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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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Presence experience in mobile gaming., , and . DiGRA Conference, (2005)Reflections on the Use of Psychophysiology in Studying Reading on Digital Media, , and . IRIS: Selected Papers of the Information Systems Research Seminar in Scandinavia, (2015)Why share expertise? A closer look at the quality of motivation to share or withhold knowledge., , , and . J. Knowl. Manag., 20 (2): 181-198 (2016)Heart-rate sonification biofeedback for poker., , , , , and . Int. J. Hum. Comput. Stud., (2018)Online News and Corporate ReputationA Neurophysiological Investigation., , , , , and . J. Media Psychol. Theor. Methods Appl., 27 (3): 118-133 (2015)Transcendent experience in the use of computer-based media., , , and . NordiCHI, page 409-412. ACM, (2004)RelaWorld: Neuroadaptive and Immersive Virtual Reality Meditation System., , , , , and . IUI, page 208-217. ACM, (2016)The influence of implicit and explicit biofeedback in first-person shooter games., , , , , and . CHI, page 859-868. ACM, (2010)DYNECOM: Augmenting Empathy in VR with Dyadic Synchrony Neurofeedback., , , , , , and . HICSS, page 1-9. ScholarSpace, (2019)Comparing speakers versus headphones in listening to news from a computer - individual differences and psychophysiological responses., and . Comput. Hum. Behav., 23 (1): 303-317 (2007)