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Introduction
Skills and Expertise
Publications
Publications (20)
Scriptwriting for Virtual Reality Interactive Digital Narratives (IDN) derives insights from writing for linear or cinematic Virtual Reality (VR). However, due to the lack of agency in linear VR, insights from the scholarship that might improve the writing process are limited. Therefore, this paper suggests a new research agenda to explore scriptwr...
Inspired by the notion that online sources had declared Final Fantasy VII Remake as a celebration of queerness, this study analyzes the ways in which the game has been adjusted. After an exploration of the concepts of queergaming and queer representation, the promotion of homophobia and heteronormativity that was abundant in the original FFVII is d...
This demo is the first outcome of the research project VR for Diversity. The theoretical backgrounds for the project are shortly discussed and the concept for Amelia’s Dream is presented. Amelia’s Dream is a VR experience that is filmed using volumetric video capture technology, in which a young woman shares some of her dreams and concerns, relatin...
Initial expectations about the interactive affordances of VR were often inspired by science fiction and technological fantasies rather than based on actual technical possibilities. In these futuristic accounts of VR, interactors would have the opportunity to fully engage with the characters that inhabit the story world, in ways that would feel so n...
This book constitutes the refereed proceedings of the 14th International Conference on Interactive Digital Storytelling, ICIDS 2021, held in Tallinn, Estonia, in December 2021.
The 18 full papers and 17 short papers, presented together with 17 posters and demos, were carefully reviewed and selected from 99 submissions. The papers are categorized in...
Current studies unveil the potential of using new technologies for emotion recognition. However, bio-feedback sensors, which can be a fruitful source of data are not explored in relation to additional stimuli. The following demo explores the opportunity of how dynamic visualization stimuli and bio-feedback sensors might provide insight into mental...
The purpose of this joint workshop is to bring together a diverse group of researchers and practitioners for focused discussion and knowledge sharing in 360° video storytelling and virtual reality.
With the renewed interest in VR, new questions arise for content creators, as existing cinematic practices cannot simply be transferred. In this paper, we describe two experiments investigating which voice-over perspective elicits the best sense of presence for viewers of cinematic VR content. For the first experiment different voice-over narration...
When creating content for virtual reality, filmmakers find that they need to re-evaluate the tools they have traditionally used to tell their stories, and explore the new possibilities that this particular medium has to offer. To determine how storytelling- and filmmaking tools function in VR, the concept of presence is currently being re-evaluated...
This study investigates whether an interactive surround video is perceived as more enjoyable when there is some auditory feedback on interactive moments. We constructed a questionnaire that measured presence, effectance, autonomy, flow, enjoyment, system usability, user satisfaction and identification, filled in by two groups of respondents who had...
In this workshop, we will first discuss previous experiences with producing and/or watching video content for Oculus Rift, or other 360° video devices. After determining the challenges and possibilities, we will works towards developing concepts for settings and stories for this particular medium.
This qualitative interview study explores the practices of adult female gamers who play the videogame The Sims, focusing on the motivations they have for playing and how playing a video game might influence their digital competence. We address the wider context of leisure and the household, investigating to what extent playing videogames has become...
Technologies that were initially developed to be applied within the domain of video games are currently being used in experiments to explore their meaning and possibilities for cinema and cinema audiences. In this position paper we examine how narrativity, interactivity and engagement are mutually reshaped within this new domain of media entertainm...
The Sims is the best selling PC game of all time. It has regularly been stated that its success is partly due to its attraction to a much wider audience than the proverbial
male adolescent, yet academic research on its player base is lacking. This article reports on the first ever explorative survey (N = 760) conducted among players of The Sims2. O...
Nog niet zo lang geleden waren videogames typische mannenmedia, maar tegenwoordig zijn er steeds meer meisjes en vrouwen die ook games spelen. Vergeleken met mannelijke gamers is deze groep echter tamelijk onzichtbaar, en is er weinig over hen bekend. In dit boek komen vrouwelijke gamers in verschillende studies aan het woord. Ze vertellen hun verh...
Projects
Projects (2)