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  • Measurements of Galvanic Skin Response on Subjects Affected by Stress

    GatedPeer-Reviewed

    Abstract: The aim of the present paper is to study the Galvanic Skin Response (GSR) level on subjects affected by stress. The device that we have used, connects to the people by finger electrodes to record GSR. The purpose was to find statistical differences between the activities (mental task, walking, sitting and to fill out […]


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  • Towards a conceptual framework for analysing impression management during face-to-face communication

    GatedPeer-Reviewed

    Abstract: The purpose of this paper is to generate a framework for investigating direct face-to-face interactions during corporate results presentations from senior executives. This is important because face-to-face communications represent opportunities for impression management owing to cognitive biases and constraints arising from the interplay of non-verbal and verbal cues. Our Behavioural Impression Management Framework combines […]


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  • Pictorial content, sequence of conflicting online reviews and consumer decision-making: The stimulus-organism-response model revisited

    GatedPeer-Reviewed

    Abstract: Conflicting online reviews challenge the consumer’s decision-making processes. Furthermore, increase in visual content, both positive and negative, adds complexity. This study analyses conflicting online reviews based on text and photos using automatic processing patterns and conscious perceptions. The study is built on the stimulus-organism-response model revisited by Jacoby (2002), and captures nonlinear eye-tracking data […]

  • PRIME: Block-Wise Missingness Handling for Multi-modalities in Intelligent Tutoring Systems

    GatedPeer-Reviewed24/12/2019

    Abstract: Block-wise missingness in multimodal data poses a challenging barrier for the analysis over it, which is quite common in practical scenarios such as the multimedia intelligent tutoring systems (ITSs). In this work, we collected data from 194 undergraduates via a biology ITS which involves three modalities: student-system logfiles, facial expressions, and eye tracking. However, […]


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  • I Can See It in Your Face. Affective Valuation of Exercise in More or Less Physically Active Individuals

    GatedPeer-Reviewed

    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 […]


  • Notice: Trying to access array offset on value of type null in /usr/www/users/publio/wp-content/themes/twentytwentytwo_child/template-parts/blocks/articles/publication-list.php on line 142

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  • The Impact of Contextualized Emotions on Self-Regulated Learning and Scientific Reasoning during Learning with a Game-Based Learning Environment

    GatedPeer-Reviewed

    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 […]

  • EyeCar: Modeling the Visual Attention Allocation of Drivers in Semi-Autonomous Vehicles

    GatedPeer-Reviewed17/12/2019

    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 […]

  • A Framework towards Quantifying Human Restorativeness in Virtual Built Environments

    Open AccessPeer-Reviewed01/01/2019

    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

    GatedPeer-Reviewed

    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

    GatedPeer-Reviewed

    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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