Wouter Durnez

Wouter Durnez
Ghent University | UGhent · imec-mict-UGent

Doctor of Psychology

About

31
Publications
6,355
Reads
How we measure 'reads'
A 'read' is counted each time someone views a publication summary (such as the title, abstract, and list of authors), clicks on a figure, or views or downloads the full-text. Learn more
227
Citations
Citations since 2016
24 Research Items
207 Citations
20162017201820192020202120220102030405060
20162017201820192020202120220102030405060
20162017201820192020202120220102030405060
20162017201820192020202120220102030405060
Additional affiliations
October 2011 - October 2015
Ghent University
Position
  • PhD Student

Publications

Publications (31)
Article
Full-text available
Recent studies have suggested that the threat of pain may redirect attention towards specific features of the pain stimulus via attentional control settings. For instance, it has been shown that anticipating pain results in attentional prioritization of the location where pain is expected. In contemporary theories on attention and pain it has been...
Article
Full-text available
-As it is adaptive to accurately detect and localize bodily threats, it has been proposed that the brain prioritizes somatosensory input at body locations where pain is expected. To test this proposition, the detection of tactile changes on a body location was investigated to assess whether detection was facilitated by threat of pain. Healthy parti...
Article
Motivational accounts of pain behavior and disability suggest that persisting attempts to avoid or control pain may paradoxically result in heightened attention to pain-related information. We investigated whether attempts to control pain prioritized attention to the location where pain was expected, using a Tactile Change Detection paradigm. Thirt...
Article
This study investigated whether one becomes more quickly aware of innocuous somatosensory signals at locations of the body where pain is anticipated. Undergraduate students (N=20) indicated which of two stimuli that were administered to each hand using a range of stimulus onset asynchronies (SOAs), was presented first. Participants were instructed...
Article
Full-text available
Social group influence plays an important role in societally relevant phenomena such as rioting and mass panic. One way through which groups influence individuals is by directing their gaze. Evidence that gaze following increases with group size has typically been explained in terms of strategic processes. Here, we tested the role of reflexive proc...
Article
Industrial settings will be characterized by far-reaching production automation brought about by advancements in robotics and artificial intelligence. As a consequence, human assembly workers will need to adapt quickly to new and more complex assembly procedures, which are most likely to increase cognitive workload, or potentially induce overload....
Preprint
Full-text available
Social group influence plays an important role in societally relevant phenomena such as rioting and mass panic. One way through which groups influence individuals is by directing their gaze. Evidence that gaze following increases with group size has typically been explained in terms of strategic processes. Here, we instead tested the role of sensor...
Article
Full-text available
The development of immersive technologies has brought with it the need to redefine the concept of quality of experience (QoE). Studies have explored QoE in virtual reality (VR) by adopting a top-down approach—these are solely based on existing frameworks and theory, and complemented with novel technical considerations. It can be argued that any QoE...
Article
Technological advancement has decreased network latencies while simultaneously increasing local latencies. This may impact exergames---video games that incorporate exercise---the most since exergames tend to have complicated platforms to capture player actions. This paper presents a study using a custom desktop-based exergame that controls for loca...
Chapter
It is often challenging to measure participants’ reactions during user tests where a Wizard-of-Oz (WoZ) method is applied. This method is applied by the observers to validate functionalities of concepts that are difficult to build. In this study, a new technique is developed using virtual reality (VR) to improve the measurement of the participant’s...
Chapter
Operators in closed-circuit television (CCTV) control rooms have to monitor large sets of video feeds coming from an ever increasing number of cameras. To assist these operators in their demanding day-to-day tasks, AI-driven support systems accompanied by user-centric interfaces are being developed. However, prototyping these support systems and te...
Preprint
Straight cuts are a storytelling tool that is used to direct the viewer’s attention towards the main events of the plot. This research evaluated the effect of frequency of straight cuts that are controlled by the system (rather than by the viewer) on the viewer’s experience of VR (i.e., presence, narrative immersion, sense of agency, simulator sick...
Article
Online advertising banners are often subject to banner blindness, meaning that people avoid looking at them. The current study examines whether web surfing while watching television, a form of media multitasking, influences how people respond to online ad banners. The experimental study examines whether people respond differently to an online ad ba...
Article
Full-text available
High Dynamic Range (HDR) television promises to display higher brightness and deeper black levels and thus more vivid and realistic images. However, home video distribution and video broadcasting were historically designed for what we now call standard dynamic range screens (SDR). In order to display SDR content on an HDR screen, it is explicitly o...
Preprint
Full-text available
The Art and Science Interaction Lab (ASIL) is a unique, highly flexible and modular interaction science research facility to effectively bring, analyse and test experiences and interactions in mixed virtual/augmented contexts as well as to conduct research on next-gen immersive technologies. It brings together the expertise and creativity of engine...
Article
Full-text available
jats:p> The authors explore patterns of smartphone use during the first weeks following the outbreak of the coronavirus disease 2019 pandemic in Belgium, focusing on citizens’ use of smartphones to consume news and to communicate and interact with others. Unique smartphone tracking data from 2,778 Flemish adults reveal that at the height of the out...
Chapter
Full-text available
Can effects of social influence be elicited in virtual contexts, and if so, under which conditions can they be observed? Answering these questions has theoretical merit, as the answers can help broaden our understanding of the interaction mechanisms described by social psychology. The increasing popularity of immersive media in training application...
Preprint
Full-text available
With the coming of age of virtual/augmented reality and interactive media, numerous definitions, frameworks, and models of immersion have emerged across different fields ranging from computer graphics to literary works. Immersion is oftentimes used interchangeably with presence as both concepts are closely related. However, there are noticeable int...
Technical Report
With the coming of age of virtual/augmented reality and interactive media, numerous definitions, frameworks, and models of immersion have emerged across different fields ranging from computer graphics to literary works. Immersion is oftentimes used interchangeably with presence as both concepts are closely related. However, there are noticeable int...
Conference Paper
The omnidirectional nature of Virtual Reality (VR) content provides an immersive experience for the viewer. At the same time, VR content relies heavily on the quality of the video to deliver an immersive experience. This study investigates the effect of video quality degradation on aspects of the viewer’s quality of experience (QoE) via subjective...
Article
Full-text available
Human operators in the upcoming Industry 4.0 workplace will face accelerating job demands such as elevated cognitive complexity. Unobtrusive objective measures of mental workload (MWL) are therefore in high demand as indicated by both theory and practice. This pilot study explored the wearability and external validity of pupillometry, a MWL measure...
Chapter
Full-text available
The ever-connected world created by smartphones has led to initiatives like a ‘digital detox’, in which smartphone users consciously disconnect from email, social media and internet in general for a certain period of time. Since research based on subjective self-reports indicates that extensive smartphone usage and stress are often related, we chec...
Chapter
Full-text available
Since the technology behind virtual reality (VR) is evolving rapidly and the number of VR applications is growing every year, research on the user’s experience of being in the virtual environment itself and the methodologies to measure these experiences becomes highly important. In this study, we apply the methodology of measuring attentional alloc...
Article
Full-text available
In a recent issue of Consciousness and Cognition, Filbrich, Torta, Vanderclausen, Azanon, and Legrain (2016) commented on a paper in which we used a tactile Temporal Order Judgment (TOJ) task to show that expecting pain on a specific body location biased attention to that location (Vanden Bulcke, Crombez, Durnez, & Van Damme, 2015). Their main crit...
Article
Full-text available
Topical research efforts on attention to pain often take a critical look at the modulatory role of top-down factors. For instance, it has been shown that the fearful expectation of pain at a location of the body directs attention towards that body part. In addition, motivated attempts to control this pain were found to modulate this prioritization...
Data
Complete dataset. This dataset includes pretest questionnaire data, posttest questionnaire data, and experimental (SJ3) data. (ZIP)
Article
Previous research suggests that anticipating pain at a particular body location prioritizes somatosensory input at that location. The present study tested whether this prioritization effect is limited to somatosensory information (modality-specific hypothesis) or generalizes to other sensory modalities (multisensory hypothesis). Thirty-four student...
Article
In line with most models of emotion, research has shown that threatening information receives attentional priority over neutral information. Recently, it has been suggested that the degree to which participants divide their attention across the visual field (the attentional window) may modulate the extent to which salient objects are attentionally...

Network

Cited By

Projects

Projects (3)
Project
Attention is often though to play a crucial role in how we experience and cope with (bodily) threats. Heightened attending to threat-related information (also referred to as hypervigilance or attentional bias) is a key concept in many contemporary theories on pain, itch, and anxiety. Here I bring together all theoretical-conceptual, methodological, and empirical work I was involved with in this area.
Project
Attention is a key component in several theories attempting to explain pain-related disability and distress. One central idea is that fear or threat of pain enhances attention to bodily cues. Unfortunately, the majority of available studies assess attention to visual pain information such as pain-related words. In this project, we conduct a series of studies examining attention to pain-relevant body locations and somatosensory information.