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

    Gated17/11/2020

    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

    Open AccessUniversity of Twente03/12/2020

    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

    GatedQuaid-E-Awam University of Engineering, Science and Technology09/11/2020

    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 evaluationmethodology consisting of heuristic evaluation, usability testing, user experience questionnaire, and eye tracking has been applied to […]

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

    GatedUniversity of Oregon03/11/2020

    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

    GatedUniversity of Waterloo03/11/2020

    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

    Open AccessCarnegie Mellon University22/10/2020

    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

    GatedSchool of Digital Technologies Tallinn University26/10/2020

    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. […]

  • Social attention to activities in children and adults with autism spectrum disorder: effects of context and age

    Open AccessJanssen Research & Development + 719/10/2020

    Diminished visual monitoring of faces and activities of others is an early feature of autism spectrum disorder (ASD). It is uncertain whether deficits in activity monitoring, identified using a homogeneous set of stimuli, persist throughout the lifespan in ASD, and thus, whether they could serve as a biological indicator (“biomarker”) of ASD. We investigated differences […]

  • Muscle Movements for Non-Invasive Thermal Discomfort Detection via Bio-Sensing Technology

    Open AccessNorwegian University of Science and Technology19/10/2020

    In the time of climate change, as heat waves become a more regular occurrence, indoor thermal comfort is an important factor in day to day life. Due to such circumstances, many researchers have focused their studies on finding an effective solution that will not only enable thermal comfort, but also increase satisfaction within the indoor […]

  • How online advertising competes with user-generated content in TripAdvisor. A neuroscientific approach

    Gated

    Drawing on cognitive load theory, congruence research, and dual processing models, the purpose of this study is to determine the effectiveness of online advertising in social media. To this end, three separate studies were conducted. First, using eye-tracking and electroencephalography, we examine the differences, based on whether or not an ad is embedded, in subjects’ […]

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