Max Louwerse

@tilburguniversity.edu

Tilburg University



                          

https://researchid.co/mlouwerse

RESEARCH, TEACHING, or OTHER INTERESTS

General Psychology, Artificial Intelligence, Language and Linguistics

140

Scopus Publications

12109

Scholar Citations

46

Scholar h-index

109

Scholar i10-index

Scopus Publications

  • Exploring the impact of virtual reality flight simulations on EEG neural patterns and task performance
    Evy van Weelden, Travis J. Wiltshire, Maryam Alimardani, and Max M. Louwerse

    Elsevier BV

  • Neurophysiological evidence for the overview effect: a virtual reality journey into space
    H. A. T. van Limpt-Broers, M. Postma, E. van Weelden, S. Pratesi, and M. M. Louwerse

    Springer Science and Business Media LLC
    AbstractThe Overview Effect is a complex experience reported by astronauts after viewing Earth from space. Numerous accounts suggest that it leads to increased interconnectedness to other human beings and environmental awareness, comparable to self-transcendence. It can cause fundamental changes in mental models of the world, improved well-being, and stronger appreciation of, and responsibility for Earth. From a cognitive perspective, it is closely linked to the emotion of awe, possibly triggered by the overwhelming perceived vastness of the universe. Given that most research in the domain focuses on self-reports, little is known about potential neurophysiological markers of the Overview Effect. In the experiment reported here, participants viewed an immersive Virtual Reality simulation of a space journey while their brain activity was recorded using electroencephalography (EEG). Post-experimental self-reports confirmed they were able to experience the Overview Effect in the simulated environment. EEG recordings revealed lower spectral power in beta and gamma frequency bands during the defining moments of the Overview Effect. The decrease in spectral power can be associated with reduced mental processing, and a disruption of known mental structures in this context, thereby providing more evidence for the cognitive effects of the experience.

  • Lingualyzer: A computational linguistic tool for multilingual and multidimensional text analysis
    Guido M. Linders and Max M. Louwerse

    Springer Science and Business Media LLC
    AbstractMost natural language models and tools are restricted to one language, typically English. For researchers in the behavioral sciences investigating languages other than English, and for those researchers who would like to make cross-linguistic comparisons, hardly any computational linguistic tools exist, particularly none for those researchers who lack deep computational linguistic knowledge or programming skills. Yet, for interdisciplinary researchers in a variety of fields, ranging from psycholinguistics, social psychology, cognitive psychology, education, to literary studies, there certainly is a need for such a cross-linguistic tool. In the current paper, we present Lingualyzer (https://lingualyzer.com), an easily accessible tool that analyzes text at three different text levels (sentence, paragraph, document), which includes 351 multidimensional linguistic measures that are available in 41 different languages. This paper gives an overview of Lingualyzer, categorizes its hundreds of measures, demonstrates how it distinguishes itself from other text quantification tools, explains how it can be used, and provides validations. Lingualyzer is freely accessible for scientific purposes using an intuitive and easy-to-use interface.


  • Text-to-speech and virtual reality agents in primary school classroom environments
    Laduona Dai, Veronika Kritskaia, Evelien van der Velden, Reinder Vervoort, Marlieke Blankendaal, Merel M. Jung, Marie Šafář Postma, and Max M. Louwerse

    Wiley
    AbstractBackgroundThe integration of Text‐to‐Speech (TTS) and virtual reality (VR) technologies in K‐12 education is an emerging trend. However, little is known about how students perceive these technologies and whether these technologies effectively facilitate learning.ObjectivesThis study aims to investigate the perception and effectiveness of TTS voices and VR agents in a K‐12 classroom setting, with a focus on information recall.MethodsUsing a recent TTS architecture, we developed four different synthetic voices based on 5, 10, 15 and 20 h of training materials. Two experiments were conducted involving students in a K‐12 setting. The first experiment examined students' evaluations of TTS voices with varying hours of training material and the impact on information recall. The second experiment assessed the effect of pairing TTS voices with a VR agent on students' perception and recall performance.Results and ConclusionsHuman voices received superior quality ratings over TTS voices within the classroom context. The integration of a VR agent was found to enhance the perception of TTS voices, aligning with existing literature on the positive impact of virtual agents on speech synthesis. However, this incorporation did not translate to improved recall, suggesting that the student focus may have been compromised by the VR agent's novelty and its design limitations.

  • A Passive Brain-Computer Interface for Predicting Pilot Workload in Virtual Reality Flight Training
    Evy van Weelden, Carl W. E van Beek, Maryam Alimardani, Travis J. Wiltshire, Wietse D. Ledegang, Eric L. Groen, and Max M. Louwerse

    IEEE
    Quantifying workload is necessary for effective and personalized flight training of student pilots: their workload must not be too low (risk of boredom) nor too high (overload). Passive brain-computer interfaces (pBCIs) allow for measurement of an individual’s workload from their brain activity, however, the performance of pBCIs remains suboptimal due to individual differences and lack of data for classifier training. In this study, we addressed this problem by combining EEG and behavioral data from six novice military pilots who performed a flight task in Virtual Reality in order to develop calibration-free pBCIs for workload assessment. Three pBCI classifiers were trained on EEG spectral power features from theta (4-8 Hz), alpha (8-13 Hz) and beta (13-30 Hz) bands, and an additional behavioral feature derived from pilots’ control inputs on the (joy)stick. The models reached average classification accuracies of 0.82, 0.78, and 0.78. The key feature driving the models’ performance was EEG theta power from several regions of the brain. The pilots’ control inputs (i.e., behavioral feature) did not contribute to the model performance, however, it moderately correlated with several EEG theta power features. The results demonstrate the feasibility of a subject-independent pBCI for calibration-free classification of workload in pilots as well as the importance of theta power at frontal and centro-parietal areas as a metric for real-time monitoring of workload. The use of behavioral control inputs together with fewer but highly predictive EEG features warrants further research.

  • Measuring transformative virtual reality experiences in children’s drawings
    H. Anna T. van Limpt-Broers, Marie Postma, and Max M. Louwerse

    Springer Science and Business Media LLC
    AbstractTransformative experiences in an individual’s life have a lasting impact on identity, belief system, and values. At the core of these experiences is the complex emotion of awe that promotes learning, making it worthwhile to study from an educational point of view. Drawing studies may provide a useful measure of awe in children—one that is more intuitive and attractive than questionnaires alone. Previous studies conducted with adults indicated that the diminished self, associated with transformative experiences, manifests in an actual decrease in size for figures representing the self in drawings. In the current study, self-representation was investigated in drawings of 10- to 12-year-old primary school children within the context of an immersive virtual reality (VR) experience that elicits the overview effect, known to lead to an intense apperception of awe. We did not replicate the adult findings regarding self-size in this younger age group. However, details and complexity in children’s drawings appeared to be impacted by the awe-elicitation procedure in VR. These elements subsequently correlated to learning gains instead of the overview effect, indicating that this measure could be linked to cognitive ability. The findings of the current study contribute to a better understanding of how drawings reflect self-transcendental experiences; however, they also reveal that in younger age groups, they are not necessarily reflected in decreased self-size.

  • Surface and Contextual Linguistic Cues in Dialog Act Classification: A Cognitive Science View
    Guido M. Linders and Max M. Louwerse

    Wiley
    AbstractWhat role do linguistic cues on a surface and contextual level have in identifying the intention behind an utterance? Drawing on the wealth of studies and corpora from the computational task of dialog act classification, we studied this question from a cognitive science perspective. We first reviewed the role of linguistic cues in dialog act classification studies that evaluated model performance on three of the most commonly used English dialog act corpora. Findings show that frequency‐based, machine learning, and deep learning methods all yield similar performance. Classification accuracies, moreover, generally do not explain which specific cues yield high performance. Using a cognitive science approach, in two analyses, we systematically investigated the role of cues in the surface structure of the utterance and cues of the surrounding context individually and combined. By comparing the explained variance, rather than the prediction accuracy of these cues in a logistic regression model, we found that (1) while surface and contextual linguistic cues can complement each other, surface linguistic cues form the backbone in human dialog act identification, (2) with word frequency statistics being particularly important for the dialog act, and (3) the similar trends across corpora, despite differences in the type of dialog, corpus setup, and dialog act tagset. The importance of surface linguistic cues in dialog act classification sheds light on how both computers and humans take advantage of these cues in speech act recognition.

  • Age Differences in Learning-Related Neurophysiological Changes: Measures of Brain Activity, Eye Tracking, Skin Conductance, Heart Rate, and Respiration
    Angelica M. Tinga, Nick S. Menger, Tycho T. de Back, and Max M. Louwerse

    Hogrefe Publishing Group
    Abstract: Research in young adults has demonstrated that neurophysiological measures are able to provide insight into learning processes. However, to date, it remains unclear whether neurophysiological changes during learning in older adults are comparable to those in younger adults. The current study addressed this issue by exploring age differences in changes over time in a range of neurophysiological outcome measures collected during visuomotor sequence learning. Specifically, measures of electroencephalography (EEG), skin conductance, heart rate, heart rate variability, respiration rate, and eye-related measures, in addition to behavioral performance measures, were collected in younger ( Mage = 27.24 years) and older adults ( Mage = 58.06 years) during learning. Behavioral responses became more accurate over time in both age groups during visuomotor sequence learning. Yet, older adults needed more time in each trial to enhance the precision of their movement. Changes in EEG during learning demonstrated a stronger increase in theta power in older compared to younger adults and a decrease in gamma power in older adults while increasing slightly in younger adults. No such differences between the two age groups were found on other neurophysiological outcome measures, suggesting changes in brain activity during learning to be more sensitive to age differences than changes in peripheral physiology. Additionally, differences in which neurophysiological outcomes were associated with behavioral performance on the learning task were found between younger and older adults. This indicates that the neurophysiological underpinnings of learning may differ between younger and older adults. Therefore, the current findings highlight the importance of taking age into account when aiming to gain insight into behavioral performance through neurophysiology during learning.

  • Scoping review of the neural evidence on the uncanny valley
    Julija Vaitonytė, Maryam Alimardani, and Max M. Louwerse

    Elsevier BV

  • Zipf’s law revisited: Spoken dialog, linguistic units, parameters, and the principle of least effort
    Guido M. Linders and Max M. Louwerse

    Springer Science and Business Media LLC
    AbstractThe ubiquitous inverse relationship between word frequency and word rank is commonly known as Zipf’s law. The theoretical underpinning of this law states that the inverse relationship yields decreased effort in both the speaker and hearer, the so-called principle of least effort. Most research has focused on showing an inverse relationship only for written monolog, only for frequencies and ranks of one linguistic unit, generally word unigrams, with strong correlations of the power law to the observed frequency distributions, with limited to no attention to psychological mechanisms such as the principle of least effort. The current paper extends the existing findings, by not focusing on written monolog but on a more fundamental form of communication, spoken dialog, by not only investigating word unigrams but also units quantified on syntactic, pragmatic, utterance, and nonverbal communicative levels by showing that the adequacy of Zipf’s formula seems ubiquitous, but the exponent of the power law curve is not, and by placing these findings in the context of Zipf’s principle of least effort through redefining effort in terms of cognitive resources available for communication. Our findings show that Zipf’s law also applies to a more natural form of communication—that of spoken dialog, that it applies to a range of linguistic units beyond word unigrams, that the general good fit of Zipf’s law needs to be revisited in light of the parameters of the formula, and that the principle of least effort is a useful theoretical framework for the findings of Zipf’s law.

  • Behavior and self-efficacy modulate learning in virtual reality simulations for training: a structural equation modeling approach
    S. M. Ali Mousavi, Wendy Powell, Max M. Louwerse, and Andrew T. Hendrickson

    Frontiers Media SA
    Introduction: There is a rising interest in using virtual reality (VR) applications in learning, yet different studies have reported different findings for their impact and effectiveness. The current paper addresses this heterogeneity in the results. Moreover, contrary to most studies, we use a VR application actually used in industry thereby addressing ecological validity of the findings.Methods and Results of Study1: In two studies, we explored the effects of an industrial VR safety training application on learning. In our first study, we examined both interactive VR and passive monitor viewing. Using univariate, comparative, and correlational analytical approaches, the study demonstrated a significant increase in self-efficacy and knowledge scores in interactive VR but showed no significant differences when compared to passive monitor viewing. Unlike passive monitor viewing, however, the VR condition showed a positive relation between learning gains and self-efficacy.Methods and Results of Study2: In our subsequent study, a Structural Equation Model (SEM) demonstrated that self-efficacy and users’ simulation performance predicted the learning gains in VR. We furthermore found that the VR hardware experience indirectly predicted learning gains through self-efficacy and user simulation performance factors.Conclusion/Discussion of both studies: Conclusively, the findings of these studies suggest the central role of self-efficacy to explain learning gains generalizes from academic VR tasks to those in use in industry training. In addition, these results point to VR behavioral markers that are indicative of learning.

  • Learning in immersed collaborative virtual environments: design and implementation
    Tycho T. De Back, Angelica M. Tinga, and Max M. Louwerse

    Informa UK Limited
    ABSTRACT Immersive virtual environments hold unexplored potential to scaffold and stimulate learning in multiple ways for the purpose of increasing potential learning gains. Yet, the number of implementations in educational settings remains very limited. One reason for limited implementation of immersive virtual environment applications may be a lack of recommendations for their effective design. Building on an extensive theoretical framework, this paper provides such recommendations, specific to immersive educational settings. The recommendations are divided into strategies to optimize cognitive load, foster collaborative learning, leverage platform-specific affordances, mitigate platform-specific limitations and to obtain additional benefits. We illustrate the implementation of these recommendations using a novel collaborative virtual reality environment shown to yield learning gains in two prior studies. Moreover, we detail how a non-invasive and cost-effective feature of automated performance analysis can monitor learning gains in collaborative virtual reality environments. The recommendations based on the example of a collaborative virtual reality environment pave the way for more such implementations to maximize benefits for learners and educators alike.

  • Corneal reflections and skin contrast yield better memory of human and virtual faces
    Julija Vaitonytė, Maryam Alimardani, and Max M. Louwerse

    Springer Science and Business Media LLC
    AbstractVirtual faces have been found to be rated less human-like and remembered worse than photographic images of humans. What it is in virtual faces that yields reduced memory has so far remained unclear. The current study investigated face memory in the context of virtual agent faces and human faces, real and manipulated, considering two factors of predicted influence, i.e., corneal reflections and skin contrast. Corneal reflections referred to the bright points in each eye that occur when the ambient light reflects from the surface of the cornea. Skin contrast referred to the degree to which skin surface is rough versus smooth. We conducted two memory experiments, one with high-quality virtual agent faces (Experiment 1) and the other with the photographs of human faces that were manipulated (Experiment 2). Experiment 1 showed better memory for virtual faces with increased corneal reflections and skin contrast (rougher rather than smoother skin). Experiment 2 replicated these findings, showing that removing the corneal reflections and smoothening the skin reduced memory recognition of manipulated faces, with a stronger effect exerted by the eyes than the skin. This study highlights specific features of the eyes and skin that can help explain memory discrepancies between real and virtual faces and in turn elucidates the factors that play a role in the cognitive processing of faces.

  • A systematic review of pedagogical agent research: Similarities, differences and unexplored aspects
    Laduona Dai, Merel M. Jung, Marie Postma, and Max M. Louwerse

    Elsevier BV

  • Evaluating the usage of Text-To-Speech in K12 education
    Laduona Dai, Veronika Kritskaia, Evelien van der Velden, Merel M. Jung, Marie Postma, and Max M. Louwerse

    ACM
    With increased interest in the use of virtual avatars for educational purposes, there is a growing need for high-quality text-to-speech solutions. However, the effects of using synthesized speech in educational applications for younger listeners are still unclear as past findings have been inconsistent and most of them have been obtained in a lab setting with adult assessors. Next to that, it is unclear how much training material is needed for high quality speech synthesis. Particularly for low resource languages, the assumption that good quality synthesized speech requires substantial amounts of vocal recordings to train may be hindering the development of TTS-based solutions. In this study, we created four Dutch text-to-speech (TTS) models from different amounts of training material and evaluated the models in terms of voice perception and recall with K12 students in a classroom environment. Results showed that while the original human voice outperformed the synthesized voices in terms of the listening experience and knowledge test score, more hours of training material did not necessarily result in better outcomes suggesting that 10-15 hours of speech material might be sufficient for training a Dutch TTS. A weak positive correlation was found between listening experience and knowledge test performance, with the low listening effort being the most important factor. This outcome suggests that comprehensibility is likely the most important TTS feature for educational applications.

  • Aviation and neurophysiology: A systematic review
    Evy van Weelden, Maryam Alimardani, Travis J. Wiltshire, and Max M. Louwerse

    Elsevier BV

  • A realistic, multimodal virtual agent for the healthcare domain
    Guido M. Linders, Julija Vaitonytė, Maryam Alimardani, Kiril O. Mitev, and Max M. Louwerse

    ACM
    We introduce an interactive embodied conversational agent for deployment in the healthcare sector. The agent is operated by a software architecture that integrates speech recognition, dialog management, and speech synthesis, and is embodied by a virtual human face developed using photogrammetry techniques. These features together allow for real-time, face-to-face interactions with human users. Although the developed software architecture is domain-independent and highly customizable, the virtual agent will initially be applied to healtcare domain. Here we give an overview of the different components of the architecture.

  • Comparing Presence, Workload, and Performance in Desktop and Virtual Reality Flight Simulations
    Evy van Weelden*, Travis J. Wiltshire, Maryam Alimardani, and Max M. Louwerse

    SAGE Publications
    Virtual reality (VR) offers a training environment that promotes increased learning and performance. However, to what extent VR flight simulations offer increased performance compared to less-immersive simulators is not clear, and neither are their underlying cognitive aspects. In a within-subject experiment, we compared fight performance and subjective measures of workload, presence, and engagement in two flight training environments (Desktop and VR) on two flight tasks of equal difficulty (changing speed and performing turns). No differences were observed in the flight performance between these conditions. However, participants reported higher presence and engagement in the VR training environment. Additionally, we found a correlation between subjective workload and flight performance in the Desktop condition, but not in VR. We conclude that VR is promising for basic flight training tasks and encourage future work to explore this further by investigating neurophysiological indices of workload and engagement and establishing relationships between presence, workload, and flight performance.

  • Training Machine Learning Models to Detect Group Differences in Neurophysiological Data using Recurrence Quantification Analysis based Features
    Gianluca Guglielmo, Travis Wiltshire, and Max Louwerse

    SCITEPRESS - Science and Technology Publications
    Physiological data have shown to be useful in tracking and differentiating cognitive processes in a variety of experimental tasks, such as numerical skills and arithmetic tasks. Numerical skills are critical because they are strong predictors of levels of ability in cognitive domains such as literacy, attention, and understanding contexts of risk and uncertainty. In this work, we examined frontal and parietal electroencephalogram signals recorded from 36 healthy participants performing a mental arithmetic task. From each signal, six RQA-based features (Recurrence Rate, Determinism, Laminarity, Entropy, Maximum Diagonal Line Length and, Average Diagonal Line Length) were extracted and used for classification purposes to discriminate between participants performing proficiently and participants performing poorly. The results showed that the three classifiers implemented provided an accuracy above 0.85 on 5-fold cross-validation, suggesting that such features are effective in detecting performance independently from the specific classifiers used. Compared to other successful methods, RQA-based features have the potential to provide insights into the nature of the physiological dynamics and the patterns that differentiate levels of proficiency in cognitive tasks.

  • SpaceBuzz: creating ambassadors of planet Earth by making space education relevant and inclusive for all children


  • Launching Tens of Thousands of People into Space: Spacebuzz Creates Ambassadors of Planet Earth


  • CAVE-based immersive learning in undergraduate courses: examining the effect of group size and time of application
    Tycho T. de Back, Angelica M. Tinga, and Max M. Louwerse

    Springer Science and Business Media LLC
    AbstractImmersive virtual reality is increasingly regarded as a viable means to support learning. Cave Automatic Virtual Environments (CAVEs) support immersive learning in groups of learners, and is of potential interest for educational institutions searching for novel ways to bolster learning in their students. In previous work we have shown that the use of a CAVE-based virtual learning environment yielded higher learning gains compared to conventional textbook study. Yet, few prior studies have explored the circumstances that yield a trade-off between learning gains and the practical feasibility of providing immersive learning to large student numbers. To gain insight into these circumstances the current study examined two factors: (1) group size (small, medium and large), and (2) time of application (pre-, mid- and late-term of a course). Results indicated learning gains were present for all group sizes and application time periods, with highest learning gains in smaller groups. Learning gains were consistent across application time periods. Additionally, structural equation modeling was applied to assess how learning may result from the use of immersive virtual reality. Results indicated technological virtual reality features predicted learning outcomes via self-reported usability but less so via self-reported presence. Based on the findings, recommendations are presented for effective immersive learning for different group size and application time period configurations. Taken together, the current study elucidates factors affecting learning in immersive virtual reality and facilitates its use in educational practice.

  • Advancing the Adoption of Virtual Reality and Neurotechnology to Improve Flight Training
    Evy van Weelden, Maryam Alimardani, Travis J. Wiltshire, and Max M. Louwerse

    IEEE
    Virtual reality (VR) has been used for training purposes in a wide range of industries, including education, healthcare, and defense. VR allows users to train in a safe and controlled digital environment while being immersed and highly engaged in a realistic task. One of its advantages is that VR can be combined with multiple wearable sensing technologies, allowing researchers to study (neuro)physiological and cognitive processes elicited by dynamic environments and adapt these simulations based on such processes. However, the potential of VR combined with neurotechnology to facilitate effective and efficient aviation training has not yet been fully explored. For instance, despite the growing interest in including VR as part of the training programs for military and commercial airlines pilots, it is still unclear what the effectiveness of VR is in short- and long-term training of pilots. This paper provides an overview of the state-of-the-art research in VR applications for aviation training and identifies challenges and future opportunities. We particularly discuss the potential of neurotechnology in objective measurement of training progress and providing real-time feedback during VR flight tasks. Overall, VR combined with neurotechnology for flight training holds promise to optimize individual learning progress.

  • Rethinking education in a crisis: How new is a new common really?
    Max Louwerse, Marie Postma, Maarten Horden, and Anton Sluijtman

    Springer International Publishing
    AbstractThe COVID-19 pandemic has disrupted the status quo in many areas of society, including education. At all educational levels, on-site lecturing had to switch instantaneously to an online mode of instruction. This transition was so straightforward, that the argument could be made for online education to become a permanent fixture, particularly if it is more efficient, cheaper, and more effective than traditional education. Extensive meta-analyses, however, show that most online teaching practices do not lead to better educational outcomes than the on-site alternatives. Worse yet, the traditional face-to-face mode of lecturing is ineffective in the absence of personalized interactions. The proposed solutions are offered by artificial intelligence research, including virtual reality, intelligent tutoring systems, and serious games—solutions that have so far not been extensively implemented in practice. The current health crisis provides our educational professionals with an opportunity to rethink their teaching practices and focus on applying these promising new alternatives.

RECENT SCHOLAR PUBLICATIONS

  • Exploring the impact of virtual reality flight simulations on EEG neural patterns and task performance
    E van Weelden, TJ Wiltshire, M Alimardani, MM Louwerse
    Cognitive Systems Research 88, 101282 2024

  • Natural-and redirected walking in virtual reality: Spatial performance and user experience
    TT De Back, AM Tinga, MM Louwerse
    Multimedia Tools and Applications, 1-19 2024

  • Lingualyzer: A computational linguistic tool for multilingual and multidimensional text analysis
    GM Linders, MM Louwerse
    Behavior research methods 56 (6), 5501-5528 2024

  • Text‐to‐speech and virtual reality agents in primary school classroom environments
    L Dai, V Kritskaia, E van der Velden, R Vervoort, M Blankendaal, ...
    Journal of Computer Assisted Learning 2024

  • Neurophysiological evidence for the overview effect: a virtual reality journey into space
    HAT van Limpt-Broers, M Postma, E van Weelden, S Pratesi, ...
    Virtual Reality 28 (3), 140 2024

  • A Multidisciplinary Journal
    O Deroy, M Ellefson, RC Guevara, JA Hampton, S Khemlani, E Kidd, ...
    COGNITIVE SCIENCE 48 (6) 2024

  • A Passive Brain-Computer Interface for Predicting Pilot Workload in Virtual Reality Flight Training
    E van Weelden, CWE van Beek, M Alimardani, TJ Wiltshire, ...
    2024 IEEE 4th International Conference on Human-Machine Systems (ICHMS), 1-6 2024

  • Measuring transformative virtual reality experiences in children’s drawings
    HAT van Limpt-Broers, M Postma, MM Louwerse
    Memory & Cognition, 1-20 2024

  • Feasibility and accuracy of a real-time depth-based markerless navigation method for hologram-guided surgery
    A Groenenberg, L Brouwers, M Bemelman, TJJ Maal, JMM Heyligers, ...
    BMC Digital Health 2 (1), 11 2024

  • Questionnaire and EEG data for the Overview Effect in VR
    A van Limpt-Broers, M Postma, E van Weelden, S Pratesi, MM Louwerse
    DataverseNL 2024

  • Face Processing in Real and Virtual Faces: An EEG Study
    J Vaitonytė, M Alimardani, M Louwerse
    Proceedings of the Annual Meeting of the Cognitive Science Society 46 2024

  • Examining Physiological Features Underlying Team Coordination Breakdowns
    E KHJv, TJ Wiltshire, EA Hałgas, JMP Gevers, M Louwerse
    2023

  • Examining Physiological Features Underlying Team Coordination Breakdowns
    KHJ van Eijndhoven, TJ Wiltshire, EA Hałgas, JMP Gevers, M Louwerse
    2023

  • Questionnaire and drawing data children study, and drawing ratings
    A van Limpt-Broers, M Postma, M Louwerse
    DataverseNL 2023

  • Learning in immersed collaborative virtual environments: design and implementation
    TT De Back, AM Tinga, MM Louwerse
    Interactive Learning Environments 31 (8), 5364-5382 2023

  • Behavior and self-efficacy modulate learning in virtual reality simulations for training: a structural equation modeling approach
    SMA Mousavi, W Powell, MM Louwerse, AT Hendrickson
    Frontiers in Virtual Reality 4, 1250823 2023

  • Surface and Contextual Linguistic Cues in Dialog Act Classification: A Cognitive Science View
    GM Linders, MM Louwerse
    Cognitive Science 47 (10), e13367 2023

  • Differentiating Workload using Pilot's Stick Input in a Virtual Reality Flight Task
    E van Weelden, CWE van Beek, M Alimardani, TJ Wiltshire, ...
    arXiv preprint arXiv:2309.09619 2023

  • Scoping review of the neural evidence on the uncanny valley
    J Vaitonytė, M Alimardani, MM Louwerse
    Computers in Human Behavior Reports 9, 100263 2023

  • Zipf’s law revisited: Spoken dialog, linguistic units, parameters, and the principle of least effort
    GM Linders, MM Louwerse
    Psychonomic Bulletin & Review 30 (1), 77-101 2023

MOST CITED SCHOLAR PUBLICATIONS

  • Coh-Metrix: Analysis of text on cohesion and language
    AC Graesser, DS McNamara, MM Louwerse, Z Cai
    Behavior research methods, instruments, & computers 36 (2), 193-202 2004
    Citations: 2256

  • AutoTutor: A tutor with dialogue in natural language
    AC Graesser, S Lu, GT Jackson, HH Mitchell, M Ventura, A Olney, ...
    Behavior Research Methods, Instruments, & Computers 36, 180-192 2004
    Citations: 755

  • What do readers need to learn in order to process coherence relations in narrative and expository text
    AC Graesser, DS McNamara, MM Louwerse
    Rethinking reading comprehension 82, 98 2003
    Citations: 570

  • A linguistic analysis of simplified and authentic texts
    SA Crossley, MM Louwerse, PM McCarthy, DS McNamara
    The Modern Language Journal 91 (1), 15-30 2007
    Citations: 540

  • Coh-Metrix: Capturing linguistic features of cohesion
    DS McNamara, MM Louwerse, PM McCarthy, AC Graesser
    Discourse Processes 47 (4), 292-330 2010
    Citations: 478

  • Behavior matching in multimodal communication is synchronized
    MM Louwerse, R Dale, EG Bard, P Jeuniaux
    Cognitive science 36 (8), 1404-1426 2012
    Citations: 418

  • Symbol interdependency in symbolic and embodied cognition
    MM Louwerse
    Topics in Cognitive Science 3 (2), 273-302 2011
    Citations: 398

  • The linguistic and embodied nature of conceptual processing
    MM Louwerse, P Jeuniaux
    Cognition 114 (1), 96-104 2010
    Citations: 299

  • Sources of text difficulty: Across genres and grades
    DS McNamara, AC Graesser, MM Louwerse
    Measuring up: Advances in how we assess reading ability, 89-116 2012
    Citations: 252

  • An analytic and cognitive parameterization of coherence relations
    M Louwerse
    Walter de Gruyter GmbH & Co. KG 12 (3), 291-315 2002
    Citations: 246

  • Embodied relations are encoded in language
    MM Louwerse
    Psychonomic Bulletin & Review 15, 838-844 2008
    Citations: 240

  • Question Understanding Aid (QUAID) a web facility that tests question comprehensibility
    AC Graesser, Z Cai, MM Louwerse, F Daniel
    Public Opinion Quarterly 70 (1), 3-22 2006
    Citations: 219

  • A taste of words: Linguistic context and perceptual simulation predict the modality of words
    M Louwerse, L Connell
    Cognitive science 35 (2), 381-398 2011
    Citations: 213

  • Toward a taxonomy of a set of discourse markers in dialog: A theoretical and computational linguistic account
    MM Louwerse, HH Mitchell
    Discourse processes 35 (3), 199-239 2003
    Citations: 188

  • Variation in language and cohesion across written and spoken registers
    MM Louwerse, PM McCarthy, DS McNamara, AC Graesser
    Proceedings of the Annual Meeting of the Cognitive Science Society 26 (26) 2004
    Citations: 184

  • Coh-Metrix: Automated cohesion and coherence scores to predict text readability and facilitate comprehension
    DS McNamara, MM Louwerse, AC Graesser
    Technical report, Institute for Intelligent Systems, University of Memphis 2002
    Citations: 162

  • Language comprehension is both embodied and symbolic
    MM Louwerse, P Jeuniaux
    Symbols and embodiment: Debates on meaning and cognition, 309-326 2008
    Citations: 157

  • Social cues in animated conversational agents
    MM Louwerse, AC Graesser, S Lu, HH Mitchell
    Applied Cognitive Psychology: The Official Journal of the Society for 2005
    Citations: 156

  • Coh-metrix version 3.0
    DS McNamara, MM Louwerse, Z Cai, A Graesser
    2013
    Citations: 140

  • Language encodes geographical information
    MM Louwerse, RA Zwaan
    Cognitive Science 33 (1), 51-73 2009
    Citations: 135