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Content categorization based on implicit and explicit user feedback: Combining self-reports with EEG emotional state analysis., and . QoMEX, page 266-271. IEEE, (2012)Impact of perceived quality and other influencing factors on emotional video experience., , , and . QoMEX, page 1-6. IEEE, (2015)Influence of high ambient illuminance and display luminance on readability and subjective preference., , , , , , and . Human Vision and Electronic Imaging, volume 9394 of SPIE Proceedings, page 93941E. SPIE, (2015)Quality of Service and Quality of Experience Correlations in a Location-Based Mobile Multiplayer Role-Playing Game., , , , , , and . ICEC, volume 6972 of Lecture Notes in Computer Science, page 101-112. Springer, (2011)Fanboys, competers, escapists and time-killers: a typology based on gamers' motivations for playing video games., , , and . DIMEA, volume 349 of ACM International Conference Proceeding Series, page 46-50. ACM, (2008)Factors Influencing Quality of Experience., , , , , , , and . Quality of Experience, Springer, (2014)Chamber QoE: a multi-instrumental approach to explore affective aspects in relation to quality of experience., , , , , and . Human Vision and Electronic Imaging, volume 9014 of SPIE Proceedings, page 90140U. SPIE, (2014)Use- and QoE-related aspects of personal cloud applications: An exploratory survey., , and . QoMEX, page 36-37. IEEE, (2013)Linking Users' Subjective QoE Evaluation to Signal Strength in an IEEE 802.11b/g Wireless LAN Environment., , , , , , and . EURASIP J. Wireless Comm. and Networking, (2010)A Living Lab research approach for mobile TV., , , and . Telematics and Informatics, 28 (4): 271-282 (2011)