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Estimating Player Experience from Arousal and Valence Using Psychophysiological Signals.

, , , and . SBGames, page 107-116. IEEE Computer Society, (2018)

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Hydra: An Ubiquitous Application for Service Rerouting., , , , and . UIC/ATC, page 366-373. IEEE Computer Society, (2012)Source Code Plagiarism Detection in an Educational Context: A Literature Mapping., , , and . FIE, page 1-9. IEEE, (2021)Estimating Player Experience from Arousal and Valence Using Psychophysiological Signals., , , and . SBGames, page 107-116. IEEE Computer Society, (2018)Dynamic Difficulty Adjustment in Digital Games: Comparative Study Between Two Algorithms Using Electrodermal Activity Data., , , , , , and . HCI (33), volume 13334 of Lecture Notes in Computer Science, page 69-83. Springer, (2022)Applicability of Psychophysiological and Perception Data for Mapping Strategies in League of Legends - An Exploratory Study., , , , and . HCI (37), volume 14047 of Lecture Notes in Computer Science, page 125-140. Springer, (2023)A game engine for building ubigames., , , , and . NETGAMES, page 1-3. IEEE, (2014)A Tool to Support Players Affective States Assessment Based on Facial Expressions Analysis., , , and . HCI (31), volume 12211 of Lecture Notes in Computer Science, page 39-57. Springer, (2020)Skull Hunt: An Educational Game for Teaching Biology., , , , , , and . HCI (37), volume 14047 of Lecture Notes in Computer Science, page 43-60. Springer, (2023)A Data Analysis of Player in World of Warcraft Using Game Data Mining., , , and . SBGames, page 1-9. IEEE Computer Society, (2017)Biofeedback Sensors in Electronic Games: A Practical Evaluation., , , , , and . SBGames, page 56-65. IEEE Computer Society, (2017)