- Innovative Human-Technology Interaction
- Child Development and Digital Technology
- Usability and User Interface Design
- Educational Games and Gamification
- Interactive and Immersive Displays
- Context-Aware Activity Recognition Systems
- Personal Information Management and User Behavior
- Technology Use by Older Adults
- Social Robot Interaction and HRI
- Teaching and Learning Programming
- Stroke Rehabilitation and Recovery
- Impact of Technology on Adolescents
- Design Education and Practice
- Innovative Teaching and Learning Methods
- Spreadsheets and End-User Computing
- Behavioral Health and Interventions
- Mobile Crowdsensing and Crowdsourcing
- Persona Design and Applications
- Digital Mental Health Interventions
- AI in Service Interactions
- Green IT and Sustainability
- ICT in Developing Communities
- Virtual Reality Applications and Impacts
- Mental Health Research Topics
- Sleep and related disorders
Eindhoven University of Technology
2016-2025
The University of Texas at San Antonio
2023
Rochester Institute of Technology
2020
The Behavioural Insights Team
2018
University of Technology Sydney
2016-2017
Philips (Finland)
1999-2005
Queen Mary University of London
1993-2001
Universidad de Londres
1997
Mile End Hospital
1995
University of London
1995
This article describes the use of personalized short text messages (SMS) to reduce snacking. First, we describe development and validation ( N = 215) a questionnaire measure individual susceptibility different social influence strategies. To evaluate external validity this Susceptibility Persuasion Scale (STPS) set up two week text-messaging intervention that used implementing strategies as prompts snacking behavior. In experiment 73) show are (tailored) based on their scores STPS, lead...
Journal Article Assessing the effects of building social intelligence in a robotic interface for home Get access Boris de Ruyter, Ruyter * b Philips Research, Media Interaction, Prof. Holstlaan 4 (WY 2.01), 5656 AA Eindhoven, The Netherlands Corresponding author. E-mail addresses:boris.de.ruyter@philips.com (B. Ruyter), p.k.saini@tue.nl (P. Saini), p.markopoulos@tue.nl Markopoulos), albert.van.breemen@philips.com (A. van Breemen). Search other works by this author on: Oxford Academic Google...
Current pervasive games are mostly location-aware applications, played on handheld computing devices. Considering for children, it is argued that the interaction paradigm existing support limits essential aspects of outdoor play like spontaneous social interaction, physical movement, and rich face-to-face communication. We present a new genre conceived to address this problem, we call "Head Up Games" (HUGs) underline they liberate players from facing down attend screen-based interactions....
This paper employs hierarchical clustering, strategic diagrams, and network analysis to construct an intellectual map of the Child–Computer Interaction research field (CCI) visualize thematic landscape this using co-word analysis. approach assumes that article's keywords constitute adequate description its content reflect topics article covers. It also co-occurrence two or more within same indicates a linkage between those topics. study quantifies CCI elaborates on emerging as these are...
Posture monitoring and correction technologies can support prevention treatment of spinal pain or help detect avoid compensatory movements during the neurological rehabilitation upper extremities, which be very important to ensure their effectiveness. We describe design development Smart Rehabilitation Garment (SRG) a wearable system designed posture correction. The SRG combines number inertial measurement units (IMUs), controlled by an Arduino processor. It provides feedback with vibration...
Research in the field of social robotics suggests that enhancing cues robots can elicit more responses users. It is however not clear how users respond socially to persuasive and whether such reactions will be pronounced when feature interactive cues. In current research, we examine towards attempts provided by a robot featuring different numbers A laboratory experiment assessed participants' psychological reactance, liking, trusting beliefs compliance toward either presented with: no...
There are growing efforts amongst educators and especially researchers in gamification maker spaces to ensure that learning environments fun enjoyable. Accordingly, evaluate whether students enjoyed a certain activity often an important aspect of innovations. However, the role aforementioned fields is not well understood least due lack common theoretical framework for defining concept supporting its measurement. This study set out investigate plays students' code impact on their attitude...
Abstract Researchers and practitioners in learning sciences, educational technology child-computer interaction often argue that fun is an essential element of learning. Therefore, researchers the above fields aim to explore how activities could be made more enjoyable order facilitate engagement process improve outcomes. Despite such wide interest, there has been little systematic effort define measure fun. The herein introduced research aims (a) term “fun” (b) create a tool for reliable...
This paper describes research in supporting close family members living apart to keep touch with each other. We introduce an awareness system for lightweight social communication between mobile individuals and people at home. Communication is based on pictures, short messages reachability information. A field test has provided empirical evidence that affective benefits, this point only hypothesized by researchers systems, are indeed experienced users of our system.
This paper presents the design of pOwerball, a novel augmented reality computer game for children aged 8-14. The pOwerball was designed to bring together with and without physical or learning disability encourage social interactions surrounding play. contribution this case is two fold. From perspective, exemplifies an emerging class games where interaction style mechanics support amongst players. methodological we describe various ways became involved in our process; highlight related...
The study of Child Computer Interaction is a growing subfield HCI. encompasses traditional HCI but also specifically reaches out into the areas child psychology, learning and play. aim this SIG to bring together researchers practitioners working in area, discover current themes, explore creation more formal group, locate publishing opportunities foster international co-operation.
Although the field of persuasive technologies has lately attracted a lot attention, only recently notion ambient was introduced. Ambient can be integrated into every aspect life, and as such have greater power than traditional box like machines. This article discusses persuasion poses model that structures knowledge from social sciences on persuasion, attitude change, behavior change. Using this challenges to fulfill its promises are identified. From it is clear go beyond by being context...
Interactive devices can support personal remembering to benefit well-being. These designs require insight into what brings the past mind, and how people relate such cues. Prior work focused on mementos in home; instead, this paper presents a diary interview study of involuntary memory cueing everyday life. Data was collected from fifteen adult individuals, using sentence completion diaries, combined with debriefing interviews. Qualitative analysis data showed that these participants were...