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Dive into the research topics where de Yaw Yvonne Kort is active.

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Featured researches published by de Yaw Yvonne Kort.


Physiology & Behavior | 2012

A higher illuminance induces alertness even during office hours: Findings on subjective measures, task performance and heart rate measures

Kchj Karin Smolders; de Yaw Yvonne Kort; Pjm Pierre Cluitmans

Nocturnal white light exposure has shown marked results on subjective and objective indicators of alertness, vitality and mood, yet effects of white light during daytime and under usual office work conditions have not been investigated extensively. The current study employed a mixed-group design (N=32), testing effects of two illuminance levels (200lx or 1000lx at eye level, 4000K) during one hour of morning versus afternoon exposure. In four repeated blocks, subjective reports, objective performance and physiological arousal were measured. Results showed effects of illuminance on subjective alertness and vitality, sustained attention in tasks, and heart rate and heart rate variability. Participants felt less sleepy and more energetic in the high versus the low lighting condition, had shorter reaction times on the psychomotor vigilance task and increased physiological arousal. Effects of illuminance on the subjective measures, as well as those on heart rate were not dependent on time of day or duration of exposure. Performance effects were most pronounced in the morning sessions and towards the end of the one-hour exposure period. The effect on heart rate variability was also most pronounced at the end of the one-hour exposure. The results demonstrate that even under normal, i.e., neither sleep nor light deprived conditions, more intense light can improve feelings of alertness and vitality, as well as objective performance and physiological arousal.


Presence: Teleoperators & Virtual Environments | 2006

Virtual fitness: stimulating exercise behavior through media technology

Wa Wijnand IJsselsteijn; de Yaw Yvonne Kort; Jhdm Joyce Westerink; de Mkj Marko Jager; Rjm Bonants

The current paper describes research that is aimed at elucidating our understanding of media technology factors that may help users of exercise equipment to stay motivated for doing regular workouts. In particular, we investigated the effects of immersion and coaching by a virtual agent on intrinsic motivation and the sense of presence of participants cycling on a stationary home exercise bike. A basic two-by-two within-subjects experimental design was employed whereby participants were presented with a virtual racetrack with two levels of immersion (high vs. low) and two levels of a virtual coach (with vs. without). Results indicate a clear positive effect of immersion on both motivation and presence. The virtual coach significantly lowered the perceived control and pressure/tension dimensions of intrinsic motivation, but did not affect the enjoyment dimension. The presence of the virtual coach also reduced negative effects associated with VEs, such as feeling dizzy or nauseated.


International Journal of Gaming and Computer-mediated Simulations | 2009

Rules of engagement : influence of co-player presence on player involvement in digital games

Bj Brian Gajadhar; de Yaw Yvonne Kort; Wa Wijnand IJsselsteijn

This article presents an empirical study of social setting as a determinant of player involvement in competitive play. We conceptualize player experience as comprising of components of involvement and enjoyment. Involvement relates to the attentional pull of games encompassing feelings of immersion, engagement and flow. Enjoyment taps into the fun and frustration of playing. A few recent studies indicate that co-players boost player enjoyment, yet the effect on involvement is still largely unknown. In line with enjoyment, involvement could increase with the sociality of settings. On the other hand, the presence of others provides a potential distracter and threat to involvement in games. Results of an experiment where social setting was manipulated within groups indicated that players’ involvement remains constant or even increases when mediated or co-located co-play is compared to solitary play. Hence, co-players do not break the spell of a game, but become part of the magic circle.


Behavioural Brain Research | 2015

Shining light on memory: Effects of bright light on working memory performance

Lm Laura Huiberts; Kchj Karin Smolders; de Yaw Yvonne Kort

This study examined whether diurnal non-image forming (NIF) effects of illuminance level on cognitive task performance depend on task difficulty and time of day. We employed a balanced crossover design with two 60-min sessions of 200 vs. 1000 lux at eye level. Digit-span task difficulty was manipulated within subjects (forward (FDST) vs. backward (BDST) digit-span task), n-back task difficulty was manipulated between subjects (n=1, 2, or 3). Bright light exposure improved FDST performance during the final measurement block, especially in the afternoon. In contrast, BDST performance deteriorated slightly under bright light in the afternoon. Two-back performance was significantly worse under bright light in the afternoon, while no effect of illuminance level was found on 3-back performance. Thus, the more difficult BDST was affected differently by light intensity as compared to the easier FDST. N-back accuracy, however, did not confirm this role of task difficulty. Future studies should investigate whether similar results hold for other types of tasks and how other variables (e.g., time of day, physiological arousal, or other task characteristics) may influence the direction and magnitude of NIF effects on performance.


advances in computer entertainment technology | 2009

Where everybody knows your game: the appeal and function of game cafés in western Europe

Bj Brian Gajadhar; de Yaw Yvonne Kort; Wa Wijnand IJsselsteijn; Karolien Poels

Game cafés are popping up in cities across Western Europe and are rapidly becoming popular places in the tangible world of the gamer. Compared to studies focused on Asia, motivations and activities of Western European visitors of game cafés are relatively unclear and not discussed in academic literature. Since understanding these motivations would contribute to explanations of why and how people play games, focus groups and contextual inquiries were organized with visitors of Dutch game cafés. The findings indicate that- similar to Asia - Western European game cafés can be seen as third places, a home base separate from home and work or school. Moreover, this research identifies why a game café and a virtual game world can both be regarded as a third place.


Journal of Applied Mechanics-transactions of The Asme | 2007

Characterising and measuring user experiences in digital games

Wa Wijnand IJsselsteijn; de Yaw Yvonne Kort; Karolien Poels; A Jurgelionis; F Bellotti


Gerontechnology | 2009

Senior gamers : preferences, motivations and needs

Hh Henk Herman Nap; de Yaw Yvonne Kort; Wa Wijnand IJsselsteijn


Journal of Environmental Psychology | 2006

What's wrong with virtual trees? Restoring from stress in a mediated environment

de Yaw Yvonne Kort; Al Anneloes Meijnders; Aag Anne-mie Sponselee; Wa Wijnand IJsselsteijn


Journal of Applied Mechanics-transactions of The Asme | 2007

Digital Games as Social Presence Technology: Development of the Social Presence in Gaming Questionnaire (SPGQ)

de Yaw Yvonne Kort; Wa Wijnand IJsselsteijn; Karolien Poels


Cyberpsychology, Behavior, and Social Networking | 2006

Reality check: the role of realism in stress reduction using media technology

de Yaw Yvonne Kort; Wa Wijnand IJsselsteijn

Collaboration


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Wa Wijnand IJsselsteijn

Eindhoven University of Technology

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Kchj Karin Smolders

Eindhoven University of Technology

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F Femke Beute

Eindhoven University of Technology

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A Antal Haans

Eindhoven University of Technology

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Bj Brian Gajadhar

Eindhoven University of Technology

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Cjh Cees Midden

Eindhoven University of Technology

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Daniël Lakens

Eindhoven University of Technology

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Lm Laura Huiberts

Eindhoven University of Technology

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van den Wm Wouter Hoogen

Eindhoven University of Technology

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