WiiMedia: motion analysis methods and applications using a consumer video game controller A Shirai, E Geslin, S Richir Proceedings of the 2007 ACM SIGGRAPH symposium on Video games, 133-140, 2007 | 89 | 2007 |
How color properties can be used to elicit emotions in video games E Geslin, L Jégou, D Beaudoin International Journal of Computer Games Technology 2016 (1), 5182768, 2016 | 88 | 2016 |
EEVEE: the Empathy-Enhancing Virtual Evolving Environment PL Jackson, PE Michon, E Geslin, M Carignan, D Beaudoin Frontiers in Human Neuroscience 9 (PMC4354336), 2015 | 59 | 2015 |
Gamers’ Versus non-gamers’ emotional response in Virtual reality G Erik, B Stephane, R Simon Journal of CyberTherapy and Rehabilitation JCR 4 (4), 489, 2011 | 27* | 2011 |
Emotions induction process in virtual environments and video games / Processus d’induction d’émotions dans les environnements virtuels et le jeu vidéo / E Geslin Arts et Metiers ParisTech, 2013 | 13* | 2013 |
Expressive Virtual Human: Impact of expressive wrinkles and pupillary size on emotion recognition AS Milcent, E Geslin, A Kadri, S Richir Proceedings of the 19th acm international conference on intelligent virtual …, 2019 | 12 | 2019 |
Method of induction of basic and complex emotions in video games and virtual environments E Geslin SIGGRAPH Asia 2012 Courses, 1-70, 2012 | 8 | 2012 |
Bernardo Autonomous Emotional Agents Increase Perception of VR Stimuli E Geslin, O Bartheye, C Schmidt, K Tcha Tokey, T Kulsuwan, S Keziz, ... Network and Communication Technologies 5 (No. 1; 2020), 11, 2020 | 6 | 2020 |
Physical evaluation of new computer entertainment interfaces under natural play conditions A Shirai, T Nakatani, E Geslin, H Kimura, M Takahashi, K Miyata, S Richir Sandbox: an ACM SIGGRAPH Video Game Symposium, 2006 | 4 | 2006 |
VR Users Are More Relaxed and Optimistic During COVID Lockdown than Others E Geslin, E Hammer Computer and Information Science; 15 (1), 47, 2022 | 1 | 2022 |
Improving Humans: Enhancing the complex sociological being with the virtual K Tcha-Tokey, CT Schmidt, E Geslin, S Richir Proceedings of the 11th Augmented Human International Conference, 1-5, 2020 | 1 | 2020 |
You better control for video gaming experience because video gamers are more difficult to scare in virtual reality E Geslin, S Bouchard, S Richir Journal of CyberTherapy and Rehabilitation 4 (2), 167-170, 2011 | 1 | 2011 |
Overcoming the Obstacles of Motion Sickness in the Metaverse's Digital Twins E Geslin, D Saldivar Digital Twins in Industrial Production and Smart Manufacturing: An …, 2024 | | 2024 |
Les humains virtuels expressifs dans les simulateurs en santé AS Milcent, A Kadri, E Geslin, S RICHIR | | 2019 |
Validation of avatars’ facial expression of pain based on the Facial Action Coding System E GESLIN, PE MICHON, M CARIGNAN, P JACKSON SQRP, 2014 | | 2014 |
Emotion induction process in virtual environments and video games E Geslin | | 2013 |
Processus d’induction d’émotions dans les environnements virtuels et le jeu vidéo| Theses. fr E Geslin Paris, ENSAM, 2013 | | 2013 |
Emotional arousal is lower in VR using Head Mounted Display (HMD) for Hardcore Gamers! E Geslin, S Bouchard, S Richir CONFERE'11 Montbelliard, 2011 | | 2011 |
Less Emotions In Virtual Worlds For Users Of Video Games E GESLIN, S BOUCHARD, S RICHIR | | |
REVERIES E Geslin | | |