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I Can See It in Your Face. Affective Valuation of Exercise in More or Less Physically Active Individuals
Abstract: The purpose of this study was to illustrate that people’s affective valuation of exercise can be identified in their faces. The study was conducted with a software for automatic facial expression analysis and it involved testing the hypothesis that positive or negative affective valuation occurs spontaneously when people are reminded of exercise. We created […]
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The Impact of Contextualized Emotions on Self-Regulated Learning and Scientific Reasoning during Learning with a Game-Based Learning Environment
Abstract: The goal of this study was to examine college students’ (n = 61) contextualized emotions during in-game actions while playing CRYSTAL ISLAND, a game-based learning environment where students are tasked with solving the mystery of what illness impacted all island inhabitants. We examined emotions during in-game actions: during book reading, after scanning food items for the […]
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EyeCar: Modeling the Visual Attention Allocation of Drivers in Semi-Autonomous Vehicles
Abstract: A safe transition between autonomous and manual control requires sustained visual attention of the driver for the perception and assessment of hazards in dynamic driving environments. Thus, drivers must retain a certain level of situation awareness to safely takeover. Understanding the visual attention allocation of drivers can pave the way to inferring their dynamic […]
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A Framework towards Quantifying Human Restorativeness in Virtual Built Environments
Abstract: The impact of built environment on the human restorativeness has long been argued; however, the interrelations between neuroscience and the built environment, and the degree to which the built environment contributes to increased human restorativeness has not been completely understood yet. Understanding the interrelations between neuroscience and the built environment is critical as 90% […]
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The agency effect: The impact of student agency on learning, emotions, and problem-solving behaviors in a game-based learning environment
Abstract: Game-based learning environments are designed to foster high levels of student engagement and motivation during learning of complex topics. Game-based learning environments allow students freedom to navigate a space to interact with game elements that foster learning, i.e., agency. Agency has been studied in learning, and it has been demonstrated that increased student agency […]
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Modeling emotion in complex stories: the Stanford Emotional Narratives Dataset
Abstract: Human emotions unfold over time, and more affective computing research has to prioritize capturing this crucial component of real-world affect. Modeling dynamic emotional stimuli requires solving the twin challenges of time-series modeling and of collecting high-quality time-series datasets. We begin by assessing the state-of-the-art in time-series emotion recognition, and we review contemporary time-series approaches […]
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Between text and platforms: A case study on the real-time emotions and psychophysiological indicators of video gaming and academic engagement
Abstract: Literature indicates that both academic tasks (Deater-Deckard et al. 2013; Skinner et al. Educational and Psychological Measurement, 69(3): 493–525, 2009) and video gaming (Irwin The Journal of Psychology, 133, 157–164, 1999; Laffan et al. Computers in Human Behavior, 65, 544–549, 2016; Whitton Simulation & Gaming, 42(5), 596–609, 2011) have qualities that engage and captivate […]
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The Effectiveness of Online Cause-Related Marketing Message Framing on Hotel Brand Evaluation
Abstract: The purpose of this study is to examine the interaction effect between online Cause-Related Marketing (CRM) advertisements and brand reputation on consumers’ brand evaluation in the hotel industry. Two experimental studies were conducted: (1) a survey-based experiment that demonstrates the moderating role of brand reputation, and (2) a laboratory experiment using psychophysiological measurements of emotional […]
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Investigating the detection of emotion concealment using the Gazepoint GP3 eye-tracker
Abstract: In the investigative field, the use of interviews as a method of gathering legally admissible information is in serious decline. Due to a greater understanding of human stress response and biometric measurements, previously objective tools such as the polygraph have been removed from the investigators toolkit. Newer methods of biometric monitoring can potentially help […]
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Factorized Multimodal Transformer For Multimodal Sequential Learning
Abstract: The complex world around us is inherently multimodal and sequential (continuous). Information is scattered across different modalities and requires multiple continuous sensors to be captured. As machine learning leaps towards better generalization to real world, multimodal sequential learning becomes a fundamental research area. Arguably, modeling arbitrarily distributed spatio-temporal dynamics within and across modalities is […]

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