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