(1 - 20 of 45)

Pages

document
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
document
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
document
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
document
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
document
Visschedijk, G.C. (author), Lazonder, A.W. (author), van der Hulst, A.H. (author), Vink, N. (author), Leemkuil, H. (author)
The training of tactical decision making increasingly occurs through serious computer games. A challenging aspect of designing such games is the modelling of human emotions. Two studieswere performed to investigate the relation between fidelity and human emotion recognition in virtual human characters. Study 1 compared five versions of a virtual...
article 2013
document
Toet, A. (author), van Schaik, M.G. (author), Theunissen, N.C.M. (author)
Background : Desktop virtual environments (VEs) are increasingly deployed to study the effects of environmental qualities and interventions on human behavior and safety related concerns in built environments. For these applications it is essential that users appraise the affective qualities of the VE similar to those of its real world...
article 2013
document
Roza, M. (author), Voogd, J. (author), Sebalj, D. (author)
The Generic Methodology for Verification and Validation (GM-VV) is a generic and comprehensive methodology for structuring, organizing and managing the verification and validation (V&V) of modelling and simulation (M&S) assets. The GM-VV is an emerging recommended practice within the Simulation Interoperability Standards Organization (SISO). The...
article 2013
document
Kuijper, F. (author)
public lecture 2013
document
Kerbusch, P.J.M. (author), Paulissen, R.T. (author), van Trijp, S.M.A. (author), Gaddur, F. (author), van Diggelen, J. (author)
report 2012
document
Visschedijk, G.C. (author), van der Hulst, A.H. (author)
article 2012
document
Kerbusch, P.J.M. (author), Smelik, R.M. (author), Smit, S.K. (author), Kuiper, F. (author)
Simulation is widely used for military training and experimentation. In many cases the local populace is a vital part of the virtual world; whether it is the interaction they have with trainees or the added realism they provide through their presence. However, creating a scenario with a realistic population is a laborious and time consuming...
conference paper 2012
document
Korteling, J.E. (author)
Potential users of serious gaming products (e.g. in education and companies) require useful and evidence-based games that are not only attractive and motivating, but also combine didactical surplus-value with cost-effectiveness. Knowledge on the combination of these major elements is still scarce, especially validation methods and measurement...
article 2012
document
Korteling, J.E. (author)
An overview is provided of the activities and results op GATE WP 4.4 entiteld Transfer of Gaming (ToG). This work package has produced the principles and methodologies concerning optimalization and measurement of transfer of training in serious gaming. In addition, true transfer of job-specific competences is demonstrated. GATE - Final...
article 2012
document
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
document
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
document
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
document
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
document
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
document
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
document
Willems, R. (author), Pinkster, C. (author), Schultz, s. (author), Kuiper-Hoyng, L. (author)
In the GAMes for the Blind And Sighted project (GAMBAS) the Wii-game "The Explorer and the Mystery of the Diamond Scarab" was developed. Apart from the fun of playing with other children, the blind children benefit from playing the game because it helps them to improve their balance and locomotion skills. This Wii-game can be played both by...
other 2012
(1 - 20 of 45)

Pages