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Extracting relevance and affect information from physiological text annotation.

, , , , , , , and . User Model. User-Adapt. Interact., 26 (5): 493-520 (2016)

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Psychologically targeted persuasive advertising and product information in e-commerce., , , , and . ICEC, volume 60 of ACM International Conference Proceeding Series, page 245-254. ACM, (2004)Emotional response patterns and sense of presence during video games: potential criterion variables for game design., , , , , and . NordiCHI, page 339-347. ACM, (2004)The Effects of Content Type and Presentation Style on User Experiences of Multimedia Content on a Tablet PC., , and . HCI (4), volume 6764 of Lecture Notes in Computer Science, page 466-475. Springer, (2011)Usability of Hybridmedia Services - PC and Mobile Applications Compared., , , and . HCI (3), volume 4552 of Lecture Notes in Computer Science, page 918-925. Springer, (2007)Emotionally Adapted Games - An Example of a First Person Shooter., , , , and . HCI (4), volume 5613 of Lecture Notes in Computer Science, page 406-415. Springer, (2009)Social Psychology of the Digital Age: The Interpersonal Neuroscience of Mediated Communication., and . HCI (22), volume 8531 of Lecture Notes in Computer Science, page 494-505. Springer, (2014)Neuroadaptive Meditation in the Real World., , , , , and . BCIforReal@IUI, page 29-33. ACM, (2017)Physiological compliance for social gaming analysis: Cooperative versus competitive play., , and . Interact. Comput., 24 (4): 306-316 (2012)Effects of the rate of computer-mediated speech on emotion-related subjective and physiological responses., and . Behav. Inf. Technol., 24 (5): 365-373 (2005)The Spatial Presence Experience Scale (SPES)., , , , , , , , , and 2 other author(s). J. Media Psychol. Theor. Methods Appl., 28 (1): 1-15 (2016)