Portrait of W.A. IJsselsteijn
Projectleader
Co-director


Portrait of Y.A.W. de Kort
Projectleader
Co-director


Portrait of W.M. van den Hoogen
Postdoc - Fuga
Game Experience


Portrait of H.H.Nap
Postdoc - G@L
Gaming Elderly



Portrait of B.J. Gajadhar
PhD Student - G@L
Social play



Portrait of W. Oosting
PhD Student - G@L
Parental mediation



Portrait of M.C.Boschman
Facility manager
Technical support





- Former Colleagues -


Portrait of K. Poels
Postdoc - Fuga
Game Experience



Portrait of S. Zubic
S. Zubic (PDEng)
Designer
Interface implementation



Portrait of A.D. Pekel
MTD student - G@L
Interface design



Portrait of J. van Damme
J. van Damme (BSc)
Master's thesis
Social facilitation



Wijnand IJsselsteijn

Biography

Dr. Wijnand IJsselsteijn has a background in psychology and artificial intelligence, with an MSc in cognitive neuropsychology from Utrecht University, and a PhD in media psychology/HCI from Eindhoven University of Technology. He currently holds a position as assistant professor in the area human factors and advanced media environments, specialising in social digital media, immersive media technology, and digital gaming. His focus is on conceptualising and measuring human experiences in relation to these advanced media. Wijnand is significantly involved in various nationally funded as well as EU funded projects, including the Games@Large, PASION, FUGA, ASTRA and MUTED projects. He is associate director of the Media, Interface, and Network Design labs (http://www.mindlab.org/cgi-bin/default.pl). He has published over 100 journal and conference papers and edited two books. He is highly active as an organiser of various conferences and workshops (PRESENCE conference series, PERSUASIVE 06 and 07, etc.), as well as a reviewer and editor for various journals and conferences. Homepage: http://www.ijsselsteijn.nl

Current research

Wijnand's research interests are focused towards:

The motivation underlying these diverse topics is his continuing fascination with the complex interplay between brain, body, media, and our social environment. How can we make media technologies seamlessly connect to human perception, cognition, emotion, and action? How can we use technologies to our benefit, enhancing our abilities to sense, learn, play, and communicate? How can we make tools and toys that enable and challenge the brain to do what it does best? How can we ensure that technologies will support our curious, playful, creative, and social nature, yet at the same time will respect our needs for calmness and privacy?

For an overview of publications, see: http://www.ijsselsteijn.nl/publications.html