WA Wijnand IJsselsteijn
Eindhoven University of Technology
Human–computer interactionInternet privacyStereoscopyNaturalnessSociologyArtificial intelligencePsychologyCognitive psychologySocial connectednessPerceptionContext (language use)Player experienceComputer visionComputer scienceMultimediaGame designImage qualityKnowledge managementApplied psychologySocial psychology
321Publications
64H-index
9,941Citations
Publications 317
Newest
#1Margot M. E. Neggers (TU/e: Eindhoven University of Technology)H-Index: 1
#2Raymond H. Cuijpers (TU/e: Eindhoven University of Technology)H-Index: 20
Last. WA Wijnand IJsselsteijn (TU/e: Eindhoven University of Technology)H-Index: 64
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Autonomous mobile robots that operate in environments with people are expected to be able to deal with human proxemics and social distances. Previous research investigated how robots can approach persons or how to implement human-aware navigation algorithms. However, experimental research on how robots can avoid a person in a comfortable way is largely missing. The aim of the current work is to experimentally determine the shape and size of personal space of a human passed by a robot. In two stu...
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What is it like to hear another person’s heartbeat during communication? How would direct access to a person’s skin conductance influence our sense of interpersonal intimacy or trust? Can biosignal...
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May 6, 2021 in CHI (Human Factors in Computing Systems)
#1Minha Lee (TU/e: Eindhoven University of Technology)H-Index: 3
#2Peter A. M. Ruijten (TU/e: Eindhoven University of Technology)H-Index: 6
Last. WA Wijnand IJsselsteijn (TU/e: Eindhoven University of Technology)H-Index: 64
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As robots may take a greater part in our moral decision-making processes, whether people hold them accountable for moral harm becomes critical to explore. Blame and punishment signify moral accountability, often involving emotions. We quantitatively looked into people’s willingness to blame or punish an emotional vs. non-emotional robot that admits to its wrongdoing. Studies 1 and 2 (online video interaction) showed that people may punish a robot due to its lack of perceived emotional capacity t...
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#1Minha Lee (TU/e: Eindhoven University of Technology)H-Index: 3
#2Laurence E. Frank (UU: Utrecht University)H-Index: 20
Last. WA Wijnand IJsselsteijn (TU/e: Eindhoven University of Technology)H-Index: 64
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#1Chao Zhang (TU/e: Eindhoven University of Technology)H-Index: 3
#2Daniel Lakens (TU/e: Eindhoven University of Technology)H-Index: 31
Last. WA Wijnand IJsselsteijn (TU/e: Eindhoven University of Technology)H-Index: 64
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Despite the growing popularity of digital health interventions, limitations of traditional behavior change theories and a lack of theory integration hinder theory-driven behavior change applications. In this paper, we aim to review theories relevant to lifestyle behavior change from the broader psychology literature and then integrate these theories into a new theoretical framework called adaptive decision-making to address two specific problems. First, our framework represents lifestyle behavio...
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Social gamification systems have shown potential for promoting healthy lifestyles, but applying them to occupational settings faces unique design challenges. While occupational settings offer natural communities for social interaction, fairness issues due to heterogeneous personal goals and privacy concerns increase the difficulty of designing engaging games. We explored a two-level game-design, where the first level related to achieving personal goals and the second level was a privacy-protecte...
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Background: E–mental health (EMH) offers various possibilities for mental health care delivery, with many studies demonstrating its clinical efficacy. However, the uptake of EMH technologies by mental health care professionals remains to be low. One of the reasons for this is the lack of knowledge and skills in using these technologies. Skill enhancement by means of serious gaming has been shown to be effective in other areas but has not yet been applied to the development of EMH skills of menta...
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