Cradle BUas

Dr. Cradle BUas

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Representative Publications

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1 January 2020 in Ecology and Society
Verified
Journal Article
Open access
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JSJeroen Steenbeek
Jeroen Steenbeek
GRGiovanni Romagnoni
Giovanni Romagnoni
JBJacob W. Bentley
Jacob W. Bentley
JHJohanna J. Heymans
Johanna J. Heymans
NSNatalia Serpetti
Natalia Serpetti
LALodewijk Abspoel
Lodewijk Abspoel
Steenbeek, J., G. Romagnoni, J. W. Bentley, J. J. Heymans, N. Serpetti, M. Gonçalves, C. Santos, H. Warmelink, I. Mayer, X. Keijser, R. Fairgrieve, and L. Abspoel. 2020. Combining ecosystem modeling with serious gaming in support of transboundary maritime spatial planning. Ecology and Society 25(2):21. https://doi.org/10.5751/ES-11580-250221

27 March 2023
Verified
Conference Paper
Open access
CBCradle BUas
Cradle BUas
JRJoey Relouw
Joey Relouw
KHKevin Hutchinson-Lhuissier
Kevin Hutchinson-Lhuissier
ABAlexander van Buggenum
Alexander van Buggenum
ABAgathe Boudry
Agathe Boudry
Igor MayerIgor Mayer
Igor Mayer
.Post-partum hemorrhaging is a medical emergency that occurs during childbirth and, in extreme cases, can be life-threatening. It is the number one cause of maternal mortality worldwide. High-quality training of medical staff can contribute to early diagnosis and work towards preventing escalation towards more serious cases. Healthcare education uses manikin-based simulators to train obstetricians for various childbirth scenarios before training on real patients. However, these medical simulators lack certain key features portraying important symptoms and are incapable of communicating with the trainees. The authors present a digital embodiment agent that can improve the current state of the art by providing a specification of the requirements as well as an extensive design and development approach. This digital embodiment allows educators to respond and role-play as the patient in real time and can easily be integrated with existing training procedures. This research was performed in collaboration with medical experts, making a new contribution to medical training by bringing digital humans and the representation of affective interfaces to the field of healthcare.

19 September 2023
Verified
Conference Paper
Open access
CBCradle BUas
Cradle BUas
PGPhil de Groot
Phil de Groot
JHJens Hagen
Jens Hagen
ABAgathe Boudry
Agathe Boudry
Igor MayerIgor Mayer
Igor Mayer
Our study introduces an open general-purpose platform for the embodiment of conversational AI systems. Conversational User-interface Based Embodiment (CUBE) is designed to streamline the integration of embodied solutions into text-based dialog managers, providing flexibility for customization depending on the specific use case and application. CUBE is responsible for naturally interacting with users by listening, observing, and responding to them. A detailed account of the design and implementation of the solution is provided, as well as a thorough examination of how it can be integrated by developers and AI dialogue manager integrators. Through interviews with developers, insight was gained into the advantages of such systems. Additionally, key areas that require further research were identified in the current challenges in achieving natural interaction between the user and the embodiments. CUBE bridges some of the gaps by providing controls to further develop natural non-verbal communication.

19 September 2023
Verified
Conference Paper
Open access
ABAgathe Boudry
Agathe Boudry
JRJoey Relouw
Joey Relouw
ABAlexander van Buggenum
Alexander van Buggenum
CBCradle BUas
Cradle BUas
Igor MayerIgor Mayer
Igor Mayer
There has been significant progress in the graphical realism of digital humans in recent years. This work investigates the realistic portrayal of emotions beyond facial expressions by analysing how skin colour changes when expressing different emotional states. The study combines existing knowledge from old painters, photogrammetry data, thermal imaging, and skin colouration maps to create an artistic guideline to portray emotions realistically, resulting in the proposal of a set of colour maps representing the six basic emotions. By using skin colour changes to represent emotional states, the proposed colour maps offer an alternative workflow for portraying emotions. During the experiment of this research four of these proposed colour maps, which represent neutrality, anger, disgust, and happiness, were preferred over traditional alternatives in terms of realism perception and likeability. The findings have implications for the development of digital human technology, particularly in the creation of more realistic and expressive digital characters.

17 March 2026 in SSRN Electronic Journal
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Preprint
Open access
Xavier FonsecaXavier Fonseca
Xavier Fonseca
CBCradle BUas
Cradle BUas
KHKevin Hutchinson
Kevin Hutchinson
JHJens Hagen
Jens Hagen
PGPhil De Groot
Phil De Groot
Igor MayerIgor Mayer
Igor Mayer
Digital Twins of the Ocean are increasingly adopted for Maritime Spatial Planning, yet most current implementations rely on 2D visualizations with limited interactive stakeholder engagement. The authors present Immersive Ocean, a VR-capable Virtual Twin platform developed under the EU-ILIAD initiative that procedurally generates 3D environments from standardized European geospatial data. The authors report system performance testing and a user experience study with 31 participants across three hardware configurations. Performance testing confirmed stable real-time rendering in both PC and VR. Comparative statistical analysis revealed that hardware configuration significantly affects feedback responsiveness and perceived realism, while core usability and procedural generation quality remained robust across configurations. These findings inform deployment strategies for environmental decision-support in Maritime Spatial Planning contexts. Immersive Ocean is currently undergoing piloting with real-world stakeholders, including applications in offshore wind planning scenarios, multi-use of space, and turbidity scenarios.

3 November 2026 in Trends in Higher Education
Verified
Journal Article
Open access
PDF file
Qiqi ZhouQiqi Zhou
Qiqi Zhou
CBCradle BUas
Cradle BUas
TCTianyu Chen
Tianyu Chen
This exploratory qualitative study examines how students’ reasoning becomes observable and develops within Socratic dialogues with Riffbot, a large language model (LLM)-based learning chatbot designed to guide students from descriptive and clarificatory questioning toward explanatory and reflective inquiry. The empirical dataset comprised 121 dialogue transcripts generated by 93 students across seven project-based courses at a university of applied sciences. All 121 transcripts were initially reviewed to examine participation, dialogue length, and interactional characteristics. Of these, 72 dialogues containing at least 10 turns were selected for detailed coding and reflexive thematic analysis (RTA), while 49 shorter dialogues were retained as contextual material. The analysis examined student responses in relation to successive chatbot prompts, using theoretically informed reasoning categories to trace interactional patterns within complete dialogues. Coded data were visualized in a chronological matrix to support the interpretation of reasoning trajectories. Descriptive reasoning predominated, while some dialogues showed emerging explanatory and reflective reasoning. Other trajectories remained primarily descriptive, involved repeated clarification, or moved recursively between reasoning categories, often including moments of uncertainty and redirection. These findings highlight the non-linear and interactionally situated nature of learning expressed during Socratic LLM–student exchanges, without establishing independent learning gains. Methodologically, the study demonstrates how systematic coding, chronological visualization, and reflexive thematic interpretation can be combined to make thinking-in-action more visible and analytically traceable. It contributes an empirical account of student reasoning within AI-mediated dialogue and a practical, digitally supported approach to investigating learning-related processes in higher education.