Research
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
investigating the impact of experience-based versus non-experience-based reviews on students' perceived relatedness to products in e-commerce. As reviews significantly influence consumer perceptions and purchasing decisions, understanding how different review types affect product relatedness could provide valuable insights for e-commerce platforms. Aiming to identify potential differences in relatedness, which has been shown to improve business outcomes in online marketplaces.
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
Evaluating the impact of interactive maps on usability, comparing them to non-interactive maps for route planning. Using maps from the Dutch ANWB, the research employs both qualitative and quantitative methods, with participants completing a task followed by Single Ease Questions (SEQ), System Usability Scale (SUS), and open-ended questions to assess the effectiveness of map interactivity and provide a comprehensive understanding of how interactive features influence user experience in route planning.
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.
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. Seeking to unearth the impact of vloggers' gender and 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