Publication statistics
Pub. period:2005-2011
Pub. count:17
Number of co-authors:31
Co-authors
Number of publications with 3 favourite co-authors:
Marije Kanis:5Charles van der Mast:2Mark Neerincx:2 Productive colleagues
Willem-Paul Brinkman's 3 most productive colleagues in number of publications:
Gavin Doherty:29Andrea Gaggioli:22Mark A. Neerincx:22 
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Willem-Paul Brinkman
Publications by Willem-Paul Brinkman (bibliography)
Kang, Ni, Brinkman, Willem-Paul, Riemsdijk, M. Birna van and Neerincx, Mark A. (2011): Internet-delivered multi-patient virtual reality exposure therapy system for the treatment of anxiety disorders. In: Proceedings of the 2011 Annual European Conference on Cognitive Ergonomics 2011. pp. 233-236.
Motivation -- The project is to reduce the therapist's workload in virtual reality exposure therapy (VRET) for anxiety disorders and explore cognitive ergonomic factors in the design of an internet-delivered multi-patient treatment system. Research questions -- The aim can be achieved by system improvement on both the patient side and the therapist side, which leads to two main research questions. First, how should a virtual environment be designed to reduce the therapist's workload and give a relative high presence to patients? Second, in what way should a usable internet-delivered VRET system be designed which can treat multiple patients simultaneously? Research approach -- A case study of a VRET treatment system for social phobia is carried out to investigate the design of an internet-delivered VRET treatment system and its impact on the main actors, e.g. the patient and the therapist.
© All rights reserved Kang et al. and/or their publisher
Brinkman, Willem-Paul, Mast, Charles van der, Sandino, Guntur, Gunawan, Lucy T. and Emmelkamp, Paul M. G. (2010): The therapist user interface of a virtual reality exposure therapy system in the treatment of fear of flying. In Interacting with Computers, 22 (4) pp. 299-310.
The use of virtual reality (VR) technology to support the treatment of patients with phobia, such as the fear of flying, is getting considerable research attention. Research mainly focuses on the patient experience and the effect of the treatment. In this paper, however, the focus is on the interaction therapists have with the system. Two studies are presented in which the therapist user interface is redesigned and evaluated. The first study was conducted in 2001 with the introduction of the system into the clinic. The original user interface design was compared with a redesign that was based on interviews with therapists. The results of a user study with five therapists and 11 students showed significant usability improvement. In 2008 a follow-up study was conducted on how therapists were now using the redesigned system. Using a direct observation approach six therapists were observed during a total of 14 sessions with patients. The analysis showed that: 93% of the exposures had similar patterns, therapists triggered 20 inappropriate sound recordings (e.g. the pilot giving height information while taking off), and more complex airplane simulation functions (e.g. roll control to make turns with the airplane) were only used by a therapist who was also a pilot. This resulted in a second redesign of the user interface, which allowed therapists to select flight scenarios (e.g. a flight with extra long taxiing, a flight with multiple taking off and landing sessions) instead of controlling the simulation manually. This new design was again evaluated with seven therapists. Again, results showed significant usability improvements. These findings led to five design guidelines with the main tenet in favour of a treatment-focused user interface (i.e. specific flying scenario) instead of a simulation-focused user interface (i.e. specific airplane controls).
© All rights reserved Brinkman et al. and/or Elsevier Science
Gunawan, Lucy, Alers, Hani, Brinkman, Willem-Paul and Neerincx, Mark (2010): Effect of map sharing and confidence information in situation-map making. In: Proceedings of the 2010 Annual European Conference on Cognitive Ergonomics 2010. pp. 41-48.
Motivation -- A situation map that shows the overview of a disaster situation serves as a valuable tool for disaster response teams. It helps them orientate their location and make disaster response decisions. It is, however, a quite complicated task to rapidly generate a comprehensive situation map of a disaster area. In this paper, we report on an investigation of how two persons can collaborate to make a situation map. Research approach -- We performed a controlled laboratory experiment, in which 32 participants (grouped into 16 pairs) made a situation map of incidents. The experiment was set up as a two-way repeated-measures design with the type of collaboration and the availability of confidence level information as within-subject factors. Findings/Design -- The results suggest that the collaboration type can affect the quality of the situation map. Additionally, the results also suggest that the availability of confidence information influences the discussion process during collaboration. The participants perceived the availability of confidence level information as being positive. Research limitations/Implications -- The order of using the types of collaboration might have caused a learning effect by participants. Furthermore, the lack of a practice session might have had an influence on participants' object recognition during the first session of the experiment. Originality/Value -- The study takes the position that the affected population in a disaster can actively participate in the situation-map making process. Take away message -- Situation map-making might benefit from a simple collaborative action such as sharing a map including confidence information.
© All rights reserved Gunawan et al. and/or their publisher
Brinkman, Willem-Paul, Doherty, Gavin, Gorini, Alessandra, Gaggioli, Andrea and Neerincx, Mark (2010): Cognitive engineering for technology in mental health care and rehabilitation. In: Proceedings of the 2010 Annual European Conference on Cognitive Ergonomics 2010. pp. 297-298.
The use of technology, such as virtual reality, electronic diaries, multimedia, brain computing and computer games, to support the care and rehabilitation of patients affected by mental disorders is a relatively new and advancing research area. In this workshop, researchers, developers and mental health professionals will present and discuss their latest work, with a focus on cognitive, emotional and ergonomic aspects on issues as acceptance, usage, experience and accessibility of these innovative technologies.
© All rights reserved Brinkman et al. and/or their publisher
Love, Steve, Young, Mark and Brinkman, Willem-Paul (2010): Putting users' first: the importance of human-centred design in the development of mobile applications and services. In: Proceedings of the 2010 Annual European Conference on Cognitive Ergonomics 2010. pp. 299-300.
The aim of this workshop is to bring together researchers interested in exploring the state of the art research in relation to human factors aspects of mobile application and service design. The workshop format will allow each member to present a short paper on their current work and open this up to general discussion afterwards. The overall aim of the workshop will be to put forward the contents and structure for an edited book on this topic with contributions from the workshop participants.
© All rights reserved Love et al. and/or their publisher
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.
© All rights reserved Ling et al. and/or their publisher
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.
© All rights reserved Qu et al. and/or their publisher
Kanis, Marije and Brinkman, Willem-Paul (2008): Designing technologies that encourage the sharing of positive emotions. In: Emotion in HCI: Joint proceedings of the 2005-2007 international workshops 2008, Stuttgart. .
Kanis, Marije, Perry, Mark and Brinkman, Willem-Paul (2008): Minimal connectedness: exploring the effects of positive messaging using mobile technology. In: Proceedings of ACM CHI 2008 Conference on Human Factors in Computing Systems April 5-10, 2008. pp. 2513-2522.
This paper describes a lightweight mobile technology designed to investigate the potential of positive messaging. We introduce the concept of minimal connectedness and examine how this form of connectivity supports and gives rise to user's positive affect. To explore this idea, a mobile application called PosiPost Me was developed, allowing users to randomly share positive messages. We present a study of the ways in which it was used and understood. As well as encouraging positive thoughts, analysis shows how the form of minimal social connectedness afforded by the application is marked by its minimal social obligation, curiosity and ambiguity.
© All rights reserved Kanis et al. and/or ACM Press
Brinkman, Willem-Paul, Mast, Charles van der, Payne, Annette and Underwood, Joshua (2008): HCI for Technology Enhanced Learning. In: Proceedings of the HCI08 Conference on People and Computers XXII 2008. pp. 185-186.
The involvement of technology to support and enhance learning is ever increasing; for example moving from the traditional blackboard to electronic whiteboards, from printed books to virtual reality training simulations, and from class room meetings to (a-)synchronised meeting over the web with handheld mobile devices. These technologies promise improved efficiency for traditional ways of learning or even to open up totally new ways of learning. Designing technology-enhanced learning that engages learners in successful learning strategies requires an understanding of the learning context, learners' needs, motivations, habits and desires as well as ease of use. This workshop invites researchers, designers, and educators to discuss their work in this area and explore how HCI practices and methods can be applied or should be extended.
© All rights reserved Brinkman et al. and/or their publisher
Kanis, Marije and Brinkman, Willem-Paul (2007): What do people like? The design of a mobile tool to harness and share positive thoughts. In: Proceedings of ECCE07 August 28-31, 2007, London, UK. .
Brinkman, Willem-Paul, Haakma, Reinder and Bouwhuis, Don (2007): Towards an empirical method of efficiency testing of system parts: A methodological study. In Interacting with Computers, 19 (3) pp. 342-356.
Current usability evaluation methods are essentially holistic in nature. However, engineers that apply a component-based software engineering approach might also be interested in understanding the usability of individual parts of an interactive system. This paper examines the efficiency dimension of usability by describing a method, which engineers can use to test, empirically and objectively, the physical interaction effort to operate components in a single device. The method looks at low-level events, such as button clicks, and attributes the physical effort associated with these interaction events to individual components in the system. This forms the basis for engineers to prioritise their improvement effort. The paper discusses face validity, content validity, criterion validity, and construct validity of the method. The discussion is set within the context of four usability tests, in which 40 users participated to evaluate the efficiency of four different versions of a mobile phone. The results of the study show that the method can provide a valid estimation of the physical interaction event effort users made when interacting with a specific part of a device.
© All rights reserved Brinkman et al. and/or Elsevier Science
Brinkman, Willem-Paul, Ham, Dong-Han and Wong, B. L. William (eds.) ECCE 2007 - Proceedings of the 14th European Conference on Cognitive Ergonomics August 28-31, 2007, London, UK.
Khan, Iftikhar Ahmed, Hierons, Robert M. and Brinkman, Willem-Paul (2007): Mood independent programming. In: Brinkman, Willem-Paul, Ham, Dong-Han and Wong, B. L. William (eds.) ECCE 2007 - Proceedings of the 14th European Conference on Cognitive Ergonomics August 28-31, 2007, London, UK. pp. 269-272.
Kanis, Marije and Brinkman, Willem-Paul (2007): What do people like?: the design of a mobile tool to harness and share positive thoughts. In: Brinkman, Willem-Paul, Ham, Dong-Han and Wong, B. L. William (eds.) ECCE 2007 - Proceedings of the 14th European Conference on Cognitive Ergonomics August 28-31, 2007, London, UK. pp. 191-198.
Kanis, Marije, Brinkman, Willem-Paul and MacRedie, Robert (2006): Facilitating socio-pleasure as mediated by ubiquitous technology. In: Proceedings of ECCE13 2006, Zürich. .
Brinkman, Willem-Paul, Haakma, Reinder and Bouwhuis, Don (2005): Empirical Usability Testing in a Component-Based Environment: Improving Test Efficiency with Component-Specific Usability Measures. In: Bastide, Remi, Palanque, Philippe A. and Roth, Jörg (eds.) Engineering Human Computer Interaction and Interactive Systems, Joint Working Conferences EHCI-DSVIS 2004 July 11-13, 2005, Hamburg, Germany. pp. 20-37.
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