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Reflections on the Use of Psychophysiology in Studying Reading on Digital Media

, , and . IRIS: Selected Papers of the Information Systems Research Seminar in Scandinavia, (2015)

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Emotional response patterns and sense of presence during video games: potential criterion variables for game design., , , , , and . NordiCHI, page 339-347. ACM, (2004)Effects of Immersive Media on Emotion and Memory: An Experiment Comparing Article, 360-video, and Virtual Reality., , and . Int. J. Hum. Comput. Stud., (November 2023)Augmented Virtual Reality Meditation: Shared Dyadic Biofeedback Increases Social Presence Via Respiratory Synchrony., , , , , and . ACM Trans. Soc. Comput., 4 (2): 6:1-6:19 (2021)More Immersed but Less Present: Unpacking Factors of Presence Across Devices., , and . IMX, page 140-149. ACM, (2023)Neuroadaptive Meditation in the Real World., , , , , and . BCIforReal@IUI, page 29-33. ACM, (2017)Reflections on the Use of Psychophysiology in Studying Reading on Digital Media, , and . IRIS: Selected Papers of the Information Systems Research Seminar in Scandinavia, (2015)Online News and Corporate ReputationA Neurophysiological Investigation., , , , , and . J. Media Psychol. Theor. Methods Appl., 27 (3): 118-133 (2015)RelaWorld: Neuroadaptive and Immersive Virtual Reality Meditation System., , , , , and . IUI, page 208-217. ACM, (2016)DYNECOM: Augmenting Empathy in VR with Dyadic Synchrony Neurofeedback., , , , , , and . HICSS, page 1-9. ScholarSpace, (2019)Virtual Character Facial Expressions Influence Human Brain and Facial EMG Activity in a Decision-Making Game., , , , and . IEEE Trans. Affect. Comput., 9 (2): 285-298 (2018)