Willem Oosting's research while affiliated with Eindhoven University of Technology and other places
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Publications (5)
In indoor environments, having a view from a window plays an important role in human physical and psychological well-being - particularly if the view contains natural elements. In places where physical windows are absent or the view is highly artifact-dominated, virtual windows can potentially play a beneficial role. The current paper presents a re...
In indoor environments, having a view from a window plays an important role in human physical and psychological well-being---particularly if the view contains natural elements. In places where physical windows are absent or the view is highly artifact-dominated, virtual windows can potentially play a beneficial role. The current paper presents a re...
The term 'image quality' is often used to measure the performance of an imaging system. Recent research showed however that image quality may not be the most appropriate term to capture the evaluative processes associated with experiencing 3D images. The added value of depth in 3D images is clearly recognized when viewers judge image quality of uni...
The current paper presents a first qualitative stud y into the motivations and perceptions that underlie parental strategies in dealing with children's digital game play, also known as parental mediation. Focus groups of 12 parents of g aming children, and contextual inquiry at the homes 8 par ents and 8 children were applied to identify parental a...
Citations
... For example, the lighting conditions or projected wall fractal patterns of an individual's private living space could be automatically adjusted based on his/her mood (which could be determined by recognizing facial expressions or certain stress patterns) to alleviate stress or encourage relaxation. Similarly, dynamic projections on certain common areas could be used to change the perception of the living space (e.g., by giving walls a "virtual depth" to make them look deeper than they actually are, or by creating virtual windows and skylights that can provide feelings of openness, warmth, and comfort [9]). 3) Shared social environments This level of implementation involves computermediated social experiences in virtual and augmented reality environments to enhance autonomy and reduce feelings of loneliness and isolation. ...
... In the opinion of Oosting et al. (2008), one of the principal factors contributing to parents' concerns over the negative effects of video games on their children is all the attention paid by the media to the potentially harmful effects of these games (e.g. increase in obesity or childhood violence). ...
... In addition, animations are perceived faster on 3D screens, which have more power in providing information about the spatial position, size, and shape of objects and lead to more searching in the game process (Schild et al., 2012). Also, virtual scenes and video clips on the 3D screen lead to a better understanding of the scene, and highlighted images are generally perceived more naturally, leading to a better viewing experience (Seuntiëns et al., 2005). Therefore, 3D games have a greater ability to improve cognitive flexibility. ...
... In a distant view, wider mullions created a large decrease in the satisfaction due to more obstructed features in the view (Fig. 4-b). The phenomenon of reducing the clarity of a window view through mullions or other obstructions was also in the study (IJsselsteijn et al., 2008;Wilson, 2005), whereby window elements fracture the content and this may change how the occupant perceived the visual information. ...
Reference: A Window View Quality Assessment Framework