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FaceSync: Open ​source ​​framework ​​for ​recording facial ​expressions with ​head-mounted ​cameras
Abstract:Â Advances in computer vision and machine learning algorithms have enabled researchers to extract facial expression data from face video recordings with greater ease and speed than standard manual coding methods, which has led to a dramatic increase in the pace of facial expression research. However, there are many limitations in recording facial expressions in laboratory […]
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Music Recommendation System for Human Attention Modulation by Facial Recognition on a Driving Task: A Proof of Concept
Abstract: The role of music on driving process had been discussed in the context of driver assistance as an element of security and comfort. Throughout this document, we present the development of an audio recommender system for the use by drivers, based on facial expression analysis. This recommendation system has the objective of increasing the […]
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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 […]
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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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Using sequence mining to reveal the efficiency in scientific reasoning during STEM learning with a game-based learning environment
Abstract: The goal of this study was to assess how metacognitive monitoring and scientific reasoning impacted the efficiency of game completion during learning with Crystal Island, a game-based learning environment that fosters self-regulated learning and scientific reasoning by having participants solve the mystery of what illness impacted inhabitants of the island. We conducted sequential pattern mining and […]
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Immersive Natural EEG Neurofeedback to Stimulate Creativity
Abstract: We propose a natural, 3D immersive and real-time representation of the mental state acquired through EEG. Unlike most other neurofeedback methods currently in use, which are mostly simplistic, synthetic representations, our approach will make use of rich natural visual metaphors, presented immersivity and user-centric. This powerful approach will stimulate deep neurofeedback-based learning and opens […]
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Thin-Slice Measurement of Wisdom
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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In Harm’s Way: On Preferential Response to Threatening Stimuli
Abstract:Â Given the evolutionary significance of survival, the mind might be particularly sensitive (in terms of strength and speed of reaction) to stimuli that pose an immediate threat to physical harm. To rectify limitations in past research, we pilot-tested stimuli to obtain images that are threatening, nonthreatening-negative, positive, or neutral. Three studies revealed that participants (a) […]
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The Effects of Autonomy on Emotions and Learning in Game-Based Learning Environments
Abstract: The current study examined the impact of agency on college students’ emotions and learning during gameplay with CRYSTAL ISLAND, a game-based learning environment designed to foster microbiology learning. 96 undergraduate students (59% female) from a large North American university participated in the study. Participants were randomly assigned to one of three experimental conditions (i.e., […]
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Predicting Consumer Liking and Preference Based on Emotional Responses and Sensory Perception: A Study with Basic Taste Solutions
Abstract:Â Traditional methods of sensory testing focus on capturing information about multisensory perceptions, but do not necessarily measure emotions elicited by these food and beverages. The objective of this study was to develop an optimum model of predicting overall liking (rating) and preference (choice) based on taste intensity and evoked emotions. One hundred and two […]
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