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Author

WA Wijnand IJsselsteijn

Other affiliations: Delft University of Technology
Bio: WA Wijnand IJsselsteijn is an academic researcher from Eindhoven University of Technology. The author has contributed to research in topics: Game design & Social connectedness. The author has an hindex of 56, co-authored 270 publications receiving 13107 citations. Previous affiliations of WA Wijnand IJsselsteijn include Delft University of Technology.


Papers
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Journal ArticleDOI
TL;DR: The importance of various causes and aspects of visual discomfort is clarified and three-dimensional artifacts resulting from insufficient depth information in the incoming data signal yielding spatial and temporal inconsistencies are believed to be the most pertinent.
Abstract: Visual discomfort has been the subject of considerable research in relation to stereoscopic and autostereoscopic displays. In this paper, the importance of various causes and aspects of visual discomfort is clarified. When disparity values do not surpass a limit of 1°, which still provides sufficient range to allow satisfactory depth perception in stereoscopic television, classical determinants such as excessive binocular parallax and accommodation-vergence conflict appear to be of minor importance. Visual discomfort, however, may still occur within this limit and we believe the following factors to be the most pertinent in contributing to this: (1) temporally changing demand of accommodation-vergence linkage, e.g., by fast motion in depth; (2) three-dimensional artifacts resulting from insufficient depth information in the incoming data signal yielding spatial and temporal inconsistencies; and (3) unnatural blur. In order to ad- equately characterize and understand visual discomfort, multiple types of measurements, both objective and subjective, are required. © 2009 Society for Imaging Science and Technology. DOI: 10.2352/J.ImagingSci.Technol.2009.53.3.030201

990 citations

Proceedings ArticleDOI
02 Jun 2000
TL;DR: In this paper, the authors describe the categories of factors thought to have an impact on presence and present an overview of various approaches taken to measuring presence, which can be divided into two general categories: subjective measures and objective corroborative measures.
Abstract: The concept of presence, i.e. the sensation of 'being there' in a mediated environment, has received substantial attention from the virtual reality community, and is becoming increasingly relevant both to broadcasters and display developers. Although research into presence is still at an early stage of development, there is a consensus that presence has multiple determinants. To identify and test which parameters affect presence, a reliable, robust and valid means of measuring presence is required. In this paper, we describe the categories of factors thought to have an impact on presence. Furthermore, we present an overview of various approaches taken to measuring presence, which can be divided into two general categories: subjective measures and objective corroborative measures. Since presence is a subjective experience, the most direct way of assessment is through users' subjective report. This approach has serious limitations however, and should be used judiciously. Objective measures, such as postural, physiological or social responses to media, can be used to corroborate subjective measures, thereby overcoming some of their limitations. At present, the most promising direction for presence measurement is to develop and use an aggregate measure of presence that is comprised of both subjective and objective components, tailored to the specific medium under study.

562 citations

Book
01 Apr 2003
TL;DR: The book examines the different facets of the concept of presence and suggestions concerning possible evolutions of this concept allowed by the diffusion of ambient intelligence and 3G portable communication are presented.
Abstract: Presence , the sense of being there in a mediated environment, has been applied to describe the user experience when interacting with advanced media interfaces such as virtual environments. Why examine the concept of presence? There are compelling practical and theoretical reasons. The definition of the construct of presence is of particular interest today because it has the potential relevance for the design and evaluation of a broad range of interactive and non-interactive media and applications in several areas such as medicine, entertainment, education and training. An enhanced sense of presence plays an important role in technologies such as the video telephone, high definition television (HDTV), 3G portable phones, home and arcade video games, the World Wide Web, and more. The book examines the different facets of the concept of presence. It begins by noting practical and theoretical reasons for studying this concept. Different theories of presence are identified and a detailed description of the concepts included in these conceptualizations is presented. Then, existing research about the factors that encourage or discourage a sense of presence in media users as well as the physiological and psychological effects of presence are outlined. Finally, suggestions concerning possible evolutions of this concept allowed by the diffusion of ambient intelligence and 3G portable communication are presented.

527 citations

Proceedings ArticleDOI
14 Nov 2007
TL;DR: The aim of the paper is to look beyond the traditional perspective of usability requirements imposed by age-related functional limitations, towards the design opportunities that exist to create digital games that will offer engaging content combined with an interface that seniors can easily and pleasurably use.
Abstract: The current paper reviews and discusses digital game design for elderly users. The aim of the paper is to look beyond the traditional perspective of usability requirements imposed by age-related functional limitations, towards the design opportunities that exist to create digital games that will offer engaging content combined with an interface that seniors can easily and pleasurably use.

502 citations

01 Jan 2013
TL;DR: The Game Experience Questionnaire (GEQ) as discussed by the authors assesses game experience as scores on seven components: Immersion, Flow, Competence, Positive and Negative Affect, Tension, and Challenge.
Abstract: This document contains the English version of the Game Experience Questionnaire. The development and testing of the Game Experience Questionnaire is described in project Deliverable 3.3. The Game Experience Questionnaire has a modular structure and consists of : 1. The core questionnaire 2. The Social Presence Module 3. The Post-game module. In addition to these modules, a concise in-game version of the GEQ was developed. All three modules are meant to be administered immediately after the game-session has finished, in the order given above. Part one and two probe the players’ feelings and thoughts while playing the game; Part 3, the post-game module, assesses how players felt after they had stopped playing. Part 1 is the core part of the GEQ. It assesses game experience as scores on seven components: Immersion, Flow, Competence, Positive and Negative Affect, Tension, and Challenge. For a robust measure, we need five items per component. As translation of questionnaire items, no matter how carefully performed, sometimes results in suboptimal scoring patterns, we have added a spare item to all components. After the first use of the translated GEQs, scale analyses will be performed to check whether any item should be discarded or replaced. Part 2, the social presence module, investigates psychological and behavioural involvement of the player with other social entities, be they virtual (i.e., in-game characters), mediated (e.g., others playing online), or co-located. This module should only be administered when at least one of these types of co-players were involved in the game. Part 3, the post-game module, assesses how players felt after they had stopped playing. This is a relevant module for assessing naturalistic gaming (i.e., when gamers have voluntarily decided to play), but may also be relevant in experimental research. The In-game version of the GEQ is a concise version of the core questionnaire. It has an identical component structure and consists of items selected from this module. The in-game questionnaire is developed for assessing game experience at multiple intervals during a game session, or play-back session. This should facilitate the validation of continuous and real-time indicators some of the partners in the FUGA project are developing.

411 citations


Cited by
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[...]

08 Dec 2001-BMJ
TL;DR: There is, I think, something ethereal about i —the square root of minus one, which seems an odd beast at that time—an intruder hovering on the edge of reality.
Abstract: There is, I think, something ethereal about i —the square root of minus one. I remember first hearing about it at school. It seemed an odd beast at that time—an intruder hovering on the edge of reality. Usually familiarity dulls this sense of the bizarre, but in the case of i it was the reverse: over the years the sense of its surreal nature intensified. It seemed that it was impossible to write mathematics that described the real world in …

33,785 citations

01 Jan 2016
TL;DR: The modern applied statistics with s is universally compatible with any devices to read, and is available in the digital library an online access to it is set as public so you can download it instantly.
Abstract: Thank you very much for downloading modern applied statistics with s. As you may know, people have search hundreds times for their favorite readings like this modern applied statistics with s, but end up in harmful downloads. Rather than reading a good book with a cup of coffee in the afternoon, instead they cope with some harmful virus inside their laptop. modern applied statistics with s is available in our digital library an online access to it is set as public so you can download it instantly. Our digital library saves in multiple countries, allowing you to get the most less latency time to download any of our books like this one. Kindly say, the modern applied statistics with s is universally compatible with any devices to read.

5,249 citations

Book
01 Jan 2003
TL;DR: In this paper, Sherry Turkle uses Internet MUDs (multi-user domains, or in older gaming parlance multi-user dungeons) as a launching pad for explorations of software design, user interfaces, simulation, artificial intelligence, artificial life, agents, virtual reality, and the on-line way of life.
Abstract: From the Publisher: A Question of Identity Life on the Screen is a fascinating and wide-ranging investigation of the impact of computers and networking on society, peoples' perceptions of themselves, and the individual's relationship to machines. Sherry Turkle, a Professor of the Sociology of Science at MIT and a licensed psychologist, uses Internet MUDs (multi-user domains, or in older gaming parlance multi-user dungeons) as a launching pad for explorations of software design, user interfaces, simulation, artificial intelligence, artificial life, agents, "bots," virtual reality, and "the on-line way of life." Turkle's discussion of postmodernism is particularly enlightening. She shows how postmodern concepts in art, architecture, and ethics are related to concrete topics much closer to home, for example AI research (Minsky's "Society of Mind") and even MUDs (exemplified by students with X-window terminals who are doing homework in one window and simultaneously playing out several different roles in the same MUD in other windows). Those of you who have (like me) been turned off by the shallow, pretentious, meaningless paintings and sculptures that litter our museums of modern art may have a different perspective after hearing what Turkle has to say. This is a psychoanalytical book, not a technical one. However, software developers and engineers will find it highly accessible because of the depth of the author's technical understanding and credibility. Unlike most other authors in this genre, Turkle does not constantly jar the technically-literate reader with blatant errors or bogus assertions about how things work. Although I personally don't have time or patience for MUDs,view most of AI as snake-oil, and abhor postmodern architecture, I thought the time spent reading this book was an extremely good investment.

4,965 citations

Journal Article

4,293 citations