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The Pure Distance Law predicts grouping by proximity in dot lattices that can be organised in four ways by grouping dots along parallel lines. It specifies a quantitative relationship between the relative probability of perceiving an organisation and the relative distance between the grouped dots. The current study was set up to investigate whether this(More)
The patient room of the future would be able to sense the needs and preferences of the patients and nurses and adapt itself accordingly by combining all the heterogeneous data offered by the different technologies. This goal can be achieved by developing a context-aware framework, which exploits and integrates the heterogeneous data by utilizing a(More)
The envisioned ambient-intelligent patient room contains numerous devices to sense and adjust the environment, monitor patients and support caregivers. Context-aware techniques are often used to combine and exploit the heterogeneous data offered by these devices to improve the provision of continuous care. However, the adoption of context-aware applications(More)
The relationship between perception and motor performance was studied in a situation that required perceptual processing of a complex motion stimulus in which a target signal had to be segmented, selected, and tracked. Participants were asked to move their arm in synchrony with one surface of a transparent motion display in which two surfaces moved(More)
Omnidirectional video (ODV) is a type of video in which viewers can look around in 360° as if turning the camera themselves. This type of video presents opportunities for new interactive television formats. The development of such new formats, however, is accompanied by challenges in terms of user experience and technical and creative development. In(More)
This study explores how participants in an immersive theatrical performance perceive their role in the virtual environment (VE) and the effects of this perception on how they experience the performance as a whole. Using a quasi-experimental 2 × 2 design, narrative and task-based search was manipulated to explore the effects on spatial presence, social(More)
In this paper, we reflect on the opportunities and limitations of using the Pervasive GameFlow (PGF) model for evaluating player experience in pervasive games. In particular, we critically assess its applicability to pervasive games that are not technology-based. This assessment results from a review of two pervasive outdoor group games by means of the PGF(More)
In this paper, we describe how we have, thus far, conducted ontology co-creation in institutionalized care settings (i.e., a care residence and a hospital). We describe the goal and procedure of the co-creation workshops that we have already held. Through this paper, we want to start a discussion on ontology co-creation's merits and on appropriate(More)