SIGGRAPH '90 Workshop report: software architectures and metaphors for non-WIMP user interfaces
ACM SIGGRAPH Computer Graphics
Communications of the ACM
Affective gaming: measuring emotion through the gamepad
CHI '03 Extended Abstracts on Human Factors in Computing Systems
A galvanic skin response interface for people with severe motor disabilities
Assets '04 Proceedings of the 6th international ACM SIGACCESS conference on Computers and accessibility
Emotions and heart rate while sitting on a chair
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Entertainment feature of a game using skin conductance response
Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology
Using frustration in the design of adaptive videogames
Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology
Unconventional human computer interfaces
ACM SIGGRAPH 2004 Course Notes
A continuous and objective evaluation of emotional experience with interactive play environments
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Garment-based body sensing using foam sensors
AUIC '06 Proceedings of the 7th Australasian User interface conference - Volume 50
Using neuromuscular electrical stimulation for pseudo-haptic feedback
Proceedings of the ACM symposium on Virtual reality software and technology
A compact, high-speed, wearable sensor network for biomotion capture and interactive media
Proceedings of the 6th international conference on Information processing in sensor networks
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Galvanic skin response (GSR) as an index of cognitive load
CHI '07 Extended Abstracts on Human Factors in Computing Systems
Mental workload in multi-device personal information management
CHI '09 Extended Abstracts on Human Factors in Computing Systems
A Session Engine Approach for Synchronous Collaborative Environments
C5 '09 Proceedings of the 2009 Seventh International Conference on Creating, Connecting and Collaborating through Computing
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Collaborative environments possess highly competitive settings not only from an individual’s perspective, but also from the whole group’s point-of-view. It starts becoming necessary to assess what makes users feel more compelled to collaborate with each other in such settings as well as identifying key interactive patterns which affect their behaviors. This assessment is becoming more and more possible with the introduction of physiological interaction modalities in recent years. These unconventional interaction mechanisms allow for the detection of otherwise invisible body signals, such as pulse or skin conductance levels, and incorporate them as input or output modalities in everyday applications. It has been proven that some of these body signals express users’ feelings and emotions while interacting in individual or group settings. This paper presents an initial approach and architecture towards the use of this type of interfaces in the aforementioned settings.