Marnix van Gisbergen

ORCID: 0000-0002-7907-7312
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About
Contact & Profiles
Research Areas
  • 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...

10.3389/fpsyg.2019.01705 article EN cc-by Frontiers in Psychology 2019-07-24

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...

10.1145/2932206.2932216 article EN 2016-06-17

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...

10.5753/jis.2025.4785 article EN cc-by Journal on Interactive Systems 2025-01-01

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...

10.5117/2011.039.004.021 article EN Tijdschrift voor Communicatiewetenschappen 2011-12-01

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...

10.1192/j.eurpsy.2024.403 article EN cc-by-nc-nd European Psychiatry 2024-04-01
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