Related papers: Comparing Continuous and Retrospective Emotion Rat…
The ability to focus one's attention underlies success in many everyday tasks, but voluntary attention cannot be sustained for a long period of time. Several studies indicate that attention training using computer-based exercises can lead…
Virtual Reality (VR) provides new possibilities for modern knowledge work. However, the potential advantages of virtual work environments can only be used if it is feasible to work in them for an extended period of time. Until now, there…
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,…
Consumer 3D scanners and depth cameras are increasingly being used to generate content and avatars for Virtual Reality (VR) environments and avoid the inconveniences of hand modeling; however, it is sometimes difficult to evaluate…
This position paper explores the possibilities and challenges of using Virtual Reality (VR) in remote user studies. Highlighting the immersive nature of VR, the paper identifies key vulnerabilities, including varying technical proficiency,…
Emotion understanding is a complex process that involves multiple components. The ability to recognise emotions not only leads to new context awareness methods but also enhances system interaction's effectiveness by perceiving and…
Many individuals especially those with autism spectrum disorder (ASD), alexithymia, or other neurodivergent profiles face challenges in recognizing, expressing, or interpreting emotions. To support more inclusive and personalized emotion…
Portraying emotion and trustworthiness is known to increase the appeal of video content. However, the causal relationship between these signals and online user engagement is not well understood. This limited understanding is partly due to a…
Social VR enables people to interact over distance with others in real-time. It allows remote people, typically represented as avatars, to communicate and perform activities together in a join shared virtual environment, extending the…
Virtual reality (VR) has been increasingly utilised as a simulation tool for human-robot interaction (HRI) studies due to its ability to facilitate fast and flexible prototyping. Despite efforts to achieve high validity in VR studies,…
Evaluating the user experience of a software system is an essential final step of every research. Several concepts such as flow, affective state, presences, or immersion exist to measure user experience. Typical measurement techniques…
With the rapid progress in virtual reality (VR) technology, the scope of VR applications has greatly expanded across various domains. However, the superiority of VR training over traditional methods and its impact on learning efficacy are…
When collaborating face-to-face, people commonly use the surfaces and spaces around them to perform sensemaking tasks, such as spatially organising documents, notes or images. However, when people collaborate remotely using desktop…
Facial expression analysis has long been an active research area of computer vision. Traditional methods mainly analyse images for prototypical discrete emotions; as a result, they do not provide an accurate depiction of the complex…
Emotional expressions are the behaviors that communicate our emotional state or attitude to others. They are expressed through verbal and non-verbal communication. Complex human behavior can be understood by studying physical features from…
VR has recently been promoted as a tool for knowledge workers and studies have shown that it has the potential to improve knowledge work. However, studies on its prolonged use have been scarce. A prior study compared working in VR for one…
Virtual reality (VR) is increasingly used across psychology, from research and assessment to counseling, psychological treatment, and psychotherapy, with growing applications for children and adolescents. In these contexts, VR is often…
In this paper, we describe our approach for the OMG- Emotion Challenge 2018. The goal is to produce utterance-level valence and arousal estimations for videos of approximately 1 minute length. We tackle this problem by first extracting…
This paper presents a novel approach to assessing human lighting adjustment behavior and preference in diverse lighting conditions through the evaluation of emotional feedback and behavioral data using VR. Participants (n= 27) were exposed…
Mapping discrete and dimensional models of emotion remains a persistent challenge in affective science and computing. This incompatibility hinders the combination of valuable data sets, creating a significant bottleneck for training robust…