All Stories

  1. Where is Vincent? Expanding our emotional selves with AI
  2. People May Punish, But Not Blame Robots
  3. Tutorial: Theoretical Considerations When Planning Research on Human Factors in Lighting
  4. NIF effects of illuminance and correlated color temperature of office light on alertness, mood, and performance across cognitive domains
  5. Investigation of Dose-Response Relationships for Effects of White Light Exposure on Correlates of Alertness and Executive Control during Regular Daytime Working Hours
  6. An overview of existing literature investigating effects of daytime light exposure on alertness
  7. Lighting up the office: The effect of wall luminance on room appraisal, office workers' performance, and subjective alertness
  8. Predicting Context-dependent Cross-modal Associations with Dimension-specific Polarity Attributions. Part 2: Red and Valence
  9. Convergent and construct validity and test–retest reliability of the Caen Chronotype Questionnaire in six languages
  10. Predicting Context-Dependent Cross-Modal Associations with Dimension-Specific Polarity Attributions Part 1 – Brightness and Aggression
  11. Stopping the Train of Thought: A Pilot Study Using an Ecological Momentary Intervention with Twice-Daily Exposure to Natural versus Urban Scenes to Lower Stress and Rumination
  12. Perceived Drivers and Barriers to the Adoption of eMental Health by Psychologists: The Construction of the Levels of Adoption of eMental Health Model
  13. Atmosphere in an urban nightlife setting: A case study of the relationship between the socio-physical context and aggressive behavior
  14. The natural context of wellbeing: Ecological momentary assessment of the influence of nature and daylight on affect and stress for individuals with depression levels varying from none to clinical
  15. Striving for mental vigor through restorative activities: Application of the Campbell Paradigm to construct the Attitude toward mental vigor scale
  16. A Comparison of Methodologies to Investigate the Influence of Light on the Atmosphere of a Space
  17. Perceived Drivers and Barriers to the Adoption of eMental Health by Psychologists: The Construction of the Levels of Adoption of eMental Health Model (Preprint)
  18. Relation between the perceived atmosphere of a lit environment and perceptual attributes of light
  19. Investigating daytime effects of correlated colour temperature on experiences, performance, and arousal
  20. Seasonal and time-of-day variations in acute non-image forming effects of illuminance level on performance, physiology, and subjective well-being
  21. Non-image forming effects of illuminance level: Exploring parallel effects on physiological arousal and task performance
  22. Automated blinds with light feedback to increase occupant satisfaction and energy saving
  23. Restoration in Its Natural Context: How Ecological Momentary Assessment Can Advance Restoration Research
  24. Higher light intensity induces modulations in brain activity even during regular daytime working hours
  25. Natural resistance: Exposure to nature and self-regulation, mood, and physiology after ego-depletion
  26. Seeing the First-Person Perspective in Dementia: A Qualitative Personal Evaluation Game to Evaluate Assistive Technology for People Affected by Dementia in the Home Context
  27. From blind spot into the spotlight
  28. VitalLight: Evaluation of a home system for regulating the sleep-wake cycle of elderly with dementia
  29. World of Warcraft, the aftermath: How game elements transfer into perceptions, associations and (day)dreams in the everyday life of massively multiplayer online role-playing game players
  30. Daytime light exposure and feelings of vitality: Results of a field study during regular weekdays
  31. Let the sun shine! Measuring explicit and implicit preference for environments differing in naturalness, weather type and brightness
  32. Salutogenic Effects of the Environment: Review of Health Protective Effects of Nature and Daylight
  33. Light distribution in dynamic street lighting: Two experimental studies on its effects on perceived safety, prospect, concealment, and escape
  34. Between Challenge and Defeat: Repeated Player-Death and Game Enjoyment
  35. A higher illuminance induces alertness even during office hours: Findings on subjective measures, task performance and heart rate measures
  36. Need for recovery in offices: Behavior-based assessment
  37. Pleasure to Play, Arousal to Stay: The Effect of Player Emotions on Digital Game Preferences and Playing Time
  38. Bridging the Gap between the Home and the Lab: A Qualitative Study of Acceptance of an Avatar Feedback System
  39. User Experience of Gesture Based Interfaces: A Comparison with Traditional Interaction Methods on Pragmatic and Hedonic Qualities
  40. Evaluating stereoscopic displays: both efficiency measures and perceived workload sensitive to manipulations in binocular disparity
  41. Editorial: Experiencing light
  42. Effects of dynamic lighting on office workers: First results of a field study with monthly alternating settings
  43. Lighting in retail environments: Atmosphere perception in the real world
  44. Out of sight, out of mind
  45. Runners’ Experience of Implicit Coaching Through Music
  46. Digital Games, the Aftermath: Qualitative Insights into Postgame Experiences
  47. Where everybody knows your game
  48. Senior gamers: Preferences, motivations and needs
  49. Yes Wii can! Using digital games as a rehabilitation platform after stroke - The role of social support
  50. The effect of similarities in skin texture and hand shape on perceived ownership of a fake limb
  51. People, places, and play
  52. A Room with a Cue: The Efficacy of Movement Parallax, Occlusion, and Blur in Creating a Virtual Window
  53. Influence of social setting on player experience of digital games
  54. Interpersonal connectedness
  55. Persuasive Trash Cans
  56. Shared Fun Is Doubled Fun: Player Enjoyment as a Function of Social Setting
  57. Sharing places
  58. Privacy Needs in Office Environments
  59. "It is always a lot of fun!"
  60. Digital game design for elderly users
  61. Persuasive Technology
  62. Virtual Fitness: Stimulating Exercise Behavior through Media Technology
  63. What's wrong with virtual trees? Restoring from stress in a mediated environment
  64. Is This My Hand I See Before Me? The Rubber Hand Illusion in Reality, Virtual Reality, and Mixed Reality
  65. Reality Check: The Role of Realism in Stress Reduction Using Media Technology
  66. Effect of a Virtual Coach on Athletes’ Motivation
  67. Persuasive Technology
  68. Persuasive Technology for Human Well-Being: Setting the Scene
  69. Persuasive gerontechnology
  70. Fun and Sports: Enhancing the Home Fitness Experience
  71. Virtual Laboratories: Comparability of Real and Virtual Environments for Environmental Psychology