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  • Measuring Arousal and Emotion in Healthcare Employees Using Novel Devices

    GatedMayo Clinic28/10/2020

    A positive working environment is fundamental for reducing employee turnover, and increasing engagement and productivity. Technologies such as wearable sensors and video analysis of facial expressions can be used to objectively measure the emotional responses of employees in real-time in the workplace. The study aims were to perform a preliminary investigation into the validities of […]

  • A Neurophysiological Approach for Measuring Presence in Immersive Virtual Environments

    Gated

    Presence, the feeling of being there, is an important factor that affects the overall experience of Virtual Reality (VR). Higher presence commonly provides a better experience in VR than lower presence. However, presence is commonly measured subjectively through postexperience questionnaires, which can suffer from participant biases, dishonest answers, and fatigue. It can also be difficult […]

  • Seeing Red? The Role of Font Color, Size, and Sale Sign Location in Retail Garden Center Displays

    Gated

    The goal of this study was to better understand consumers’ likelihood to buy a plant when the word “sale” was presented in red font on a white sign, with a range of font sizes, showing an equivalent discounted price in three ways (dollar amount, 25% percent off, and buy-3-get-1-free), with the sale sign location either […]

  • Facial features and head movements obtained with a webcam correlate with performance deterioration during prolonged wakefulness

    Gated

    We have performed a direct comparison between facial features obtained from a webcam and vigilance-task performance during prolonged wakefulness. Prolonged wakefulness deteriorates working performance due to changes in cognition, emotion, and by delayed response. Facial features can be potentially collected everywhere using webcams located in the workplace. If this type of device can obtain relevant […]

  • Picking Your Brains: Where and How Neuroscience Tools Can Enhance Marketing Research

    Gated

    The use of neuroscience tools to study consumer behavior and the decision making process in marketing has improved our understanding of cognitive, neuronal, and emotional mechanisms related to marketing-relevant behavior. However, knowledge about neuroscience tools that are used in consumer neuroscience research is scattered. In this article, we present the results of a literature review […]

  • QUEST e‑learning portal: applying heuristic evaluation, usability testing and eye tracking

    Gated

    In this study, the development of an e-learning portal for university students is presented. The portal is based on responsive web design which is accessible from anywhere, at any time and on any device. A complementary user experience evaluation methodology consisting of heuristic evaluation, usability testing, user experience questionnaire, and eye tracking has been applied […]

  • Your Own Worst Enemy: Implications of the Customization, and Destruction, of Non-Player Characters

    Gated03/11/2020

    Customization interfaces allow players to tailor character appearance to represent desired self-concepts, increasing character identification and contributing towards enjoyment. Yet, despite their ubiquity, such interfaces seldom allow modification of non-player characters (e.g., in-game enemies). A between-subjects experiment (N=34) examined affective/cognitive responses to customizing and destroying enemies in a custom-built game. Participants created characters representing either […]

  • Game Atmosphere: Effects of Audiovisual Thematic Cohesion on Player Experience and Psychophysiology

    Gated

    The game atmosphere and game audio are critical factors linked to the commercial success of video games. However, game atmosphere has been neither operationalized nor clearly defined in games user research literature, making it difficult to study. We define game atmosphere as the emerging subjective experience of a player caused by the strong audiovisual thematic […]

  • MTGAT: Multimodal Temporal Graph Attention Networks for Unaligned Human Multimodal Language Sequences

    Gated

    Human communication is multimodal in nature; it is through multiple modalities, i.e., language, voice, and facial expressions, that opinions and emotions are expressed. Data in this domain exhibits complex multi-relational and temporal interactions. Learning from this data is a fundamentally challenging research problem. In this paper, we propose Multimodal Temporal Graph Attention Networks (MTGAT). MTGAT […]

  • Desired Content versus Digital Advertisements: An Eye-Tracking User Experience Study

    Gated

    Advertisement repetition is known to enhance recall and awareness towards a certain stimulus. However, overexposure is also recognized to negatively impact user experience (UX). Little is understood on how many repetitions are required to achieve a tolerable balance between user experience and advertising. Likewise, the number of displayed advertisements versus seen advertisements is also unclear. […]

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