University of Twente Student Theses

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Programme: Interaction Technology MSc (60030)

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Number of items: 297.

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.

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

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.

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.

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.

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.

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 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.

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

Borssum Waalkes, Bart (2005) Managing Genome Databases.

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.

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.

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.

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.

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

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

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.

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.

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

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!”.

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.

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

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

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

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

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

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

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.

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.

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 A�ect for a Negotiating Agent.

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.

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.

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 vocie 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.

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.

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.

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

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.

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.

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

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.

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

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

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

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.

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.

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.

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

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

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

LU, Yuan (2014) Essay #64997

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.

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.

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.

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.

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

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

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.

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

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

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

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.

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

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

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.

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.

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.

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.

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.

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.

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.

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 -.

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

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

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.

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

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

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

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

Slabbers, Nanda (2006) Narration for virtual storytelling.

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

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

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.

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.

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

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.

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

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.

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

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.

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

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.

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.

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

WU, D. (2016) Play and practice together: How to Design the practice activity in E-learning by adding social interaction.

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.

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

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.

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.

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.

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, 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 Fri Sep 17 06:04:09 2021 CEST.