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  • Predicting Takeover Performance in Conditionally Automated Driving

    GatedPeer-Reviewed01/12/2020

    Abstract: In conditionally automated driving, drivers decoupled from operational control of the vehicle have difficulty taking over control when requested. To address this challenge, we conducted a human-in-the-loop experiment wherein the drivers needed to take over control from an automated vehicle. We collected drivers’ physiological data and data from the driving environment, and based on […]

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

    GatedPeer-Reviewed17/11/2020

    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 […]

  • The effectiveness of online cause-related marketing message framing on hotel brand evaluation

    Open AccessPeer-Reviewed17/11/2020University of Surrey

    This study aims to examine the interaction effect between advertising message framing (promotion-framed vs. prevention-framed) strategy and brand reputation (high vs. low) on consumers’ brand evaluation (brand attitude, word-of-mouth, purchase intention) in the context of CRM in the hotel industry. Employing a multiple quantitative methods approach with two experimental studies, data were collected through a […]

  • Exploring Multidimensional Measurements for Pain Evaluation using Facial Action Units

    GatedPeer-Reviewed16/11/2020

    Although pain is widely recognized to be a multidimensional experience, it is typically measured by unidimensional patient self-reported visual analog scale (VAS). However, self-reported pain is subjective, difficult to interpret and sometimes impossible to obtain. Machine learning models have been developed to automatically recognize pain at both the frame level and sequence (or video) level. […]

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

    GatedPeer-Reviewed09/11/2020Quaid-E-Awam University of Engineering, Science and Technology

    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

    GatedPeer-Reviewed03/11/2020University of Oregon

    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

    GatedPeer-Reviewed03/11/2020University of Waterloo

    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 […]

  • A team leader’s gaze before and after making requests in emergency care simulation: a case study with eye-tracking glasses

    GatedPeer-Reviewed01/11/2020

    The advanced technology of eye-tracking enables us to analyse healthcare professionals’ (HCPs) gaze behaviours. Gaze analysis has great potential to capture HCPs’ non-technical skills, especially situational awareness (SA).1 The SA framework has three levels. Level 1 involves perceiving an event, level 2 understanding what is being perceived importantly and level 3 being able to make predictions. How to […]

  • Measuring Arousal and Emotion in Healthcare Employees Using Novel Devices

    GatedPeer-Reviewed28/10/2020Mayo Clinic

    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 […]

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

    GatedPeer-Reviewed26/10/2020School of Digital Technologies Tallinn University

    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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