Huib de Ridder
Biographic Data
| ID | 6773802 |
|---|---|
| NAME | Huib de Ridder |
| GIVEN NAMES | Huib |
| FAMILY NAME | de Ridder |
| SIGNATURE | DE RIDDER H |
| AFFILIATIONS | Delft University of Technology |
| ORCID | 0000-0002-7723-1785 |
| VERIFIED | Yes |
| TOTAL WORKS | 4 |
| TOTAL CITATIONS | 1 |
| WORKS AS AUTHOR | 4 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 2007 |
| LATEST PUBLICATION YEAR | 2009 |
| H-INDEX | 1 |
Game feature and expertise effects on experienced richness, control and engagement in game play
The extent to which game play is experienced as engaging is an important criterion for the playability of video games. This study investigates how video games can be designed towards increased levels of experienced engagement over time. For this purpose, two experiments were conducted in which a total of 35 participants repeatedly played a video game. Results indicate that experienced engagement is based on the extent to which the game provides r…
When do people start to recognize signs
The aim of this paper is to examine when signers start to recognize the lexical meaning of a sign. This is studied with movies of 32 mono-morphemic signs of Sign Language of the Netherlands (SLN). Signs were presented in isolation or with preceding fidgets (e.g., rubbing your nose). Signers watched these movies at normal playing speed and had to respond as soon as they recognized a sign, which they were able to do, on average, about 850 ms after …
Usability Problem Reports for Comparative Studies
This study explores issues of consistency and inspectability in usability test data analysis processes and reports. Problem reports resulting from usability tests performed by three professional usability labs in three different countries are compared. Each of the labs conducted a usability test on the same product, applying an agreed test protocol that was collaboratively developed by the labs. Each lab first analyzed their own findings as they …
When and how well do people see the onset of gestures
We studied if and when people detect the beginning of a gesture, in our case a sign in Sign Language of the Netherlands (SLN), by presenting movie fragments consisting of sequences of rest positions, fidgets, and signs to deaf signers, hearing signers and non-signers. Participants were instructed to respond as soon as they saw that a SLN sign had begun. All participants showed themselves highly capable of responding to sign beginnings. Signs that…
When and how well do people see the onset of gestures
We studied if and when people detect the beginning of a gesture, in our case a sign in Sign Language of the Netherlands (SLN), by presenting movie fragments consisting of sequences of rest positions, fidgets, and signs to deaf signers, hearing signers and non-signers. Participants were instructed to respond as soon as they saw that a SLN sign had begun. All participants showed themselves highly capable of responding to sign beginnings. Signs that…
When and how well do people see the onset of gestures
We studied if and when people detect the beginning of a gesture, in our case a sign in Sign Language of the Netherlands (SLN), by presenting movie fragments consisting of sequences of rest positions, fidgets, and signs to deaf signers, hearing signers and non-signers. Participants were instructed to respond as soon as they saw that a SLN sign had begun. All participants showed themselves highly capable of responding to sign beginnings. Signs that…
Usability Problem Reports for Comparative Studies
This study explores issues of consistency and inspectability in usability test data analysis processes and reports. Problem reports resulting from usability tests performed by three professional usability labs in three different countries are compared. Each of the labs conducted a usability test on the same product, applying an agreed test protocol that was collaboratively developed by the labs. Each lab first analyzed their own findings as they …
Game feature and expertise effects on experienced richness, control and engagement in game play
The extent to which game play is experienced as engaging is an important criterion for the playability of video games. This study investigates how video games can be designed towards increased levels of experienced engagement over time. For this purpose, two experiments were conducted in which a total of 35 participants repeatedly played a video game. Results indicate that experienced engagement is based on the extent to which the game provides r…
When do people start to recognize signs
The aim of this paper is to examine when signers start to recognize the lexical meaning of a sign. This is studied with movies of 32 mono-morphemic signs of Sign Language of the Netherlands (SLN). Signs were presented in isolation or with preceding fidgets (e.g., rubbing your nose). Signers watched these movies at normal playing speed and had to respond as soon as they recognized a sign, which they were able to do, on average, about 850 ms after …
Artificial Intelligence (3 works) · Computer Science (3 works) · Psychology (3 works) · Communication (2 works) · Communication (2 works) · Hand Gesture Recognition Systems (2 works) · Hearing Impairment and Communication (2 works) · Linguistics (2 works) · Mathematics (2 works) · Sign (mathematics (2 works)