Rehabilitation Robotics II (Revalidatierobitica II)

Project Leader: Wijnand IJsselsteijn
Researchers: Wijnand IJsselsteijn and Wouter van den Hoogen

RevalidatieRobotica II is a project focusing on the utilization of motivating technologies for rehabilitation training for persons suffering from neuro-degenerative ailments like MS and CVA. Within the project the focus is on training the upper limbs. Like most rehabilitation training it is paramount that people train very frequently. During the course of this project a virtual training environment that is motivating for the patients to use, and keep on using is being developed and tested. Compared to the rehabilitation of the lower limbs rehabilitation of the upper limbs is more complex. Compared to the lower limbs relatively upper limb rehabilitation has received relatively little attention. Changes are, however, eminent with the recent technological changes in ict, force feedback and VR, and robotized systems. In the project the main aim is to develop, and test a full rehabilitation system that is effective and motivating for patients to use.

Project partners: UHasselt, KULeuven, UMaastricht, RMSC Overpelt, PHLimburg, Revalidatiecentrum Hoensbroek & Revalidatiecentrum Blixembosch
Funding: IVA-VLANED-1.14


FUGA: The fun of Gaming: Measuring the Human Experience of Media Enjoyment

Project Leader: Wijnand IJsselsteijn
Researchers: Wijnand IJsselsteijn, Yvonne de Kort, Wouter van den Hoogen & Karolien Poels

FUGA | © Wouter van den HoogenDigital (computer and video) game playing is the fastest-growing form of entertainment media, and enormous resources are invested in the creation of new digital games. In addition to entertainment, digital games are more and more used for therapeutic, educational, and work-related purposes. Established methods to measure gaming experience with high temporal resolution are lacking, however.

The main objective of the FUGA project was to create novel methods and improve existing measures in order to examine how the different aspects of gaming experience (e.g., different emotions and cognitions) can be assessed comprehensively with high temporal resolution. The operational goals of FUGA include the establishment of the construct validity, reliability, and predictive validity of the game experience measures that are based on the different measurement techniques (e.g., psychophysiological recordings, brain imaging, and behavioral measures). A further goal is to develop a prototype of an emotionally adaptive game. The innovative measurement approach provided by FUGA can be applied when designing new digital games for different purposes.

Funding: FP6-NEST-28765


Project Leader: Yvonne de Kort
Researchers: Yvonne de Kort, Wijnand IJsselsteijn, Henk Herman Nap, Antal Haans

The main goal of PASION is to achieve a more efficient, effective group interaction in mediated environments by understanding and tracking group behavior, providing appropriate feedback services, and developing technological substitutes for traditional ways of conveying social, non-verbal and implicit information.

Funding: EU 6th FWP IST-2004-2.3.4 FET Proactive Initiatives


Project Leader: Wijnand IJsselsteijn
Researchers: Wijnand IJsselsteijn, Yvonne de Kort, Henk Herman Nap, Brian Gajadhar, & Willem Oosting

The Games@Large project intends to design a platform for running interactive rich content multimedia, such as online video games. Unlike others, these games can be played at the home environment, hotel rooms, homes for the elderly and Internet Cafés. Due to the broad aimed areas, variation in social and physical factors could influence the game experience.

Funding: EU 6th FWP IST-2005-2.41.6