323 resources related to Emotional Responses
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The conference program will consist of plenary lectures, symposia, workshops and invitedsessions of the latest significant findings and developments in all the major fields of biomedical engineering.Submitted papers will be peer reviewed. Accepted high quality papers will be presented in oral and postersessions, will appear in the Conference Proceedings and will be indexed in PubMed/MEDLINE
The ACC is the annual conference of the American Automatic Control Council (AACC, the U.S. national member organization of the International Federation for Automatic Control (IFAC)). The ACC is internationally recognized as a premier scientific and engineering conference dedicated to the advancement of control theory and practice. The ACC brings together an international community of researchers and practitioners to discuss the latest findings in automatic control. The 2020 ACC technical program will
The Annual Meeting is a gathering of experts who work and conduct research in the industrial applications of electrical systems.
The International Conference on Image Processing (ICIP), sponsored by the IEEE SignalProcessing Society, is the premier forum for the presentation of technological advances andresearch results in the fields of theoretical, experimental, and applied image and videoprocessing. ICIP 2020, the 27th in the series that has been held annually since 1994, bringstogether leading engineers and scientists in image and video processing from around the world.
All topics related to engineering and technology management, including applicable analytical methods and economical/social/human issues to be considered in making engineering decisions.
The IEEE Reviews in Biomedical Engineering will review the state-of-the-art and trends in the emerging field of biomedical engineering. This includes scholarly works, ranging from historic and modern development in biomedical engineering to the life sciences and medicine enabled by technologies covered by the various IEEE societies.
IEEE Computer Graphics and Applications (CG&A) bridges the theory and practice of computer graphics. From specific algorithms to full system implementations, CG&A offers a strong combination of peer-reviewed feature articles and refereed departments, including news and product announcements. Special Applications sidebars relate research stories to commercial development. Cover stories focus on creative applications of the technology by an artist or ...
The design and manufacture of consumer electronics products, components, and related activities, particularly those used for entertainment, leisure, and educational purposes
Both general and technical articles on current technologies and methods used in biomedical and clinical engineering; societal implications of medical technologies; current news items; book reviews; patent descriptions; and correspondence. Special interest departments, students, law, clinical engineering, ethics, new products, society news, historical features and government.
Telemedicine, teleradiology, telepathology, telemonitoring, telediagnostics, 3D animations in health care, health information networks, clinical information systems, virtual reality applications in medicine, broadband technologies, and global information infrastructure design for health care.
2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR), 2018
In this study, we explore how immersion affects people's sense of emotions in a virtual environment. The primary goals of this study are to analyze the possible use of virtual reality (VR) as an affective medium and research the relationship between immersion and emotion. To investigate these objectives, we compared two viewing conditions (HMD vs. No-HMD) and applied two types ...
2015 IEEE World Haptics Conference (WHC), 2015
This paper is concerned with emotional responses of tactile icons. Using three sets of tactile icons in which four physical parameters-amplitude, frequency, duration, and envelope-were systematically varied, we estimated their valence and arousal scores in a perceptual experiment with 24 participants. Results showed that the four parameters have clear relationships to the emotional responses of tactile icons. Our tactile icons ...
2011 International Conference on Consumer Electronics, Communications and Networks (CECNet), 2011
This study examines specifically the effects of these two properties of large displays on presence and emotional responses, using physiological as well as subjective methods. The results indicate that the larger visual angle offered by a large display produces higher subjective assessment of spatial presence, engagement, emotional arousal and valence, and greater galvanic skin response than for a small visual ...
2016 International Conference on Biomedical Engineering (BME-HUST), 2016
In 2013, the ninth criteria of Internet Gaming Disorder (IGD) were firstly laid out in the Diagnostic and Statistical Manual for Mental Disorders (DSM-V). It performed that playing online game became the most activity of Internet addiction (IA). In order to discriminate the high-risk IA with IGD (HIGD) and low-risk IA with nonIGD (LIGD), the abdominal breathing (AB) and the ...
2016 49th Hawaii International Conference on System Sciences (HICSS), 2016
This paper examines the effects of visual complexity and figure-background color contrast of e-commerce Web sites on consumers' emotional responses (i.e., pleasantness, arousal, and dominance) which is considered as the direct antecedents to online shopping behaviors. Data collection was carried out in a laboratory experiment, which was a 4 (visual complexity) x 4 (figure- background color contrast) between-subjects factorial design. ...
Nonlinear Material Responses and Their Characterization: An IPC Keynote with Eric Van Stryland
Rapid Fire Identification of Issues - ETAP San Jose 2015
WIE ILC 2015: Following Your Career North Star a Keynote with VMWare's Yanbing Li
CB: Exploring Neuroscience with a Humanoid Research Platform
Anticipating Human Activities for Reactive Robotic Response
A Recurrent Crossbar of Memristive Nanodevices Implements Online Novelty Detection - Christopher Bennett: 2016 International Conference on Rebooting Computing
Digital Neuromorphic Design of a Liquid State Machine for Real-Time Processing - Nicholas Soures: 2016 International Conference on Rebooting Computing
EPICS-In-IEEE Around the World
Micro-Apps 2013: Breaking the RF Carrier Barrier - 0 to 200 in Under a Second
IROS TV 2019- Pohang University of Science and Technology- Haptics and Virtual Reality Laboratory
A Conversation About the Social and Personal Impacts of AI: IEEE TechEthics Interview
Fun and Games with Artificial Intelligence: David B. Fogel
IEEE Summit on Internet Governance 2014: Panel II - Security vs. Privacy
An 8-10GHz Upconversion Mixer, with a Low-Frequency Calibration Loop Resulting in Better Than -73dBc In-Band Spurs: RFIC Interactive Forum
Applying Control Theory to the Design of Cancer Therapy
Engineering Education Research: The Growth of a Discipline
The Social and Personal Impacts of AI: IEEE TechEthics Panel
In this study, we explore how immersion affects people's sense of emotions in a virtual environment. The primary goals of this study are to analyze the possible use of virtual reality (VR) as an affective medium and research the relationship between immersion and emotion. To investigate these objectives, we compared two viewing conditions (HMD vs. No-HMD) and applied two types of emotional content (horror and empathy) to examine whether the level of immersion could influence emotional responses. The results showed that viewers who watched the horror movie using HMD felt more scared than those in the No- HMD condition. However, there were no significant emotional differences between the HMD and No-HMD conditions in the movie groups exposed to empathy. Regarding these results, we may assume that the effect of an immersive viewing experience on emotional responses in VR is deeply related to the degree of arousal and strong perceptual cues. The horror movie used in this study included intense visual and audio stimuli found in the typical horror film format. In contrast, viewers experienced less stimulating perceptual input when they are watching the empathetic movie. In conclusion, VR undoubtedly elicits a more immersive experience and greater emotional responses to the horror film. This study has confirmed the efficacy of VR as an emotional amplifier and successfully demonstrated the important association between immersion and emotion in VR.
This paper is concerned with emotional responses of tactile icons. Using three sets of tactile icons in which four physical parameters-amplitude, frequency, duration, and envelope-were systematically varied, we estimated their valence and arousal scores in a perceptual experiment with 24 participants. Results showed that the four parameters have clear relationships to the emotional responses of tactile icons. Our tactile icons spanned to a large region in the valence-arousal space, but they did not elicit very positive-relaxing or very negative-relaxing emotional responses. These findings provide the design guidelines of tactile icons that have desired emotional properties.
This study examines specifically the effects of these two properties of large displays on presence and emotional responses, using physiological as well as subjective methods. The results indicate that the larger visual angle offered by a large display produces higher subjective assessment of spatial presence, engagement, emotional arousal and valence, and greater galvanic skin response than for a small visual angle; and that the larger visual angle causes greater acceleration or deceleration in heart rate in response, respectively, to arousing or attention-requiring events than a smaller visual angle. However, physically larger screen size produces higher subjective assessment of emotional arousal, engagement, and presence, but it does not show a significant effect on physiological response.
In 2013, the ninth criteria of Internet Gaming Disorder (IGD) were firstly laid out in the Diagnostic and Statistical Manual for Mental Disorders (DSM-V). It performed that playing online game became the most activity of Internet addiction (IA). In order to discriminate the high-risk IA with IGD (HIGD) and low-risk IA with nonIGD (LIGD), the abdominal breathing (AB) and the emotional Self-Assessment Manikin (SAM) questionnaire were used in this study. Totally 19 HIGD subjects and 21 LIGD subjects were asked to watch the three type films (film1, film2 and film3), and to reply SAM questionnaire before and after AB. The results showed the average (t-test) between the arousal scores in before and after AB for LIGD people under all films (p = .01) and film3(p = .03). As well, the statically significant difference in distribution (F-test) between the valence scores for HIGD people and LIGD people under film2(p = .04) and film3(p = .03). To summarize our results, by doing AB, HIGD people mainly changed their emotional valence, and LIGD people mainly changed their emotional arousal for within study. For between study, the type of film2can distinguish between HIGD and LIGD people, and AB cannot obvious calmed emotional valence for HIGD people. The valence and arousal scores are the potential indexes for discriminating HIGD and LIGD. AB might play a mediation of emotional responses for IGD subjects. The physiological responses for IGD people are going to be investigated in near future.
This paper examines the effects of visual complexity and figure-background color contrast of e-commerce Web sites on consumers' emotional responses (i.e., pleasantness, arousal, and dominance) which is considered as the direct antecedents to online shopping behaviors. Data collection was carried out in a laboratory experiment, which was a 4 (visual complexity) x 4 (figure- background color contrast) between-subjects factorial design. Based on questionnaire responses from 324 subjects, the results showed that visual complexity and figure-background color contrast of website had partially significant effects on consumers' emotional responses. We believed that a well-designed Web site with adequate visual complexity and figure-background color contrast can create a desired environment to attract and retain consumers. The findings of this study provide important implications for theory and practice.
This study investigated how iconic design influenced emotional responses between male and female participants. An emotion recognition experiment was proposed by using FaceReader, a facial expression recognition software, to examine the participants' emotional responses. The results revealed that the males and the females experienced different emotional states throughout the experiment. The females displayed more positive emotions than the males did, while the males appeared to be calmer than the females. According to the participants' verbalized content, the females expressed more objective feelings than the males in describing the configuration of the images. The results could shed light on how iconic design aroused different emotions between genders.
Physiological reactions to certain emotions make us feel warm or cold, thus there are strong bounds between emotions and temperature. However, within HCI research, using thermal information to evoke emotion related experiences is still rare. For the research presented in this paper a kidney belt with thermal actuators was developed in order to investigate the emotional responses to thermally augmented audiovisual stimuli (movie clips). Participants then continuously evaluated their emotional state via a tablet application on the dimensions “arousal” and “valence”. The results indicate that thermal stimulation has significant effects on the emotional experience of subjects. While emotions with negative valence are more prone to be affected on the arousal dimension, emotions with positive valence are significantly influenced on the valence dimension.
The experiment with 33 participants showed that the social relationship between players (playing a first-person shooter game against a friend or a stranger, and in single-player mode) influences phasic emotion-related psychophysiological responses to digital game events representing victory and defeat. Irrespective of opponent type, a defeat elicited increasing positive affect and decreasing negative affect (supporting earlier results), but it was most arousing when the opponent was a friend. Surprisingly, victory--in addition to positive emotion when playing against either human opponent--also elicited a negative response when the opponent was a friend. Responses to defeat in a single-player game were similar, but to a victory almost neutral. These results show that the social context affects not only the general experience, but also individual emotional responses, which has implications for adaptive game systems, experience research, and game design alike.
Various studies have correlated specific visual characteristics of typefaces with specific overall emotional effects: curvilinear forms and open letter shapes generally feel “friendly” but also “formal” or “informal,” depending on other factors; large contrasts in stroke widths, cap height, and aspect ratio generally feel “interesting,” but also “attractive” or “aggressive,” depending on other factors; low-variety and low-contrast forms generally feel “professional” but also “reliable” or “boring.” Although the current findings on typeface personality are useful, they have not indicated a systematic explanation for why specific physical typeface forms have the specific emotion effects that they do. This paper will report results of an empirical study in which 102 participants indicated their immediate emotional responses to each of 36 distinct typeface designs. Results support correlation between specific typeface features (variety vs. contrast vs. pattern) and specific emotional parameters (amusement vs. agitation vs. focus), explaining findings of previous studies, suggesting various classroom approaches to purpose-driven typeface selection.
The use of questionnaires at the end of a specific task only evaluates what is expressed by the conscious mind and, therefore, cannot give a complete representation of the individual's emotional state. By adding data from physiological measures, such as cerebral activity, skin conductance, heart rate and gaze position, more accurate information about cognitive engagement and emotional responses to a given task could be provided. This study aims to evaluate participants' emotional (arousal, valence) and cognitive (memorization effort, attention, pleasantness) responses toward two videos, through the integration of above cited measures. Our findings show that the two tested videos produce two different unconscious reactions (one video causes a significantly higher increase in heart rate and the other one requires higher memorization effort), while producing similar conscious responses (no statistically significant differences were found by analyzing questionnaires' answers). Further, eye tracking device provided a way to investigate reasons behind these differences. The results show that the integration of self-reported and biological measures with eye tracking data could effectively help to understand emotional and cognitive responses during video observation.
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