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Träfflista för sökning "WFRF:(Jercic Petar) "

Sökning: WFRF:(Jercic Petar)

  • Resultat 1-10 av 18
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1.
  • Astor, Philipp, et al. (författare)
  • Integrating biosignals into information systems : A NeuroIS tool for improving emotion regulation
  • 2013
  • Ingår i: Journal of Management Information Systems. - : ME Sharpe. - 0742-1222 .- 1557-928X. ; 30:3, s. 247-277
  • Tidskriftsartikel (refereegranskat)abstract
    • Traders and investors are aware that emotional processes can have material consequences on their financial decision performance. However, typical learning approaches for debiasing fail to overcome emotionally driven financial dispositions, mostly because of subjects' limited capacity for self-monitoring. Our research aims at improving decision makers' performance by (1) boosting their awareness to their emotional state and (2) improving their skills for effective emotion regulation. To that end, we designed and implemented a serious game-based NeuroIS tool that continuously displays the player's individual emotional state, via biofeedback, and adapts the difficulty of the decision environment to this emotional state. The design artifact was then evaluated in two laboratory experiments. Taken together, our study demonstrates how information systems design science research can contribute to improving financial decision making by integrating physiological data into information technology artifacts. Moreover, we provide specific design guidelines for how biofeedback can be integrated into information systems
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2.
  • Hagelbäck, Johan, et al. (författare)
  • Psychophysiological Interaction and Empathic Cognition for Human-Robot Cooperative Work (PsyIntEC)
  • 2014
  • Ingår i: Gearing Up and Accelerating Cross-Fertilization between Academic and Industrial Robotics Research in Europe. - Cham : Springer. - 9783319029337 ; , s. 283-299
  • Bokkapitel (refereegranskat)abstract
    • The aim of the PsyIntEC project is to explore affective and cognitive modeling of humans in human-robot interaction (HRI) as a basis for behavioral adaptation. To achieve this we have explored human affective perception of relevant modalities in human-human and human-robot interaction on a collaborative problem-solving task using psychophysiological measurements. The experiments conducted have given us valuable insight into the communicational and affective queues interplaying in such interactions from the human perspective. The results indicate that there is an increase in both positive and negative emotions when interacting with robots compared to interacting with another human or solving the task alone, but detailed analysis on shorter time segments is required for the results from all sensors to be conclusive and significant.
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3.
  • Hagelbäck, Johan, 1977-, et al. (författare)
  • Psychophysiological Interaction and Empathic Cognition for Human-robot Cooperative Work (PsyIntEC)
  • 2014
  • Ingår i: Gearing Up and Accelerating Cross‐fertilization between Academic and Industrial Robotics Research in Europe. - Cham : Springer. - 9783319038377 - 9783319038384 ; , s. 283-299
  • Bokkapitel (refereegranskat)abstract
    • The aim of the PsyIntEC project is to explore affective and cognitive modeling of humans in human-robot interaction (HRI) as a basis for behavioral adaptation. To achieve this we have explored human affective perception of relevant modalities in human-human and human-robot interaction on a collaborative problem-solving task using psychophysiological measurements. The experiments conducted have given us valuable insight into the communicational and affective queues interplaying in such interactions from the human perspective. The results indicate that there is an increase in both positive and negative emotions when interacting with robots compared to interacting with another human or solving the task alone, but detailed analysis on shorter time segments is required for the results from all sensors to be conclusive and significant.
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4.
  • Horvat, Marko, et al. (författare)
  • Assessing emotional responses induced in virtual reality using a consumer EEG headset : A preliminary report
  • 2018
  • Ingår i: 2018 41st International Convention on Information and Communication Technology, Electronics and Microelectronics, MIPRO 2018 - Proceedings. - : Institute of Electrical and Electronics Engineers Inc.. - 9789532330977 ; , s. 1006-1010
  • Konferensbidrag (refereegranskat)abstract
    • We report on a pilot study involving emotion elicitation in virtual reality (VR) and assessment of emotional responses with a consumer-grade EEG device. The stimulation used HTC Vive VR system showing pictures from NAPS database within a specifically designed virtual environment. The stimulation consisted of two distinct sequences with 10 pictures of happiness and 10 pictures of fear. Each picture was contained in a separate virtual room that the participants traveled through along a preset path. The estimation employed EMOTIV EPOC+ 14-channel EEG headset and a custom-developed application. The software wirelessly received EEG signals from alpha, beta low, beta high, gamma and theta bands, time-stamped them and dynamically stored in a relational database for subsequent analysis. Our preliminary results show that statistically significant correlations between valence and arousal ratings of pictures and EEG bands are present but highly personalized. Simultaneous correct placement of VR and EEG headsets is demanding and precise localization of electrodes is difficult. In fact, if emotion estimation is not strictly necessary we recommend using devices with fewer electrodes. Nevertheless, we found the EEG to be effective. By acknowledging its limitations, and using the headset in the correct context, experiments involving emotions may be significantly amended. © 2018 Croatian Society MIPRO.
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5.
  • Jerčić, Petar, et al. (författare)
  • A Serious Game using Physiological Interfaces for Emotion Regulation Training in the context of Financial Decision-Making
  • 2012
  • Ingår i: ECIS 2012 - Proceedings of the 20th European Conference on Information Systems. - : AIS Electronic Library (AISeL). ; , s. 1-14
  • Konferensbidrag (refereegranskat)abstract
    • Research on financial decision-making shows that traders and investors with high emotion regulation capabilities perform better in trading. But how can the others learn to regulate their emotions? ‘Learning by doing’ sounds like a straightforward approach. But how can one perform ‘learning by doing’ when there is no feedback? This problem particularly applies to learning emotion regulation, because learners can get practically no feedback on their level of emotion regulation. Our research aims at providing a learning environment that can help decision-makers to improve their emotion regulation. The approach is based on a serious game with real-time biofeedback. The game is settled in a financial context and the decision scenario is directly linked to the individual biofeedback of the learner’s heart rate data. More specifically, depending on the learner’s ability to regulate emotions, the decision scenario of the game continuously adjusts and thereby becomes more (or less) difficult. The learner wears an electrocardiogram sensor that transfers the data via Bluetooth to the game. The game itself is evaluated at several levels.
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6.
  • Jerčić, Petar, et al. (författare)
  • An affective serious game for collaboration between humans and robots
  • 2019
  • Ingår i: Entertainment Computing. - : Elsevier B.V.. - 1875-9521 .- 1875-953X. ; 32
  • Tidskriftsartikel (refereegranskat)abstract
    • Elicited physiological affect in humans collaborating with their robot partners was investigated to determine its influence on decision-making performance in serious games. A turn-taking version of the Tower of Hanoi game was used, where physiological arousal and valence underlying such human-robot proximate collaboration were investigated. A comparable decision performance in the serious game was found between human and non-humanoid robot arm collaborator conditions, while higher physiological affect was found in humans collaborating with such robot collaborators. It is suggested that serious games which are carefully designed to take into consideration the elicited physiological arousal might witness a better decision-making performance and more positive valence using non-humanoid robot partners instead of human ones. © 2019 The Authors
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7.
  • Jerčić, Petar (författare)
  • Arousal Measurement Reflected in the Pupil Diameter for a Decision-Making Performance in Serious Games
  • 2019
  • Ingår i: Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics). - Cham : Springer. - 9783030346430 ; , s. 287-298
  • Konferensbidrag (refereegranskat)abstract
    • This paper sets out to investigate the potentials of using pupil diameter measure as a contactless biofeedback method. The investigation was performed on how the interdependent and competing activation of the autonomic nervous system is reflected in the pupil diameter and how it affects the performance on decision-making task in serious games. The on-line biofeedback based on physiological measurements of arousal was integrated into the serious game set in the financial context. The pupil diameter was validated against the heart rate data measuring arousal, where the effects of such arousal were investigated. It was found that the physiological arousal was observable on both the heart and pupil data. Furthermore, the participants with lower arousal took less time to reach their decisions, and those decisions were more successful, in comparison to the participants with higher arousal. Moreover, such participants were able to get a higher total score and finish the game. This study validated the potential usage of pupil diameter as an unobtrusive measure of biofeedback, which would be beneficial for the investigation of arousal on human decision-making inside of serious games. © IFIP International Federation for Information Processing, 2019.
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8.
  • Jerčić, Petar (författare)
  • Design and Evaluation of Affective Serious Games for Emotion Regulation Training
  • 2013
  • Licentiatavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • Emotions are thought to be a key factor that critically influences human decision-making. Emotion regulation can help to mitigate emotion related decision biases and eventually lead to a better decision performance. Serious games emerged as a new angle introducing technological methods to learning emotion regulation, where meaningful biofeedback information displays player's emotional state. This thesis investigates emotions and the effect of emotion regulation on decision performance. Furthermore, it explores design and evaluation methods for creating serious games where emotion regulation can be learned and practiced. The scope of this thesis was limited to serious games for emotion regulation training using psychophysiological methods to communicate user's affective information. Using the psychophysiological methods, emotions and their underlying neural mechanism have been explored. Through design and evaluation of serious games using those methods, effects of emotion regulation have been investigated where decision performance has been measured and analyzed. The proposed metrics for designing and evaluating such affective serious games have been exhaustively evaluated. The research methods used in this thesis were based on both quantitative and qualitative aspects, with true experiment and evaluation research, respectively. Serious games approach to emotion regulation was investigated. The results suggested that two different emotion regulation strategies, suppression and cognitive reappraisal, are optimal for different decision tasks contexts. With careful design methods, valid serious games for training those different strategies could be produced. Moreover, using psychophysiological methods, underlying emotion neural mechanism could be mapped to provide optimal level of arousal for a certain task. The results suggest that it is possible to design and develop serious game applications that provide helpful learning environment where decision makers could practice emotion regulation and subsequently improve their decision making.
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9.
  • Jerčić, Petar, et al. (författare)
  • Modeling cognitive load and physiological arousal through pupil diameter and heart rate
  • 2020
  • Ingår i: Multimedia tools and applications. - : Springer New York LLC. - 1380-7501 .- 1573-7721. ; 79:5-6, s. 3145-3159
  • Tidskriftsartikel (refereegranskat)abstract
    • This study investigates individuals’ cognitive load processing abilities while engaged on a decision-making task in serious games, to explore how a substantial cognitive load dominates over the physiological arousal effect on pupil diameter. A serious game was presented to the participants, which displayed the on–line biofeedback based on physiological measurements of arousal. In such dynamic decision-making environment, the pupil diameter was analyzed in relation to the heart rate, to evaluate if the former could be a useful measure of cognitive abilities of individuals. As pupil might reflect both cognitive activity and physiological arousal, the pupillary response will show an arousal effect only when the cognitive demands of the situation are minimal. Evidence shows that in a situation where a substantial level of cognitive activity is required, only that activity will be observable on the pupil diameter, dominating over the physiological arousal effect indicated by the pupillary response. It is suggested that it might be possible to design serious games tailored to the cognitive abilities of an individual player, using the proposed physiological measurements to observe the moment when such dominance occurs. © 2018, The Author(s).
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10.
  • Jerčić, Petar, et al. (författare)
  • Physiological Affect and Performance in a Collaborative Serious Game Between Humans and an Autonomous Robot
  • 2018
  • Ingår i: Lect. Notes Comput. Sci.. - Cham : Springer Verlag. - 9783319994253 - 9783319994260 ; , s. 127-138
  • Konferensbidrag (refereegranskat)abstract
    • This paper sets out to examine how elicited physiological affect influences the performance of human participants collaborating with the robot partners on a shared serious game task; furthermore, to investigate physiological affect underlying such human-robot proximate collaboration. The participants collaboratively played a turn-taking version of a serious game Tower of Hanoi, where physiological affect was investigated in a valence-arousal space. The arousal was inferred from the galvanic skin response data, while the valence was inferred from the electrocardiography data. It was found that the robot collaborators elicited a higher physiological affect in regard to both arousal and valence, in contrast to their human collaborator counterparts. Furthermore, a comparable performance between all collaborators was found on the serious game task. © 2018, IFIP International Federation for Information Processing.
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