Master’s Thesis: How does inner speech influence the Proteus effect?

In virtual reality (VR), the so-called avatars are the digital figures that a user requires in a virtual world and are primarily responsible for creating artificial reality. The experience of interacting as an avatar within VR environments creates a potential effect on the user called the Proteus effect. However, how an avatar influences user behavior is still an open scientific problem. The Proteus effect might be interfered by the inner speech where individuals are bound to create a constant self-awareness of their surroundings and own body within the virtual reality world.

Author: A. Erentok

Publication Date: January 2023


Experience-based Reviews in E-commerce Affecting the Relatedness Towards the Products

Reviews in e-commerce have become a significant feature for potential buyers with the growth of e-commerce sites. These reviews have a great influence on how customers perceive products, like how related they feel to the products. This study aimed to find a difference between experience-based reviews and non-experience-based reviews on the relatedness that students feel towards products. Finding this difference can be useful for e-commerce marketplaces since attributes that embody relatedness show business improvements in e-commerce.

Authors: A. Erentok, T. A. Gural, A. Roehlinger, D. C. Barros, P. V. D. Kolk, L. Prévost

Publication Date: June 2022


The Impact of Interactivity Within Traffic Maps on the Usability of the ANWB Website on Dutch Drivers

Using interactive maps for planning routes could have potential benefits over non-interactive maps in terms of providing more interactive modalities to interact with the information provided. In this study, the focus is on evaluating the effect of the interactivity of maps on usability using maps provided by the Dutch ANWB. Both qualitative and quantitative research was conducted by asking participants to complete a survey with a task completion task followed by the Single Ease Questions (SEQ) and the System Usability Scale (SUS) and open-ended questions.

Authors: A. Erentok, T. A. Gural, L. Prévost, F. Pronk, S. Eken

Publication Date: June 2022


Gaming with Color Vision Deficiency: Measuring the Engagement of Players with Color Vision Deficiency

Customization is a ubiquitous feature of games and can be perceived as a series of choices that may influence players' experiences. Opportunities for customization may give users decision-making authority over the technology, enabling them to shape and create their own experiences and provide ways to be a part of a group based on their needs and desires. Choosing appearance, accessories, and color scheme in games are essential subcomponents of online game player motivation.

Authors: A. Erentok, T. A. Gural, I. V. Lier, B. Seijkens, M. Sewlal, I. Yanakieva

Publication Date: April 2022


How does Virtual Reality (VR) Affect Learning Efficiency Regarding Astronomy for University Students?

Investigating whether the use of VR benefits learning efficiency over non-VR teaching methods. In an experiment, these two conditions were compared and contrasted. The results showed that the non-VR students performed better than students who used a VR environment. The researchers hypothesised that this is due to a lack of maturity of VR technology and the novelty of the experience.

Authors: A. Erentok, T. A. Gural, I. Yanakieva, S. D. Vries

Publication Date: April 2022


Creative Verse: A Fictional Tool for Creativity within Groups

Because creativity is viewed as a personal quality or skill, the majority of study on the subject has focused on individuals. Today, however, much creative work necessitates the collaboration of individuals with a wide range of expertise and abilities. Individuals' perspectives of group work are heavily influenced by cognitive, motivational, management, interpersonal, and evaluation issues. To produce creative ideas and products, one must follow a multistep creative thinking process, either subconsciously or consciously.

Author: A. Erentok

Publication Date: April 2022


BUBO: A Companion for Creativity

In today’s world, there is various form of tools to enhance creative processes, such as books, websites, and various software optimized for diverse platforms. However, one of the promising technological advancements is Artificial Intelligence (AI). It is visible that computational power surpasses its limits every day, making AI more evident in our daily lives. Nowadays, it is also visible to see AI stepping into the creative verse by developing various designs, paintings, and music (Boden, 1998).

Author: A. Erentok

Publication Date: February 2022


Vloggers’ Gender (male vs. female) and Interaction with Locals (interaction vs. non-interaction) on YouTube as an influence on Travel's Intention

Travelling can be an eye-opener since it allows one to get new experiences, learn new languages, and interact with people from different cultures. YouTube seems to be the ideal spot for vloggers who provide a first impression in making a traveling decision. This study seeks to unearth the impact of vloggers' gender (male vs. female) and interaction (interaction vs. non-interaction) on travelers' intention to travel. This research could be useful in determining how vlogging techniques benefit the tourism sector.

Authors: A. Erentok, A. Romano, D. M. Sirleaf, D. Maher, L. Prévost, R. Banica:

Publication Date: November 2021


Plastopia: A Serious Game Concept - Research & Game Design Concept Document

The serious part of the game is to inform children about the harm and damages of plastic pollution and raise awareness. Plastic pollution is an environmental problem that many adults know about, however, the majority of people do not change their behavior. We want to try to make the players feel disgusted and fear at what could happen to the world if we let plastic take over our lives. Plastic pollution is a major problem in society that not only negatively impacts humans but also animals as well as the entire earth.

Authors: A. Erentok, L. Marandi, P. S. Roy, S. Eken, S. Giezeman, S. D. Vries, T. A. Gural

Publication Date: April 2021