97 research outputs found
Using New Technologies for Time Diary Data Collection: Instrument Design and Data Quality Findings from a Mixed-Mode Pilot Survey
Affect Recognition using Psychophysiological Correlates in High Intensity VR Exergaming
User experience estimation of VR exergame players by recognising their affective state could enable us to personalise and optimise their experience. Affect recognition based on psychophysiological measurements has been successful for moderate intensity activities. High intensity VR exergames pose challenges as the effects of exercise and VR headsets interfere with those measurements. We present 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.This project has received funding from the European Union’s Horizon 2020 research and innovation programme under the Marie Skłodowska-Curie grant agreement No 665992 </p
Time use among individuals with persistent mental illness: Identifying risk factors for imbalance in daily activities
Time use among individuals with persistent mental illness: Identifying risk factors for imbalance in daily activities
The 'harried leisure class' revisted: Dutch and Canadian trends in the use of time from the 1970s to the 1990s
The 'harried leisure class' revisted:Dutch and Canadian trends in the use of time from 1970's to the 1990's
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