(1 - 20 of 25)

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van den Bosch, K. (author), Boonekamp, R. (author)
The military increasingly use simulators and games to train personnel for performing specialized tasks under complex conditions. In many of these training programs, Subject Matter Experts (SMEs) of the training staff play various roles such as adversaries, team mates or other own forces. The advantage of SMEs is that they have the expertise to...
conference paper 2014
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Thurlings, M.E. (author), van Erp, J.B.F. (author), Brouwer, A.M. (author), Werkhoven, P.J. (author)
When using brain–computer interfaces (BCIs) to control a game, the BCI may have to compete with gaming tasks for the same perceptual and cognitive resources.We investigated: 1) if and to what extent event-related potentials (ERPs) and ERP–BCI performance are affected in a dual-task situation; and 2) if these effects are an area function of the...
article 2013
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Kang, N. (author), Brinkman, W.P. (author), van Riemsdijk, M.B. (author), Neerincx, M.A. (author)
Currently, expressive virtual humans are used in psychological research, training, and psychotherapy. However, the behavior of these virtual humans is usually scripted and therefore cannot be modified freely at runtime. To address this, we created a virtual audience with parameterized behavioral styles. This paper presents a parameterized...
article 2013
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This book presents recent developments is the field of human aspects in Ambient Intelligence. This field, and the associated workshop series, addresses multidisciplinary aspects of AmI with human-directed disciplines such as psychology, social science, neuroscience and biomedical sciences. The aim of the workshop series is to get researchers...
book 2013
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van de Ven, J.G.M. (author)
Pilot Safety was truly a cooperation between different parties. With a team of experts, and a group of domain experts for external consultation, the team was able to successfully develop a serious game for mayors. Almost all of the mayors in the Netherlands have now played the game. Without exception, the responses were tremendously enthusiastic...
article 2012
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van den Bosch, K. (author)
In many games, players communicate with virtual characters. Using the traditional approach of handling dialogues, players often experience the communication as rigid and unnatural. TNO and RANJ explored the BDI approach to create unique virtual characters, each fitted with their individual goals and strategies. The virtual characters initiate...
article 2012
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Toet, A. (author), van Schaik, M.G. (author)
Despite the fact that virtual environments are increasingly deployed to study the relation between urban planning, physical and social disorder, and fear of crime, their ecological validity for this type of research has not been established. This study compares the effects of similar signs of public disorder (litter, warning signs, cameras,...
article 2012
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Brouwer, A.M. (author), van Erp, J.B.F. (author)
How can you tell whether someone working or gaming is mentally taxed too high or too low? In collaboration with Noldus IT (Wageningen) and the FC Donders Institute (Nijmegen), TNO designed and conducted an experiment to measure mental load through brain signals. 35 participants performed a computer task that varied in difficulty. Our classifiers...
article 2012
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Graafland, M. (author), Schraagen, J.M.C. (author), Schijven, M.P. (author)
Background: The application of digital games for training medical professionals is on the rise. So-called ‘serious’ games form training tools that provide a challenging simulated environment, ideal for future surgical training. Ultimately, serious games are directed at reducing medical error and subsequent healthcare costs. The aim was to review...
article 2012
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Cornelissen, F. (author), Neerincx, M.A. (author), Smets, N.J.J.M. (author), Breebaart, L. (author), Dujardin, P. (author), Wolff, M. (author)
This paper reports on the use and the evaluation of applying gaming aspects as a means to promote self-study and increase motivation to train for executing operations on human space flight missions that have a duration that exceeds the typical duration of low earth orbit missions. The gaming aspects that are evaluated include avatar...
conference paper 2012
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Visschedijk, G.C. (author), van der Hulst, A.H. (author)
article 2012
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Harbers, M. (author), Bradshaw, J.M. (author), Johnson, M. (author), Feltovich, P. (author), van den Bosch, K. (author), Meyer, J.J.C. (author)
There are several applications in which humans and agents jointly perform a task. If the task involves interdependence among the team members, coordination is required to achieve good team performance. This paper discusses the role of explanation in coordination in human-agent teams. Explanations about agent behavior for humans can improve...
conference paper 2012
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Baxter, P. (author), Belpaeme, T. (author), Canamero, L. (author), Cosi, P. (author), Demiris, Y. (author), Enescu, V. (author)
Artificial companion agents have the potential to combine novel means for effective health communication with young patients support and entertainment. However, the theory and practice of long-term child-robot interaction is currently an underdeveloped area of research. This paper introduces an approach that integrates multiple functional...
conference paper 2011
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Cohen, I. (author), Looije, R. (author), Neerincx, M.A. (author)
Social robots can comfort and support children who have to cope with chronic diseases. In previous studies, a "facial robot", the iCat, proved to show well-recognized emotional expressions that are important in social interactions. The question is if a mobile robot without a face, the Nao, can express emotions with its body. First, dynamic body...
conference paper 2011
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Kang, N. (author), Brinkman, W.P. (author), van Riemsdijk, M.B. (author), Neerincx, M.A. (author)
Motivation - The project is to reduce the therapist's workload in virtual reality exposure therapy (VRET) for anxiety disorders and explore cognitive ergonomic factors in the design of an internet-delivered multi-patient treatment system. Research questions - The aim can be achieved by system improvement on both the patient side and the...
conference paper 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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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
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Nooij, S.A.E. (author), Groen, E.L. (author)
Introduction: Spatial disorientation (SD) is still a contributing factor in many aviation accidents, stressing the need for adequate SD training scenarios. In this article we focused on the post-roll effect (the sensation of rolling back after a roll maneuver, such as an entry of a coordinated turn) and investigated the effect of roll stimuli on...
article 2011
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van den Bosch, K. (author), TNO Defensie en Veiligheid (author)
Explanations of characters to increase trainees’ learning of serious games. GATE - Overview of activities 2007-2010 - Looking at the future of games
article 2010
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TNO Defensie en Veiligheid (author)
Artikeltje over GATE PIlot Safety aka Burgemeestersgame
article 2010
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