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Richard L. Hazlett

dblp:97/4835 · DBLP profile ↗
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2ranked-venue papers
2as first author
0since 2021 · last 2007
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 2 · 2 first-author

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
2 papers
Usability and user experience research · 41% Games and playful interaction · 36% Wearable and physiological sensing · 23%

Topics — the 2 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Games and playful interaction
player experience
0.112006
Measuring emotional valence during interactive experiences: boys at video game play · CHI 2006
Wearable and physiological sensing › electromyography
facial electromyography
0.012006
Measuring emotional valence during interactive experiences: boys at video game play · CHI 2006

Methods — techniques the papers use, named apart from their topics

video review · 0.1facial EMG · 0.1
YearPublicationVenuePosition
2007 Measuring emotional valence to understand the user's experience of software
Richard L. Hazlett, Joey Benedek
Int. J. Hum. Comput. Stud.1
2006 Measuring emotional valence during interactive experiences: boys at video game play
abstract
This paper describes the use of facial electromyography (EMG) as a measure of positive and negative emotional valence during interactive experience. Thirteen boys played a car racing video game on an Xbox platform while facial EMG data were collected. Through video review positive and negative events during play were identified. The zygomaticus muscle EMG, which controls smiling, was found to be significantly greater during positive events as compared to negative. The corrugator muscle EMG, which controls frowning, was found to be significantly greater during negative events. The results of this study demonstrate that positive valence can be measured during interactive experiences with physiologic measures. This study also found that the corrugator EMG can still measure negative valence during high intensity interactive play in spite of the confounding factor of mental effort. These methods appear useful for associating the player's emotion with game events, and could be applied to HCI in general.
Richard L. Hazlett
CHI1