Veltkamp, R.C. (author), Werkhoven, P.J. (author)
Presence and the sense of embodiment are essential concepts for the experience of our self and virtual bodies, but there is little quantitative evidence for a relation between these, and this relation becomes more complicated when there are real and virtual bodies in augmented reality (AR). We investigate the experience of body ownership, agency...
conference paper 2019
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Mert, A. (author), Hak, L. (author), Bles, W. (author)
Introduction: Balance is negatively influenced by optokinetic stimuli. Fall research with these stimuli has been done with standing subjects. Less is known of the influence these stimuli have on risk of falling while walking. The objective of this study was to qualitatively investigate the influence of optokinetic roll stimuli on balance during...
conference paper 2011
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
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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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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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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
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