Wijnand IJsselsteijn

Prof. Dr. Wijnand IJsselsteijn

orcid

Research Focus & Metrics

Academic Career Length

30Years (1997-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

View All Publications
1 May 2009 in Journal of Imaging Science and Technology
Verified
Journal Article
Closed access
MLMarc Lambooij
Marc Lambooij
MFMarten Fortuin
Marten Fortuin
IHIngrid Heynderickx
Ingrid Heynderickx
WIWijnand IJsselsteijn
Wijnand IJsselsteijn

1 January 2007
Verified
Conference Paper
Open access
PDF file
WIWijnand IJsselsteijn
Wijnand IJsselsteijn
HNHenk Herman Nap
Henk Herman Nap
YKYvonne de Kort
Yvonne de Kort
KPKarolien Poels
Karolien Poels
The current paper reviews and discusses digital game design for elderly users. The aim of the paper is to look beyond the traditional perspective of usability requirements imposed by age-related functional limitations, towards the design opportunities that exist to create digital games that will offer engaging content combined with an interface that seniors can easily and pleasurably use.

2 June 2000
Verified
Conference Paper
Closed access
PDF file
WIWijnand IJsselsteijn
Wijnand IJsselsteijn
HRHuib de Ridder
Huib de Ridder
JFJonathan Freeman
Jonathan Freeman
SASteve E. Avons
Steve E. Avons
The concept of presence, i.e. the sensation of 'being there' in a mediated environment, has received substantial attention from the virtual reality community, and is becoming increasingly relevant both to broadcasters and display developers. Although research into presence is still at an early stage of development, there is a consensus that presence has multiple determinants. To identify and test which parameters affect presence, a reliable, robust and valid means of measuring presence is required. In this paper, we describe the categories of factors thought to have an impact on presence. Furthermore, we present an overview of various approaches taken to measuring presence, which can be divided into two general categories: subjective measures and objective corroborative measures. Since presence is a subjective experience, the most direct way of assessment is through users' subjective report. This approach has serious limitations however, and should be used judiciously. Objective measures, such as postural, physiological or social responses to media, can be used to corroborate subjective measures, thereby overcoming some of their limitations. At present, the most promising direction for presence measurement is to develop and use an aggregate measure of presence that is comprised of both subjective and objective components, tailored to the specific medium under study.

1 December 2006 in Journal of Environmental Psychology
Verified
Journal Article
Closed access
YKYvonne de Kort
Yvonne de Kort
AMA.L. Meijnders
A.L. Meijnders
ASA.A.G. Sponselee
A.A.G. Sponselee
WIWijnand IJsselsteijn
Wijnand IJsselsteijn

10 December 2005 in Virtual Reality
Verified
Journal Article
Closed access
PDF file
AHAntal Haans
Antal Haans
WIWijnand IJsselsteijn
Wijnand IJsselsteijn

1 August 2006 in PRESENCE: Virtual and Augmented Reality
Verified
Journal Article
Closed access
WIWijnand IJsselsteijn
Wijnand IJsselsteijn
YKYvonne de Kort
Yvonne de Kort
AHAntal Haans
Antal Haans
This paper presents a first study in which a recently reported intermodal perceptual illusion known as the rubber hand illusion is experimentally investigated under mediated conditions. When one's own hand is placed out of view and a visible fake hand is repeatedly stroked and tapped in synchrony with the unseen hand, subjects report a strong sense in which the fake hand is experienced as part of their own body. In our experiment, we investigated this illusion under three conditions: (i) unmediated condition, replicating the original paradigm, (ii) virtual reality (VR) condition, where both the fake hand and its stimulation were projected on the table in front of the participant, and (iii) mixed reality (MR) condition, where the fake hand was projected, but its stimulation was unmediated. Dependent measures included self-report (open-ended and questionnaire-based) and drift, that is, the offset between the felt position of the hidden hand and its actual position. As expected, the unmediated condition produced the strongest illusion, as indicated both by self-report and drift towards the rubber hand. The VR condition produced a more convincing subjective illusion than the MR condition, although no difference in drift was found between the mediated conditions. Results are discussed in terms of perceptual mechanisms underlying the rubber hand illusion, and the illusion's relevance to understanding telepresence.