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  • Identifying correlation between facial expression and heart rate and skin conductance with iMotions biometric platform

    Open Access15/12/2017University of Windsor

    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

    Open AccessPeer-Reviewed14/12/2017Texas A&M University

    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

    Open AccessPeer-Reviewed27/11/2017University of the West of Scotland + 3

    Abstract: 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

    GatedPeer-Reviewed23/11/2017University of the West of Scotland + 2

    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

    GatedPeer-Reviewed01/11/2017Universidade Nova de Lisboa + 2

    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

    Open Access01/11/2017North Carolina State University

    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

    Open AccessPeer-Reviewed26/09/2017Janssen Research and Development + 4

    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

    Gated07/09/2017University of Montreal

    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 […]

  • Emotional Domotics: Inhabitable Space Variable Control for the Emotions Modulation

    GatedPeer-Reviewed20/08/2017TecnolĂłgico de Monterrey

    Abstract: Throughout this document the details and progress of the research in emotional domotics, whose ultimate goal is the development of a controlled algorithm for living spaces based on the emotional state of the user, will be illustrated and detailed. The first section details the motivations and objectives of the project. The second section gives […]

  • Thin-Slice Measurement of Wisdom

    Open AccessPeer-Reviewed15/08/2017Hangzhou Normal University + 3

    Abstract: Objective Measurement of Wisdom within a short period of time is vital for both the public interest (e.g., understanding a presidential election) and research (e.g., testing factors that facilitate wisdom development). A measurement of emotion associated with wisdom would be especially informative; therefore, a novel Thin-Slice measurement of wisdom was developed based on the […]

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