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Emotional Effects Induced by Lip Balms Containing Different Emollients: Neuroscientific Approach to Studying the Tactual Experience
Abstract: Companies rely on traditional market research, e.g. consumer tests and focus groups, for predicting consumer compliance. Since they investigate the conscious perception of a product, their results can be one of the causes of the high failure rate (40%) of products after the launch. In recent years, experts in neurology, psychology and neuroscience have demonstrated […]
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Inhabitable space control for the creation of healthy interactive spaces through emotional domotics
Abstract: In recent years, Mexico’s level of different physiological and mental negative states, such as stress have increased. This has among its consequences, low work production and social problems including the alarming numbers that nearly 43% of adults report high levels of stress. The increase of stress incidence in people aged 15–29 years, and the lack […]
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Towards More Robust Automatic Facial Expression Recognition in Smart Environments
Abstract: In this paper, we provide insights towards achieving more robust automatic facial expression recognition in smart environments based on our benchmark with three labeled facial expression databases. These databases are selected to test for desktop, 3D and smart environment application scenarios. This work is meant to provide a neutral comparison and guidelines for developers […]
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Uncertainty in Stated Choice Experiments: Will Eye-Tracking provide useful measures?
Abstract: In this study, we conduct a Stated Choice Experiment (SCE) using eye-tracking technology to investigate if eye movements during the completion of choice sets reveal information about response uncertainty. We hypothesise that the number of times a respondent’s eyes switch focus between the alternatives in a choice set reflects the respondent’s choice uncertainty. Based on […]
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Facial Expressions to Evaluate Advertising: A Laboratory versus Living Room Study
Abstract: In recent years researchers have shown growing interest in the impact of emotions in television commercials and in advertising in general (Park and Thorson, 1990). Emotions also influence the attitude towards the brand and to the ad (Batney and Ray, 1986; Edell and Burke, 1987; Derbaix, 1995), increase the attention of the advertisement (Olney, […]
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Wearable Gaze Trackers: Mapping Visual Attention in 3D
Abstract: The study of visual attention in humans relates to a wide range of areas such as: psychology, cognition, usability, and marketing. These studies have been limited to fixed setups with respondents sitting in front of a monitor mounted with a gaze tracking device. The introduction of wearable mobile gaze trackers allows respondents to move freely […]
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Role of Accentuation in the Selection / Rejection Task Framing Effect
Abstract: Procedure invariance is a basic assumption of rational theories of choice, however, it has been shown to be violated: Different response modes, or task frames, sometimes reveal opposite preferences. The current study focused on selection and rejection task frames, involving a unique type of problem with enriched and impoverished options, which has previously led […]
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Gently Does It: Humans Outperform a Software Classifier in Recognizing Subtle, Nonstereotypical Facial Expressions
Abstract: According to dominant theories of affect, humans innately and universally express a set of emotions using specific configurations of prototypical facial activity. Accordingly, thousands of studies have tested emotion recognition using sets of highly intense and stereotypical facial expressions, yet their incidence in real life is virtually unknown. In fact, a commonplace experience is […]
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The Relationship Between Design Outcomes and Mental States During Ideation
Abstract: Using electroencephalography (EEG) to predict design outcomes could be used in many applications as it facilitates the correlation of engagement and cognitive workload with ideation effectiveness. It also establishes a basis for the connection between EEG measurements and common constructs in engineering design research. In this paper, we propose a support vector machine (SVM)-based […]
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Using multi-channel data with multi-level modeling to assess in-game performance during gameplay with CRYSTAL ISLAND
Abstract: Game-based learning environments (GBLEs) have been touted as the solution for failing educational outcomes. In this study, we address some of these major issues by using multi-level modeling with data from eye movements and log files to examine the cognitive and metacognitive self-regulatory processes used by 50 college students as they read books and […]

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