Yvonne de Kort

Orcid: 0000-0002-8127-397X

According to our database1, Yvonne de Kort authored at least 39 papers between 2003 and 2024.

Collaborative distances:
  • Dijkstra number2 of five.
  • Erdős number3 of four.

Timeline

Legend:

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Bibliography

2024
'I already forgot half of it' - Interviewing people with dementia for co-designing an intelligent system.
Hum. Comput. Interact., July, 2024

2023
Sharing biosignals: An analysis of the experiential and communication properties of interpersonal psychophysiology.
Hum. Comput. Interact., 2023

2022
Where is Vincent? Expanding our emotional selves with AI.
Proceedings of the CUI 2022: 4th Conference on Conversational User Interfaces, Glasgow, United Kingdom, July 26, 2022

2021
People May Punish, But Not Blame Robots.
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021

2020
Mental Health Care Goes Online: Practitioners' Experiences of Providing Mental Health Care During the COVID-19 Pandemic.
Cyberpsychology Behav. Soc. Netw., 2020

2017
Bots Mind the Social-technical Gap.
Proceedings of the 15th European Conference on Computer Supported Cooperative Work, 2017

Exploring moral conflicts in speech: Multidisciplinary analysis of affect and stress.
Proceedings of the Seventh International Conference on Affective Computing and Intelligent Interaction, 2017

2015
World of Warcraft, the aftermath: How game elements transfer into perceptions, associations and (day)dreams in the everyday life of massively multiplayer online role-playing game players.
New Media Soc., 2015

Seeing the First-Person Perspective in Dementia: A Qualitative Personal Evaluation Game to Evaluate Assistive Technology for People Affected by Dementia in the Home Context.
Interact. Comput., 2015

2012
Pleasure to Play, Arousal to Stay: The Effect of Player Emotions on Digital Game Preferences and Playing Time.
Cyberpsychology Behav. Soc. Netw., 2012

Bridging the Gap between the Home and the Lab: A Qualitative Study of Acceptance of an Avatar Feedback System.
Proceedings of the Persuasive Technology. Design for Health and Safety, 2012

2011
User Experience of Gesture Based Interfaces: A Comparison with Traditional Interaction Methods on Pragmatic and Hedonic Qualities.
Proceedings of the Gesture and Sign Language in Human-Computer Interaction and Embodied Communication, 2011

Evaluating stereoscopic displays: both efficiency measures and perceived workload sensitive to manipulations in binocular disparity.
Proceedings of the Stereoscopic Displays and Applications XXII, 2011

2010
Digital Games, the Aftermath: Qualitative Insights into Postgame Experiences.
Proceedings of the Evaluating User Experience in Games - Concepts and Methods, 2010

Out of sight, out of mind: co-player effects on seniors' player experience.
Proceedings of the Fun and Games, 2010

2009
Rules of Engagement: Influence of Co-Player Presence on Player Involvement in Digital Games.
Int. J. Gaming Comput. Mediat. Simulations, 2009

Social connectedness: concept and measurement.
Proceedings of the Intelligent Environments 2009 - Proceedings of the 5th International Conference on Intelligent Environments, 2009

Age Differences in Associations with Digital Gaming.
Proceedings of the 2009 DiGRA International Conference: Breaking New Ground: Innovation in Games, 2009

Playability and Player Experience Research [Panel Abstracts].
Proceedings of the 2009 DiGRA International Conference: Breaking New Ground: Innovation in Games, 2009

Effects of Sensory Immersion on Behavioural Indicators of Player Experience: Movement Synchrony and Controller Pressure.
Proceedings of the 2009 DiGRA International Conference: Breaking New Ground: Innovation in Games, 2009

Where everybody knows your game: the appeal and function of game cafés in western Europe.
Proceedings of the International Conference on Advances in Computer Entertainment Technology, 2009

2008
A Room with a Cue: The Efficacy of Movement Parallax, Occlusion, and Blur in Creating a Virtual Window.
Presence Teleoperators Virtual Environ., 2008

People, places, and play: player experience in a socio-spatial context.
Comput. Entertain., 2008

OPOS: an observation scheme for evaluating head-up play.
Proceedings of the 5th Nordic Conference on Human-Computer Interaction 2008, 2008

Sharing places: testing psychological effects of location cueing frequency and explicit vs. inferred closeness.
Proceedings of the 10th Conference on Human-Computer Interaction with Mobile Devices and Services, 2008

Shared Fun Is Doubled Fun: Player Enjoyment as a Function of Social Setting.
Proceedings of the Fun and Games, 2008

Influence of social setting on player experience of digital games.
Proceedings of the Extended Abstracts Proceedings of the 2008 Conference on Human Factors in Computing Systems, 2008

Interpersonal connectedness: conceptualization and directions for a measurement instrument.
Proceedings of the Extended Abstracts Proceedings of the 2008 Conference on Human Factors in Computing Systems, 2008

2007
Motivation in Home Fitnessing: Effects of Immersion and Movement.
Proceedings of the Human-Computer Interaction. HCI Applications and Services, 2007

"It is always a lot of fun!": exploring dimensions of digital game experience using focus group methodology.
Proceedings of the 2007 conference on Future Play, Toronto, ON, Canada, November 15, 2007

Digital game design for elderly users.
Proceedings of the 2007 conference on Future Play, Toronto, ON, Canada, November 15, 2007

People, Places, and Play: A research framework for digital game experience in a socio-spatial context.
Proceedings of the 2007 DiGRA International Conference: Situated Play, 2007

2006
Virtual Fitness: Stimulating Exercise Behavior through Media Technology.
Presence Teleoperators Virtual Environ., 2006

Is This <i>My</i> Hand I See Before Me? The Rubber Hand Illusion in Reality, Virtual Reality, and Mixed Reality.
Presence Teleoperators Virtual Environ., 2006

Reality Check: The Role of Realism in Stress Reduction Using Media Technology.
Cyberpsychology Behav. Soc. Netw., 2006

Persuasive Technology for Human Well-Being: Setting the Scene.
Proceedings of the Persuasive Technology, 2006

Effect of a Virtual Coach on Athletes' Motivation.
Proceedings of the Persuasive Technology, 2006

2004
Fun and Sports: Enhancing the Home Fitness Experience.
Proceedings of the Entertainment Computing, 2004

2003
Virtual Laboratories: Comparability of Real and Virtual Environments for Environmental Psychology.
Presence Teleoperators Virtual Environ., 2003


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