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Evoking Physiological Synchrony and Empathy Using Social VR With Biofeedback.

, , , , , , and . IEEE Trans. Affect. Comput., 13 (2): 746-755 (2022)

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Augmented Virtual Reality Meditation: Shared Dyadic Biofeedback Increases Social Presence Via Respiratory Synchrony., , , , , and . ACM Trans. Soc. Comput., 4 (2): 6:1-6:19 (2021)Neuroadaptive Meditation in the Real World., , , , , and . BCIforReal@IUI, page 29-33. ACM, (2017)Feeling Small or Standing Tall? Height Manipulation Affects Speech Anxiety and Arousal in Virtual Reality., , , and . Cyberpsychology Behav. Soc. Netw., 26 (4): 246-254 (April 2023)Storifying a Serious Mobile Game: Exploring Players' Perception of Storification Features, Narrative Engagement, and Behavioral Intentions., , , and . MindTrek, page 53-61. ACM, (2022)Bio-adaptive Social VR to Evoke Affective Interdependence: DYNECOM., , , , , , and . IUI, page 73-77. ACM, (2018)Why do players buy in-game content? An empirical study on concrete purchase motivations., , , , , and . Comput. Hum. Behav., (2017)RelaWorld: Neuroadaptive and Immersive Virtual Reality Meditation System., , , , , and . IUI, page 208-217. ACM, (2016)DYNECOM: Augmenting Empathy in VR with Dyadic Synchrony Neurofeedback., , , , , , and . HICSS, page 1-9. ScholarSpace, (2019)Evoking Physiological Synchrony and Empathy Using Social VR With Biofeedback., , , , , , and . IEEE Trans. Affect. Comput., 13 (2): 746-755 (2022)Playing With Embodied Social Interaction: A Thematic Review of Experiments on Social Aspects in Gameful Virtual Reality., , , and . Interact. Comput., 33 (6): 583-595 (2021)