University of Twente Student Theses
Domain: 76 recreation, leisure
Up a level |
2024
Andrei, Luca (2024) Test Quest : Improving the onboarding experience for novice Dungeons and Dragons players through personalised AI-generated content.
Chen, G. (2024) Serious Game Prototype for mapping Greenhouse Data to the Semantic Sensor Network Ontology.
Kuijper, Sterre (2024) Design of Urban Parks Using Wave Function Collapse.
Matthews, Dominic (2024) DIY Adaptive Gaming : Game Control for People with Upper Limb Disabilities.
Otter, R.L. den (2024) Designing Voice-Based Games for Children That Stimulate Physically Active Social Play.
Velhorst, Ivo (2024) Voluntary Sports Clubs and Refugees : How Voluntary Sports Clubs Adapt to Ukrainian Sporters.
2023
Amptmeijer, R.S. (2023) An Interactive Installation for the MuseumFabriek in Enschede.
Eijkemans, J.W. (2023) Sneakily Purposeful Games : A new design strategy for motor-based serious games.
Kahnt, Laura (2023) Proxies and Balancing for Shared Flow in Older Adult Cyclists.
Tijben, C.W. (2023) Generating Gloomhaven dungeons through evolutionary game design.
Vegt, K.H.B. van der (2023) Designing a remote lifestyle intervention for older adults using empathic design.
Verschuren, Imke (2023) Using a digital life story book application to enhance communication between people suffering from Alzheimer’s and their caregivers Developing a prototype for a personalised digital life story book.
2022
Buohemaa, Bernice Osei (2022) Urban green in Greater Paramaribo: Explorations of accessibility and social inequality.
Chávez Sáenz, L. (2022) Creating interactive custom controller installations to improve a museum exhibition.
Geelen, M. (2022) Inclusive school band : an adapted musical keyboard.
Kienhuis, C. (2022) The elements of gaming associated with mental well-being.
Lange, MSc. Amy de (2022) Trial-and-Mirror: Enabling climbing movement exploration with interactive puppetry design to enhance out-of-action perceptual motor skill acquisition.
Loman, G. (2022) Design of a stable steering mechanism for trikes : prevent the trike from tilting and keep your feet from the floor.
Ruiter, A.R. de (2022) Developing and demonstrating the sport-specific potential of SixFeet.
Römer, J.G.W.T. (2022) Real-time pitch detection using resource constrained IoT device.
2021
Beenen, K.T. (2021) Is The Grass Really Greener or is it Just a Filter? : How Social Comparison on Instagram Influences Aspects of Emerging Adults’ Self-Esteem.
Lentfert, A.I.M. (2021) Music on, earplugs in!
Mulder, R. (2021) Designing a game to gather data on the self-reliance of civilians.
Rosenbusch, David (2021) Creative Memory Arrangement in Virtual Reality: Building a VR diary.
Sudjito, M.A. (2021) OMNI : fun and fair game play between people with and without visual impairment.
2020
Heus, Steven de (2020) Designing and Evaluating an Educational Board Game.
Kruistum, G.M. van (2020) Determining the projected frontal area of cyclists using motion capturing data.
Ritmeester, J.C. (2020) ReFERee : a self-reflection tool For gamers.
Roetgering, Maud (2020) Messi vs Martens: researching the landscape of sport sponsoring : do company sponsoring motives differ for sponsoring FC Twente men or FC Twente women?
2019
Alagumannan, Pravinraj (2019) Ecosystem Services and Green Infrastructure in Cities.
Harms, Irma (2019) Viral Campaign and Video for Hi,hi Guide.
Lagraauw, D.M. (2019) A multisensory wine tasting experience : the influence of (in)congruent room design on taste perception and liking.
Lankheet, J.A.M. (2019) Please visit us again : Exploring differences between German and Dutch tourists: How to enhance tourist loyalty with Facebook?
Mogana, Miriam (2019) The Cost of Caring : The professional quality of life of Dutch volunteers in palliative care and associated factors.
Peetsma, J.J. (2019) Towards A Serious Game For Assessing Self-Reliance In A Crisis.
Salamah, Siti Yaumi (2019) Predicting demand of replacement cars for breakdown cases using machine learning techniques.
Warnke, Luise (2019) Physiological Responses to Roller Coaster Rides: A Pilot Study on the Differences between Virtual Reality and Real World Measures.
2018
Ahovi, R.E. (2018) Come play with me! : Attracting passers-by to interactive floors in semi-public space.
Föbker, Nina (2018) Can you resist? : The influence of limited-time scarcity and limited-supply scarcity on females and males in hotel booking apps.
Hsiao, K (2018) Intuitive Approach to an Interactive Tutorial for the VirtuScope.
Kok, Richard (2018) Steering user behaviour through enticing elements applied to jump-based playgrounds.
Paulissen, J.W.H. (2018) Using depth sensing and augmented reality to improve ski-learning.
Pohlmann, Jannick (2018) Students' perception of risk in leisure travel.
2017
Essenstam, L. (2017) Cognitive computing for the hospitality industry : A research as regards to the implementation of cognitive computing in business processes.
Meijer, E. (2017) After-school activities in Enschede, district West: a study on experiences of children and determinants of (non-)participation.
Nieuwenburg, E.C.E.M. (2017) Project Buddiez : designing for long-distance-friendships between children.
Rödel, E.L. (2017) Forecasting tourism demand in Amsterdam with Google Trends: A research into the forecasting potential of Google Trends for tourism demand in Amsterdam.
Verlinden, M.G. (2017) StepFarm: An Active Video Game to Support the Self-Management of Chronic Diseases in Children.
2016
Heijden, S.E. van der (2016) Motives and barriers for performing pleasurable activities : study on the motives and the barriers for performing pleasurable activities in the daily life of the Dutch elderly population.
Ribbers, J. (2016) I spy, I spy with my little eye : A research about the effects of watching eyes on pre-swim shower behaviour.
Spoeskes, Jan (2016) Virtual Reality : a useful medium to reduce stress?
Vinke, D. (2016) Enhancing Video Game Design: Involving Users into the Design of Video Games.
2015
Thanopoulos, F.G. (2015) City center commercial decline : background and strategies.
2014
Furtmair, Sebastian (2014) Opportunities and challenges of cross-border place branding: The case of EUREGIO.
2009
Bouwmeester, J.W. (2009) De helpende hand : verminderen sociale steun en regelmogelijkheden de negatieve gevolgen van gepercipieerde baanonzekerheid op organisatiebinding, verloopintentie en arbeidstevredenheid.