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Ingrid Heynderickx

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Publications by Ingrid Heynderickx (bibliography)

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2010
 
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Ling, Yun, Nefs, Harold T., Brinkman, Willem-Paul, Heynderickx, Ingrid and Qu, Chao (2010): The role of display technology and individual differences on presence. In: Proceedings of the 2010 Annual European Conference on Cognitive Ergonomics 2010. pp. 323-326.

Originality/Value -- Having a better understanding of the relation between human factors and feelings of presence may facilitate the selection of people that are most likely to benefit from virtual reality applications such as virtual reality exposure therapy (e.g. Krijn et al, 2004). A better understanding of how presence can be optimized on different displays, may also lead to the possibility to use less complex display types (as compared to HMD's or CAVE's) to create virtual reality consumer applications. It also opens the possibility to tailor the virtual reality display to the individual, optimizing presence. Research approach -- First, we investigate the relationships between perceived presence and some human factors, including stereoscopic ability, depth impression, and personality. We describe this experiment here in some detail. Second, we focus on the potential maximum presence that can be obtained for specific devices, for example, by manipulating the size, perspective and viewing distance. Third, we will investigate how monocular depth cues can be used to maximize presence for different display types. Finally, we will look specifically at how presence can be maximized on small hand-held devices, for example by incorporating compensation for display movement. In all our experiments we will focus on public speaking and person-to-avatar communication. Presence is measured in three different ways: 1) through questionnaires, 2) behaviourally, and 3) physiologically. Motivation -- Several factors such as the kind of display technology and the level of user interaction have been found to affect presence (e.g., IJsselsteijn et al, 2000). Generally, it had been concluded that the more immersive types of display result in higher levels of presence. However, studies comparing the effect of display technology on presence are mostly based on rendering the same content across different displays. Previous studies have typically not attempted to optimize the content for each display type individually. Furthermore, it has not been considered before that some viewers may not benefit as much as others from higher levels of technology.

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Qu, Chao, Brinkman, Willem-Paul, Wiggers, Pascal and Heynderickx, Ingrid (2010): Visual priming to improve keyword detection in free speech dialogue. In: Proceedings of the 2010 Annual European Conference on Cognitive Ergonomics 2010. pp. 337-338.

Motivation -- Talking out loud with synthetic characters in a virtual world is currently considered as a treatment for social phobic patients. The use of keyword detection, instead of full speech recognition will make the system more robust. Important therefore is the need to increase the chance that users use specific keywords during their conversation. Research approach -- A two by two experiment, in which participants (n = 20) were asked to answer a number of open questions. Prior to the session participants watched priming videos or unrelated videos. Furthermore, during the session they could see priming pictures or unrelated pictures on a whiteboard behind the person who asked the questions. Findings/Design -- Initial results suggest that participants more often mention specific keywords in their answers when they see priming pictures or videos instead of unrelated pictures or videos. Research limitations/Implications -- If visual priming in the background can increase the chance that people use specific keywords in their discussion with a dialogue partner, it might be possible to create dialogues in a virtual environment which users perceive as natural. Take away message -- Visual priming might be able to steer people's answers in a dialogue.

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Changes to this page (author)

03 Apr 2012: Added
03 Apr 2012: Modified

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URL: http://www.interaction-design.org/references/authors/ingrid_heynderickx.html
Jun 19

... there are no simple 'right' answers for most web design questions (at least not for the important ones). What works is good, integrated design that fills a need--carefully thought out, well executed, and tested.

-- Steve Krug, Don't Make Me Think, p. 136

 
 

Featured chapter

Read the fascinating history of Wearable Computing, told by its father, Steve Mann

Read Steve's chapter !

 
 

Latest books

The Social Design of Technical Systems: Building technologies for communities
by Brian Whitworth and Adnan Ahmad

 
Start reading

The Encyclopedia of Human-Computer Interaction, 2nd Ed.
by Mads Soegaard and Rikke Friis Dam

 
Start reading
 
 

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