Scientific publications

Read about the research that supports the FaceReader Ecosystem

Over the past 20+ years, our facial coding platform and its embedded technologies have been the subject as well as the preferred instrument for numerous accredited scientific studies. Below we present a comprehensive overview of the literature that has emerged from these studies, highlighting and validating the cutting-edge technology of FaceReader Online.
2011
30 citations
Refining a User Behaviour Model Based on the Observation of Emotional States Refining a User Behaviour Model Based on the Observation of Emotional States
Aguiar, Veiera, Galy, Mercantini, Santoni
This paper presents a refined user behavior model that incorporates the observation of emotional states to enhance the understanding of user interactions. By integrating emotional state data, the model aims to provide a more comprehensive representation of user behavior, which can be applied to improve user experience and system design. The study demonstrates the effectiveness of this approach through various applications and discusses its implications for future research in user behavior modeling.
2011
29 citations
Methodologies for Evaluating Player Experience in Game Play
Chu, Yin Wong, Weng Khong
Player experience constitutes one of the most significant factors in determining the success rate of games. Games which do not provide enormous user experience usually will not gain intense interest from players. The concept of player experience is normally interchanged with concepts such as fun, flow, fulfillment, enjoyment, engagement, satisfaction, pleasure and playability. In this paper, we reviewed, analyzed and discussed the different attributes and methodologies used to evaluate player experience for game play. We concluded the finding in a playability matrix based on an analysis of methodologies for evaluating player experience in game play. The matrix was constructed from literature analysis, which comprised of attributes consisting of qualitative and quantitative, verbal and non-verbal, empirical and non-empirical methods.
2010
255 citations
Self-focused attention and emotional reactivity: The role of culture.
Chentsova-Dutton & Tsai
Research conducted with European Americans suggests that attention to the individual self intensifies emotional reactivity. We propose, however, that cultural models of the self determine which aspect of the self , when attended to, intensifies emotional reactivity. In 3 studies, we predicted and observed that attention to individual aspects of the self was associated with levels of emotional reactivity that were greater in individuals from European American contexts than in individuals from Asian American contexts . In contrast, attention to relational aspects of the self was associated with levels of emotional reactivity that were similar or greater in individuals from Asian American than in individuals from European American contexts. These findings highlight the importance of considering cultural and situational factors when examining links between the self and emotion.
2010
120 citations
Measuring Instant Emotions During a Self-Assessment Test: The Use of FaceReader
Terzis, Morisis, Economides
Emotions play a crucial role in learning and self-assessment processes, yet measuring them is challenging. This study evaluates the efficiency of FaceReader during a self-assessment test by comparing its instant measurements with researchers’ estimations of students’ emotions in real-time observations. Statistical analysis revealed some discrepancies between FaceReader’s and researchers’ assessments, particularly concerning ‘Disgusted’ and ‘Angry’ emotions. Overall, the results indicate that FaceReader can measure emotions with over 87% efficacy during self-assessment tests and could be effectively integrated into computer-aided learning systems for affect recognition. Additionally, the study provides valuable insights into students’ emotional states during self-assessment tests and learning procedures.
2007
84 citations
Using Emotion in Games: Emotional Flowers
Bernhaupt, Boldt, Mirlacher, Wilfinger, Tscheligi
The “Emotional Flowers” game utilizes players’ facial expressions to control the growth of a flower, aiming to elicit emotional reactions such as happiness and surprise. Multiple players can participate simultaneously, with their flowers displayed on a public ambient display, influencing both individual emotions and social interactions. This paper presents the design, implementation, and evaluation of the game.
2007
2 citations
Towards Embeddable Vision Architectures for Human Computing
M. den Uyl
Human Computing is about perceptive, anticipatory interfaces that support natural and intuitive human-computer interaction by understanding human behavior, emotions and social signaling. Yet, machine understanding of human behavior and emotion is limited and fragmented until this day. It is proposed that in order to manage the complexities of multimodal, multilevel and contextual machine perception of human behavior, an embedded systems approach towards the design of vision architectures for human computing seems advisable. The problems encountered in such an approach are illustrated from past and present development projects on vision systems for watching humans.

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