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Defining and measuring decision-making styles, also known as playstyles, is crucial in gaming, where these styles reflect a broad spectrum of individuality and diversity. However, finding a universally applicable measure for these styles…
Wearable sensors are widely used to collect physiological data and develop stress detection models. However, most studies focus on a single dataset, rarely evaluating model reproducibility across devices, populations, or study conditions.…
Esports offers a platform for players to engage in competitive and cooperative gaming with others remotely via the Internet. Despite these opportunities for social interaction, many players may still experience loneliness while playing…
In this simulator study, we investigate whether and how electrodermal activity (EDA) reflects driver cognitive distraction under varying traffic conditions and adaptive cruise control (ACC) use. Participants drove in six scenarios,…
Electroencephalography (EEG) recordings are analyzed using battery-powered wearable devices to monitor brain activities and neurological disorders. These applications require long and continuous processing to generate feasible results.…
This position paper reflects empirical data collected during my PhD from a large-scale within-subjects study (N = 90). The study compared a highly human-like, spoken embodied conversational agent (ECA) against a low human-like text base…
This research delves into the utilization of smartwatch sensor data and heart rate monitoring to discern individual emotions based on body movement and heart rate. Emotions play a pivotal role in human life, influencing mental well-being,…
Before the computer age, games were played in the physical world where players would have to interact with real objects and each other, triggering a series of emotions. Nowadays, the computer games have become one of the most popular forms…
In the video game industry, great importance is given to the experience that the user has while playing a game. In particular, this experience benefits from the players' perceived sense of being in the game or immersion. The level of user…
Educational games are being increasingly used to support self-paced learning. However, educators and system designers often face challenges in monitoring student affect and cognitive load. Existing assessments in game-based learning…
Proper training and analytics in eSports require accurately collected and annotated data. Most eSports research focuses exclusively on in-game data analysis, and there is a lack of prior work involving eSports athletes' psychophysiological…
Privacy is dynamic, sensitive, and contextual, much like our emotions. Previous studies have explored the interplay between privacy and context, privacy and emotion, and emotion and context. However, there remains a significant gap in…
Engagement, which links to attentional, emotional, and cognitive dimensions, plays an important role in learning. In online and video-based learning environments, learners often need to regulate their own interactions with instructional…
Background: Studies have shown the potential adverse health effects, ranging from headaches to cardiovascular disease, associated with long-term negative emotions and chronic stress. Since many indicators of stress are imperceptible to…
While acute stress has been shown to have both positive and negative effects on performance, not much is known about the impacts of stress on students grades during examinations. To answer this question, we examined whether a correlation…
Understanding affect is central to anticipating human behavior, yet current egocentric vision benchmarks largely ignore the person's emotional states that shape their decisions and actions. Existing tasks in egocentric perception focus on…
Player Experience Modelling (PEM) is the study of AI techniques applied to modelling a player's experience within a video game. PEM development can be labour-intensive, requiring expert hand-authoring or specialized data collection. In this…
Understanding and predicting human emotional and physiological states using wearable sensors has important applications in stress monitoring, mental health assessment, and affective computing. This study presents a novel Multi-Task…
Is it possible to predict the affect of a user just by observing her behavioral interaction through a video? How can we, for instance, predict a user's arousal in games by merely looking at the screen during play? In this paper we address…
Background: software engineering research (SE) lacks theory and methodologies for addressing human aspects in software development. Development tasks are undertaken through cognitive processing activities. Affects (emotions, moods,…