University of Twente Student Theses

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Programme: Interaction Technology MSc (60030)

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Number of items: 422.

Essay

Ahuja, M. (2018) Perceived credibility in mHealth apps : a case study on a sleep scheduling app for insomnia.

Akker, H. op den (2009) On adressee prediction for remote hybrid meeting settings or how to use multiple modalities in predicting whether or not you are being addressed in a live hybrid meeting environment.

Akkersdijk, Saskia M. (2013) User evaluations of a behaviour change support system.

Almkerk, Marc van (2018) Influence of mindfulness practices on feelings of place illusion in virtual reality.

Alofs, Thijs (2012) The Interactive Storyteller A multi-user tabletop board game interface to support social interaction in AI-based interactive storytelling.

Ambrosius, R.B.P. (2007) Elektronische leeromgeving met gebarentaalherkenning : Grafische user interface oplossingen voor ambigu¨ıteitproblemen van een gebarentaalherkenner voor een elektronische leeromgeving voor dove en slechthorende kleuters.

Ammerlaan, W.S. (2022) Enabling joint exploration of virtual environments for treatment of substance use disorders using an asymmetric virtual reality approach.

Amptmeijer, R.S. (2023) An Interactive Installation for the MuseumFabriek in Enschede.

Arora, G.S. (2021) Exploring Possibilities to Improve Distant Dining Experience for Young Expats with their Loved Ones over Time and Space Gap Issues.

Artolozaga, I. (2022) From personal to community knowledge : stimulating knowledge sharing among student groups in knowledge management platforms through interaction design.

Arum, S.R. van (2024) TumbleTooth, an ADL-based home rehabilitation aid for hand-stroke patients.

Aslam, Suhaib (2020) Designing a ubiquitous artifact for enhancing the digital wellbeing of smartphone users.

Baalman, Philippus (2007) Van mono naar multi: een automatische VJ.

Baardewijk, Jan Ubbo van (2018) Automatic annotation of the cooking process.

Bachir Kaddis Beshay, Amir (2023) Cold-start Active Learning for Text Classification of Business Documents.

Balamurali, S. (2022) An exploratory study to design and evaluate a dialogue system for a robot assisting the elderly in a care environment.

Balen, J. van (2009) A virtual billiard assistant.

Bankert, J.J.M. (2016) Comparison of Symbolic and Distributed Representation Language Models on the Lexical Substitution and Simplification Tasks.

Barzon, Paolo (2023) Exploring the Meeting Experiences in the Metaverse: A User Study on Immersive Interactions.

Benkhelifa, M.R. (2022) Layout management on an interactive tabletop system.

Berg, Ruben van den (2008) Interaction capabilities of Second Life : a framework to determine Second Life's suitability for a 3D virtual world application.

Bergervoet, Erwin Josephus (2011) Let the game do the talking : the influence of explicitness and game behavior on comprehension in an educational computer game.

Bergsma, T. (2022) Vocabulary acquisition in new and learned contexts using immersive virtual reality.

Berkel, Niels van (2015) Item availability restricted.

Berkhoff, M.H. (2020) VRwonder : the development & implementation of a Virtual Reality application for people with dementia.

Bernard, Tobias (2018) Design and evaluation of spatial interfaces in virtual reality.

Biggelaar, Anne van den (2023) Exploring Movement-Rich Behaviour with the MoMo : The Potential of Digital-Physical Artefacts in the Movement-Based Design Process.

Bishas, S.A. (2023) Interactive vibrotactile toys for the participatory sensorimotor coupling between autistic and neurotypical individuals.

Bistolfi, I.M.F. (2022) The influence of anthropomorphism on our feelings for faulty robots.

Blauw, A.W (2022) What tool can be designed to guide a pig farmer to a relevant sow in the pig barn.

Bode, Max (2019) Evaluation of an augmented reality assisted manufacturing system for assembly guidance.

Boedeltje, Michel Ronald (2005) In response to your inquiry : Automatic E-mail Answer Suggestion in a Dutch Contact Centre.

Boensma, Robert (2015) Geovisualization and time based mission planning on a multi-touch tabletop.

Boer, S.L. (2021) Depth estimation on synthesized stereo image-pairs using a generative adversarial network.

Boer Rookhuiszen, Roan (2011) Generation of German narrative probability exercises.

Boersma, C.H. (2019) Designing a platform to communicate posture and movement data to medical professionals.

Bolk, M.J.A. (2022) Choosing for local foods : using videos in online menu cards.

Bonenkamp, Jetske (2024) From Pit Stops to Paragraphs : Automatic Generation of Formula One Live Blogs based on Structured Race Data.

Boot, L. (2009) Facial expressions in EEG/EMG recordings.

Borssum Waalkes, Bart (2005) Managing Genome Databases.

Bos, M.A. van den (2023) The future of the electronic health record : testing a speech commanded interface in combination with a smartwatch.

Bos, S.L. (2014) Improving the well-being of independently living seniors using ICT How can a personal service be used to improve the self-efficacy, social engagement and security awareness of independently living seniors?

Bos, W.J. (2009) Interactive signaling network analysis tool.

Bosdriesz, Laura (2020) Adding Speech to Dialogues with a Council of Coaches.

Bout, Martijn (2017) A Head-Mounted Display to Support Remote Operators of Shared Automated Vehicles.

Boysen, Yannic (2022) Evaluating Recurrent Neural Networks as Solution to User Action Prediction.

Braam, G.J.M. (2006) Supporting multi-modal and multi-medial user interfaces from an embedded environment.

Bragt, Jasper (2010) Towards believable characters in the virtual storyteller.

Brandl, L. (2020) FutureType : Word completion for medical reports.

Brandon, Merel (2012) Effect personality matching on robot acceptance : effect of robot-user personality matching on the acceptance of domestic assistant robots for elderly.

Brilman, Maarten (2015) A multimodal predictive model of successful debaters or how I learned to sway votes.

Brinke, Hans ten (2014) Hide and sneak - Perceptions in The Virtual Storyteller.

Brinkman, B. (2020) Improving communication for social impact organisations to create more impact on society : How entrepreneurs operating in the domain of social impact can communicate more effectively.

Brinkman, E. (2008) Recognition of the emotion in abstract expressionistic paintings using a machine learning approach.

Broekema, C.D. (2014) Modelling loitering character agents in conflict situations: Visualizing and evaluating interpersonal conflict strategies.

Brouwer, L.J. (2006) Monitoring van een ASR-systeem : het gebruik van interne confidencewaarden en teletekstondertiteling om de Word-Error-Rate van een herkenning te voorspellen.

Brugge, J.S. ter (2022) Autism and Technology - Exploring how digitization can contribute to individual preferences of young autistic adults to express themselves for designing their own assistive technologies.

Brugman, Ivo (2012) A multimodal interactive system for creative expressions.

Brus, T.A. (2017) Applying E-learning and persuasive design : teaching new users of an online accounting tool the basics of online bookkeeping.

Bui, M. (2023) Optimal care for geriatric hip fracture patients : an interdisciplinary perspective on preoperative decision-making and postoperative rehabilitation.

Burghardt, C.N. (2019) Item availability restricted.

Buurman, H.A. (2007) Virtual Storytelling: Emotions for the narrator.

Böckle, Marc-Philipp (2017) SAV2P-shared automated vehicle to pedestrian communication : exploring the impact of an interface for shared automated vehicles on pedestrians' level of comfort.

Cantón García, Pablo (2020) User-centred design for team mood : the design of a digital dashboard.

Capra, A. (2018) Gamified musical breathing exercises for children affected by Duchenne Muscular Distrophy.

Cardoso dos Santos Coelho, T. (2018) Using digital technology to encourage cultural change and positive behaviours : case study of project SunCard.

Cervone, B. (2022) Integrating user centred product planning approaches in multi- product tech companies.

Chan, Mary (2019) Experience design of digital period trackers.

Chen, Yang Sophie (2022) Enhancing the Web Browsing Experience on Mobile Devices with AR Glasses.

Chenet, M. (2017) Identify and extract entities from bibliography references in a free text.

Cheng, Yifan (2023) Nudgo : an interactive system for neurodiverse social connections.

Chiang, Wan-Hsuan (2022) Discovering Activation by Process Mining : a Case of B2B SaaS Customers.

Chrysanthou, A. (2021) A gamified computer experience : towards developing a tool to assess the positive and negative effects of using a substance.

Davison, David (2013) A framework for creating semantic wikis for biomedical research laboratories.

Deenik, W. (2017) Teaching a machine beauty : intelligent interactive evolution of abstract animations.

Dehling, Eike (2011) The Reactive Virtual Trainer.

Dekker, Thomas W.G. (2015) Applying parental involvement in secondary vocational education using a technological solution.

Delden, R.W. van (2011) Design of therapeutic TagTile games for children with unilateral spastic cerebral paresis.

Deneka, Agnes (2014) A coach ECA to increase Societal Participation of Low Literates and Non-Native Citizens in the Societal Participation Learning Support System.

Deshpande, N.D. (2021) Machine learning techniques for the analysis of affective components of sign language.

Di Flumeri, MSc Francesco (2022) Explainable AI for supporting operators in manufacturing machines maintenance: Evaluating different techniques of explainable AI for a machine learning model that can be used in a manufacturing environment.

Dijkstra, F.B. (2020) Decoding Individual Contralateral and Ipsilateral Finger Movements from Electrocorticographic Signals Recorded over the Human Sensorimotor Cortex of a Single Hemisphere.

Dokter, M.H. (2019) How Barriers and Facilitators of Virtual Reality E-health Technology Implementation can be Used to Conform a Website to Practitioners : A Qualitative Study on the Perspective of Practitioners on VR Implementation Combined with a Literature Review, with Results Leading to the Development of a Website through a User-Centred Design Process.

Donners, Y. (2017) 3D Interactive visualisation framework for simulated systems in large scale print system design.

Doorn, Gerrit Hendrikus van (2007) Accelerated playback of meeting recordings.

Doorn, M.G. van (2022) "How can I touch you?" : Reducing intrusiveness in mediated touch.

Dzhondzhorova, Gergana (2023) The impact of visual information within the Sensory Interactive Table on food perceptions.

Eggengoor, Amber (2022) Sports Interaction Technology For Training Load Management And Injury Prevention : a case study on hangboard training.

Eibich, Natasha J. (2019) Sticky Fingers: The effect of sticky interaction patterns on the design and adoption of a Radiology Information System.

Eijkemans, J.W. (2023) Sneakily Purposeful Games : A new design strategy for motor-based serious games.

Ekkelenkamp, D.H. (2021) Adding higher-order situation awareness components to a platoon commander's battle management system.

Ellen, L.T.B. (2019) Stimulating critical thinking about the self-sustaining network of relations which reinforce smartphone use: a Critical Design study.

Elling, Erwin (2007) Tools for fun and fruitful meetings. : “Don’t let meetings make you go bananas!”.

Elzen, L.C. van den (2022) Esports as a novel way of socializing and networking for students and businesses : in and beyond COVID-19 times.

Engbers, S.F. (2021) Smart Sports Exercises: Offensive decision-making in volleyball.

Epskamp, S.G. (2012) On the influence of stereographic 3D on user dependent direct projected augmented reality in the OR.

Fabiano, Federico (2018) Evaluating the user engagement and the technology acceptance of an augmented reality pervasive game for urban awareness.

Fang, Zhuowen (2021) HejVR: a Virtual Reality online cultural learning system.

Fasel, R. (2019) Adapting the variational auto encoder for datasets with large amounts of missing values.

Fasya, Evania Lina (2017) Automatic question generation for virtual humans.

Feng, C. (2022) Designing a collaborative toolkit to raise cultural awareness of designers on cross-cultural teams.

Fernandes, B.O. (2021) Exploring possibilities in interactive technology to create cross-domain interactive breathing exercise games.

Fikkert, F.W. (2005) Item availability restricted.

Foustanas, Nestoras (2015) Helping elderly users control a telepresence robot with a touch screen.

Franssen, T.K.C. (2013) Gesture recognition in streaming motion data using offline training with a limited training set.

Freriks, S.L. (2024) The journey of developing an embodied virtual genetic counsellor : from concept to assessment.

Fu, Q. (2014) Validation of Interpersonal Stances Expressed by Virtual Suspect Characters in a Police Interview Setting.

Gankema, Yvon (2021) Bringing the human factor back in Digital Twins.

Ganzeboom, Mario S. (2010) User-independent recognition of dynamic hand gestures using a dataglove.

Geißler, Dominique (2021) Gender Bias in English and German Children’s Literature: A Computational Analysis Using Word Embeddings.

Gennep, Bart van (2013) In the eye of the wizard : effects of (mutual) gaze on an avatar mediated conversation.

Gent, J.M. van (2023) Understanding E-Mail Pressure: Exploring Consumer Behaviour and Identifying Consumer Segments.

Georgiadou, S.E. (2018) Item availability restricted.

Gerats, B.G.A. (2020) Individual action and group activity recognition in soccer videos.

Gericke, Kayla (2024) Identifying the main pain points within the onboarding of Easy1 and how to improve on them.

Gerritsen, S.N.J. (2015) Using teamwork to enhance the social presence on a distributed playground.

Geurts, Christel (2018) Item availability restricted.

Giesselink, S. (2018) Teach me CPR now! Augmented learning for one-shot teaching of cardiopulmonary resuscitation in out-of-hospital cardiac arrest.

Gils, F.M.D.M. van (2008) PodVinder : spoken document retrieval for Dutch pod- and vodcasts.

Goedicke, D. (2017) On-road virtual reality driving simulator.

Gouweleeuw, K. (2021) Using Neurophysiological Signals to Measure Social Exclusion Induced by a Language Barrier.

Graaf, A.J.M. de (2022) The Design of Vibrotactile Feedback to Coach Posture in Inline Skating.

Grasselli, I. (2020) Exploring the design space of e-detailing through Magic Machine workshops to advance technologies for desirable futures.

Grisel, I.G.J. (2011) Multimodal user interface for robotized flexible endoscopy.

Groeneveld, J. (2021) The impact of motor learning paradigms on smart sport exercises.

Groot, Paul de (2006) Enhancing the performance and testability of the MI20 robot soccer system.

Gulhane, Devesh (2022) What Face Would You Like To Have? : The Effects of an Avatar's Facial Features on Social Presence.

Guntuka, S. (2022) Develop interactive digital enrichment for captive Capuchin monkeys that fosters their species-natural foraging behaviour and maintains their interest.

Guo, Mengran (2017) Research Line: a new design for better information sharing and storage between mentors and students in the E-mentoring process.

HE, Y. (2017) Extracting document structure of a text with visual and textual cues.

Haan, Sophie de (2018) Application design for the quantified pet domain from a user centered design perspective.

Hadiwijaya, Aditya Gianto (2020) User-centred design for input interface of a machine learning platform.

Hadjidemetriou, G. (2021) A VR approach for modelling the assessment bias of primary school PE teachers and educating them about it.

Hakvoort, Gido (2011) Immersion and affect in a brain-computer interface game.

Ham, Laura (2020) The design of an Interactive Topic Modeling application for media content.

Ham, Wim van der (2011) An Appraisal Based Model of Affect for a Negotiating Agent.

Harms, I. (2022) Visualizing Human Values for Design - Understanding, creating and analyzing human value visualizations.

Harmsen, Emiel (2018) OpenIMPRESS : an open immersive telepresence system.

Hassink, N. and Schopman, M.G. (2006) Gesture recognition in a meeting environment.

Havinga, Y.T. (2003) Representatie van sociale zekerheidswetgeving in het kennissysteem OpenCyc.

Heerlien, I.R. (2020) Automatic detection of user errors in spirometry data using machine learning techniques and the analysis of the effect of metaphors on the quality of spirometry measurements.

Helmer, L.S. (2023) I-Five : A platform to promote social interaction between developmental diverse children in team sports.

Hendrix, J.K. (2013) An embodied conversational agent in a mobile health coaching application.

Herms, K.G.F. (2007) Body pose tracking in the Watching Window : a system that tracks both hands in a virtual reality environment.

Herwijnen, A.G. van (2016) The influence of inner-state displays on human-human interaction.

Heuts, R.P. (2007) Mobile interface design for dynamic environments.

Heuvel, L.P.W. van den (2023) Diffuse more objects with fewer labels.

Hijmans, Remco (2012) Comparing grid-based features and classification settings, in an off-line supervised human action detection and recognition task.

Hoedemakers, Juliette (2020) Development of the voice commerce ultrasound payment solution for FMCG in the innovation labs.

Hoegen, Rens (2015) Human Behavior towards Virtual Humans.

Hoeijmakers, Niek J. (2011) User experience and User performance of feedback in a Pose Game.

Hoek, Marissa (2014) Generating Dutch focalized stories about interaction in a serious game.

Honcoop, Moniek M. (2022) Emotion Regulation Through Sounds for People With Autism Spectrum Disorder.

Hover, Q. R. M. (2022) Designing Smart Daily Training Objects for Hand and Arm Rehabilitation after Stroke.

Hsu, Yi-Hsiou (2020) Exploring the effect of using vibrate-type haptic glove in the VR industrial training task.

Huang, Liting (2012) Secure and privacy-preserving broadcast authentication for IVC.

Hulswit, D.R. (2006) Automatic interpretation of Nijntje-images.

Huveneers, Maartje (2024) The Effective Use of Limited Feedback to Personalize a Mixed Model for Human Activity Recognition.

Höfker, T. (2023) Musical utterances to evoke empathy and prosocial behavior toward a hospital robot.

Ikhena, Priscilla Onivie (2020) Designing a system for evaluating the performance of computer vision applications, and managing the events generated by these applications.

Iurescu, Daiana (2021) Farmers and social media : a tool that assists farmers with creating posts for social media.

Jansen, Lisette (2007) Panze: A Multimodal Preschool Music Education System.

Janssen, Stefan C. (2016) Reducing labeled data usage in duplicate detection using deep belief networks.

Jarosinski, Wojciech (2021) Gamified Goal Setting for Encouraging Physical Activity in Children.

Jia, Xin (2017) Understanding social signals from nonverbal behaviors in a mobile setting.

Jia, Yizhen (2023) Exploring Emotional Transmission Through Haptics in Mediated Social Interaction : Transmit happiness through haptic hugs.

Jimenez Kwast, D. (2016) GPU-Based Photon Mapping for Approximate Real-Time Indirect Diffuse Illumination.

Jochems, Bart (2010) Detecting emotional intensity peaks in narrative conversational settings.

Jong, M.A. de (2007) Politeness and Alignment in the Virtual Guide.

Jong, Maurits D. de (2011) Network Management in a Distributed System.

Jong, R.F. de (2018) SimpleNLG-NL : Natural Language Generation for Dutch.

Jong, Sjoerd de (2023) Development of an Eye-controllable Self-Driving Wheelchair.

Jonker, J. (2008) Wizard of Oz for gesture prototyping.

Jonkman, F. (2012) Nonverbal behaviour of an embodied storyteller.

Jung, Annkatrin (2020) The Breathing Garment - Exploring Breathing-Based Interactions through Deep Touch Pressure.

Jutte, Annemarie (2022) The smart annotation tool : optimizing semi-automated behavioural annotation using an AutoML framework supported by classification correctness prediction.

Kaag, K.W. (2019) Encouraging collaboration between primary school children through a learning robot.

Kahnt, Laura (2023) Proxies and Balancing for Shared Flow in Older Adult Cyclists.

Kalsbeek, Maarten van (2012) Interface and interaction design patterns for e-commerce checkouts.

Kanbier, E.P. (2021) Exploring the mediation of emotional state on the influence of ambient light on eating behaviour.

Kang, J. (2023) User-Driven Knowledge Graph Expansion via Ontology Matching and Question Answering.

Kanis, Zwier (2011) Classification of Semantically Coherent Segments in Web Pages.

Kapoor, R. (2023) Breathe : development and design of a wearable for resonant breathing coaching with tactile feedback.

Keijl, Edwin (2013) Picalilly: sharing photos through locative social media.

Kessels, Casper (2018) Rethinking the interactions between people and cars.

Kester, L. (2022) Providing tailored advice for preparing for the ethics assessment procedure.

Ketkale, N. (2023) Alleviating negative emotions associated with goal failure with the use of musical data representation.

Keurhorst, Maaike (2023) A Closed Domain Question Answering System for a Genetic Counselor within the ECG Family Clinic.

Khan, Muhammad Daiman (2019) An investigation into trust between an SAV and its passengers.

Khotina, A. (2017) An innovative search interface for Gesture Dictionary.

Klaassen, R. (2009) COPD home interaction device.

Klaij, Bastiaan (2005) Toegepast tokenizen voor natuurlijke taal verwerking : automatische analyse van platte en opgemaakte tekst.

Kleef, N.T.M. van (2014) Making people matches using Supervised Machine Learning algorithms.

Kleine Deters, Jan (2018) Therapeutic exercise assessment automation, a hidden Markov model approach.

Klinkert, Julia L. (2023) Optical See-Through vs. Video See-Through Mixed Reality for Rehabilitation : Exploring the effects of mixed reality on the experience of motor rehabilitation of ABI patients through the eyes of the patient and therapist.

Knuppe, R. (2018) Drift correction using a multi-rate extended Kalman filter.

Kock, Arien S. (2007) Enhancing Synthetic Speech with Filled Pauses.

Koelemans, DRPM (2015) Item availability restricted.

Kok, I. de (2009) The influence of videoconferencing and an emotional feedback support system on polyadic negotiations.

Kol, J.C.M. (2018) What is the effect of dominance on the human smiling behaviour in a human-agent dyad?

Kolkman, M.C. (2015) Cross-domain textual geocoding: the influence of domain-specific training data.

Kolkmeier, Jan (2015) Intimacy is Induced and Regulated Through Proxemic & Gaze Behaviour - A Study in Immersive Virtual Reality.

Konda, Mayuresh Vasudevan (2022) Social Touch: Investigating the effect of mediated social touch on social presence.

Koning, Jop (2023) Reducing loneliness in seniors using an automated calling system for activity invitation.

Koomen, S.B. (2023) Text generation for quests in multiplayer role-playing video games.

Korać, Kristijan (2016) Impact of Data Visualisation on Users in CRM Systems.

Kornalijnslijper, D.S. (2012) The user effects of using textual cues to increase image viewing attention.

Koster, J. (2007) Influencing tabletop interaction speed: directness and device.

Kousi, Nefeli Iliana (2023) Play to Design.

Kreiser, Simon (2016) Marrying GUI and Git : how authoring tools for E-Learning can benefit from version control.

Kruiff, K.T. de (2023) Concurrent haptic feedback for improving the body balance of front and back crawl swimming.

Kugis, R. (2023) Pace yourself! The effects of optic flow on biomechanics of movement and perceived effort.

Kulatska, I. (2019) ArgueBot: Enabling debates through a hybrid retrieval-generation-based chatbot.

Kwakkel, D.J. (2022) Measuring well-being with a conversational agent.

Kyriazi or Qirjazi, S. (2018) Machine learning approach to model internal displacement in Somalia.

Laar, B. v.d. (2009) Actual and imagined movement in BCI gaming.

Lai, L. (2018) Learn from the present, design for the future: A user-centered approach to inspire the design of video prototyping tool.

Lam, Wai Cheung (Wesley) (2021) Learning together : enhancements of social interaction in physical learning environments.

Lammers, F.G. (2021) Flow in the workspace.

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.

Langerak, Thomas (2018) Model predictive contour control for electromagnetic induced haptic feedback.

Lansink, M. (2010) Hair simulation and rendering.

Laribi, T. (2020) Making sense together : multimodal learning analytics in a STEAM collaborative learning environment: An introduction to a proof-of-concept study.

Leenders, R.C. (2023) Exploring the Role of Generated Backchannels in Human-CA Collaboration : Implications for Task Duration and User Perception.

Lenders, L.B.L. (2022) Physical Perception of a VR Handshake.

Lenz, Dominik (2017) Finding neural correlates for social relationships using EEG hyperscanning.

Li, Rui (2018) Comparing human-robot proxemics between virtual reality and the real world.

Libbi, C.A. (2021) When life gives you lemons : designing a game with and for autistic girls.

Licu, D.V. (2020) Automatic container code identification using Machine Learning.

Ligtenberg, L. van (2022) SleepOS : designing lucid dreaming induction technology for Creaholic.

Liu, Peng (2012) Test bed and sensor platform for building usage profiling.

Loch, Frieder (2012) Hierarchical gestures: ggestural shortcuts for touchscreen devices.

Logtenberg, Jeroen (2009) Multi-user interaction with molecular visualizations on a multi-touch table.

Lohman, Jesse (2021) Reducing Cybersickness in VR on an Omnidirectional Treadmill.

Loos, B. (2020) Designing a smartphone application for supporting the COMET-program in mental health care.

Lu, Yuan (2014) Investigation on factors limiting the performance of deep sleep classification.

Lucassen, T. (2009) Adaptive support of human attention allocation using cognitive models.

Lüdeke, Tjard (2023) RehaBuddy : Development and evaluation of a mobile technology to support a patient-centered goal-setting process in physiotherapy.

Ma, R. (2020) Anomaly detection for Linux system log.

Mandasari, Yani (2019) Follow-up Question Generation.

Manzano Ibarra, Amaya (2018) Evaluating Usability of Communics Authoring Tool: Comparing Synchronous with Asynchronous Remote Evaluation when using Cognitive Walkthrough.

Marcon, Nicola (2018) Designing a sonic interactive open-ended playground installation.

Markova, Betina S. (2021) Predicting readmission of neonates to an ICU using data mining.

Martikainen, Katariina (2020) Audio-based stylistic characteristics of Podcasts for search and recommendation : a user and computational analysis.

Meggelen, Daniela van (2023) Using tangibility to stimulate stakeholder alignment in asset management.

Meij, D.R. de (2018) Predicting blood glucose for type 2 diabetes patients.

Meijer, Adam (2023) Experiencing Textures Through Touch Technology.

Meijer, Max Jan (2020) Exploring augmented reality for enhancing ADAS and remote driving through 5G study of applying augmented reality to improve safety in ADAS and remote driving use cases.

Meijer, S.D. (2021) The implementation of LiDAR-based traffic detection and tracking.

Meijer, Z. (2016) Definition, ideation and validation of the 'Bucketlist'.

Melissen, Arthur (2008) Exploring neglected avenues in the modelling of attribution theory.

Menifer, Savio (2022) Firefly Island: Exploring intimacy in social VR.

Mihalache, Magdalena-Andreea (2021) Requirements analysis and evaluation of a chat tool for frontline workers and their managers in healthcare and retail.

Mitrana, Gabriela (2021) User-centred Design for the Interface of an Artificial Intelligence Buildability Tool.

Mokhtar Al-Moshneb, Noha (2021) Collaborative Extended Reality in a Remote Active Learning Application.

Molen, N.J van der (2014) Item availability restricted.

Mundkur, Arnav (2021) Have you tried this? : Designing a smartphone application to support sustainable food purchasing.

Nayanar, G.D. (2021) Autonomy, AI Perception and Safety : a Safety Evaluation Framework for AI Perception Models Used In Agricultural Autonomous Vehicles.

Neut, Laura van der (2021) Pure Gamification: stimulating energy saving behaviour through personalized gamification.

Nguyen, Elisa (2021) Temporal Spike Attribution : A Local Feature-Based Explanation for Temporally Coded Spiking Neural Networks.

Nguyen, Thu (2021) Stim4Sound : a Diversity Computing device helps to alleviate the double empathy problem.

Ni, Xuefei (2022) Gamification design for enhancing user experience of rail travellers.

Nibbelke, Vincent (2014) Vascular pattern recognition for finger veins using biometric graph matching.

Niechwiadowicz, Karolina Julia (2017) Virtual Reality and Game Mechanics in Generalized Social Phobia Treatment.

Nijdam, N.A. (2007) Facial rendering.

Nijmeijer, Tom (2008) Automatic classification of television commercials.

Nouwens, I.C.C. (2009) Predicting dialogue state transitions using prosodic markers: Exploring AMI Corpus backchannels.

Nusman, Daan (2006) Real-time full-body motion capture in virtual worlds.

Oijen, Joost van (2007) A Framework to support the influence of culture on nonverbal behavior generation in Embodied Conversational Agents.

Ooms, Matthijs (2009) Provenance management in practice.

Oost, H.B. (2009) SDA-based discrete head pose estimation.

Oostra, B.V. (2020) Tracking on an interactive pressure sensing floor.

Oral, Lara (2023) Move4Music : An Adaptive Sound System To Prompt Connection During Neurodiverse Dyadic Interactions.

Ori, Sonali (2023) Human-Robot partnerships in various workplaces.

Oude Bos, Danny (2008) BrainBasher : a multi-modal BCI game for research and demonstration.

Oude Veldhuis, M. (2013) Multi-target user interface design and generation using model-driven engineering.

PINGEN, G.L.J. (2016) Machine Learning for Ground Cover and Hot Target Analysis in RGB and Satellite Imagery.

Pai, Chetana (2021) Dancing in the Dark : creating new opportunities in dance by moving the emphasis away from the visual.

Palande, Shalvi (2022) Breathe with me : Designing and Evaluating Wearable Visual and Vibrotactile Displays for Colocated Breathing Synchronization.

Papenmeier, A. (2019) Trust in automated decision making : how user's trust and perceived understanding is influenced by the quality of automatically generated explanations.

Pasch, M. (2008) Bye-bye couch potato : body movement in the gaming experience.

Paul, Ronald (2010) Realization and high level specification of facial expressions for embodied agents.

Paulissen, J.W.H. (2023) KamerMaker : A Novel Approach to the Reconstruction of Personal Indoor Spaces in Virtual Environments.

Pazhouhi, E. (2018) Automatic Product Name Recognition from Short Product Descriptions.

Pebesma, J.L. (2020) Towards transfer learning in e-discovery : finding the optimal classifier and evaluating domain adaptation methods.

Peetsma, Jasper (2023) The Development of a Novel Method for Measuring Biomechanical Features of Agility Using Markerless Motion Capture.

Pelikan, H.R.M. (2018) "What's going on there?" Negotiating common ground in robotic vs. open Surgery : a comparison of surgeon-initiated requests for action in open and robotic surgery.

Penning, M.P.J. (2007) Boosting LUCK: Improving the language understanding capabilities of Kaitito.

Perloy, L.M. (2011) The influence of personalization on education and enjoyment in a museum.

Peters, Rifca Marcella (2014) How Turn-Taking Influences the Perception of a Suspect in Police Interviews.

Peut, A.M. van de (2023) Breathless Battles : The Optimization of an eHealth Application for Support in Self-Management for COPD patients with Complex Chronic Conditions through Human-Centered Design.

Pfab, Isabel (2016) A wearable intervention for posture correction.

Pingen, J.J.F. (2019) Engineering Entertainment: Adaptive interventions to enhance player engagement in the Interactive Tag Playground.

Pohjanheimo, R.J. (2020) Mood effects of immersion, control, and interaction in virtual reality eye-movement desensitization and reprocessing therapy.

Pompe, Babiche L. (2023) Empathic chatbot for complaint handling in customer service.

Pot, Coos (2023) Designing and developing a haptic feedback wearable to improve motor task performance : A case study on the squat.

Pot, Wouter (2007) A machine learning approach for generating expressive musical transcriptions.

Pothoven, Tristan (2010) Workflow usage in the healthcare environment.

Pouw, I.H. (2015) You are what you eat : serious gaming for type 1 diabetic persons.

Qin, C. (2019) Design and development of virtual visit in MC DigitalLab and IAE web application.

Regnerus, B. (2019) Matching article sentiment in abstractive summarization of news articles.

Rens, Eduard (2018) Extract offender information from text.

Reuderink, Boris (2007) Fusion for Audio-Visual Laughter Detection.

Riefel, Miriam (2022) MIND YOURSELF : Using an artistic psychological brain-computer interface to increase self-consciousness.

Rietvelt, D.C.J.C (2022) Extracting information from funding opportunities using state-of-the-art NLP method BERT with minimized data annotation.

Ritmeester, J.C. (2022) Comparison of common signal pre-processing techniques for long-term sEMG-based knee angle estimation.

Roediger, Sarah (2018) The effect of suspicion on emotional influence tactics in virtual human negotiation.

Roelofsen, Floris (2004) Contextual Reasoning - Complexity Analysis and Decision Procedures -.

Romani, Michele (2022) Music-Emotion : towards automated real-time recognition of affective states with a wearable Brain-Computer Interface.

Romeo, Pietro (2019) Discovering aspects of gaming QoE : an explorative study.

Rosenbusch, David (2021) Creative Memory Arrangement in Virtual Reality: Building a VR diary.

Rublein, N. (2022) Exploring the relation between sense of embodiment & task performance in Telerobotics.

Rutgers, M. (2021) Duckbot : a chatbot to assist students in programming tutorials.

SIMSCH, J.J. (2016) Video Quality in VR : Measuring Impact of Bandwidth-Saving Approaches on Quality of Experience and Social Interaction in a HMD-mediated Video Application.

Sadananda Bhat, A. (2019) Hierarchical deep neural networks for MeSH subject prediction.

Satink, Laurens (2009) The adaptive presentation assistant using grammar-based recognition to support the process of presenting.

Sburlea, Andreea Ioana (2012) Brighten up your mind! : Effects of light priming and encouraging feedback on the neural and behavioral responses in a general knowledge task.

Scheuter, L.R. (2021) Does it make sense? Analyzing coherence in longer fictional discourse on a syntactic and semantic level.

Schoot Uiterkamp, L. (2021) Classification of Empathy and Call for Empathy in Child Help Forum Messages.

Schoute, M. (2024) Rowing Reimagined Extended.

Schreuder Goedheijt, Bart (2017) Recalling shared memories in an embodied conversational agent : personalized robot support for children with diabetes in the PAL project.

Schreurs, A. (2021) The heat under our peat : using transfer learning for peat fire prediction in the arctic region of North-East Siberia with Sentinel-2 imagery.

Schrijver, Bert Jan (2006) Classificeren met vertrouwen : contextgevoelige tekstclassificatie met betrouwbaarheidsindicatie.

Schyns, J.L. (2019) Improving Scientific Search Engine Interfaces Using Scientific Networks.

Shih, H.B.B. (2021) Designing a text-based AI scheduling assistant chatbot for a business environment : a case study of a mobile-based AI scheduling assistant app.

Siani, Costanza (2023) Unleashing the Potential : Experimental Study on the Effectiveness of Nudging Strategies in Webpage Design for Emerging Fintech Startups.

Siddique, S. (2020) Incorporating clinical notes in an early sepsis prediction model to improve performance.

Sihmar, N. (2022) Scaffolding workbook to facilitate movement-based design methods in educational setting : a case-study.

Singh, Shalini (2022) FIFA 2022 game analysis using machine learning & computer vision.

Skurule, K.M. (2024) Human and Pet Vital Sign Detection and Activity Recognition by Using a mmWave FMCW Radar.

Slabbers, Nanda (2006) Narration for virtual storytelling.

Slutter, Max (2020) Exploring the brain activity related to missing penalty kicks: an fNIRS study.

Smienk, Jeroen (2023) Natural language search for personal information retrieval : Benefits and limitations to the user’s experience in bookkeeping software.

Smink, S. (2012) Improving nutritional intake of hospital patients using a persuasive tablet application Master’s thesis.

Snijders, M.A.H.C. (2023) Towards the Development of an Objective Movement Analysis Method within a Sport-Specific Context for the Improvement of RTS Decision-Making during ACL Rehabilitation.

Snoyl, K.E.R. (2014) De effecten van het gebruik van het F-LinQ fotolijstje op de verbondenheid tussen ouderen en hun (klein)kinderen.

Soelen, Robin van (2021) Creating an embodied music controller that can be used to control the arrangement of electronic dance music.

Sreenivas, Gokul (2022) Mapping the hotel booking experience of an online travel agency (OTA) to optimize the payment flow and improve localization.

Stal, S. ter (2017) Designing an Interactive Storytelling System for Children using a Smart Toy Design of a prototype to investigate the effect of emotional behaviour of a toy on children's storytelling.

Stehouwer, J.H. (2006) Cue phrase selection methods for textual classification problems.

Stoica, Mircea (2012) Detecting the no-control state in self-paced Brain-Computer Interfaces.

Stojkovski, Borce (2015) Employing User-Centered Design methods for the development of a Virtual Reality training system for firefighters.

Straková, S. (2023) User-based Tailoring with Reinforcement Learning for an mHealth, COPD-focused Intervention for Increasing Physical Activity.

Su, Feiyi (2020) Mining insights out of workflow data analysis.

Sun, Zhirou (2023) Impact of auditory modality on user experience during augmented outdoor tourism navigation and exploration tasks.

Sung, Lilian (2021) Emoji Recommendation for Text Messaging.

Swartjes, Ivo (2006) The Plot Thickens : bringing structure and meaning into automated story generation.

Sybenga, S.D.A (2016) Anomaly detection in defence and surveillance.

Theodorakopoulos, Daphne (2022) Identifying Covid-19 Shortages with the Help of an Automatically Constructed Knowledge Graph.

Thirukokaranam Chandrasekar, Krishna Kumar (2016) Tracking and Control of Soft, Self-Folding Miniaturized Agent using Ultrasound Images.

Tian, Pin (2021) Extracting Measured Properties for Numerical Data with SciBert model and Question Answering.

Tigelaar, Almer S. (2008) Automatic discussion summarization : a study of Internet fora.

Tol, K. M. van (2020) Ons Berichten 2.0. : Researching communication in elderly care, disabled care and mental health care for the proposal of a new messaging function within Ons.

Tolman, Jim (2018) Evaluation of a multi-user virtual reality system for collaborative layout planning processes.

Tolsma, Laure (2023) Facilitating Dialogues for an Understanding of Disability and Technology.

Tommassen, P. (2009) Wacky Pirate Hijinks : causing and resolving conflict between autonomous agents in a virtual storyworld.

Treub, Tjebbe (2023) Enhancing the Shopping Experience in Flooring Specialty Stores with Phygital Design.

Tuin, Vincent van der (2007) Computer-Aided Security Surveillance : design of the Quo Vadis Object Tracker.

Uebbing, Tobias J. (2016) User experience in smart environments : design and prototyping.

Varkevisser, R.A. (2016) Large Scale Online Readability Assessment.

Veen, M.W. van (2020) Normal map prediction from light field data through deep learning.

Veitmaa, Eva Maria (2020) Gallery of Heartbeats : soma design for increasing bodily awareness and social sharing of the heart rate through sensory stimuli.

Veldhuizen, F.L.M. (2020) How to design a good reputation system for an online peer-to-peer platform.

Veloce, G. (2020) Improving the user experience of a digital learning platform for learning and development in the workplace.

Ven, H.V. van de (2023) Music interaction technology as a learning support for pre-service teachers to listen better : a case study on music education at the PABO.

Verbree, A.T. (2006) On the structuring of discussion transcripts based on utterances automatically classified.

Veres, F.D. (2022) A study into the usability of 3GPP technical specifications.

Verhoeven, G.A.G. (2021) 'Samen Sterk': The design choices for a tool that represents non-numeric information for patients after an open heart surgery.

Versloot, Corne (2007) Cross-document named entity coreference resolution for Dutch as a pre-process for named entity based text mining.

Vilvanathan, Vennila (2021) Dance, Imagine and Freedom: A Qualitative Analysis on Participatory Design of Interactive Technology for the Transmission of Isadora Duncan's Movement Qualities.

Visscher, A.L. (2022) Designing for technologically mediated social connectedness between runners and spectators at the marathon finish line.

Visser, Thomas (2011) Toward a model for incremental grounding in dialogue systems.

Vlutters, S. (2016) Long short-term memory networks for body movement estimation.

Volz, N. (2020) Human-centred design for sustainable behaviour change : research, design and evaluation of a mobile application.

Voortwis, K.J. W. te (2021) A picture is worth 1000 words : Introducing the visual modality to the query dependent video clip selection process.

Voskeuil, A.F. (2023) The influence of an embodied coxswain on the social presence within Virtual Reality rowing.

Vrielink, S.B. (2006) Situational reinforcement learning : learning and combining local policies by using heuristic state preference values.

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Wanders, Brend (2011) Exploring signalling pathways as a serious game.

Wapperom, Sjoerd (2014) Computational Modelling of Suspect Behaviour in Police Interviews.

Wassenaar, J.D. (2018) Linking segments of video using text-based methods and a flexible form of segmentation : How to index, query and re-rank data from the TRECVid (Blip.tv) dataset?

Waterink, Jeroen (2020) Item availability restricted.

Waveren, S. van (2018) Automatic image caption generation for digital cultural emages collections.

Weda, J. (2018) Supporting shared leadership in human-robot teams with minimal robot behavior.

Weele, J.H.D. ter (2009) Onderzoek naar de gebruikersvriendelijkheid van boekingsformulieren.

Wei, Y. (2022) Sense you in TeleTouch : designing mediated social touch in asynchronous communication.

Weijden, Erik van der (2005) Structuring argumentation in meetings : Visualizing the argument structure.

Wentzel, S.D. (2023) Exploring the relationship between linguistic alignment and sentiment - in online discussions.

Werf, R.J. van der (2008) The Embodied Conversational Agent Toolkit : a new modularization approach.

Werf, S.J. van der (2014) Measuring Workload at a ProRail Control Post.

Wiekens, Adri (2011) Feedback presentation for physical activity coaching: by an embodied conversational agent or by a simple e-mail?

Wieringa, Wilko (2012) User Handover in a Cross Media Device Environment, A Coaching Service for Physical Activity.

Wijgerse, Steven (2007) Generating realistic city boundaries using two-dimensional Perlin noise.

Willems, P. (2017) Mood controlled affective ambiences for the elderly.

Willigen, T.M. van (2019) Measuring the user experience of data visualization.

Wilson, Z. (2020) Bimanual tools for creativity.

Wiltenburg, Daan H. (2019) Aggression Based Audio Ranking : Annotation and Automatic Ranking.

With, L.A. de (2020) Using Functional Near-Infrared Spectroscopy to Detect a Fear of Heights Response to a Virtual Reality Environment.

Wittendorp, T.J.J. (2022) Pig localization using computer vision.

Wolbers, J.J.H. (2020) Synchronized co-located interreality collaboration : analysis, design, and usage of a prototype research environment.

Wolbers, S. (2015) Participatory design approach to improve the communication between care providers through the electronic health record.

Wolf, E.R.B. de (2021) Pervasive technology as scaffolds for mindful living: reframing calm technology.

Wu, Xiangyi (2018) Use animations to support knowledge transfer built on the understanding of the non-experts’ mental model.

Xia, Ziyang (2019) Speech technology to support interventional radiologists by assisting the hands-occupied problem.

Xiang, Y. (2017) How is emotion change reflected in manual and automatic annotations of different modalities?

Xie, Chenghong (2017) Design of an m-health application for low-literacy diabetes patients in India.

Xu, Xuanling (2023) Improving the user experience of touchscreen text-based code editor in an industrial robot controller.

Yang, Hao (2022) Out of Class: AN Intuitive Email Design to Increase the Delivery of Effective Information for Online Courses.

Ye, Xiaohao (2015) GlucOnline Coach: a virtual coach app for diabetes patients.

Yeung, Chin Man (2019) Effects of inserting domain vocabulary and fine-tuning BERT for German legal language.

Yi, Chenhao (2023) From Software Data To Actionable Insights: Designing A Data Dashboard.

Zaag, Heleen van der (2019) Transferring soft-skills through a digital medium: A proof of concept for co-creation facilitators.

Zaga, Cristina (2014) Engaging child-robot interaction in a collaborative task.

Zanderink, Arnold (2012) Drum assistant.

Zhang, J. (2022) User Interface Design Based on Human-Centered XAI Methods.

Zhang, K. (2020) Applying questionanswering for the Mendeley Search Engine to improve user search experience.

Zhang, Yi (2018) Situated breakdowns in video mediated communication.

Zhong, Yuanyang (2020) Studying black and white textures for visualizationon on e-ink displays.

Zijsling, Boris (2018) Dedicated Ambient Displays.

Zissoldt, J.E. (2020) Topic modeling in memories of elderly.

Zwart, Nynke A. (2021) Agents presenting themselves as Strangers duringPrivacy Permission Requests: Effects on Disclosureand Privacy Awareness of Children.

This list was generated on Wed Apr 24 06:05:01 2024 CEST.