Assistant prof. and data geek at the GEMH lab, dynamical modelling, personalisation, wants to put the I back into AI, news junkie, cat lover.
"It’s all fun and games until someone divides by zero"
I am assistant professor at the Games for Emotional and Mental Health Lab and the department of Developmental Psychopathology. I have a cross-disciplinary background and received both my B.Sc. and M.Sc. in Applied Mathematics from Delft University of Technology, where I later also held my first postdoc postdoc position in Affective Computing. I received my Ph.D. in Experimental Psychology from the University of Cincinnati, OH. My research interests include nonlinear dynamical systems modelling, applied games, and behavioural and clinical change processes. My specific focus is on the analysis of in-game behaviour and physiological states towards real-time personalization of game interventions for children and adolescents with mental health problems (work that is supported by a ZonMw Off-Road grant). I am involved in many of the GEMH Lab projects and the daily supervision of several of its students.
This project explored the potential of using game-based biofeedback interventions for anxiety regulation. Specifically, the project had the following aims: 1) Creating a new integrative theoretical model featuring traditional as well as newly proposed mechanisms of change in biofeedback interventions for anxiety regulation. 2) Further developing and validating the efficacy of the biofeedback video game DEEP as an anxiety regulation tool. 3) Formulating guidelines for future research and development of biofeedback interventions for anxiety regulation.
Anxiety disorders are among the most common psychopathologies in children. This project investigates the effects of a biofeedback virtual reality game (DEEP) on breathing and anxiety-related symptoms in anxious children and develops new algorithms to detect changes in the player’s behavior during the game. The aim is to enable game interventions that are personalized to each individual child.
People with large social networks on average live longer, happier, less stressed lives. We can potentially leverage video games and virtual spaces to increase the experience of social support and impact daily stress and anxiety. Therefore, this project aims to show that virtual social support can lower stress, and potentially impact stress coping behaviours.
The work of a police officer can be seen as an evolutionary paradox: in places and situations where most people would fall prey to survival instincts of self-preservation, police officers ought to act calm, with proportionality and benevolence. This is why police officers need to train control over their responses to threat as much as possible. To enable this, we develop a virtual training environment with real-time biofeedback. We combine virtual reality and biofeedback to create a personalized, realistic training experience, while honing state-of-the-art technology and psychophysical theory.
RT @Gryphire: Nice big spread in the Dutch @volkskrant about @GEMH_Lab’s work and Mindlight in particular! Go @ScholtenHannes and @yoanneke…
RT @Monobanda: @yoanneke @exploreDEEP @volkskrant @GEMH_Lab Wauw! #deep was mentioned in the Dutch newspaper @volkskrant! #game #anxiety @R…
RT @yoanneke: Our research with @exploreDEEP was mentioned today in a Dutch newspaper @volkskrant as part of a bigger piece on games for an…
RT @Gryphire: Ready to rep @GEMH_Lab at @Radboud_Uni’s annual #BSIday with my poster about our newly developed approach to #socialmedia res…
RT @Gryphire: Great presentation at the @Radboud_Uni #BSIday by @GEMH_Lab’s Marlou Poppelaars about an issue transcending many studies: une…
RT @AniekWols: Thanks to everyone who attended our symposium today at #eara2018 'Promoting emotional resilience through games for emotional…
Do schools kill our kids' creativity?
Report by the RSPH about the relationship between social media and young people’s mental health and wellbeing: https://www.rsph.org.uk/our-work/policy/social-media-and-young-people-s-mental-health-and-wellbeing.html
Check out this interesting article about using the tabletop roleplaying classic D&D to help kids improve their emotional and/or mental health.
The symposium will be held in the renovated building 'Collegium Veteranorum'
van Rooij, M., Lobel, A., Harris, O., Smit, N., & Granic, I. (2016). CHI'16 Extended Abstracts, May 07-12, 2016, San Jose, CA, USA
Author: Marieke van Rooij
Upload date: 05-07-2016
Nonlinear Methods, Dynamical Systems Theory, Affective Computing, Applied Games
Author: Marieke van Rooij
Upload date: 06-27-2022
Bossenbroek, R., Wols, A., Weerdmeester, J., Lichtwarck-Aschoff, A., Granic, I., & van Rooij, M. (2020). JMIR Mental Health, 7(3), e16066. http://dx.doi.org/10.2196/16066
Author: Aniek Wols
Upload date: 03-24-2020
Weerdmeester, J., van Rooij, M. M., Engels, R. C., & Granic, I. (2020). Journal of Medical Internet Research, 22(7), e14958.
Author: Joanneke Weerdmeester
Upload date: 07-23-2020
Weerdmeester, J., van Rooij, M., Harris, O., Smit, N., Engels, R. C., & Granic, I. (2017, October). In Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play (pp. 453-461). ACM.
Author: Joanneke Weerdmeester
Upload date: 10-15-2017