Mikko Salminen

Orcid: 0000-0002-6528-8389

According to our database1, Mikko Salminen authored at least 25 papers between 2004 and 2024.

Collaborative distances:
  • Dijkstra number2 of five.
  • Erdős number3 of four.

Timeline

Legend:

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PhD thesis 
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Bibliography

2024
Meditating in a neurofeedback virtual reality: effects on sense of presence, meditation depth and brain oscillations.
Behav. Inf. Technol., September, 2024

2023
Effects of Immersive Media on Emotion and Memory: An Experiment Comparing Article, 360-video, and Virtual Reality.
Int. J. Hum. Comput. Stud., November, 2023

More Immersed but Less Present: Unpacking Factors of Presence Across Devices.
Proceedings of the 2023 ACM International Conference on Interactive Media Experiences, 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

Towards the Next Generation of Gaming Wearables.
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021

2020
"Empathy machine": how virtual reality affects human rights attitudes.
Internet Res., 2020

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

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

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

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

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

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

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

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

2005
The Psychophysiology of Video Gaming: Phasic Emotional Responses to Game Events.
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


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