'Fake it 'till they make it' (2013-2017)

Human Movement Sciences, Vrije Universiteit, Amsterdam

In this project, funded by STW (now NWO TTW), we investigated how humans improve their movements using feedback about success and error. Knowing how we do this is important for the development of rehabilitation games.

 

imagery

Play as key to motivation? (2012 - 2014)

Industrial Design, TU Delft

Known patterns often dominate behavior. Even when these patterns are harmful, such as in addiction. Yet there is situation where we try out new behaviors eminently: game play. Can we design play such that it breaks open harmful habits and enables behavioral change? The G-motiv project investigated this question by adding game elements to young addicts’ treatment.

Visual Control of Arm Movements (2010-2012)

Human Movement Sciences, Vrije Universiteit, Amsterdam

Our senses enable interaction with our environment. We see an object, feel our hand and grasp it seemingly effortless. When we cannot see our hand, we often miss our target. This shows that we need our eyes to correct movement errors.

Do we make these corrections only ad-hoc or do we learn from our mistakes on the long term?

 

 

3D

Perception of 3D Shape in Complex Scenes (2006 - 2010)

Experimental Psychology, Utrecht Universtiy

The same shape can appear different when placed in a new surround. The brain thus uses context information to 'see' shape. Why does the brain use context information and how is information combined between image segments?

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Images in the Brain? (2004)

Psychology, Harvard University

When we imagine the sight of our garden, it is as if we can look at the scene with our mental eye. But do mental and sensory images contain the same information?