Jeroen Vanattenhoven

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This paper presents insights and learning experiences on the development of an integrated group recommender system in the European FP7 HBB-Next research project. The system design incorporates insights from user research and evaluations, media industry players, and European HbbTV standardization efforts. Important differences were found between providing(More)
The well-established Quality of Service and the relatively recently emerged Quality of Experience research topics are unquestionably linked, yet to date little effort has been invested in the study of their precise correlation and mutual reciprocity. This paper examines the impact of three representative QoS-related parameters on user QoE in the particular(More)
This paper presents an explorative investigation into households? uses of traditional broadcast television (TV) and more recently introduced video-on-demand (VoD) services. More specifically, we explain how each way of viewing TV and video content relates to different viewing situations in the home. We conducted in-home interviews with seven households in(More)
In this paper, we present a better understanding of the contextual aspects that determine TV and video viewing situations in the home. The results can be used to design recommender systems algorithms and interfaces for TV and video content that better fits with different viewing situations in the home. This is achieved by taking into account these typical(More)
By the end of this year visitors to the Flemish town of Mechelen can discover the city with the help of the new CityInMyPocket walking guide. Instead of following a person or a book, people can pick up a CityInMyPocket digital walking guide and go sightseeing at their own speed. So, leave your heavy guidebooks and many flyers at home. CityInMyPocket will(More)
— The scope of this paper is the interdisciplinary measurement and modeling methodology of Quality of Experience (QoE) when playing a mobile location-based massively multiplayer online role-playing game (MMORPG) that places the virtual world on top of the real world using the user's location. The paper introduces the implementation of a re-usable mobile QoE(More)
This paper identifies important requirements for second screen (game) companion apps. Participants were invited to create their own (board) game to play alongside a TV show. Afterwards they were interviewed about their experience. Analyses of the games and interviews lead to some valuable insights in what contributes to an engaging "TV game". Lessons(More)
In this paper we investigate the use of a board game to facilitate ideation with end-users for the study of applications of future technology. In the described case study, we focus on the use of wearable technology for logistical work in hospitals. Based on prior ethnographic research, we designed a tailor-made board game. This game was played with(More)