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Unsold is unseen … or is it? Examining the role of peripheral vision in the consumer choice process using eye-tracking methodology
In visual marketing, the truism that “unseen is unsold” means that products that are not noticed will not be sold. This truism rests on the idea that the consumer choice process is heavily influenced by visual search. However, given that the majority of available products are not seen by consumers, this article examines the role […] -
Consumer Evaluation of Hotel Service Robots
Abstract: In light of the trend in integrating artificial intelligence and robotics into tourism and hospitality operations, it is important to understand consumer responses to hotel service robots. Two studies were conducted to achieve this objective: an online survey and a laboratory experiment using measurements of automatic emotional reactions via biosensors. Responses to two types […] -
Identifying correlation between facial expression and heart rate and skin conductance with iMotions biometric platform
Abstract: Emotional reactions are stimulated when humans are presented with a stimulus, triggering a series of voluntary and involuntary responses. Human emotions can be measured from facial expressions and physiological processes. The iMotions biometric platform can detect and analyze the responses of different individuals, which are personalized. The iMotions software allows for the quantification of seven […] -
Reducing Brain Signal Noise in the Prediction of Economic Choices: A Case Study in Neuroeconomics
Abstract: In order to reduce the noise of brain signals, neuroeconomic experiments typically aggregate data from hundreds of trials collected from a few individuals. This contrasts with the principle of simple and controlled designs in experimental and behavioral economics. We use a frequency domain variant of the stationary subspace analysis (SSA) technique, denoted as DSSA, […] -
Enhancing Exercise Experience with Individual Multi-Emotion Provoking Game Elements
Abstract:Â In this work we present a new affective game design method that includes multi-emotion provoking and continuous game elements. Evaluated with our physical cycling exergaming system it extends our previously designed single emotion game scene approach. In addition we introduce new entertaining content that includes game elements to provoke both physical and mental stress as […] -
Emotional Journey for an Emotion Provoking Cycling Exergame
Abstract:  In this work we present a novel concept for affective entertainment, which we call Emotional Journey. It provides a dynamic and adaptive story path based on a player’s emotional responses and yields improved accurate recognition of the player’s emotions. We conducted a case study with 25 players to evaluate our concept using our cycling […] -
A Framework to Bridge Teachers, Student’s Affective State, and Improve Academic Performance
Abstract: Some of the biggest problems tackling Higher Education Institutions (HEI) are student’s drop-out and academic disengagement. Physical or psychological disabilities, social-economic or academic marginalization, and emotional and affective problems, are some of the factors that can lead to it. This problematic is worsened by the shortage of educational resources that can bridge the communication gap […] -
Toward Affect-Sensitive Virtual Human Tutors: The Influence of Facial Expressions on Learning and Emotion
Abstract: Affective support can play a central role in adaptive learning environments. Although virtual human tutors hold significant promise for providing affective support, a key open question is how a tutor’s facial expressions can influence learners’ performance. In this paper, we report on a study to examine the influence of a human tutor agent’s facial […] -
JAKE® Multimodal Data Capture System: Insights from an Observational Study of Autism Spectrum Disorder
Objective: To test usability and optimize the Janssen Autism Knowledge Engine (JAKE®) system’s components, biosensors, and procedures used for objective measurement of core and associated symptoms of autism spectrum disorder (ASD) in clinical trials. Methods: A prospective, observational study of 29 children and adolescents with ASD using the JAKE system was conducted at three sites in the […] -
Game Experience and Brain Based Assessment of Motivational Goal Orientations in Video Games
Abstract: The current study aims to measure the goal orientations motivation in different scenes of a video-game. The evaluation of player experience was done with both subjective measures through questionnaire and objective measures through brain wave activity (electroencephalography – EEG). We used GameFlow questionnaire to characterize the player’s mastery goal in playing video game (Master […]
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