MSc Theses
This are selected graduation theses of the Media Technology programme.
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Rick Henneveld (2017),
Colored Reading: an Appeal for Using Synesthetic Association Training to Improve Reading Fluency in Children with Dyslexia -
Nesse van der Meer (2016),
Education & Video Games: Does awareness of educational intention affect a video game’s educational effectiveness? -
Donna Schipper (2016),
Effects of Visual Cues of Wind on Perception of Wind and Cycling Speed -
Nana Tian (2016),
The Influence of Non-diegetic UI Elements in 3D Touch Controlled Games -
Marjolijn Ruyg (2016),
Does the Data Doppelgänger Reside in The Uncanny Valley? -
Lise Stork (2016),
Assessing Systematic Distortions in Visuospatial Mental Representations with Use of Non-Linear Dimensionality Reduction: An Explorative Study -
Maarten Lodewijk (2016),
Being Superman: Effects of Superhero Embodiment in Virtual Reality on Exertion Capabilities -
Manolis Fragkiadakis (2016),
Influence of Surround Sound on Visual Fixations During Voluntary Video Viewing -
Xander Bos (2016),
Computer Assisted Brainstorming: Which Ideation Tool is Best and What Makes It Best? -
Jeroen van Oorschot (2016),
Assessing Aggression: A Physical Approach -
Rinus Bot (2016),
Effects of Standardized Quadcopter Flight Patterns on Foraging Birds: a Test Case for Autonomous Data Gathering in Ecological Research -
Daan Oldenhof (2016),
Can a Physical 3 Dimensional Display Improve the Understanding of Topographic Maps for People with Low Spatial Ability? -
Yasser Arenas Rebolledo (2016),
A Test for a Lovelace Machine -
Gizem Kockesen (2015),
Effects of Switching Audio Cues in Survival Horror Games on Level of Fear -
Sam D. Verkoelen (2015),
Exploring Dimensionality Reduction on Semi-structured Photos — A Closer Look at Exactitudes -
Lisa E. Rombout (2015),
Real-world versus Virtual Reality Treatment Simulations -
Dirrik Emmen (2015),
Checkmate! The Willingness to Accept Computer Aid -
Arnaud Loonstra (2015),
Concurrency for Creative Coding -
Marcello Gómez Maureira (2015),
The Impact of Co-Located Play on Social Presence and Game Experience in Virtual Reality Games -
Wouter van den Heuvel (2015),
Bartertown: a Single-Player Human Computation Game to Create a Dataset of Iconic Gestures -
Jiang Zhenghua (2015),
The Effects of Combining Video and Music with Conflicting Emotional Content on Self-reported Emotional Experience -
Zhang Lianru (2015),
The Effects of Narrated Animation and Still Images with Text in Science Learning -
Emiel de Munck (2014),
Pronoun Resolution in Optimality Theory: An Automated System for Dutch Pronouns -
Annika Geurtsen (2014),
An Experiment in Animal Welfare Informatics: Effects of Digital Interactive Gameplay on the Psychological Welfare of Home Alone Dogs -
Andrés Pardo Rodríguez (2014),
Say Cheese! Taking Pictures in the Rijksmuseum -
Tom Groen (2014),
Measuring Implicit Personalisation on Google News -
Guido A. Huijser (2014),
Uncover: The Relation Between Expectations and Appraisal in Music Discovery Driven by Music-related Imagery -
Terrence Letiche (2014),
Talking in Circles: A Communication Experiment on the Effects of Direct Visual Feedback-Loops on Group Dynamics -
Arne J. J. Boon (2014),
Forgetick: Reminding to Forget in Digital Culture -
Tamara Pinos Cisneros (2014),
Synthetic Emotions Bicycle (SEB): Building a Human-Bicycle Emotional Bond Through Abstract Expression of Affect -
Joanna C. Coelho (2014),
Pointing Task Evaluation of Leap Motion Controller in 3D Virtual Environment -
Arnold Jan Quanjer (2013),
Make Me Think: Guidelines for Designing Reflective Interfaces -
Thomas te Braake (2013),
The Simultaneous Perception of Music via the Tactile and Auditory Senses: Creating a Musical Experience -
Esther Schreuders (2013),
Telling a Story With a Graph-Based Interface: Case Study at Teyler’s Museum -
Vincent Vijn (2013),
The Influence of Interface Metaphor Entailments on Application Functionality Expectations -
Grace Gao (2013),
Faster performance means better understanding? User’s Performance and Attitude versus Understanding of Data in Interactive Information Visualization -
Tijl Kindt (2013),
Affective Metadata from Movies Helps Predict a Viewer’s Mood for Mood-based Recommenders -
Aurimas Bavarskis (2013),
Data Music: Creating Machine Interpretable Musical Structures Using Data-Modulated Audio Signals -
Berber de Vries (2013),
The Complete Museum Experience: Creating Technology That Fits the Art Museum Setting -
Barbera Bourne (2013),
Colour your Language: An Educational Method for Learning Grammar Through Colour -
Lieven van Velthoven (2012),
Room Racers: Design and Evaluation of a Mixed Reality Game Prototype -
Erik Jansen (2012),
Is this Real? Reviewing & Rebuilding Subjective Maps -
Chris Heydra (2012),
Cinemetric Analysis of Acts in Motion Pictures: Finding Narrative Structures in Film Form -
Stijn Belle (2012),
I Am a Bad Robot: About Machine Handwriting -
Martin Weber (2012),
Finding News in a Haystack: Event Based Clustering with Social Media Based Ranking -
Peter Curet (2012),
A Tangible User Interface for Exploring Microscopic Visualizations -
Barry Borsboom (2012),
A Game to Crowdsource the Labeling of Affective Facial Expressions is Comparable to Expert Ratings -
Roland Brouwer (2012),
Using Gesture-Paths for Identification on Mobile Devices -
David Graus (2012),
Automatic Annotation of Cyttron Entries using the NCIthesaurus -
René Coenen (2012),
Modeling Emotional Contagion Based on Experimental Evidence for Moderating Factors -
Arnout Terpstra (2012),
Environmentalism vs. Animal Welfare: An Unconventional Way to Clarify a Contradiction -
Berend Nordeman (2012),
An Exploration in Online Storage on Paper -
Alice Bodanzky (2012),
Developing an Expressive Independent Shape-changing Surface -
Niels van Zon (2012),
Exploring Gamification -
Marijke van Gorp (2012),
Playful Ways to Find an Allergy Friendly Recipe -
Azita Amini (2012),
To What Extent Can a Virtual Museum Replace a Physical One? -
Hugo Scheepens (2012),
Virtual Reality as a Means to Experience the Theory of Relativity -
Marilena Kollia (2012),
When AR Meets Odyssey -
Nisaar Jagroep (2011),
Thinking without Words: An Exploration in Visual Mental Process Differences during Cognitive and Associative Performances -
Friso de Hartog (2011),
De Extensie van het Semantisch Geheugen -
Patrick Heneise (2011),
A Modern Approach to the Transcription of Vintage Literature using Mobile Technology & Cloud Services -
Lisa Dalhuijsen (2011),
A Graphical Representation of Digital Music Libraries Using Relational and Absolute Data to Discover Your Collection -
Thijs Waardenburg and Robbert Winkel (2011),
Normative Social Influence in Persuasive Technology: Intensity versus Effectiveness -
Joey van der Bie (2011),
Pleasure Reading with Soundscapes in a Sound Rich Environment -
Antal Ruhl (2011),
Experiments with Galvanic Vestibular Stimulation in Daily Activities: An Informal Look into its Suitability for HCI -
Hanna Schraffenberger (2011),
Whether You Like Art or Not; Short Essays on the Liking of Modern Art -
Oxalis Atindriyaratri (2011),
Bliff: Exploring Various Ways of Olfaction in Board Games -
Maarten van der Mark (2011),
Virtual Input Toolbox: Moving Computers to the Virtual Domain -
Frank de Boer (2011),
Seeing Through Virtual Windows: Measuring Binocular Cues and New Technology -
Maarten Melenhorst (2011),
VRmanus: Interaction with 3D Models -
Matthew Jarvis and Antonis Lyras (2010),
The Hapti-Harness: Towards an Understanding of a Tactile Feedback System for use in Multitudinous Environments -
Alwin de Rooij (2010),
Abstract Affective Robotics -
Nico van Dijk (2010),
Virtual Team Performance Depends on Distributed Leadership -
Thijs de Boer (2010),
Changing Typographic Elements of eBooks without Disturbing the Reader’s Experience: The Basis for a Richer Story -
Marie de Vos (2010),
Subtle Posture Changes Can Affect Emotional Intensity While Watching Movies -
Jeroen Jillissen (2010),
Tearing Down the Walls: Towards an Activity-centered Applicationless Desktop Interface -
Pieter Jordaan (2010),
Multitasking versus Co-operation -
Maarten Wesselius (2010),
Unheard: Quick Visual Assessment of Sounds in Ad Hoc Musical Software Environments -
Bastiaan Terhorst and Casper Schipper (2009),
Communicating Science to a Larger Audience: Writing an Accessible Book on Perception -
Dunya Kirkali (2009),
Effects of Shading, Texture, Movement, Noise and Scenery on the Hollow-Face Visual Illusion -
Rick Companje (2009),
Globe4D as Tool for Scientific Data Visualization and Exploration -
David van Paesschen (2009),
Cross-Modal Integration of Auditory and Visual Apparent Motion Signals: Not a Robust Process -
Danica Mast (2009),
Doe kaa wee-naa oe-nai boo: Assessing Children’s Experiences with Active and Passive Artificial Companions -
Bart Carels (2009),
Passive, Non ID-based, Individual Narrowcasting -
Wilco Tomassen (2009),
Aiding Virtual Maze Traversal Tasks by Subliminal Priming -
Erik Hekman and Michiel Stade (2008),
Continuous Physical Prototyping in Generative Design: A LEGO-based Architecture Approach -
Alex Reuneker (2008),
The Influence of Interactivity on Immersion in Literature -
Elena Gavrielidou (2008),
Landmarks and Time-pressure in Virtual Navigation: Towards Designing Gender-neutral Virtual Environments -
Joris Slob (2008),
The Human Processor: Extending Human-based Computation to the Logic Level -
Staas de Jong (2008),
A Tactile Closed-Loop Device for Musical Interaction -
Peter Remmerswaal (2008),
The Fantasy of Added Immersion Through Interactivity -
Thijs Eerens (2007),
SIC – Sound Illusion Cube