Abstract. This paper reports on results of a statistical analysis of hu-man players ’ head-movements. Forty-one participants were asked to cope with an unexpected emergency in a virtual parking lot. Before the vir-tual reality exposure began, half of the participants watched an emotion-inducing movie clip and the other half an emotionally neutral one. The analysis of the acquired questionnaire data reveals, however, that this emotion induction method seems to have been rather ineffective. Thus, it is not surprising that only very weak between group effects are found when analyzing for differences in head movements around the emergency event. In general, horizontal head movement speed is found to be on av-erage significantly faster during th...
Virtual reality (VR) has been proposed as a methodological tool to study the basic science of psycho...
This paper presents an experiment aimed at exploring the relation between facial actions (FA), heart...
We investigated the autonomic nervous system activity of 60 participants during a free exploration o...
Inferring emotions from Head Movement (HM) and Eye Movement (EM) data in 360◦ Virtual Reality (VR) c...
While 360° videos watched in a VR headset are gaining in popularity, it is necessary to lower the re...
[EN] As Virtual Reality (VR) is starting to be used to train emotional regulation strategies, it wou...
Virtual Reality (VR) technology has been widely used in researching situations that require high eco...
A video game is an interactive software able to arouse intense emotions in players. Consequentially,...
Many affective computing studies have developed automatic emotion recognition models, mostly using e...
Many affective computing studies have developed automatic emotion recognition models, mostly using e...
To date, research on the user experience of Virtual Reality (VR) games is sparse even though VR and ...
[EN] Virtual Environments (VEs) have been used as mood induction procedures. In this context, it is ...
Emotional regulation strategies are used by people to influence their emotional responses to externa...
AbstractAdvances in affective computing technologies have made it possible for researchers to invest...
The paper analyzes physiological responses to different visual representations of stressful work act...
Virtual reality (VR) has been proposed as a methodological tool to study the basic science of psycho...
This paper presents an experiment aimed at exploring the relation between facial actions (FA), heart...
We investigated the autonomic nervous system activity of 60 participants during a free exploration o...
Inferring emotions from Head Movement (HM) and Eye Movement (EM) data in 360◦ Virtual Reality (VR) c...
While 360° videos watched in a VR headset are gaining in popularity, it is necessary to lower the re...
[EN] As Virtual Reality (VR) is starting to be used to train emotional regulation strategies, it wou...
Virtual Reality (VR) technology has been widely used in researching situations that require high eco...
A video game is an interactive software able to arouse intense emotions in players. Consequentially,...
Many affective computing studies have developed automatic emotion recognition models, mostly using e...
Many affective computing studies have developed automatic emotion recognition models, mostly using e...
To date, research on the user experience of Virtual Reality (VR) games is sparse even though VR and ...
[EN] Virtual Environments (VEs) have been used as mood induction procedures. In this context, it is ...
Emotional regulation strategies are used by people to influence their emotional responses to externa...
AbstractAdvances in affective computing technologies have made it possible for researchers to invest...
The paper analyzes physiological responses to different visual representations of stressful work act...
Virtual reality (VR) has been proposed as a methodological tool to study the basic science of psycho...
This paper presents an experiment aimed at exploring the relation between facial actions (FA), heart...
We investigated the autonomic nervous system activity of 60 participants during a free exploration o...