Lizzy Bleumers

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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 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)
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)
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)
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 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)
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)
Supporting young children's play in the digital world is a challenging endeavor. Little is known, however, about the parental beliefs and mediation practices regarding children's facilitated play in hybrid (mixed digital/physical) environments and how one can account for this through design. Following a Value Sensitive Design approach, we performed: 1) a(More)