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An Approach to Analyze User’s Emotion in HCI Experiments Using Psychophysiological Measures
Abstract: Emotional experiences have aroused HCI researchers’ interest once these types of experience involve many parts of our body, such as muscles, body postures, and psychophysiological measures. Hedonic experiences give us pleasure and good emotions, and this paper focuses on it. Some psychophysiological measures have already been correlated with both valence and arousal, the main […] -
Adding immersive virtual reality to a science lab simulation causes more presence but less learning
Abstract: Virtual reality (VR) is predicted to create a paradigm shift in education and training, but there is little empirical evidence of its educational value. The main objectives of this study were to determine the consequences of adding immersive VR to virtual learning simulations, and to investigate whether the principles of multimedia learning generalize to […] -
Improving Driver Emotions with Affective Strategies
Abstract: Drivers in negative emotional states, such as anger or sadness, are prone to perform bad at driving, decreasing overall road safety for all road users. Recent advances in affective computing, however, allow for the detection of such states and give us tools to tackle the connected problems within automotive user interfaces. We see potential […] -
Measuring Learning During Search: Differences in Interactions, Eye-Gaze, and Semantic Similarity to Expert Knowledge
Abstract: We investigate the relationship between search behavior, eye – tracking measures, and learning. We conducted a user study where 30 participants performed searches on the web. We measured their verbal knowledge before and after each task in a content-independent manner, by assessing the semantic similarity of their entries to expert vocabulary. We hypothesize that […] -
Measuring presence in video games: An investigation of the potential use of physiological measures as indicators of presence
Abstract: Presence has become an increasingly central component of Games User Research (GUR) as developments in technology continuously make modern video games more conducive to the sensation of ‘being there’ in virtual environments. The quality of games is now commonly evaluated based on how reliably they elicit presence; however, no standardized objective measure of presence […] -
How does navigation system behavior influence human behavior?
Abstract: Navigation systems are ubiquitous tools to assist wayfinders of the mobile information society with various navigational tasks. Whenever such systems assist with self-localization and path planning, they reduce human effort for navigating. Automated navigation assistance benefits navigation performance, but research seems to show that it negatively affects attention to environment properties, spatial knowledge acquisition, […] -
Using computer-vision and machine learning to automate facial coding of positive and negative affect intensity
Abstract: Facial expressions are fundamental to interpersonal communication, including social interaction, and allow people of different ages, cultures, and languages to quickly and reliably convey emotional information. Historically, facial expression research has followed from discrete emotion theories, which posit a limited number of distinct affective states that are represented with specific patterns of facial action. […] -
Moderating effects of prior brand usage on visual attention to video advertising and recall: An eye-tracking investigation
Abstract: For advertisers, attracting attention to video marketing stimuli is paramount to building and refreshing consumers’ brand memories and increasing their propensity to purchase. Research has demonstrated brand users are more likely to recall advertising, possibly suggesting a brand’s commercials draw more attention from current users than potential new customers. Testing whether prior brand usage […] -
Determining Consumer Preferences for Floral Design Elements
Floral designers have long been taught that the most important attributes of a floral design are the elements of line, color, texture, pattern, form, space, and size. Yet, little formal research has been conducted to determine which of these design elements are truly important to consumers and drive their purchasing behavior. This project, co-funded by […] -
Contrasting Divergent and Convergent Thinking by Electroencephalography and Eye Tracking
Abstract: The present study explores the adoption of electroencephalography and eye tracking to assess physiological differences between divergent and convergent thinking. In neuroscientific literature alpha power synchronization in the right parietal lobe has been associated to top-down inhibition of task-irrelevant cognitive processes occurring during divergent thinking, but findings in oculometric studies seem to suggest a […]
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