20 research outputs found

    Studies of the Electromagnetic Characteristics of Moving Ionized Gases

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    Studies of the Electromagnetic Chracteristics of Moving Ionized Gases

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    Dataset supporting the paper: Anxiety Biases Audiovisual Processing of Social Signals

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    This dataset includes data on behavioural outcomes for the audiovisual emotion recognition tasks used in the publication, "Anxiety Biases Audiovisual Processing of Social Signals". In this study the authors investigated perception of happy and angry emotions within unimodal (audio- and visual-only), congruent and incongruent audiovisual displays in healthy adults with higher and lower levels of trait anxiety. The data is organised to facilitate replication of the ANCOVA analyses carried out in the aforementioned study. Data included in this dataset has already been pre-processed (i.e., univariate outliers have already been identified and dealt with)

    Dataset for, "An RCT study showing few weeks of music lessons enhance audio-visual temporal processing"

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    This dataset includes data on behavioural outcomes for the audio-visual simultaneity judgement task and emotion recognition task used in the publication, "An RCT study showing few weeks of music lessons enhance audio-visual temporal processing". In this study, the authors investigated the effect of eleven weeks of piano lessons on audio-visual temporal processing and emotion recognition abilities in adults. The data is organised to facilitate replication of the analyses carried out in this study, which includes the raw data of the two tasks mentioned above collected from each participant over seven data-collection sessions. A 'Read-me-first' file is included in both data folders that introduce the structure of the data, the meaning of the file names, and how to interpret the raw data

    Dataset supporting the paper: Anxiety Biases Audiovisual Processing of Social Signals

    No full text
    This dataset includes data on behavioural outcomes for the audiovisual emotion recognition tasks used in the publication, "Anxiety Biases Audiovisual Processing of Social Signals". In this study the authors investigated perception of happy and angry emotions within unimodal (audio- and visual-only), congruent and incongruent audiovisual displays in healthy adults with higher and lower levels of trait anxiety. The data is organised to facilitate replication of the ANCOVA analyses carried out in the aforementioned study. Data included in this dataset has already been pre-processed (i.e., univariate outliers have already been identified and dealt with)

    Datasets and Analyses for "Affect Recognition using Psychophysiological Correlates in High Intensity VR Exergaming"

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    Datasets and analyses for the paper "Affect Recognition using Psychophysiological Correlates in High Intensity VR Exergaming" published at CHI 2020. We present the datasets of two experiments that investigate the use of different sensors for affect recognition in a VR exergame. The first experiment compares the impact of physical exertion and gamification on psychophysiological measurements during rest, conventional exercise, VR exergaming, and sedentary VR gaming. The second experiment compares underwhelming, overwhelming and optimal VR exergaming scenarios. We identify gaze fixations, eye blinks, pupil diameter and skin conductivity as psychophysiological measures suitable for affect recognition in VR exergaming and analyse their utility in determining affective valence and arousal. Our findings provide guidelines for researchers of affective VR exergames. The datasets and analyses consist of the following: 1. two CSV sheets containing the quantitative and qualitative data of the Experiments I and II; 2. two JASP files with ANOVAS and t-tests for Experiments I and II; 3. two R scripts with correlation and regression analyses for Experiments I and II

    Datasets and Analyses for "Affect Recognition using Psychophysiological Correlates in High Intensity VR Exergaming"

    No full text
    Datasets and analyses for the paper "Affect Recognition using Psychophysiological Correlates in High Intensity VR Exergaming" published at CHI 2020. We present the datasets of two experiments that investigate the use of different sensors for affect recognition in a VR exergame. The first experiment compares the impact of physical exertion and gamification on psychophysiological measurements during rest, conventional exercise, VR exergaming, and sedentary VR gaming. The second experiment compares underwhelming, overwhelming and optimal VR exergaming scenarios. We identify gaze fixations, eye blinks, pupil diameter and skin conductivity as psychophysiological measures suitable for affect recognition in VR exergaming and analyse their utility in determining affective valence and arousal. Our findings provide guidelines for researchers of affective VR exergames. The datasets and analyses consist of the following: 1. two CSV sheets containing the quantitative and qualitative data of the Experiments I and II; 2. two JASP files with ANOVAS and t-tests for Experiments I and II; 3. two R scripts with correlation and regression analyses for Experiments I and II

    Supplement for "Me vs. Super(wo)man: Effects of Customization and Identification in a VR Exergame"

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    This supplement describes an approach that can be used to create an “enhanced“ avatar based on a) a realistic, current avatar (R) and b) an idealised, desired future avatar (I) of a user. The aim of the approach is to create avatars that reflect “enhancements” of the realistic avatar along a realistic trajectory. The realistic avatar is used as a starting point, and the idealised avatar as a “goal”

    Supplement for "Me vs. Super(wo)man: Effects of Customization and Identification in a VR Exergame"

    No full text
    This supplement describes an approach that can be used to create an “enhanced“ avatar based on a) a realistic, current avatar (R) and b) an idealised, desired future avatar (I) of a user. The aim of the approach is to create avatars that reflect “enhancements” of the realistic avatar along a realistic trajectory. The realistic avatar is used as a starting point, and the idealised avatar as a “goal”
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