- Virtual Reality Applications and Impacts
- Media Influence and Health
- Educational Games and Gamification
- Digital Games and Media
- Copyright and Intellectual Property
- Flow Experience in Various Fields
- Consumer Retail Behavior Studies
- Digital Marketing and Social Media
- Consumer Behavior in Brand Consumption and Identification
- Augmented Reality Applications
- Collaboration in agile enterprises
- Visual Culture and Art Theory
- Video Analysis and Summarization
- Creativity in Education and Neuroscience
- Advanced Optical Imaging Technologies
- Impact of Technology on Adolescents
- Photography and Visual Culture
- Action Observation and Synchronization
- Image and Video Quality Assessment
- Digital Mental Health Interventions
- Digital Media and Visual Art
- Big Data and Business Intelligence
- Anxiety, Depression, Psychometrics, Treatment, Cognitive Processes
- Neural and Behavioral Psychology Studies
- Cultural Industries and Urban Development
Breda University of Applied Sciences
2011-2025
Radboud University Nijmegen
2011
Memory forms the input for future behavior. Therefore, how individuals remember a certain experience may be just as important itself. The peak-and-end-rule (PE-rule) postulates that remembered experiences are best predicted by peak emotional valence and at end of an in here now. PE-rule, however, has mostly been assessed experimental paradigms induce relatively simple, one-dimensional (e.g. experienced pain clinical setting). This hampers generalizations PE-rule to everyday life. paper...
Viewers more frequently watch television content whenever they want, using devices prefer, which stimulated "Binge-watching" (consecutive viewing of programs). Although binge-watching and health concerns have been studied before, the context in takes place possibilities to use optimize behavior not. An in-situ, smartphone monitoring survey among Dutch binge-watchers was used reveal factors related wellbeing. Results indicate that is a solitary activity occurs an online socially active...
This paper explores the application of Self-Concepts, a Semantic-Differential Scale-based methodology, to evaluate Serious Game designed for cognitive impairment assessment using MoCA test and augmented reality (AR) mobility analysis. A case study involved seven elderly participants. Despite some challenges in navigating AR environment tests, self-concept evaluations consistently demonstrated high user expectations positive experiences with digital artifact. validates process highlights...
I localize, advertise and create effect? A study on the Perceived Ad Intrusiveness of Location Based Advertising within a virtual supermarket Advertisers are looking for new ways to deal with ad avoidance. (LBA) increasingly presents itself as feasible solution. LBA serves customers context-congruent ads their mobile device based its location. Although has captured attention academics, there is very little in situ data regarding effectiveness due practical methodical complications. In this...
Introduction In Cue-Exposure-Therapy (CET), clients are exposed to triggers through objects, people and environments that arouse craving (Sinha et al. Neuropsychopharmacol. 2009;34 1198–1208). Virtual Reality Exposure therapy (VRET) is used experience these in a realistic, safe, personalized way. VR has been successfully the treatment of psychiatric disorders. It not yet developed sufficiently tested as an adjuvant clinical post-detoxification phase alcohol use disorders (AUD) (e.g. Bordnick...