- Media Influence and Health
- Action Observation and Synchronization
- Neural and Behavioral Psychology Studies
- Virtual Reality Applications and Impacts
- Behavioral Health and Interventions
- EEG and Brain-Computer Interfaces
- Heart Rate Variability and Autonomic Control
- Emotion and Mood Recognition
- Neuroscience and Music Perception
- Child and Adolescent Psychosocial and Emotional Development
- Personality Traits and Psychology
- Face Recognition and Perception
- Mental Health Research Topics
- Anxiety, Depression, Psychometrics, Treatment, Cognitive Processes
- Team Dynamics and Performance
- Impact of Technology on Adolescents
- Color perception and design
- Stress Responses and Cortisol
- Multisensory perception and integration
- Knowledge Management and Sharing
- Communication in Education and Healthcare
- Digital Games and Media
- Advanced Text Analysis Techniques
- Personal Information Management and User Behavior
- Usability and User Interface Design
University of Helsinki
2016-2025
Aalto University
2011-2020
Society of Swedish Literature in Finland
2020
KU Leuven
2020
IMEC
2020
Tampere University
2019-2020
Helsinki Institute for Information Technology
2011-2019
University of the Arts Helsinki
2016-2017
Finland University
2016
Helsinki Art Museum
2012-2016
In order to bridge interdisciplinary differences in Presence research and establish connections between “older” concepts of psychology communication, a theoretical model the formation Spatial is proposed. It applicable exposure different media intended unify existing efforts develop theory Presence. The includes assumptions about attention allocation, mental models, involvement, considers role factors user characteristics as well, thus incorporating much previous work. argued that commonly...
Despite the increasing use of psychophysiological measures in various research areas, there is a relative paucity studies on communication, media, and media interfaces that have taken advantage this approach. This article provides an overview attention emotion with focus 3 most commonly used measures: heart rate, facial electromyography, electrodermal activity. Selected methods to test theory-based predictions regarding role attentional emotional factors message processing are critically...
Abstract. The study of spatial presence is currently receiving increased attention in both media psychology and communication research. present paper introduces the Spatial Presence Experience Scale (SPES), a short eight-item self-report measure. SPES derived from process model ( Wirth et al., 2007 , Media Psychology, 9, 493–525), assesses as two-dimensional construct that comprises user’s self-location perceived possible actions environment. shorter than many other available scales, can be...
The authors examined whether the nature of opponent (computer, friend, or stranger) influences spatial presence, emotional responses, and threat challenge appraisals when playing video games. In a within-subjects design, participants played two different games against computer, stranger. addition to self-report ratings, cardiac interbeat intervals (IBIs) facial electromyography (EMG) were measured index physiological arousal valence. When compared another human elicited higher engagement,...
Abstract We examined emotional valence- and arousal-related phasic psychophysiological responses to different video game events among 36 young adults who played Super Monkey Ball 2 (Sega Corporation, Tokyo, Japan). Event-related changes in zygomaticus major, corrugator supercilii, orbicularis oculi electromyographic activity, skin conductance level, cardiac interbeat intervals were recorded. Instantaneous elicited reliable indexing valence arousal. A largely linear, positive dose-response...
The goal of the present study was to examine relationships and differences between emotion perceived ( i.e., emotional quality expressed by music) felt individual's response music). Thirty-two participants listened 12 music pieces differing in terms a priori basic quality, rated from two points view perceived) using 16 adjectives dimensional models emotion. As expected, general, seemed arouse emotions similar music. However, affect ratings were significantly moderated point which assessed....
The authors examined emotional valence- and arousal-related phasic psychophysiological responses to different violent events in the first-person shooter video game "James Bond 007: NightFire" among 36 young adults. Event-related changes zygomaticus major, corrugator supercilii, orbicularis oculi electromyographic (EMG) activity skin conductance level (SCL) were recorded, participants rated their emotions trait psychoticism based on Psychoticism dimension of Eysenck Personality...
Meditation in general and mindfulness particular have been shown to be useful techniques the treatment of a plethora ailments, yet they can challenging for novices. We present RelaWorld: neuroadaptive virtual reality meditation system that combines with neurofeedback provide tool is easy novices use provides added value even experienced meditators. Using head-mounted display, users levitate world by doing exercises. The measures users' brain activity real time via EEG calculates estimates...
Winning against an opponent in a competitive video game can be expected to more rewarding than losing, especially when the is fellow human player rather computer. We show that winning versus losing first-person activates brain's reward circuit and ventromedial prefrontal cortex (vmPFC) differently depending on type of opponent. Participants played tank shooter alleged computer opponents while their brain activity was measured with functional magnetic resonance imaging. Brain responses wins...
In conversational storytelling, the recipients are expected to show affiliation with emotional stance displayed by storytellers. We investigated arousal-related autonomic nervous system responses in tellers and of stories. The data consist 20 recordings 45- 60-minute dyadic conversations between female university polytechnic students. Conversations were videotaped analyzed means conversation analysis (CA), a special emphasis on verbal nonverbal displays storytelling. Electrodermal activity...
We investigated the emotional response patterns and sense of presence elicited by video games with different characteristics (i.e., Tetris, Super Monkey Ball 2, Bowling James Bond 007: NightFire) among 37 undergraduates. also examined moderating influence sensation seeking self-forgetfulness traits on responses. Participants self-reported their responses, defined in terms joy, pleasant relaxation, anger, fear, depressed feeling, presence. The results showed that elicit differential patterns,...
To understand how implicit and explicit biofeedback work in games, we developed a first-person shooter (FPS) game to experiment with different techniques. While this area has seen plenty of discussion, there is little rigorous experimentation addressing can enhance human-computer interaction. In our two-part study, (N=36) subjects first played eight stages two conditions, simulation-based comparison repetition rounds, then repeated the when given information on biofeedback. The conditions...
Journal Article Physiological compliance for social gaming analysis: Cooperative versus competitive play Get access Guillaume Chanel, Chanel * aCenter Knowledge and Innovation Research, Aalto University School of Economics, P.O. Box 21255, 00076 Aalto, Finland Corresponding author. Present address: Swiss Center Affective Sciences, Geneva, 7 rue des battoirs, 1205 Genève, Switzerland. Tel.: +41 22 379 98 11; fax: 44. E-mail addresses:guillaume.chanel@unige.ch (G. Chanel),...
Background. Student's temperament plays a significant role in teacher's perception of the student's learning style, educational competence (EC), and teachability. Hence, contributes to academic achievement subjective ratings school grades. However, little is known about effect gender age on this association. Aims. We examined teacher‐perceived temperament, EC, teachability, whether there same or different association between teachers students relationship. Sample. The participants were...
Dyadic gaming experience was studied in a psychophysiological experiment where conflict structure and the presence of an artificial intelligence (AI) agent turn-based game were varied four different conditions. Electrocardiographic electrodermal activity signals 41 same-gender dyads recorded to study joint changes their physiological signals. A strong linkage found within all conditions, but scores did not differentiate between modes. The only significant difference conditions increase when...
Term-Relevance Prediction from Brain Signals (TRPB) is proposed to automatically detect relevance of text information directly brain signals. An experiment with forty participants was conducted record neural activity while providing judgments stimuli for a given topic. High-precision scientific equipment used quantify across 32 electroencephalography (EEG) channels. A classifier based on multi-view EEG feature representation showed improvement up 17% in prediction signals alone. Relevance...
Purpose The purpose of this study is to investigate the role motivation for knowledge sharing (KS) by assessing how four qualitatively different types, as per self-determination theory (SDT), predict KS, its quality and undesirable counterpart, withholding. Design/methodology/approach was carried out a survey ( n = 200) in an expert organization. analyses were conducted using structural equation modeling. Findings Autonomous type extrinsic (identified motivation) strongest predictor KS (in...
Most adults do not engage in sufficient physical activity to maintain good health. Smartphone apps are increasingly used support but typically focus on tracking behaviors with no for the complex process of behavior change. Tracking features all users, and could better reach their targets by engaging users reflecting reasons, capabilities, opportunities Motivational interviewing supports this active engagement self-reflection self-regulation fostering psychological needs proposed...
With the advent of consumer grade virtual reality (VR) headsets and physiological measurement devices, new possibilities for mediated social interaction emerge enabling immersion to environments where visual features react users’ activation. In this study, we investigated whether how individual interpersonally shared biofeedback (visualised respiration rate frontal asymmetry electroencephalography, EEG) enhance synchrony between activity perceived empathy towards other during a...