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H. Van Oostendorp

    H. Van Oostendorp

    This paper analyzes the adoption behavior of small holder farmers using comparable plot-level duration data for Kenya and The Philippines. We find that adoption behavior is strongly linked to the process of land ownership transfer. This... more
    This paper analyzes the adoption behavior of small holder farmers using comparable plot-level duration data for Kenya and The Philippines. We find that adoption behavior is strongly linked to the process of land ownership transfer. This relationship is found both for data from Kenya and The Philippines and is robust to the inclusion of unobserved village, household, plot and time effects. While previous studies on adoption using duration or panel data have focused on the role of various changing village- and household-level factors, no previous adoption study has emphasized the crucial role of land ownership changes.
    Research Interests:
    Page 1. 125 The role of content in addition to hyperlinks in user-clicking behavior Saraschandra Karanam Cog Sci Lab, International Institute of Information Technology, Hyderabad, India. saraschandra@research.iiit.ac.in Herre ...
    ABSTRACT Though the cognitive processes controlling user navigation in virtual environments as well as in websites are similar, cognitive models of web-navigation have never been used for generating support in virtual environment... more
    ABSTRACT Though the cognitive processes controlling user navigation in virtual environments as well as in websites are similar, cognitive models of web-navigation have never been used for generating support in virtual environment navigation. We created a simulated 3D building of a hospital and presented users various navigation tasks under two conditions: a control condition and a model-generated support condition. Mean task-completion time and disorientation were recorded. It was found that the cognitive model used can simulate the navigation behavior of participants and also that with model-generated support participants took significantly less time to reach their destination and were significantly less disoriented. The impact of providing model-generated support on disorientation was especially higher for users with low spatial ability. We demonstrated that it is possible to generate tools for navigation in virtual environments using cognitive models developed for web-navigation.
    This paper proposes a research-based tool to assist visually impaired persons (VIPs) in using the Internet via screen readers. The proposed tool is inspired by research on modeling web use and model-based highlighting. This tool assists... more
    This paper proposes a research-based tool to assist visually impaired persons (VIPs) in using the Internet via screen readers. The proposed tool is inspired by research on modeling web use and model-based highlighting. This tool assists VIPs in selecting goal-relevant information on web pages. A computational cognitive model simulates the VIPs’ Internet use. An intelligent agent capable of dynamic highlighting and selective reading based on efficient machine learning algorithms runs alongside the (simulated) user. The agent learns from interacting with the cognitive model and the information space. This agent is implemented in an adaptive interface that takes, expands and updates a user goal, finds goal-relevant information and suggests it to the (simulated) user in an appropriate way. The proposed tool could be applied in situations that require handling information overload with limited perceptive and cognitive capabilities.
    ABSTRACT Computer games can be considered complex learning environments in which players require instructional support to engage in cognitive processes such as selecting and actively organizing/integrating new information. We used... more
    ABSTRACT Computer games can be considered complex learning environments in which players require instructional support to engage in cognitive processes such as selecting and actively organizing/integrating new information. We used meta-analytical techniques to test if instructional support enhances learning in game-based learning (k = 107, Nadj = 3675). We found that instructional support in game-based learning environments improved learning (d = .34, p < .001). Additional moderator analyses revealed that the learning effect was largest when learning of skills was involved (d = .62, p < .001) and when the instructional support aimed at the selection of relevant new information (d = .46, p < .001). Furthermore, we found some evidence for a publication bias since the effect sizes for studies in peer-reviewed journals was significantly higher than for studies in proceedings and unpublished studies (journals: d = .44; proceedings: d = .08; unpublished: d = .14).
    Comprehension-based linked model of deliberate search (CoLiDeS) + Pic is a cognitive model of web-navigation that takes into account the semantic information from graphical elements present on a web-page to compute the information scent... more
    Comprehension-based linked model of deliberate search (CoLiDeS) + Pic is a cognitive model of web-navigation that takes into account the semantic information from graphical elements present on a web-page to compute the information scent value of the hyperlinks. The model is based on CoLiDeS, which has a two-phase processing cycle: (a) attention phase, which first parses the web-page and focuses attention on
    ... and game types. In the case of a successful game, the application of the GDA will probably produce a rich information flow with many engaging features. Irrespectively ... In the third–person action game the player can manipulate an... more
    ... and game types. In the case of a successful game, the application of the GDA will probably produce a rich information flow with many engaging features. Irrespectively ... In the third–person action game the player can manipulate an avatar called Roxxi on ...
    The Mission Execution Crew Assistant (MECA) is developing a distributed system of electronic partners (ePartners) to support astronauts performing nominal and off- nominal actions in long duration missions. The ePartners’ support should... more
    The Mission Execution Crew Assistant (MECA) is developing a distributed system of electronic partners (ePartners) to support astronauts performing nominal and off- nominal actions in long duration missions. The ePartners’ support should adequately deal with the dynamics of the context, operations, team and personal conditions, which will change over time substantially. Such support—with the concerning context effects—should be thoroughly tested
    Current models of web navigation focus only on the influence of textual information and ignore the role of graphical information. We studied the differential role of text and graphics in identifying web page widgets classified into two... more
    Current models of web navigation focus only on the influence of textual information and ignore the role of graphical information. We studied the differential role of text and graphics in identifying web page widgets classified into two kinds: textual and graphical. Four different versions of web pages were created by systematically removing textual and graphical information from each page. The
    All rights reserved. No part of this book may be reproduced in any form, by photostat, microfilm, retrieval system, or any other means, without prior written permission of the publisher. ... The construction of mental representations... more
    All rights reserved. No part of this book may be reproduced in any form, by photostat, microfilm, retrieval system, or any other means, without prior written permission of the publisher. ... The construction of mental representations during reading / edited by Herre ...
    Motivation -- Game design and instructional design have to be reconciled in order to create effective and engaging serious games. However, a methodology for this purpose is not yet available. Research approach -- Such a methodology should... more
    Motivation -- Game design and instructional design have to be reconciled in order to create effective and engaging serious games. However, a methodology for this purpose is not yet available. Research approach -- Such a methodology should meet two requirements. It should provide (1) a taxonomy of categories that can be used to describe both information related to learning objectives
    H. VAN OOSTENDORP & I. JUVINA ROLE OF ICONS AND CHAT BOXES IN COMPUTER SUPPORTED COLLABORATIVE LEARNING Abstract. This paper describes a study on collective problem solving and decision-reaching in a CSCL (computer supported... more
    H. VAN OOSTENDORP & I. JUVINA ROLE OF ICONS AND CHAT BOXES IN COMPUTER SUPPORTED COLLABORATIVE LEARNING Abstract. This paper describes a study on collective problem solving and decision-reaching in a CSCL (computer supported collaborative learning) ...
    In this paper, we make the first steps towards developing a fully automatic tool for supporting users for navigation on the web. We developed a prototype that takes a user-goal and a website URL as input and predicts the correct hyperlink... more
    In this paper, we make the first steps towards developing a fully automatic tool for supporting users for navigation on the web. We developed a prototype that takes a user-goal and a website URL as input and predicts the correct hyperlink to click on each web page starting ...
    In this study several aspects of the usability of an online newspaper are examined. More specifically, the effects of reading-manipulation techniques such as scrolling and using hyperlinks on finding information at different locations are... more
    In this study several aspects of the usability of an online newspaper are examined. More specifically, the effects of reading-manipulation techniques such as scrolling and using hyperlinks on finding information at different locations are studied. Subjects participated in two ...
    Serious games for contexts not primarily aimed at entertainment are a well-established phenomenon. Welldesigned serious games captivate players for a specific purpose, and in spite of the often non-entertainment purpose they provide... more
    Serious games for contexts not primarily aimed at entertainment are a well-established phenomenon. Welldesigned serious games captivate players for a specific purpose, and in spite of the often non-entertainment purpose they provide engaging environments. Players are provoked to endeavor in higher-order cognitive skills such as handling of information, decision making and solving problems. Serious games are widely implemented in areas as diverse as healthcare, the military, and persuasive technology or applications aimed at ...
    Associatie KULeuven. ...
    The premise of this research is that support in an interface can make interactions easier, but does not necessarily support understanding and more importantly knowledge acquisition. Interfaces often display certain relevant information,... more
    The premise of this research is that support in an interface can make interactions easier, but does not necessarily support understanding and more importantly knowledge acquisition. Interfaces often display certain relevant information, making recall of such knowledge unnecessary, relieving working memory. An example is “greying-out”(menu-) items, indicating that an action is not possible. An experiment was conducted in which subjects solved a series of puzzles. We hypothesized that providing greyed-out items ( ...

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