- Virtual Reality Applications and Impacts
- Neural and Behavioral Psychology Studies
- Human-Automation Interaction and Safety
- Action Observation and Synchronization
- Musculoskeletal pain and rehabilitation
- Gaze Tracking and Assistive Technology
- Augmented Reality Applications
- Image and Video Quality Assessment
- Anxiety, Depression, Psychometrics, Treatment, Cognitive Processes
- Olfactory and Sensory Function Studies
- Sport Psychology and Performance
- Motor Control and Adaptation
- Flow Experience in Various Fields
- Impact of Technology on Adolescents
- Pain Management and Placebo Effect
- Healthcare Technology and Patient Monitoring
- Color perception and design
- Ergonomics and Musculoskeletal Disorders
- Advanced Optical Imaging Technologies
- Mind wandering and attention
- Spatial Cognition and Navigation
- Social Robot Interaction and HRI
- Social Media and Politics
- Evacuation and Crowd Dynamics
- Media Influence and Health
Ghent University
2014-2024
Imec the Netherlands
2023
Weatherford College
2023
Ghent University Hospital
2015-2021
May Institute
2013
The authors explore patterns of smartphone use during the first weeks following outbreak coronavirus disease 2019 pandemic in Belgium, focusing on citizens’ smartphones to consume news and communicate interact with others. Unique tracking data from 2,778 Flemish adults reveal that at height outbreak, people used their average 45 minutes (28 percent) more than before outbreak. number pickups remained fairly stable over this period. This means average, users did not turn frequently but them...
With the coming of age virtual/augmented reality and interactive media, numerous definitions, frameworks, models immersion have emerged across different fields ranging from computer graphics to literary works. Immersion is oftentimes used interchangeably with presence as both concepts are closely related. However, there noticeable interdisciplinary differences regarding scope, constituents that required be addressed so a coherent understanding can achieved. Such consensus vital for paving...
This study investigated whether one becomes more quickly aware of innocuous somatosensory signals at locations the body where pain is anticipated. Undergraduate students (N=20) indicated which 2 stimuli that were administered to each hand using a range stimulus onset asynchronies (SOAs), was presented first. Participants instructed color cue (1 colors) signaled possible occurrence on 1 (threat trials). The other no would follow (control Results showed during threat trials tactile expected,...
Social group influence plays an important role in societally relevant phenomena such as rioting and mass panic. One way through which groups individuals is by directing their gaze. Evidence that gaze following increases with size has typically been explained terms of strategic processes. Here, we tested the reflexive In ecologically valid virtual reality task, found participants were more likely to follow group's when people looked, even though they knew provided no information....
Online advertising banners are often subject to banner blindness, meaning that people avoid looking at them. The current study examines whether web surfing while watching television, a form of media multitasking, influences how respond online ad banners. experimental differently an which thematically fits with the website content (i.e., congruity) and is animated animation), taking into account relevance between tasks (whether television program related). Individuals' cognitive (visual...
As it is adaptive to accurately detect and localize bodily threats, has been proposed that the brain prioritizes somatosensory input at body locations where pain expected. To test this proposition, detection of tactile changes on a location was investigated assess whether facilitated by threat pain. Healthy participants (N = 47) indicated two consecutive patterns three stimuli were same or not. Stimuli could be administered eight possible locations. In half trials, pattern presented twice....
Abstract In line with most models of emotion, research has shown that threatening information receives attentional priority over neutral information. Recently, it been suggested the degree to which participants divide their attention across visual field (the window) may modulate extent salient objects are attentionally prioritised. current study, were required identify a target inside one variable number coloured circles. One colour (Conditioned Stimulus, CS +) was fear-conditioned using an...
Topical research efforts on attention to pain often take a critical look at the modulatory role of top-down factors. For instance, it has been shown that fearful expectation location body directs towards part. In addition, motivated attempts control this were found modulate prioritization effect. Such studies have used temporal order judgment task, requiring participants judge in which two stimuli are presented by indicating one they perceived first. As constitutes forced-choice response...
The use of extended reality (XR) in training has surged with technological advancements. To meet the demand for adaptive and effective XR training, biofeedback measures like heart rate, eye gaze, pupil dilation have become crucial. Even though, providers developed headsets equipped physiological sensors, accuracy interpreting signals yet to consider inter-individual differences physiology. Nevertheless, it is important measure an individual's respon-sivity terms biometrics (i.e., degree...
The omnidirectional nature of Virtual Reality (VR) content provides an immersive experience for the viewer. At same time, VR relies heavily on quality video to deliver experience. This study investigates effect degradation aspects viewer's (QoE) via subjective (i.e., a questionnaire) and objective electroencephalogram) methods. We measured watching five-minute-long 6DoF movie in four versions. Analysis questionnaire data showed that ratings decreased parallel with quality. Also, lower...
The introduction of the Metaverse and rise social virtual reality platforms such as VRChat has led to increased communication collaboration in reality. As interactions take place through avatars, behavior, particular eye gaze an avatar can have impact on user experience. However, it is still unclear which features experience are most influenced. Therefore, this study used data from 44 female participants investigate how behaviour (static eyes vs. real-time tracked eyes) affects their...
Abstract The development and rapid adoption of virtual reality (VR) have brought with it the need to redefine concept quality user experience (QoE). To date, QoE models for VR provided us a narrow view concept, traditionally operating under umbrella single discipline (e.g., psychology) or specific feature presence). Moreover, literature reviews on topic focused academic articles disregarding constant technological updates reflected in industry reports. Addressing these gaps, current study...