Niklas Ravaja

Orcid: 0000-0003-1876-8731

According to our database1, Niklas Ravaja authored at least 67 papers between 2004 and 2023.

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Bibliography

2023
Brain-Computer Interface for Generating Personally Attractive Images.
IEEE Trans. Affect. Comput., 2023

Receiving a Mediated Touch From Your Partner vs. a Male Stranger: How Visual Feedback of Touch and Its Sender Influence Touch Experience.
IEEE Trans. Affect. Comput., 2023

Touching Virtual Humans: Haptic Responses Reveal the Emotional Impact of Affective Agents.
IEEE Trans. Affect. Comput., 2023

2022
Evoking Physiological Synchrony and Empathy Using Social VR With Biofeedback.
IEEE Trans. Affect. Comput., 2022

2021
Augmented Virtual Reality Meditation: Shared Dyadic Biofeedback Increases Social Presence Via Respiratory Synchrony.
ACM Trans. Soc. Comput., 2021

2019
PeyeDF: an Eye-Tracking Application for Reading and Self-Indexing Research.
CoRR, 2019

DYNECOM: Augmenting Empathy in VR with Dyadic Synchrony Neurofeedback.
Proceedings of the 52nd Hawaii International Conference on System Sciences, 2019

2018
Virtual Character Facial Expressions Influence Human Brain and Facial EMG Activity in a Decision-Making Game.
IEEE Trans. Affect. Comput., 2018

Heart-rate sonification biofeedback for poker.
Int. J. Hum. Comput. Stud., 2018

Context matters: The impact of product type, emotional attachment and information overload on choice quality.
Eur. J. Oper. Res., 2018

Persuaded by the machine: The effect of virtual nonverbal cues and individual differences on compliance in economic bargaining.
Comput. Hum. Behav., 2018

Bio-adaptive Social VR to Evoke Affective Interdependence: DYNECOM.
Proceedings of the 23rd International Conference on Intelligent User Interfaces, 2018

Economic decision-making in free-to-play games: A laboratory experiment to study the effects of currency conversion.
Proceedings of the 2nd International GamiFIN Conference, Pori, Finland, May 21-23, 2018., 2018

2017
Neuroadaptive Meditation in the Real World.
Proceedings of the 2017 ACM Workshop on An Application-oriented Approach to BCI out of the laboratory, 2017

BCI for Physiological Text Annotation.
Proceedings of the 2017 ACM Workshop on An Application-oriented Approach to BCI out of the laboratory, 2017

2016
The Spatial Presence Experience Scale (SPES).
J. Media Psychol. Theor. Methods Appl., 2016

Extracting relevance and affect information from physiological text annotation.
User Model. User Adapt. Interact., 2016

Why share expertise? A closer look at the quality of motivation to share or withhold knowledge.
J. Knowl. Manag., 2016

The Psychophysiology Primer: A Guide to Methods and a Broad Review with a Focus on Human-Computer Interaction.
Found. Trends Hum. Comput. Interact., 2016

A short review and primer on electromyography in human computer interaction applications.
CoRR, 2016

Natural brain-information interfaces: Recommending information by relevance inferred from human brain signals.
CoRR, 2016

Total Immersion: Designing for Affective Symbiosis in a Virtual Reality Game with Haptics, Biosensors, and Emotive Agents.
Proceedings of the Symbiotic Interaction, 2016

RelaWorld: Neuroadaptive and Immersive Virtual Reality Meditation System.
Proceedings of the 21st International Conference on Intelligent User Interfaces, 2016

Reach out and touch me: effects of four distinct haptic technologies on affective touch in virtual reality.
Proceedings of the 18th ACM International Conference on Multimodal Interaction, 2016

Reading a Newspaper on Print Versus Screen: A Motivational Perspective.
Proceedings of the 49th Hawaii International Conference on System Sciences, 2016

2015
Online News and Corporate ReputationA Neurophysiological Investigation.
J. Media Psychol. Theor. Methods Appl., 2015

Understanding knowledge sharing in the work context by applying a belief elicitation study.
J. Knowl. Manag., 2015

Human Computer Interaction Meets Psychophysiology: A Critical Perspective.
Proceedings of the Symbiotic Interaction - 4th International Workshop, 2015

Psychophysiological responses to digital media: frontal EEG alpha asymmetry during newspaper reading on a tablet versus print.
Proceedings of the 19th International Academic Mindtrek Conference, 2015

Exploring Peripheral Physiology as a Predictor of Perceived Relevance in Information Retrieval.
Proceedings of the 20th International Conference on Intelligent User Interfaces, 2015

Ways to Measure Spatial Presence: Review and Future Directions.
Proceedings of the Immersed in Media, Telepresence Theory, Measurement & Technology, 2015

2014
A Practical Guide to Using Digital Games as an Experiment Stimulus.
Trans. Digit. Games Res. Assoc., 2014

Learning When Serious: Psychophysiological Evaluation of a Technology-Enhanced Learning Game.
J. Educ. Technol. Soc., 2014

Suboptimal facial expression primes in textual media messages: Evidence for the affective congruency effect.
Comput. Hum. Behav., 2014

Predicting term-relevance from brain signals.
Proceedings of the 37th International ACM SIGIR Conference on Research and Development in Information Retrieval, 2014

Social Psychology of the Digital Age: The Interpersonal Neuroscience of Mediated Communication.
Proceedings of the Social Computing and Social Media, 2014

2013
Emotional Responses to Victory and Defeat as a Function of Opponent.
IEEE Trans. Affect. Comput., 2013

Learning loops - interactions between guided reflection and experience-based learning in a serious game activity.
J. Comput. Assist. Learn., 2013

Mediated Cues of Group Emotion during Knowledge-Work Tasks: Effects on Subjective and Physiological Responses.
Interact. Comput., 2013

Cardiovascular physiology predicts learning effects in a serious game activity.
Comput. Educ., 2013

2012
Physiological compliance for social gaming analysis: Cooperative versus competitive play.
Interact. Comput., 2012

Aesthetic images modulate emotional responses to reading news messages on a small screen: A psychophysiological investigation.
Int. J. Hum. Comput. Stud., 2012

2011
Developing a triangulation system for digital game events, observational video, and psychophysiological data to study emotional responses to a virtual character.
Entertain. Comput., 2011

The Effects of Content Type and Presentation Style on User Experiences of Multimedia Content on a Tablet PC.
Proceedings of the Human-Computer Interaction. Users and Applications, 2011

Individual Differences in Work Load While Doing Multitasking with a Computer.
Proceedings of the Human-Computer Interaction. Design and Development Approaches, 2011

Social Architecture and the Emergence of Power Laws in Online Social Games.
Proceedings of the 2011 DiGRA International Conference: Think, Design, Play, 2011

2010
The influence of implicit and explicit biofeedback in first-person shooter games.
Proceedings of the 28th International Conference on Human Factors in Computing Systems, 2010

2009
Suboptimal Affective Primes in Video Messages.
J. Media Psychol. Theor. Methods Appl., 2009

Emotionally Adapted Games - An Example of a First Person Shooter.
Proceedings of the Human-Computer Interaction. Interacting in Various Application Domains, 2009

A Mobile and Desktop Application for Enhancing Group Awareness in Knowledge Work Teams.
Proceedings of the Human-Computer Interaction. Ambient, 2009

Supporting Situation Awareness in Demanding Operating Environments through Wearable User Interfaces.
Proceedings of the Engineering Psychology and Cognitive Ergonomics, 2009

2008
A Mobile System and Application for Facilitating Emotional Awareness in Knowledge Work Teams.
Proceedings of the 41st Hawaii International International Conference on Systems Science (HICSS-41 2008), 2008

2007
Comparing speakers versus headphones in listening to news from a computer - individual differences and psychophysiological responses.
Comput. Hum. Behav., 2007

Oscillatory Brain Responses Evoked by Video Game Events: The Case of Super Monkey Ball 2.
Cyberpsychology Behav. Soc. Netw., 2007

Mobile Application for Increasing Contextual and Emotional Work Group Awareness.
Proceedings of the Human-Computer Interaction, 2007

Usability of Hybridmedia Services - PC and Mobile Applications Compared.
Proceedings of the Human-Computer Interaction. HCI Intelligent Multimodal Interaction Environments, 2007

2006
Spatial Presence and Emotions during Video Game Playing: Does It Matter with Whom You Play?
Presence Teleoperators Virtual Environ., 2006

2005
Effects of the rate of computer-mediated speech on emotion-related subjective and physiological responses.
Behav. Inf. Technol., 2005

Persuasive Games and Simulations for Personal Health Management.
Proceedings of the Digital Games Research Conference 2005, 2005

Towards Emotionally Adapted Games based on User Controlled Emotion Knobs.
Proceedings of the Digital Games Research Conference 2005, 2005

The Psychophysiology of Video Gaming: Phasic Emotional Responses to Game Events.
Proceedings of the Digital Games Research Conference 2005, 2005

Presence experience in mobile gaming.
Proceedings of the Digital Games Research Conference 2005, 2005

2004
Emotional response patterns and sense of presence during video games: potential criterion variables for game design.
Proceedings of the Third Nordic Conference on Human-Computer Interaction 2004, 2004

Transcendent experience in the use of computer-based media.
Proceedings of the Third Nordic Conference on Human-Computer Interaction 2004, 2004

Gender and habitual use of media moderate the memory performance in emotional-multimodal context.
Proceedings of the Third Nordic Conference on Human-Computer Interaction 2004, 2004

Emotionally Loaded Mobile Multimedia Messaging.
Proceedings of the Entertainment Computing, 2004

Psychologically targeted persuasive advertising and product information in e-commerce.
Proceedings of the 6th International Conference on Electronic Commerce, 2004


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