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1
von Gros, Chloe ; Kester, Leon ; Martens, Marieke ; et al.
Schlagworte: AV ethics; Automated vehicles; Discrete choice modelling; Ethical decision-making; Ethical goal functions; human-centered AI; SDG 3 - Good Health and Well-being
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3
von Gros, Chloe ; Werkhoven, Peter ; Kester, Leon ; et al.
Schlagworte: Artificial intelligence ethics; Automated vehicles; Ethics; Morality; Self-driving cars; Philosophy; Human-Computer Interaction; Artificial Intelligence; SDG 3 - Good Health and Well-being; SDG 7 - Affordable and Clean Energy
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4
von Aliman, Nadisha Marie ; Kester, Leon ; Sub General Interaction ; et al.
Schlagworte: AI; AI Safety; Cybersecurity; Design Fiction; Disinformation; HCI; Immersive Journalism; Psychology; VR; Taverne; Artificial Intelligence; Computer Science Applications; Media Technology
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5
von Fijnheer, Jan Dirk ; van Oostendorp, Herre ; Giezeman, G.J. ; et al.
Schlagworte: gamification; energy conservation; user studies; reality enhanced games; attitude change; behavior change; competition; Human-Computer Interaction; SDG 7 - Affordable and Clean Energy; SDG 12 - Responsible Consumption and Production; SDG 11 - Sustainable Cities and Communities; SDG 13 - Climate Action
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6
von Ferguson, Chris ; van den Broek, Egon L. ; van Oostendorp, Herre ; et al.
Schlagworte: Artificial intelligence in education (AIEd); discovery learning; textual specificity; Zone of proximal development (ZPD); Personalization; Experience; Artificial Intelligence; Education; Human-Computer Interaction; Experimental and Cognitive Psychology; SDG 4 - Quality Education
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7
von Aliman, Nadisha-marie ; Kester, Leon ; Werkhoven, Peter ; et al.
Schlagworte: Taverne
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8
von Aliman, Nadisha-marie ; Kester, Leon ; Sub General Interaction ; et al.
Schlagworte: AGI Safety; Utility function; Perverse instantiation; AI alignment; Augmented; Utilitarianism; Taverne
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9
von Fijnheer, Jan Dirk ; van Oostendorp, Herre ; Veltkamp, Remco C. ; et al.
Schlagworte: gamification; energy conservation; persuasive games; behaviour change; Taverne; SDG 11 - Sustainable Cities and Communities; SDG 12 - Responsible Consumption and Production; SDG 13 - Climate Action; SDG 7 - Affordable and Clean Energy
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10
von Aliman, Nadisha Marie ; Kester, Leon ; Sub General Interaction ; et al.
Schlagworte: Affective science; AI; AI safety; AIVR safety; Disinformation; Epistemology; Psychology; Scientific method; VR; Philosophy; History and Philosophy of Science
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11
von Aliman, Nadisha Marie ; Elands, Pieter ; Hürst, Wolfgang ; et al.
Schlagworte: AI ethics; AI safety paradox; Error-correction; Taverne; Theoretical Computer Science; General Computer Science
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12
von Aliman, Nadisha Marie ; Kester, Leon ; Sub General Interaction ; et al.
Schlagworte: Artificial creativity; Human enhancement; Safety; Taverne; Theoretical Computer Science; General Computer Science; SDG 8 - Decent Work and Economic Growth; SDG 13 - Climate Action
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13
von Rosa, Nina ; Veltkamp, Remco C. ; Hürst, Wolfgang ; et al.
Schlagworte: agency; augmented reality; embodiment; ownership; rubber hand illusion; self-location; task performance; Computer Science Applications; Computer Vision and Pattern Recognition; Human-Computer Interaction; Computer Science (miscellaneous)
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14
von Lampropoulos, I. ; Alskaif, T.A. ; van den Broek, M.A. ; et al.
Schlagworte: Demand side management; Demand response; Consumer engagement; Gamification; Serious games; Tool design method; Taverne; SDG 7 - Affordable and Clean Energy
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15
von Ferguson, C. ; van Oostendorp, H. ; van den Broek, E.L. ; et al.
Schlagworte: serious games; story grammar theory; story graph; game-play graph; usability; analytics; Taverne; Human-Computer Interaction; Information Systems; Human Factors and Ergonomics; Applied Psychology
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16
von Ferguson, C. ; van den Broek, E.L. ; van Oostendorp, H. ; et al.
Schlagworte: virtual reality (VR); knowledge; serious games; learning; lostness; navigation; Taverne; Human-Computer Interaction; Media Technology; Computer Science Applications; Applied Psychology; Education; SDG 3 - Good Health and Well-being
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17
von Fijnheer, Jan Dirk ; van Oostendorp, Herre ; Veltkamp, Remco C. ; et al.
Schlagworte: Gamification; Energy Conservation; User Studies; Persuasive Games; Behaviour Change; SDG 7 - Affordable and Clean Energy
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19
von van Oostendorp, H. ; Ditvoorst, T. ; van Doorn, J ; et al.
Schlagworte: Search queries; reformulations; semantic relevance; feedback; Taverne
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20
von Ferguson, C. ; van den Broek, E.L. ; van Oostendorp, H. ; et al.
Schlagworte: serious games; interaction; virtual reality; story structure; interest; presence; Taverne; Human-Computer Interaction; Applied Psychology; Human Factors and Ergonomics; Experimental and Cognitive Psychology
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22
von Rosa, N.E. ; Veltkamp, R.C. ; Hürst, W.O. ; et al.
Schlagworte: sense of embodiment; rubber hand illusion; virtual hand illusion; supernumerary hand illusion; multisensory; ownership; agency; self-location; augmented reality; skin conductance habituation; Taverne
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23
von Ferguson, C. ; van Oostendorp, H. ; Giezeman, G.J. ; et al.
Schlagworte: games; navigation; lostness; Virtual Reality (VR); Human-Computer Interaction; Applied Psychology
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24
von van Oostendorp, Herre ; Bakkes, Sander ; Kickmeier-Rust, Michael ; et al.
Schlagworte: adaptivity; analytics; cognition; model-based; serious games; Education
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25
von Kolek, L ; Ropovik, I ; Sisler, V. ; et al.
Schlagworte: Attitudes; Video games; Meta-analysis; Game mechanics; Persuasion; Attitude change; Taverne
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