Jan Van Looy
Current Organizations / Institutes
The organizations/institutes from the scholar's latest article
Previous Organizations / Institutes
The organizations / institutes from the scholar's other articles in the past ten years
Research Subjects
Research Interests
Jan Van Looy has a total of 59 co-authors. Here are the top co-authors by number of shared publications:
Frederik De Grove
Department of Communication Sciences, Research group for Media and ICT (iMinds-MICT); Ghent University; Korte Meer 7-9-11 9000 Ghent Belgium
6 shared publications- Lieven De Marez
Imec-mict-UGent, Department of Communication Sciences, Ghent University, 9000 Ghent, Belgium
5 shared publications Anissa All
4 shared publications- Klaas Bombeke
Imec-mict-UGent, Department of Communication Sciences, Ghent University, Miriam Makebaplein 1, 9000 Ghent, Belgium
4 shared publications - Chris Baeken
Ghent Experimental Psychiatry (GHEP) lab, Faculty of Medicine and Health Sciences, Department of Head and Skin, Ghent University, Ghent, Belgium; Department of Psychiatry, University Hospital Brussel (UZ Brussel), Brussels, Belgium; Neuroprotection and Neuromodulation Research Group (NEUR), Center for Neurosciences (C4N), Vrije Universiteit Brussel (VUB), Brussels, Belgium; Department of Electrical Engineering, Eindhoven University of Technology, Eindhoven, the Netherlands
3 shared publications Cédric Courtois
The Leuven School for Mass Communication Research; KU Leuven; Parkstraat 45 3000 Leuven Belgium
3 shared publications
Latest Publications
- 17 November 2021
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Transactions on Games
- Vol. 14 (4) , 623-631
Spaz!The Effects of Local Latency on Player Actions in a Desktop-Based Exergame
Technological advancement has decreased network latencies while simultaneously increasing local latencies. This may impact exergames---video games that incorporate exercise---the most since exergames tend to have complicated platforms to capture player actions. This paper presents a study using a custom desktop-based exergame that controls for local latency and measures player performance and Quality of Experience (QoE). Analysis of the results from a 37-person user study shows that while player performance and quality of experience degrades with latency, exergame actions are fairly tolerant of even hundreds of milliseconds of latency. Our data point towards a crucial tipping point at latency values of approximately 400 milliseconds.
- 17 November 2021
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Transactions on Games
- Vol. 14 (4) , 623-631
Spaz!The Effects of Local Latency on Player Actions in a Desktop-Based Exergame
Technological advancement has decreased network latencies while simultaneously increasing local latencies. This may impact exergames---video games that incorporate exercise---the most since exergames tend to have complicated platforms to capture player actions. This paper presents a study using a custom desktop-based exergame that controls for local latency and measures player performance and Quality of Experience (QoE). Analysis of the results from a 37-person user study shows that while player performance and quality of experience degrades with latency, exergame actions are fairly tolerant of even hundreds of milliseconds of latency. Our data point towards a crucial tipping point at latency values of approximately 400 milliseconds.
- Open Access
- 5 April 2018
- Published by JMIR Publications Inc. in JMIR Serious Games
- Vol. 6 (2) , e6
Gamified Cognitive Control Training for Remitted Depressed Individuals: User Requirements Analysis
A multidisciplinary journal on gaming and gamification for health education/promotion, teaching and social change.
- 5 April 2018
- Published by JMIR Publications Inc. in JMIR Serious Games
- Vol. 6 (2) , e6
Open AccessGamified Cognitive Control Training for Remitted Depressed Individuals: User Requirements Analysis
A multidisciplinary journal on gaming and gamification for health education/promotion, teaching and social change.
- Open Access
- 1 August 2017
- Published by JMIR Publications Inc. in JMIR Preprints
Gamified Cognitive Control Training for Remitted Depressed Individuals: User Requirements Analysis
Journal of Medical Internet Research - International Scientific Journal for Medical Research, Information and Communication on the Internet #Preprint #PeerReviewMe: Warning: This is a unreviewed preprint. Readers are warned that the document has not been peer-reviewed by expert/patient reviewers or an academic editor, may contain misleading claims, and is likely to undergo changes before final publication, if accepted, or may have been rejected/withdrawn. Readers with interest and expertise are encouraged to sign up as peer-reviewer, if the paper is within an open peer-review period. Please cite this preprint only for review purposes or for grant applications and CVs (if you are the author). Background: The high incidence and relapse rates of major depressive disorder demand novel treatment options. Standard treatments (psychotherapy, medication) usually do not target cognitive control impairments, although these seem to play a crucial role in achieving stable remission. The urgent need for treatment combined with poor availability of adequate psychological interventions has instigated a shift toward internet interventions. Numerous computerized programs have been developed that can be presented online and offline. However, their uptake and adherence are oftentimes low. Objective: The aim of this study was to perform a user requirements analysis for an internet-based training targeting cognitive control. This training focuses on ameliorating cognitive control impairments, as these are still present during remission and can be a risk factor for relapse. To facilitate uptake of and adherence to this intervention, a qualitative user requirements analysis was conducted to map mandatory and desirable requirements. Methods: We conducted a user requirements analysis through a focus group with 5 remitted depressed individuals and individual interviews with 6 mental health care professionals. All qualitative data were transcribed and examined using a thematic analytic approach. Results: Results showed mandatory requirements for the remitted sample in terms of training configuration, technological and personal factors, and desirable requirements regarding knowledge and enjoyment. Furthermore, knowledge and therapeutic benefits were key requirements for therapists. Conclusions: The identified requirements provide useful information to be integrated in interventions targeting cognitive control in depression.
- 1 August 2017
- Published by JMIR Publications Inc. in JMIR Preprints
Open AccessGamified Cognitive Control Training for Remitted Depressed Individuals: User Requirements Analysis
Journal of Medical Internet Research - International Scientific Journal for Medical Research, Information and Communication on the Internet #Preprint #PeerReviewMe: Warning: This is a unreviewed preprint. Readers are warned that the document has not been peer-reviewed by expert/patient reviewers or an academic editor, may contain misleading claims, and is likely to undergo changes before final publication, if accepted, or may have been rejected/withdrawn. Readers with interest and expertise are encouraged to sign up as peer-reviewer, if the paper is within an open peer-review period. Please cite this preprint only for review purposes or for grant applications and CVs (if you are the author). Background: The high incidence and relapse rates of major depressive disorder demand novel treatment options. Standard treatments (psychotherapy, medication) usually do not target cognitive control impairments, although these seem to play a crucial role in achieving stable remission. The urgent need for treatment combined with poor availability of adequate psychological interventions has instigated a shift toward internet interventions. Numerous computerized programs have been developed that can be presented online and offline. However, their uptake and adherence are oftentimes low. Objective: The aim of this study was to perform a user requirements analysis for an internet-based training targeting cognitive control. This training focuses on ameliorating cognitive control impairments, as these are still present during remission and can be a risk factor for relapse. To facilitate uptake of and adherence to this intervention, a qualitative user requirements analysis was conducted to map mandatory and desirable requirements. Methods: We conducted a user requirements analysis through a focus group with 5 remitted depressed individuals and individual interviews with 6 mental health care professionals. All qualitative data were transcribed and examined using a thematic analytic approach. Results: Results showed mandatory requirements for the remitted sample in terms of training configuration, technological and personal factors, and desirable requirements regarding knowledge and enjoyment. Furthermore, knowledge and therapeutic benefits were key requirements for therapists. Conclusions: The identified requirements provide useful information to be integrated in interventions targeting cognitive control in depression.
- Open Access
- 1 August 2017
- Published by JMIR Publications Inc. in JMIR Preprints
Gamified Cognitive Control Training for Remitted Depressed Individuals: User Requirements Analysis
Journal of Medical Internet Research - International Scientific Journal for Medical Research, Information and Communication on the Internet #Preprint #PeerReviewMe: Warning: This is a unreviewed preprint. Readers are warned that the document has not been peer-reviewed by expert/patient reviewers or an academic editor, may contain misleading claims, and is likely to undergo changes before final publication, if accepted, or may have been rejected/withdrawn. Readers with interest and expertise are encouraged to sign up as peer-reviewer, if the paper is within an open peer-review period. Please cite this preprint only for review purposes or for grant applications and CVs (if you are the author). Background: The high incidence and relapse rates of major depressive disorder demand novel treatment options. Standard treatments (psychotherapy, medication) usually do not target cognitive control impairments, although these seem to play a crucial role in achieving stable remission. The urgent need for treatment combined with poor availability of adequate psychological interventions has instigated a shift toward internet interventions. Numerous computerized programs have been developed that can be presented online and offline. However, their uptake and adherence are oftentimes low. Objective: The aim of this study was to perform a user requirements analysis for an internet-based training targeting cognitive control. This training focuses on ameliorating cognitive control impairments, as these are still present during remission and can be a risk factor for relapse. To facilitate uptake of and adherence to this intervention, a qualitative user requirements analysis was conducted to map mandatory and desirable requirements. Methods: We conducted a user requirements analysis through a focus group with 5 remitted depressed individuals and individual interviews with 6 mental health care professionals. All qualitative data were transcribed and examined using a thematic analytic approach. Results: Results showed mandatory requirements for the remitted sample in terms of training configuration, technological and personal factors, and desirable requirements regarding knowledge and enjoyment. Furthermore, knowledge and therapeutic benefits were key requirements for therapists. Conclusions: The identified requirements provide useful information to be integrated in interventions targeting cognitive control in depression.
- 1 August 2017
- Published by JMIR Publications Inc. in JMIR Preprints
Open AccessGamified Cognitive Control Training for Remitted Depressed Individuals: User Requirements Analysis
Journal of Medical Internet Research - International Scientific Journal for Medical Research, Information and Communication on the Internet #Preprint #PeerReviewMe: Warning: This is a unreviewed preprint. Readers are warned that the document has not been peer-reviewed by expert/patient reviewers or an academic editor, may contain misleading claims, and is likely to undergo changes before final publication, if accepted, or may have been rejected/withdrawn. Readers with interest and expertise are encouraged to sign up as peer-reviewer, if the paper is within an open peer-review period. Please cite this preprint only for review purposes or for grant applications and CVs (if you are the author). Background: The high incidence and relapse rates of major depressive disorder demand novel treatment options. Standard treatments (psychotherapy, medication) usually do not target cognitive control impairments, although these seem to play a crucial role in achieving stable remission. The urgent need for treatment combined with poor availability of adequate psychological interventions has instigated a shift toward internet interventions. Numerous computerized programs have been developed that can be presented online and offline. However, their uptake and adherence are oftentimes low. Objective: The aim of this study was to perform a user requirements analysis for an internet-based training targeting cognitive control. This training focuses on ameliorating cognitive control impairments, as these are still present during remission and can be a risk factor for relapse. To facilitate uptake of and adherence to this intervention, a qualitative user requirements analysis was conducted to map mandatory and desirable requirements. Methods: We conducted a user requirements analysis through a focus group with 5 remitted depressed individuals and individual interviews with 6 mental health care professionals. All qualitative data were transcribed and examined using a thematic analytic approach. Results: Results showed mandatory requirements for the remitted sample in terms of training configuration, technological and personal factors, and desirable requirements regarding knowledge and enjoyment. Furthermore, knowledge and therapeutic benefits were key requirements for therapists. Conclusions: The identified requirements provide useful information to be integrated in interventions targeting cognitive control in depression.
- 12 December 2016
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Journal of Selected Topics in Signal Processing
- Vol. 11 (1) , 48-63
Performance of Four Subjective Video Quality Assessment Protocols and Impact of Different Rating Preprocessing and Analysis Methods
Standardization bodies recommend various protocols to conduct subjective quality assessment (QA) of imaging systems. While many studies have compared these QA protocols, few have assessed the impact of different approaches for preprocessing and analyzing quality ratings. Furthermore, the effect of large versus small quality differences on the discrimination performance of protocols has not been extensively studied in video QA. This study examines these issues for four QA protocols. H.264 compressed medical videos and denoised natural scene videos were evaluated by expert and naive subjects. Scores were collected with four QA protocols-forced choice (FC), two ratio-scaled paired comparison methods: preference (Pref) and dissimilarity (Dissim), and single stimulus (SS)-and analyzed using combinations of different rating preprocessing approaches, generating a total of 14 methods. Performance metrics-probability and effect size-quantified the ability of the methods to discriminate between quality levels. The Pref and Dissim methods analyzed with classical multidimensional scaling and the SS method with Z-score transformation consistently outperformed the other methods. The type of preprocessing introduced large differences in the performance of individual protocols. Grouping stimuli pairs by small and large quality differences introduced significant differences in the performance rankings of the methods, with Pref and Dissim being most sensitive to small quality differences. For the future, we suggest further validation of the FC method, due to its simplicity and ease of use, and continued investigation into more robust raw scores transformation and statistical analysis methods for both SS and FC ratings.
- 12 December 2016
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Journal of Selected Topics in Signal Processing
- Vol. 11 (1) , 48-63
Performance of Four Subjective Video Quality Assessment Protocols and Impact of Different Rating Preprocessing and Analysis Methods
Standardization bodies recommend various protocols to conduct subjective quality assessment (QA) of imaging systems. While many studies have compared these QA protocols, few have assessed the impact of different approaches for preprocessing and analyzing quality ratings. Furthermore, the effect of large versus small quality differences on the discrimination performance of protocols has not been extensively studied in video QA. This study examines these issues for four QA protocols. H.264 compressed medical videos and denoised natural scene videos were evaluated by expert and naive subjects. Scores were collected with four QA protocols-forced choice (FC), two ratio-scaled paired comparison methods: preference (Pref) and dissimilarity (Dissim), and single stimulus (SS)-and analyzed using combinations of different rating preprocessing approaches, generating a total of 14 methods. Performance metrics-probability and effect size-quantified the ability of the methods to discriminate between quality levels. The Pref and Dissim methods analyzed with classical multidimensional scaling and the SS method with Z-score transformation consistently outperformed the other methods. The type of preprocessing introduced large differences in the performance of individual protocols. Grouping stimuli pairs by small and large quality differences introduced significant differences in the performance rankings of the methods, with Pref and Dissim being most sensitive to small quality differences. For the future, we suggest further validation of the FC method, due to its simplicity and ease of use, and continued investigation into more robust raw scores transformation and statistical analysis methods for both SS and FC ratings.
- 29 August 2016
- Published by International Speech Communication Association
Perceived Intra-Frame Dynamic Range In Cinema Environments
- 29 August 2016
- Published by International Speech Communication Association
Perceived Intra-Frame Dynamic Range In Cinema Environments
- Top Cited Papers
- 1 January 2016
- Published by Elsevier in Computers & Education
- Vol. 92-93, 90-103
Assessing the effectiveness of digital game-based learning: Best practices
- 1 January 2016
- Published by Elsevier in Computers & Education
- Vol. 92-93, 90-103
Top Cited PapersAssessing the effectiveness of digital game-based learning: Best practices
- 30 October 2015
- Published by Oxford University Press (OUP) in Journal of Communication
- Vol. 65 (6) , 975-996
Digital Games Research: A Survey Study on an Emerging Field and Its Prevalent Debates
- 30 October 2015
- Published by Oxford University Press (OUP) in Journal of Communication
- Vol. 65 (6) , 975-996
Digital Games Research: A Survey Study on an Emerging Field and Its Prevalent Debates
- 1 October 2015
- Published by Elsevier in Computers & Education
- Vol. 88, 29-37
Towards a conceptual framework for assessing the effectiveness of digital game-based learning
- 1 October 2015
- Published by Elsevier in Computers & Education
- Vol. 88, 29-37
Towards a conceptual framework for assessing the effectiveness of digital game-based learning
- 1 July 2015
- Published by Elsevier in Computers & Education
- Vol. 85, 123-133
Cognitive abilities, digital games and arithmetic performance enhancement: A study comparing the effects of a math game and paper exercises
- 1 July 2015
- Published by Elsevier in Computers & Education
- Vol. 85, 123-133
Cognitive abilities, digital games and arithmetic performance enhancement: A study comparing the effects of a math game and paper exercises