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Dunivan DW, Mann P, Collins D, Wittmer DP. Expanding the empirical study of virtual reality beyond empathy to compassion, moral reasoning, and moral foundations. Front Psychol 2024; 15:1402754. [PMID: 38984284 PMCID: PMC11231641 DOI: 10.3389/fpsyg.2024.1402754] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/18/2024] [Accepted: 06/03/2024] [Indexed: 07/11/2024] Open
Abstract
This study utilizes a controlled experimental design to investigate the influence of a virtual reality experience on empathy, compassion, moral reasoning, and moral foundations. With continued debate and mixed results from previous studies attempting to show relationships between virtual reality and empathy, this study takes advantage of the technology for its ability to provide a consistent, repeatable experience, broadening the scope of analysis beyond empathy. A systematic literature review identified the most widely used and validated moral psychology assessments for the constructs, and these assessments were administered before and after the virtual reality experience. The study is comprised of two pre-post experiments with student participants from a university in the United States. The first experiment investigated change in empathy and moral foundations among 44 participants, and the second investigated change in compassion and moral reasoning among 69 participants. The results showed no significant change in empathy nor compassion, but significant change in moral reasoning from personal interest to post-conventional stages, and significant increase in the Care/harm factor of moral foundations. By testing four of the primary constructs of moral psychology with the most widely used and validated assessments in controlled experiments, this study attempts to advance our understanding of virtual reality and its potential to influence human morality. It also raises questions about our self-reported assessment tools and provides possible new insights for the constructs examined.
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Affiliation(s)
- Dennis W. Dunivan
- Daniels College of Business, University of Denver, Denver, CO, United States
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2
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Wu L, Chen KB. Examining the Effects of Gender Transfer in Virtual Reality on Implicit Gender Bias. HUMAN FACTORS 2024; 66:1504-1519. [PMID: 36574504 DOI: 10.1177/00187208221145264] [Citation(s) in RCA: 1] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/17/2023]
Abstract
OBJECTIVE To investigate the effect of gender transfer in virtual reality on implicit gender bias. BACKGROUND Gender bias is a type of discrimination based on gender, which can lead to increased self-doubt and decreased self-esteem. Sexual harassment is a hostile form of gender bias that can cause anxiety, depression, and significant mental health issues. Virtual reality (VR) has been employed to help make people become aware of their biases and change their attitudes regarding gender, race, and age. METHODS Forty participants were embodied in avatars of different genders and experienced sexual harassment scenarios in VR. A gender Implicit Association Test (IAT) was administered before and after the experience. RESULTS There was a statistically significant main effect of participant gender (F (1,36) = 10.67, p = .002, partial η2 = .23) on ΔIAT, where males and females reported a decrease (M = -.12, SD = .24) and an increase (M = .10, SD = .25) in IAT scores, respectively. A statistically significant two-way interaction between gender transfer and participant gender was revealed (F (1,36) = 6.32, p = .02, partial η2 = .15). There was a significant simple effect of gender transfer for male participants (F (1,36) = 8.70, p = .006, partial η2 = .19). CONCLUSIONS Implicit gender bias can be modified, at least temporarily, through embodiment in VR. Gender transfer through embodiment while encountering different sexual harassment scenarios helped reduce implicit gender bias. There was a tendency for individuals to increase bias for the gender of the avatar in which they embodied. APPLICATIONS The current research provided promising evidence that a virtual environment system may be used as a potential training tool to improve implicit gender bias.
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Affiliation(s)
- Linfeng Wu
- North Carolina State University, Raleigh, North Carolina, USA
| | - Karen B Chen
- North Carolina State University, Raleigh, North Carolina, USA
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3
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Lisi MP, Fusaro M, Aglioti SM. Visual perspective and body ownership modulate vicarious pain and touch: A systematic review. Psychon Bull Rev 2024:10.3758/s13423-024-02477-5. [PMID: 38429591 DOI: 10.3758/s13423-024-02477-5] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Accepted: 02/04/2024] [Indexed: 03/03/2024]
Abstract
We conducted a systematic review investigating the influence of visual perspective and body ownership (BO) on vicarious brain resonance and vicarious sensations during the observation of pain and touch. Indeed, the way in which brain reactivity and the phenomenological experience can be modulated by blurring the bodily boundaries of self-other distinction is still unclear. We screened Scopus and WebOfScience, and identified 31 articles, published from 2000 to 2022. Results show that assuming an egocentric perspective enhances vicarious resonance and vicarious sensations. Studies on synaesthetes suggest that vicarious conscious experiences are associated with an increased tendency to embody fake body parts, even in the absence of congruent multisensory stimulation. Moreover, immersive virtual reality studies show that the type of embodied virtual body can affect high-order sensations such as appropriateness, unpleasantness, and erogeneity, associated with the touched body part and the toucher's social identity. We conclude that perspective plays a key role in the resonance with others' pain and touch, and full-BO over virtual avatars allows investigation of complex aspects of pain and touch perception which would not be possible in reality.
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Affiliation(s)
- Matteo P Lisi
- CLN2S@Sapienza, Fondazione Istituto Italiano di Tecnologia (IIT) and Department of Psychology, Sapienza University of Rome, Viale Regina Elena 291, 00161, Rome, Italy.
- IRCCS, Santa Lucia Foundation, Via Ardeatina 306, 00179, Rome, Italy.
| | - Martina Fusaro
- CLN2S@Sapienza, Fondazione Istituto Italiano di Tecnologia (IIT) and Department of Psychology, Sapienza University of Rome, Viale Regina Elena 291, 00161, Rome, Italy
- IRCCS, Santa Lucia Foundation, Via Ardeatina 306, 00179, Rome, Italy
| | - Salvatore Maria Aglioti
- CLN2S@Sapienza, Fondazione Istituto Italiano di Tecnologia (IIT) and Department of Psychology, Sapienza University of Rome, Viale Regina Elena 291, 00161, Rome, Italy
- IRCCS, Santa Lucia Foundation, Via Ardeatina 306, 00179, Rome, Italy
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Sánchez-Jiménez V, Rodríguez-de Arriba ML, Ortega-Rivera J, Muñoz-Fernández N. Can Virtual Reality be Used for the Prevention of Peer Sexual Harassment in Adolescence? First Evaluation of the Virtual-PRO Program. PSYCHOSOCIAL INTERVENTION = INTERVENCION PSICOSOCIAL 2024; 33:29-42. [PMID: 38298212 PMCID: PMC10826979 DOI: 10.5093/pi2024a1] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 03/14/2023] [Accepted: 09/26/2023] [Indexed: 02/02/2024]
Abstract
Objective: The present study analyzed the Virtual-PRO program's efficacy in preventing peer sexual harassment by promoting the bystanders' active intervention and incorporating a virtual reality (VR) component. The impact of the program on sexist attitudes, moral disengagement, the intention to intervene as bystanders, and the involvement in sexual aggression and victimization was tested. Method: Virtual-PRO is a VR-enhanced sexual harassment curricular prevention program of six one-hour sessions. The evaluation comprised a pre-test, a post-test after the intervention, and a follow-up measure at three months. In the study, 579 Spanish adolescent students aged between 12 and 17 years (M = 14.76, SD = 0.88; 47.1% boys) were randomly grouped into experimental (n = 286) and control (n = 293) conditions. Results: The Virtual-PRO program effectively controlled participants' levels of sexism and reduced moral disengagement in the experimental group compared to the control group three months after the intervention. The program also showed positive results in changing bystander behavior, increasing the intention to intervene when the victim was not a friend. Finally, visual/verbal and online victimization decreased in the experimental group and increased in the control group. No differences were found for physical sexual victimization and sexual aggression. Conclusions: The first trial of the Virtual-PRO program is promising and highlights the use of VR as a sexual harassment prevention tool. Follow-up measures are essential to determine the impact of interventions accurately.
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5
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Zhou S, Gromala D, Wang L. Ethical Challenges of Virtual Reality Technology Interventions for the Vulnerabilities of Patients With Chronic Pain: Exploration of Technician Responsibility. J Med Internet Res 2023; 25:e49237. [PMID: 38048153 PMCID: PMC10728792 DOI: 10.2196/49237] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/23/2023] [Revised: 10/20/2023] [Accepted: 10/26/2023] [Indexed: 12/05/2023] Open
Abstract
Chronic pain, a common disease, is a crucial global public health concern. Approximately 20% of the worldwide population is affected by chronic pain, which accounts for 15% to 20% of hospital visits. In Canada, approximately 7.6 million people-or 1 in 5 people-experience chronic pain. Among this population, 60% has either lost their employment or experienced a reduction in income as a result of their pain. The proportion of older people (aged ≥65 years) with chronic pain is high, comprising one-third of the total older population. In addition, the causes of chronic pain and its cures are unknown, and treatment is limited by these unknowns and the dangers of opioids. These essential factors make patients with chronic pain one of the most vulnerable populations. The use of emerging virtual reality (VR) technology as an intervention for chronic pain has consistently demonstrated early effectiveness and has been termed as a "nonpharmacological analgesic." Nevertheless, we must remain vigilant about the potential ethical risks of VR interventions, as inappropriate VR interventions may exacerbate the vulnerabilities of patients. Currently, a central challenge for VR developers is the ambiguity of patient vulnerability and the unpredictability of ethical dilemmas. Therefore, our paper focused on the vulnerability and ethical dilemmas faced by patients with chronic pain in VR interventions. Through an experience-based, prospective ethical examination, we have identified both existing and potential new vulnerabilities and specific manifestations that patients with chronic pain may encounter in VR interventions. Our aim was to highlight the ethical risks that may be present in VR interventions. On one hand, this can help raise awareness among technology developers regarding the vulnerabilities of patients with chronic pain and mitigate technological ethical risks. In addition, it can assist technology developers in determining the priorities for VR technology interventions. These efforts collectively lay a solid foundation for the comprehensive realization of responsible VR technology interventions.
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Affiliation(s)
- Siyu Zhou
- Department of Philosophy, Central South University, Changsha, China
- School of Interactive Arts and Technology, Simon Fraser University, Surrey, BC, Canada
| | - Diane Gromala
- School of Interactive Arts and Technology, Simon Fraser University, Surrey, BC, Canada
| | - Leyu Wang
- Department of Philosophy, Central South University, Changsha, China
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6
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Cheymol A, Fribourg R, Lecuyer A, Normand JM, Argelaguet F. Beyond my Real Body: Characterization, Impacts, Applications and Perspectives of "Dissimilar" Avatars in Virtual Reality. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2023; 29:4426-4437. [PMID: 37782594 DOI: 10.1109/tvcg.2023.3320209] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 10/04/2023]
Abstract
In virtual reality, the avatar - the user's digital representation - is an important element which can drastically influence the immersive experience. In this paper, we especially focus on the use of "dissimilar" avatars i.e., avatars diverging from the real appearance of the user, whether they preserve an anthropomorphic aspect or not. Previous studies reported that dissimilar avatars can positively impact the user experience, in terms for example of interaction, perception or behaviour. However, given the sparsity and multi-disciplinary character of research related to dissimilar avatars, it tends to lack common understanding and methodology, hampering the establishment of novel knowledge on this topic. In this paper, we propose to address these limitations by discussing: (i) a methodology for dissimilar avatars characterization, (ii) their impacts on the user experience, (iii) their different fields of application, and finally, (iv) future research direction on this topic. Taken together, we believe that this paper can support future research related to dissimilar avatars, and help designers of VR applications to leverage dissimilar avatars appropriately.
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Gu X, Li S, Yi K, Yang X, Liu H, Wang G. Role-Exchange Playing: An Exploration of Role-Playing Effects for Anti-Bullying in Immersive Virtual Environments. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2023; 29:4215-4228. [PMID: 35727780 DOI: 10.1109/tvcg.2022.3184986] [Citation(s) in RCA: 2] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/15/2023]
Abstract
Role-playing is widely used in many areas, such as psychotherapy and behavior change. However, few studies have explored the possible effects of playing multiple roles in a single role-playing process. We propose a new role-playing paradigm, called role-exchange playing, in which a user plays two opposite roles successively in the same simulated event for better cognitive enhancement. We designed an experiment with this novel role-exchange playing strategy in the immersive virtual environments; and school bullying was chosen as a scenario in this case. A total of 234 middle/high school students were enrolled in the mixed-design experiment. From the user study, we found that through role-exchange, students developed more morally correct opinions about bullying, as well as increased empathy and willingness to engage in supportive behavior. They also showed increased commitment to stopping bullying others. Our role-exchange paradigm could achieve a better effect than traditional role-playing methods in situations where participants have no prior experience associated with the roles they play. Therefore, using role-exchange playing in the immersive virtual environments to educate minors can help prevent them from bullying others in the real world. Our study indicates a positive significance in moral education of teenagers. Our role-exchange playing may have the potential to be extended to such applications as counseling, therapy, and crime prevention.
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8
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Johnston T, Seinfeld S, Gonzalez-Liencres C, Barnes N, Slater M, Sanchez-Vives MV. Virtual reality for the rehabilitation and prevention of intimate partner violence - From brain to behavior: A narrative review. Front Psychol 2023; 13:788608. [PMID: 37342425 PMCID: PMC10278571 DOI: 10.3389/fpsyg.2022.788608] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/02/2021] [Accepted: 11/07/2022] [Indexed: 06/22/2023] Open
Abstract
Rehabilitation and prevention strategies to reduce intimate partner violence (IPV) have limited effectiveness in terms of improving key risk factors and reducing occurrence. Accumulated experimental evidence demonstrates that virtual embodiment, which results in the illusion of owning a virtual body, has a large impact on people's emotional, cognitive, and behavioral responses. This narrative review discusses work that has investigated how embodied perspective - taking in virtual reality has been used as a tool to reduce bias, to enhance recognition of the emotional state of another, and to reduce violent behaviors, in particular in the realm of IPV. Some of the potential neurological mechanisms behind these affective and behavioral changes are also discussed. The process of rehabilitation and prevention is complex and not always effective, but the integration of neuroscience-inspired and validated state-of-the-art technology into the rehabilitation process can make a positive contribution.
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Affiliation(s)
- Tania Johnston
- Institut d’Investigacions Biomèdiques August Pi i Sunyer (IDIBAPS), Barcelona, Spain
- Event Lab, Department of Clinical Psychology and Psychobiology, University of Barcelona, Barcelona, Spain
| | - Sofia Seinfeld
- Image Processing and Multimedia Technology Center, Universitat Politècnica de Catalunya-Barcelona Tech, Terrassa, Spain
| | | | - Nicolas Barnes
- Institut d’Investigacions Biomèdiques August Pi i Sunyer (IDIBAPS), Barcelona, Spain
- Departament de Justícia, Generalitat de Catalunya, Barcelona, Spain
| | - Mel Slater
- Event Lab, Department of Clinical Psychology and Psychobiology, University of Barcelona, Barcelona, Spain
- Institute of Neurosciences, University of Barcelona, Barcelona, Spain
| | - Maria V. Sanchez-Vives
- Institut d’Investigacions Biomèdiques August Pi i Sunyer (IDIBAPS), Barcelona, Spain
- Event Lab, Department of Clinical Psychology and Psychobiology, University of Barcelona, Barcelona, Spain
- ICREA, Barcelona, Spain
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9
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Seinfeld S, Hortensius R, Arroyo-Palacios J, Iruretagoyena G, Zapata LE, de Gelder B, Slater M, Sanchez-Vives MV. Domestic Violence From a Child Perspective: Impact of an Immersive Virtual Reality Experience on Men With a History of Intimate Partner Violent Behavior. JOURNAL OF INTERPERSONAL VIOLENCE 2023; 38:2654-2682. [PMID: 35727942 DOI: 10.1177/08862605221106130] [Citation(s) in RCA: 2] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/15/2023]
Abstract
Domestic violence has long-term negative consequences on children. In this study, men with a history of partner aggression and a control group of non-offenders were embodied in a child's body from a first-person perspective in virtual reality (VR). From this perspective, participants witnessed a scene of domestic violence where a male avatar assaulted a female avatar. We evaluated the impact of the experience on emotion recognition skills and heart rate deceleration responses. We found that the experience mainly impacted the recognition of angry facial expressions. The results also indicate that males with a history of partner aggression had larger physiological responses during an explicit violent event (when the virtual abuser threw a telephone) compared with controls, while their physiological reactions were less pronounced when the virtual abuser invaded the victim's personal space. We show that embodiment from a child's perspective during a conflict situation in VR impacts emotion recognition, physiological reactions, and attitudes towards violence. We provide initial evidence of the potential of VR in the rehabilitation and neuropsychological assessment of males with a history of domestic violence, especially in relation to children.
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Affiliation(s)
- Sofia Seinfeld
- 146245Institut d'Investigacions Biomèdiques August Pi i Sunyer (IDIBAPS), Barcelona, Spain
- EVENT Lab, Department of Clinical Psychology and Psychobiology, 207203University of Barcelona, Barcelona, Spain
- Institució Catalana de Recerca i Estudis Avançats (ICREA), Barcelona, Spain
| | - Ruud Hortensius
- Brain and Emotion Laboratory, Department of Cognitive Neuroscience, Faculty of Psychology and Neuroscience, Maastricht University, Maastricht, Netherlands
- Department of Psychology, Utrecht University, Utrecht, Netherlands
| | - Jorge Arroyo-Palacios
- EVENT Lab, Department of Clinical Psychology and Psychobiology, 207203University of Barcelona, Barcelona, Spain
| | - Guillermo Iruretagoyena
- EVENT Lab, Department of Clinical Psychology and Psychobiology, 207203University of Barcelona, Barcelona, Spain
| | - Luis E Zapata
- 146245Institut d'Investigacions Biomèdiques August Pi i Sunyer (IDIBAPS), Barcelona, Spain
| | - Beatrice de Gelder
- Brain and Emotion Laboratory, Department of Cognitive Neuroscience, Faculty of Psychology and Neuroscience, Maastricht University, Maastricht, Netherlands
| | - Mel Slater
- EVENT Lab, Department of Clinical Psychology and Psychobiology, 207203University of Barcelona, Barcelona, Spain
- 207203Institute of Neurosciences of the University of Barcelona, Barcelona, Spain
| | - Maria V Sanchez-Vives
- 146245Institut d'Investigacions Biomèdiques August Pi i Sunyer (IDIBAPS), Barcelona, Spain
- EVENT Lab, Department of Clinical Psychology and Psychobiology, 207203University of Barcelona, Barcelona, Spain
- Institució Catalana de Recerca i Estudis Avançats (ICREA), Barcelona, Spain
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Cornet L, van Gelder JL. Cognition, criminal conduct, and virtual reality: Understanding and reducing offending using simulated environments. HANDBOOK OF CLINICAL NEUROLOGY 2023; 197:207-215. [PMID: 37633711 DOI: 10.1016/b978-0-12-821375-9.00011-6] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 08/28/2023]
Abstract
Over the past years, research has shown that virtual reality (VR) technology can be used to observe, interpret, and change human behavior and cognition in a variety of domains. This chapter explores the potential of VR as a tool to observe, interpret, and change human behavior and cognition as they relate to antisocial behavior. We review the criminological research literature as well as research literature from related disciplines on VR applications that has focused on observing and reducing antisocial behavior. The main findings of our review suggest that the key merits of VR in the domain of crime and antisocial behavior are its ability to provide safe learning environments that would otherwise involve risk, the possibility of generating ethical and ecologically valid virtual alternatives for real-life situations, and the development of stimuli that are impossible to create in real life. These unique characteristics make VR a promising tool to observe criminal behavior as it takes place and develop intervention programs to reduce antisocial behavior.
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Affiliation(s)
- Liza Cornet
- Institute of Education and Child Studies, Leiden University, Leiden, The Netherlands
| | - Jean-Louis van Gelder
- Institute of Education and Child Studies, Leiden University, Leiden, The Netherlands; Department of Criminology, Max Planck Institute for the Study of Crime, Security and Law, Freiburg Im Breisgau, Germany.
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11
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Repetto C, Riva G. The neuroscience of body memory: Recent findings and conceptual advances. EXCLI JOURNAL 2023; 22:191-206. [PMID: 36998712 PMCID: PMC10043453 DOI: 10.17179/excli2023-5877] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Figures] [Subscribe] [Scholar Register] [Received: 01/26/2023] [Accepted: 01/31/2023] [Indexed: 04/01/2023]
Abstract
The body is a very special object, as it corresponds to the physical component of the self and it is the medium through which we interact with the world. Our body awareness includes the mental representation of the body that happens to be our own, and traditionally has been defined in terms of body schema and body image. Starting from the distinction between these two types of representations, the present paper tries to reconcile the literature around body representations under the common framework of body memory. The body memory develops ontogenetically from birth and across all the life span and is directly linked to the development of the self. Therefore, our sense of self and identity is fundamentally based on multisensory knowledge accumulated in body memory, so that the sensations collected by our body, stored as implicit memory, can unfold in the future, under suitable circumstances. Indeed, these sets of bodily information had been proposed as possible key factors underpinning several mental health illnesses. Following this perspective, the Embodied Medicine approach put forward the use of advanced technologies to alter the dysfunctional body memory to enhance people's well-being. In the last sections, recent experimental pieces of evidence will be illustrated that targeted specifically bodily information for increasing health and wellbeing, by means of two strategies: interoceptive feedback and bodily illusions. See also Figure 1(Fig. 1).
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Affiliation(s)
- Claudia Repetto
- Department of Psychology, Università Cattolica del Sacro Cuore, Milan, Italy
- *To whom correspondence should be addressed: Claudia Repetto, Department of Psychology, Università Cattolica del Sacro Cuore, Largo Gemelli, 1, 20121 Milan, Italy; Tel: + 39 02 7234 2585, E-mail:
| | - Giuseppe Riva
- Humane Technology Lab, Università Cattolica del Sacro Cuore, Milan, Italy
- Applied Technology for Neuropsychology Lab, Istituto Auxologico Italiano IRCCS, Milan, Italy
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Frisanco A, Schepisi M, Tieri G, Aglioti SM. Embodying the avatar of an omnipotent agent modulates the perception of one's own abilities and enhances feelings of invulnerability. Sci Rep 2022; 12:21585. [PMID: 36517558 PMCID: PMC9751071 DOI: 10.1038/s41598-022-26016-1] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/27/2022] [Accepted: 12/08/2022] [Indexed: 12/16/2022] Open
Abstract
Immersive virtual reality can give people the illusion of owning artificial bodies (i.e., avatars) and controlling their actions. Tellingly, people appear to adhere to the newly embodied entities not just on the basis of physical traits but also behaving accordingly with the hallmarks of the represented characters. In two studies we pushed the limits of this process by testing if one's own sense of power could be affected by embodying the anthropomorphic representation of the Christian God, that is considered an omnipotent entity. A human Muscled and a Normotype avatar were used as controls. Results showed that participants embodying the God-avatar: (i) reacted to a threatening event compromising their physical safety by exhibiting a lower skin conductance response and heart rate deceleration compared to the Normotype-control avatar (Study 1); (ii) estimated they had more physical abilities compared to both the Normotype-control and the Muscled-control avatars (Study 2). Taken together, our findings suggest that embodying an omnipotent agent may exert an influence on people's perception of their own limits and capabilities, nourishing feelings of physical invulnerability and strength. Our study indicates that effectively embodying virtual role models may boost achievements and have translational implications in the field of empowerment.
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Affiliation(s)
- Althea Frisanco
- grid.7841.aFondazione Istituto Italiano Di Tecnologia (IIT), Sapienza University of Rome and Center for Life Nano- & Neuroscience, Rome, Italy ,grid.417778.a0000 0001 0692 3437IRCCS Santa Lucia Foundation, Rome, Italy
| | - Michael Schepisi
- grid.7841.aFondazione Istituto Italiano Di Tecnologia (IIT), Sapienza University of Rome and Center for Life Nano- & Neuroscience, Rome, Italy ,grid.417778.a0000 0001 0692 3437IRCCS Santa Lucia Foundation, Rome, Italy
| | - Gaetano Tieri
- grid.417778.a0000 0001 0692 3437IRCCS Santa Lucia Foundation, Rome, Italy ,grid.469255.9Virtual Reality Lab, Unitelma Sapienza University, Rome, Italy
| | - Salvatore Maria Aglioti
- grid.7841.aFondazione Istituto Italiano Di Tecnologia (IIT), Sapienza University of Rome and Center for Life Nano- & Neuroscience, Rome, Italy ,grid.417778.a0000 0001 0692 3437IRCCS Santa Lucia Foundation, Rome, Italy
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Pyasik M, Ciorli T, Pia L. Full body illusion and cognition: A systematic review of the literature. Neurosci Biobehav Rev 2022; 143:104926. [DOI: 10.1016/j.neubiorev.2022.104926] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/28/2022] [Revised: 10/20/2022] [Accepted: 10/21/2022] [Indexed: 11/06/2022]
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Seinfeld S, Hasler BS, Banakou D, Levy J. Editorial: Virtual reality and empathy. Front Psychol 2022; 13:1089006. [DOI: 10.3389/fpsyg.2022.1089006] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/03/2022] [Accepted: 11/10/2022] [Indexed: 11/23/2022] Open
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Yin B, Wang YX, Fei CY, Jiang K. Metaverse as a possible tool for reshaping schema modes in treating personality disorders. Front Psychol 2022; 13:1010971. [PMID: 36300056 PMCID: PMC9588976 DOI: 10.3389/fpsyg.2022.1010971] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/03/2022] [Accepted: 09/23/2022] [Indexed: 11/13/2022] Open
Abstract
Personality disorders (PD) are usually treated with face-to-face sessions and/or digital mental health services. Among many schools of therapies, schema therapy stands out because rather than simply targeting the symptoms of PD, it cordially targets the cause of PD and heals the early maladaptive schema, thus is exceptionally good at soothing emotional disturbances before enacting cognitive restructuring, resulting in long-term efficacy. However, according to Piaget's genetic epistemology, the unmet needs lie in the fact that the schemata that determine the adaptive behavior can only be formed in the interaction with the real world that the patient is living in and reconsolidated by the feedback from the object world upon the patient's newly-formed behavior. Therefore, in order to reshape the patient's schema modes to support adaptive behavior and regain emotional regulation capabilities of the healthy adult, one may have to reconstruct the object world surrounding the patient. Metaverse, the bestowed successor to the Internet with the cardinal feature of "the sense of full presence," can become a powerful tool to reconstruct a new object world for the patient with the prescription of a psychotherapist, so as to transform the treatment techniques in schema therapy into the natural autobiographical experiences of patients in the new object world, thus gradually reshape the patient's schema modes that can ultimately result in an adaptive, and more inclusive, interaction with the real world. This work describes the underlying theory, the mechanism, the process, and ethical considerations of such promising technology for the not-too-far future.
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Affiliation(s)
- Bin Yin
- Laboratory for Learning and Behavioral Sciences, School of Psychology, Fujian Normal University, Fuzhou, Fujian, China
- Department of Applied Psychology, School of Psychology, Fujian Normal University, Fuzhou, Fujian, China
| | - Ya-Xin Wang
- Laboratory for Learning and Behavioral Sciences, School of Psychology, Fujian Normal University, Fuzhou, Fujian, China
| | - Cheng-Yang Fei
- Laboratory for Learning and Behavioral Sciences, School of Psychology, Fujian Normal University, Fuzhou, Fujian, China
| | - Ke Jiang
- School of Mental Health, Wenzhou Medical University, Wenzhou, Zhejiang, China
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16
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Sora-Domenjó C. Disrupting the "empathy machine": The power and perils of virtual reality in addressing social issues. Front Psychol 2022; 13:814565. [PMID: 36225675 PMCID: PMC9549362 DOI: 10.3389/fpsyg.2022.814565] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/13/2021] [Accepted: 09/08/2022] [Indexed: 11/18/2022] Open
Abstract
This article looks through a critical media lens at mediated effects and ethical concerns of virtual reality (VR) applications that explore personal and social issues through embodiment and storytelling. In recent years, the press, immersive media practitioners and researchers have promoted the potential of virtual reality storytelling to foster empathy. This research offers an interdisciplinary narrative review, with an evidence-based approach to challenge the assumptions that VR films elicit empathy in the participant-what I refer to as the VR-empathy model. A review of literature from the fields of psychology, computer science, embodiment, medicine, and virtual reality was carried out to question and counter these claims through case studies of both fiction and non-fiction VR experiences. The results reveal that there is little empirical evidence of a correlation between VR exposure and an increase in empathy that motivates pro-social behavior, and a lack of research covering VR films exposure eliciting empathy. Furthermore, the results show an alarming lack of research into the long-term effects of VR films and other VR immersive experiences. This contribution aims to understand and demystify the current "empathy machine" rhetoric and calls for more rigorous, scientific research that can authenticate future claims and systemize ethical best practices.
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Affiliation(s)
- Carles Sora-Domenjó
- Image Processing and Multimedia Technology Center, Universitat Politècnica de Catalunya-Barcelona Tech, Terrassa, Spain
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17
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Greenbaum D. VR in the Prison System: Ethical and Legal Concerns. AJOB Neurosci 2022; 13:158-160. [PMID: 35797132 DOI: 10.1080/21507740.2022.2082598] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/17/2022]
Affiliation(s)
- Dov Greenbaum
- Yale University.,Zvi Meitar Institute, Reichman University
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18
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Blitz MJ. Extended Reality, Mental Liberty, and State Power in Forensic Settings. AJOB Neurosci 2022; 13:173-176. [PMID: 35797123 DOI: 10.1080/21507740.2022.2086647] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/17/2022]
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19
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Barnes N, Sanchez-Vives MV, Johnston T. On the Practical Use of Immersive Virtual Reality for Rehabilitation of Intimate Partner Violence Perpetrators in Prison. Front Psychol 2022; 13:787483. [PMID: 35651568 PMCID: PMC9150755 DOI: 10.3389/fpsyg.2022.787483] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/30/2021] [Accepted: 02/01/2022] [Indexed: 11/13/2022] Open
Abstract
Virtual reality (VR) allows the user to be immersed in environments in which they can experience situations and social interactions from different perspectives by means of virtual embodiment. In the context of rehabilitation of violent behaviors, a participant could experience a virtual violent confrontation from different perspectives, including that of the victim and bystanders. This approach and other virtual scenes can be used as a useful tool for the rehabilitation of intimate partner violence (IPV) perpetrators, through improvement of their empathic skills or for training in non-violent responses. In this perspective, we revise and discuss the use of this tool in a prison environment for the rehabilitation of IPV perpetrators with a particular focus on practical aspects based on our experience.
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Affiliation(s)
- Nicolas Barnes
- Systems Neuroscience, Institute of Biomedical Research August Pi i Sunyer (IDIBAPS), Barcelona, Spain.,General Directorate of Prison Affairs, Department of Justice, Government of Catalonia, Barcelona, Spain
| | - Maria V Sanchez-Vives
- Systems Neuroscience, Institute of Biomedical Research August Pi i Sunyer (IDIBAPS), Barcelona, Spain.,ICREA, Barcelona, Spain
| | - Tania Johnston
- Systems Neuroscience, Institute of Biomedical Research August Pi i Sunyer (IDIBAPS), Barcelona, Spain
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20
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Ventura S, Miragall M, Cardenas G, Baños RM. Predictors of the Sense of Embodiment of a Female Victim of Sexual Harassment in a Male Sample Through 360-Degree Video-Based Virtual Reality. Front Hum Neurosci 2022; 16:845508. [PMID: 35601909 PMCID: PMC9121780 DOI: 10.3389/fnhum.2022.845508] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/29/2021] [Accepted: 04/01/2022] [Indexed: 11/15/2022] Open
Abstract
The sense of embodiment refers to the set of sensations related to having (i.e., ownership), being located in (i.e., location), and controlling (i.e., agency) a virtual body. Recently, 360-degree video-based Virtual Reality (VR) has been used to manipulate the sense of embodiment, generating the body-swap illusion, that is, the illusionary switch from the real body to a virtual one. However, the psychological mechanisms involved in this illusion are still unknown. The present study is a secondary analysis of the study by Ventura et al. (2021) investigating the feasibility of 360-degree video to induce the body swap from a male's real body to a female virtual body in a sexual harassment virtual environment. In addition, the study explores whether the sense of presence and psychological trait variables related to sexual harassment (i.e., machismo, chivalry, alexithymia, empathic abilities) predict the illusion of owning the body of a female victim of sexual harassment. Forty-four men participated in the study, and the results indicate that the 360-degree video is able to induce the body-swap illusion for location and ownership, but not for agency. Multiple regression analyses showed that the sense of presence was a predictor of the three dimensions of embodiment, but specific psychological traits (i.e., low scores on machismo, high scores on difficulties expressing feelings, and high scores on perspective taking) were also predictor variables of experiencing a greater sense of location and agency in the female virtual body. This study shows that both technological issues and participants' psychological traits are involved in the experience of the body-swap illusion in a sexual harassment scenario using 360-degree video-based VR.
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Affiliation(s)
- Sara Ventura
- Department of Psychology, University of Bologna, Bologna, Italy
- Instituto Polibienestar, University of Valencia, Valencia, Spain
| | - Marta Miragall
- Department of Personality, Evaluation, and Psychological Treatments, University of Valencia, Valencia, Spain
- The Spanish Biomedical Research Centre in Physiopathology of Obesity and Nutrition (CIBERObn), Instituto de Salud Carlos III, Madrid, Spain
| | - Georgina Cardenas
- Laboratorio de Enseñanza Virtual y Ciberpsicologıa, Facultad de Psicología, Universidad Nacional Autónoma de México, Ciudad de México, Mexico
| | - Rosa M. Baños
- Instituto Polibienestar, University of Valencia, Valencia, Spain
- Department of Personality, Evaluation, and Psychological Treatments, University of Valencia, Valencia, Spain
- The Spanish Biomedical Research Centre in Physiopathology of Obesity and Nutrition (CIBERObn), Instituto de Salud Carlos III, Madrid, Spain
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21
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Jo HJ, Jung YH, Hong YJ, Shin YB, Baek KD, Kim E, Kim JJ. The Applicability of Virtual Reality-Based Training for Controlling Anger in Aggressive Individuals. CYBERPSYCHOLOGY, BEHAVIOR AND SOCIAL NETWORKING 2022; 25:278-286. [PMID: 35501972 DOI: 10.1089/cyber.2021.0193] [Citation(s) in RCA: 2] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/14/2023]
Abstract
Because a failure of anger control leads to emotional and social problems, appropriate anger management may be important for social well-being. Virtual reality (VR) may potentially be effectively utilized in anger management, and this study aimed to verify the applicability of the VR-based anger control training program. The data obtained by having 60 young male participants divided into 2 groups, the high aggression group and the low aggression group, based on their Aggression Questionnaire scores to execute this program were analyzed. The program consisted of "Anger Exposure Training" for provoking anger and facilitating anger control and "Mindfulness Training" for providing the meditation experience for controlling anger. The anger scores and comfort scores obtained from these tasks, respectively, were analyzed for differences between the groups and between the experimental conditions. The anger regulation and comfort enhancement rates were analyzed for correlations with psychological variables. In Anger Exposure Training, the anger scores in angry expression were reduced in managed expression of anger in both groups. In Mindfulness Training, meditation increased comfort score as well in both groups, and the comfort enhancement rates were negatively correlated with the levels of self-differentiation and open communication with mother only in the high aggression group. These results indicate that the VR environments can provide an effective means of trainings for managing anger. Therefore, further research on the effectiveness of the VR-based anger control training program is worthy conducting in individuals who express excessive aggression.
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Affiliation(s)
- Hye-Jeong Jo
- Institute of Behavioral Science in Medicine, Yonsei University College of Medicine, Seoul, Republic of Korea
| | - Young-Hoon Jung
- Institute of Behavioral Science in Medicine, Yonsei University College of Medicine, Seoul, Republic of Korea
| | - Yeon-Ju Hong
- Institute of Behavioral Science in Medicine, Yonsei University College of Medicine, Seoul, Republic of Korea
| | - Yu-Bin Shin
- Institute of Behavioral Science in Medicine, Yonsei University College of Medicine, Seoul, Republic of Korea
| | - Ki-Dong Baek
- Institute of Behavioral Science in Medicine, Yonsei University College of Medicine, Seoul, Republic of Korea
| | - Eunjoo Kim
- Institute of Behavioral Science in Medicine, Yonsei University College of Medicine, Seoul, Republic of Korea
- Department of Psychiatry, Yonsei University College of Medicine, Seoul, Republic of Korea
| | - Jae-Jin Kim
- Institute of Behavioral Science in Medicine, Yonsei University College of Medicine, Seoul, Republic of Korea
- Department of Psychiatry, Yonsei University College of Medicine, Seoul, Republic of Korea
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22
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Volpe G, Tagliente S, Palmisano A, Grattagliano I, Rivolta D. Non-invasive neuromodulation can reduce aggressive behaviors in humans: A critical perspective. J Forensic Sci 2022; 67:1593-1606. [PMID: 35357003 DOI: 10.1111/1556-4029.15040] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/17/2021] [Revised: 02/28/2022] [Accepted: 03/21/2022] [Indexed: 11/28/2022]
Abstract
Containing aggressive behavior is an ongoing challenge in modern society. Aggressiveness is a multi-level construct that can be driven by emotions (reactive aggression) or can be "cold-blooded" and goal-directed (proactive). Aggressive behavior could arise because of a misjudgment of others' intentions or can follow frontal brain lesions leading to a reduction of impulse control and emotion regulation. In the last few years, interventional and basic research studies adopting Non-Invasive Brain Stimulation (NIBS) have significantly risen. Those techniques have been used both in healthy people, to better understand the role of certain brain regions in psychological processes, and in aggressive subjects to improve their symptoms. From an overview of the literature, focusing on the paper that uses transcranial direct current stimulation (tDCS) to reduce aggressiveness, it emerges that tDCS can (i) enhance facial emotion expression recognition, (ii) improve impulses control, and (iii) affect approach/withdrawal motivation. The current work shows the strengths and weaknesses of tDCS intervention on aggressive individuals, suggesting that this instrument could be adopted on violent people, and paves the way for intervention in some applied settings such as prison.
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Affiliation(s)
- Giuseppe Volpe
- Department of Education, Psychology and Communication, University of Bari Aldo Moro, Bari, Italy
| | - Serena Tagliente
- Department of Education, Psychology and Communication, University of Bari Aldo Moro, Bari, Italy
| | - Annalisa Palmisano
- Department of Education, Psychology and Communication, University of Bari Aldo Moro, Bari, Italy
| | - Ignazio Grattagliano
- Department of Education, Psychology and Communication, University of Bari Aldo Moro, Bari, Italy
| | - Davide Rivolta
- Department of Education, Psychology and Communication, University of Bari Aldo Moro, Bari, Italy
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23
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Slater M, Sanchez-Vives MV. Is Consciousness First in Virtual Reality? Front Psychol 2022; 13:787523. [PMID: 35222187 PMCID: PMC8873142 DOI: 10.3389/fpsyg.2022.787523] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/30/2021] [Accepted: 01/10/2022] [Indexed: 01/30/2023] Open
Abstract
The prevailing scientific paradigm is that matter is primary and everything, including consciousness can be derived from the laws governing matter. Although the scientific explanation of consciousness on these lines has not been realized, in this view it is only a matter of time before consciousness will be explained through neurobiological activity in the brain, and nothing else. There is an alternative view that holds that it is fundamentally impossible to explain how subjectivity can arise solely out of material processes-"the hard problem of consciousness"-and instead consciousness should be regarded in itself as a primary force in nature. This view attempts to derive, for example, the laws of physics from models of consciousness, instead of the other way around. While as scientists we can understand and have an intuition for the first paradigm, it is very difficult to understand what "consciousness is primary" might mean since it has no intuitive scientific grounding. Here we show that worlds experienced through virtual reality (VR) are such that consciousness is a first order phenomenon. We discuss the Interface Theory of Perception which claims that in physical reality perceptions are not veridical and that we do not see the "truth" but that perception is based on evolutionary payoffs. We show that this theory may provide an accurate description of perception and consciousness within VR, and we put forward an experimental study that could throw light on this. We conclude that VR does offer an experimental frame that provides intuition with respect to the idea that "consciousness is first" and what this might mean regarding the perceived world. However, we do not draw any conclusions about the veracity of this notion with respect to physical reality or question the emergence of consciousness from brain function.
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Affiliation(s)
- Mel Slater
- Event Lab, Department of Clinical Psychology and Psychobiology, University of Barcelona, Barcelona, Spain
- Institute of Neurosciences of the University of Barcelona, Barcelona, Spain
| | - Maria V. Sanchez-Vives
- Institut d’Investigacions Biomédiques August Pi i Sunyer (IDIBAPS), Barcelona, Spain
- ICREA, Barcelona, Spain
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24
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van Gelder JL, Cornet LJM, Zwalua NP, Mertens ECA, van der Schalk J. Interaction with the future self in virtual reality reduces self-defeating behavior in a sample of convicted offenders. Sci Rep 2022; 12:2254. [PMID: 35145177 PMCID: PMC8831494 DOI: 10.1038/s41598-022-06305-5] [Citation(s) in RCA: 5] [Impact Index Per Article: 2.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/02/2020] [Accepted: 01/18/2022] [Indexed: 01/10/2023] Open
Abstract
In this study, we test an intervention in which convicted offenders interacted with an age-progressed avatar representing their future selves in virtual reality. During the interaction, they reflected on their current lifestyle, alternating between the perspective of their present self and that of their future self. We hypothesized that this embodied experience would increase their ability to imagine themselves in the future and reduce their engagement in self-defeating behavior, as measured with a self-report survey. In line with expectations, results indicated that the interaction increased vividness of the future self compared to baseline and reduced self-defeating behavior, including alcohol use and overspending, one week later. In addition, increases in vividness were associated with a reduction in self-defeating behavior over and above other concepts relating to the future self, including connectedness, similarity, and valence. The results are based on a small sample and should therefore be considered as indicative of the possibilities of our virtual reality paradigm as an intervention tool to reduce self-defeating behavior.
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Affiliation(s)
- Jean-Louis van Gelder
- grid.4372.20000 0001 2105 1091Department of Criminology, Max Planck Institute for the Study of Crime, Security and Law, Freiburg Im Breisgau, Germany ,grid.5132.50000 0001 2312 1970Institute of Education and Child Studies, Leiden University, Leiden, The Netherlands
| | - Liza J. M. Cornet
- grid.5132.50000 0001 2312 1970Institute of Education and Child Studies, Leiden University, Leiden, The Netherlands
| | - Natascha P. Zwalua
- grid.5132.50000 0001 2312 1970Institute of Education and Child Studies, Leiden University, Leiden, The Netherlands
| | - Esther C. A. Mertens
- grid.5132.50000 0001 2312 1970Institute of Education and Child Studies, Leiden University, Leiden, The Netherlands
| | - Job van der Schalk
- grid.5132.50000 0001 2312 1970Institute of Education and Child Studies, Leiden University, Leiden, The Netherlands
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25
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Della Longa L, Valori I, Farroni T. Interpersonal Affective Touch in a Virtual World: Feeling the Social Presence of Others to Overcome Loneliness. Front Psychol 2022; 12:795283. [PMID: 35087455 PMCID: PMC8787079 DOI: 10.3389/fpsyg.2021.795283] [Citation(s) in RCA: 4] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/14/2021] [Accepted: 12/10/2021] [Indexed: 12/25/2022] Open
Abstract
Humans are by nature social beings tuned to communicate and interact from the very beginning of their lives. The sense of touch represents the most direct and intimate channel of communication and a powerful means of connection between the self and the others. In our digital age, the development and diffusion of internet-based technologies and virtual environments offer new opportunities of communication overcoming physical distance. It however, happens that social interactions are often mediated, and the tactile aspects of communication are overlooked, thus diminishing the feeling of social presence, which may contribute to an increased sense of social disconnection and loneliness. The current manuscript aims to review the extant literature about the socio-affective dimension of touch and current advancements in interactive virtual environments in order to provide a new perspective on multisensory virtual communication. Specifically, we suggest that interpersonal affective touch might critically impact virtual social exchanges, promoting a sense of co-presence and social connection between individuals, possibly overcoming feelings of sensory loneliness. This topic of investigation will be of crucial relevance from a theoretical perspective aiming to understand how we integrate multisensory signals in processing and making sense of interpersonal exchanges, this is important in both typical and atypical populations. Moreover, it will pave the way to promising applications by exploring the possibility to use technical innovations to communicate more interactively in the case of people who suffer from social isolation and disconnection from others.
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Affiliation(s)
- Letizia Della Longa
- Department of Developmental Psychology and Socialization, University of Padova, Padua, Italy
| | - Irene Valori
- Department of Developmental Psychology and Socialization, University of Padova, Padua, Italy
| | - Teresa Farroni
- Department of Developmental Psychology and Socialization, University of Padova, Padua, Italy
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26
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Nukarinen T, Rantala J, Korpela K, Browning MH, Istance HO, Surakka V, Raisamo R. Measures and modalities in restorative virtual natural environments: An integrative narrative review. COMPUTERS IN HUMAN BEHAVIOR 2022. [DOI: 10.1016/j.chb.2021.107008] [Citation(s) in RCA: 7] [Impact Index Per Article: 3.5] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/26/2022]
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27
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Lin JHT, Wu DY, Yang JW. Exercising With a Six Pack in Virtual Reality: Examining the Proteus Effect of Avatar Body Shape and Sex on Self-Efficacy for Core-Muscle Exercise, Self-Concept of Body Shape, and Actual Physical Activity. Front Psychol 2021; 12:693543. [PMID: 34690859 PMCID: PMC8531811 DOI: 10.3389/fpsyg.2021.693543] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/11/2021] [Accepted: 09/17/2021] [Indexed: 11/30/2022] Open
Abstract
This study investigates the Proteus effect from the first-person perspective and during avatar embodiment in actual exercise. In addition to the immediate measurements of the Proteus effect, prolonged effects such as next-day perception and exercise-related outcomes are also explored. We theorized the Proteus effect as altered perceived self-concept and explored the association between virtual reality (VR) avatar manipulation and self-concept in the exercise context. While existing studies have mainly investigated the Proteus effect in a non-VR environment or after VR embodiment, we aim to contribute to the literature by addressing this concern to explore how the Proteus effect works in actual VR exercise. Through a 2 (avatar body shape: with a six pack vs. normal) × 2 (sex: male vs. female) between-subject experiment, the results partially support the Proteus effect. Regarding actual physical activity, embodying an avatar with a six pack during exercise creates fewer body movements. No significant effect was found for perceived exertion. We also explored the role of sex as a potential moderator in the association of the Proteus effect on exercise outcomes. The Proteus effect was supported by immediate and next-day self-efficacy for core-muscle exercise only among female participants. The between-subject design allowed us to probe how avatar manipulation of muscular body shape with a six pack as opposed to normal body shape influences participants’ self-concept and exercise outcomes, as limited VR studies have employed within-subject comparisons. This also contributes to the literature by providing an upward comparison (e.g., muscular with a six pack vs. normal) as opposed to the previous downward comparison regarding body fitness (e.g., normal vs. obese). The overall results supported the Proteus effect in the context of core-muscle exercise when comparing normal and ideal body shape avatars. However, the Proteus effect as an altered self-concept and its effects on self-efficacy for exercise were supported among females but not males. Whereas the female participants who embodied avatars with a six pack associated themselves more with the muscular concept than other people, the male participants who embodied avatars with a six pack perceived themselves as more normal than others. Theoretical and practical implications are discussed.
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Affiliation(s)
- Jih-Hsuan Tammy Lin
- Department of Advertising, College of Communication, National Chengchi University, Taipei City, Taiwan.,Taiwan Institute for Governance and Communication Research, Taipei City, Taiwan
| | - Dai-Yun Wu
- Department of Communication and Technology, National Yang Ming Chiao Tung University, Zhubei, Taiwan
| | - Ji-Wei Yang
- Department of Advertising, College of Communication, National Chengchi University, Taipei City, Taiwan
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28
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Lara F, Rueda J. Virtual Reality Not for "Being Someone" but for "Being in Someone Else's Shoes": Avoiding Misconceptions in Empathy Enhancement. Front Psychol 2021; 12:741516. [PMID: 34504468 PMCID: PMC8421598 DOI: 10.3389/fpsyg.2021.741516] [Citation(s) in RCA: 4] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/14/2021] [Accepted: 08/02/2021] [Indexed: 11/13/2022] Open
Affiliation(s)
- Francisco Lara
- Department of Philosophy, University of Granada, Granada, Spain
| | - Jon Rueda
- Department of Philosophy, University of Granada, Granada, Spain
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29
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Tambone R, Poggio G, Pyasik M, Burin D, Dal Monte O, Schintu S, Ciorli T, Lucà L, Semino MV, Doricchi F, Pia L. Changing your body changes your eating attitudes: embodiment of a slim virtual avatar induces avoidance of high-calorie food. Heliyon 2021; 7:e07515. [PMID: 34345726 PMCID: PMC8319483 DOI: 10.1016/j.heliyon.2021.e07515] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/04/2021] [Revised: 05/18/2021] [Accepted: 07/05/2021] [Indexed: 11/18/2022] Open
Abstract
The virtual-reality full-body illusion paradigm has been suggested to not only trigger the illusory ownership of the avatar's body but also the attitudinal and behavioral components stereotypically associated to that kind of virtual body. In the present study, we investigated whether this was true for stereotypes related to body size: body satisfaction and eating control behavior. Healthy participants underwent the full-body illusion paradigm with an avatar having either a larger or a slimmer body than their own, and were assessed for implicit attitudes towards body image and food calorie content at baseline and after each full-body illusion session. Results showed that the illusion emerged regardless of the avatar's body size, whereas the perceived dimension of the own body size changed according to the avatar's body size (i.e., participants felt to be slimmer after embodying their slim avatar and larger after embodying their large avatar). Crucially, we found that implicit attitudes towards food, but not those towards one's own body, were modulated by the size of the virtual body. Compared to baseline, ownership of a slimmer avatar increased the avoidance of high-calorie food, whereas ownership of a larger avatar did not induce changes. Our findings suggest that the illusory feeling of being slimmer drives also the food-related stereotypes associated with that body size, increasing the regulation of eating behaviors.
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Affiliation(s)
- Riccardo Tambone
- SAMBA (SpAtial, Motor and Bodily Awareness) Research Group, Department of Psychology, University of Turin, Turin, Italy
| | - Giulia Poggio
- SAMBA (SpAtial, Motor and Bodily Awareness) Research Group, Department of Psychology, University of Turin, Turin, Italy
| | - Maria Pyasik
- SAMBA (SpAtial, Motor and Bodily Awareness) Research Group, Department of Psychology, University of Turin, Turin, Italy.,NPSY-Lab. VR, Department of Human Sciences, University of Verona, Verona, Italy
| | - Dalila Burin
- Smart-Aging Research Center, Institute of Development, Aging and Cancer (IDAC), Tohoku University, Sendai, Japan
| | - Olga Dal Monte
- Department of Psychology, University of Turin, Turin, Italy.,Department of Psychology, Yale University, New Haven, CT, USA
| | - Selene Schintu
- Department of Psychology, George Washington University, Washington DC, DC, USA
| | - Tommaso Ciorli
- SAMBA (SpAtial, Motor and Bodily Awareness) Research Group, Department of Psychology, University of Turin, Turin, Italy
| | - Laura Lucà
- SAMBA (SpAtial, Motor and Bodily Awareness) Research Group, Department of Psychology, University of Turin, Turin, Italy
| | - Maria Vittoria Semino
- SAMBA (SpAtial, Motor and Bodily Awareness) Research Group, Department of Psychology, University of Turin, Turin, Italy
| | - Fabrizio Doricchi
- Department of Psychology, University of Rome "La Sapienza", Fondazione Santa Lucia IRCCS, Rome, Italy
| | - Lorenzo Pia
- SAMBA (SpAtial, Motor and Bodily Awareness) Research Group, Department of Psychology, University of Turin, Turin, Italy.,NIT (Neuroscience Institute of Turin), Turin, Italy
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30
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Mello M, Fusaro M, Tieri G, Aglioti SM. Wearing same- and opposite-sex virtual bodies and seeing them caressed in intimate areas. Q J Exp Psychol (Hove) 2021; 75:461-474. [PMID: 34169751 DOI: 10.1177/17470218211031557] [Citation(s) in RCA: 17] [Impact Index Per Article: 5.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 01/24/2023]
Abstract
Immersive virtual reality enables people to undergo the experience of owning an artificial body and vicariously feeling tactile stimuli delivered to it. However, it is currently unknown how such experiences are modified by the sexual congruency between the human and the artificial agent. In two studies, heterosexual men (Experiment 1) and women (Experiment 2) embodied same-sex and opposite-sex avatars and were asked to evaluate the experience (e.g., pleasantness, erogeneity) of being touched on social or intimate areas of their virtual body by a male or female avatar. Electrocardiogram and galvanic skin response were also recorded. Moreover, participants' implicit and explicit gender biases were examined via a gender-potency implicit association test and the Ambivalent Sexism Inventory. When embodying a same-sex avatar, men and women rated caresses on intimate areas from an avatar of the opposite sex as more pleasant and erogenous. Conversely, body swap-that is, wearing an opposite-sex avatar-enhanced participants' perceptions of pleasantness and erogeneity for caresses on intimate areas from a same-sex toucher. This effect was stronger in men than in women. Furthermore, physiological correlates of enhanced processing of arousing stimuli predicted behavioural outcomes during the body swap illusion. Wearing an opposite-sex avatar affects one's own body representations and may have important implications on people's attitudes and implicit reactivity to touch-mediated interactions. Men seem more susceptible to this type of body swap illusion. Our paradigm may induce profound changes of cross-sex perspective-taking and provide novel tools for promoting empathy and comprehension of sex-related diversity.
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Affiliation(s)
- Manuel Mello
- SCNLab, Fondazione Santa Lucia, IRCCS, Rome, Italy.,Sapienza, Università degli Studi di Roma & Center for Life Nano- and Neuro-Science, Istituto Italiano di Tecnologia, Rome, Italy
| | - Martina Fusaro
- SCNLab, Fondazione Santa Lucia, IRCCS, Rome, Italy.,Sapienza, Università degli Studi di Roma & Center for Life Nano- and Neuro-Science, Istituto Italiano di Tecnologia, Rome, Italy
| | - Gaetano Tieri
- SCNLab, Fondazione Santa Lucia, IRCCS, Rome, Italy.,Virtual Reality Lab, University of Rome Unitelma Sapienza, Rome, Italy
| | - Salvatore Maria Aglioti
- SCNLab, Fondazione Santa Lucia, IRCCS, Rome, Italy.,Sapienza, Università degli Studi di Roma & Center for Life Nano- and Neuro-Science, Istituto Italiano di Tecnologia, Rome, Italy
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31
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Lara F. Why a Virtual Assistant for Moral Enhancement When We Could have a Socrates? SCIENCE AND ENGINEERING ETHICS 2021; 27:42. [PMID: 34189623 PMCID: PMC8241637 DOI: 10.1007/s11948-021-00318-5] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Subscribe] [Scholar Register] [Received: 09/22/2020] [Accepted: 06/02/2021] [Indexed: 06/13/2023]
Abstract
Can Artificial Intelligence (AI) be more effective than human instruction for the moral enhancement of people? The author argues that it only would be if the use of this technology were aimed at increasing the individual's capacity to reflectively decide for themselves, rather than at directly influencing behaviour. To support this, it is shown how a disregard for personal autonomy, in particular, invalidates the main proposals for applying new technologies, both biomedical and AI-based, to moral enhancement. As an alternative to these proposals, this article proposes a virtual assistant that, through dialogue, neutrality and virtual reality technologies, can teach users to make better moral decisions on their own. The author concludes that, as long as certain precautions are taken in its design, such an assistant could do this better than a human instructor adopting the same educational methodology.
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32
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Colombo D, Díaz-García A, Fernandez-Álvarez J, Botella C. Virtual reality for the enhancement of emotion regulation. Clin Psychol Psychother 2021; 28:519-537. [PMID: 34048621 DOI: 10.1002/cpp.2618] [Citation(s) in RCA: 9] [Impact Index Per Article: 3.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/19/2021] [Revised: 04/22/2021] [Accepted: 05/21/2021] [Indexed: 01/21/2023]
Abstract
In recent decades, a growing body of literature has focused on emotion regulation (ER), which refers to the ability to implement strategies in order to modulate emotional responses and reach desirable goals. To date, impaired ER (i.e., emotion dysregulation) has been identified as a transdiagnostic factor across a wide range of psychopathological conditions, which shows the importance of improving patients' ability to regulate negative and positive emotions in clinical practice. In addition to the increasing evidence showing its efficacy in the treatment of several clinical conditions, virtual reality (VR) has recently emerged as a potentially powerful tool for enhancing ER, thus breaking new ground in the development of cutting-edge transdiagnostic interventions. In the present narrative review, we will provide an overview of the existing evidence about VR-based interventions in the field of ER, emphasizing the promising findings and the barriers that still have to be addressed. To this aim, the available VR-based literature will be analysed in relation to four categories of ER strategies: situational strategies, attentional strategies, cognitive strategies, and response modulation strategies. Furthermore, new emerging fields of research targeting innovative aspects of ER will be highlighted, including the use of VR to promote positive emotions and interpersonal ER skills. Besides, its cost-effectiveness will be discussed, taking into account the costs for both developers (e.g., clinicians and researchers) and end-users. Finally, future directions in this promising field of research will be outlined.
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Affiliation(s)
- Desirée Colombo
- Department of Basic Psychology, Clinic and Psychobiology, Jaume I University, Castellón de la Plana, Spain
| | - Amanda Díaz-García
- Department of Psychology and Sociology, Universidad de Zaragoza, Zaragoza, Spain
| | | | - Cristina Botella
- Department of Basic Psychology, Clinic and Psychobiology, Jaume I University, Castellón de la Plana, Spain.,CIBER Fisiopatología Obesidad y Nutrición (CIBERobn), Instituto Salud Carlos III, Madrid, Spain
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33
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Mado M, Herrera F, Nowak K, Bailenson J. Effect of Virtual Reality Perspective-Taking on Related and Unrelated Contexts. CYBERPSYCHOLOGY BEHAVIOR AND SOCIAL NETWORKING 2021; 24:839-845. [PMID: 34129372 DOI: 10.1089/cyber.2020.0802] [Citation(s) in RCA: 8] [Impact Index Per Article: 2.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 12/30/2022]
Abstract
Virtual reality perspective-taking (VRPT) experiences effectively increase both empathy and prosocial behaviors toward related social targets (e.g., cutting down a tree in virtual reality increases concern for the environment). This project tests the prediction that empathy is analogous to a muscle that increases with practice and can transfer to unrelated contexts instead of being a mental state that increases only for a specific context or target. This study examines the extent to which VRPT experiences can train empathic skills that are applied to unrelated social targets and contexts. Two thirds of the participants engaged in VRPT experiences either showing what it is like to become homeless or how ocean acidification affects the marine environment. A third of the participants were in the control condition and did not complete a VRPT task. Results replicate previous findings showing that VRPT tasks increase related context empathy and prosocial behaviors; however, the results on VRPTs effect on empathy and prosocial behaviors for unrelated contexts were mixed. The VRPT ocean acidification task was more effective at inducing empathy for the homeless, an unrelated social target, than the control condition, but the empathy-transfer effect did not occur from the homeless context to the ocean context. Replicating previous work, participants who experienced what it is like to become homeless signed a petition supporting the homeless at significantly higher rates than participants in the control condition. These findings show that transfer of empathy from one context to another is possible, but this transfer does not occur for all contexts.
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Affiliation(s)
- Marijn Mado
- Department of Communication, Stanford University, Stanford, California, USA
| | - Fernanda Herrera
- Department of Communication, Stanford University, Stanford, California, USA
| | - Kristine Nowak
- Department of Communication, University of Connecticut, Storrs, Connecticut, USA
| | - Jeremy Bailenson
- Department of Communication, Stanford University, Stanford, California, USA
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34
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Ventura S, Cardenas G, Miragall M, Riva G, Baños R. How Does It Feel to Be a Woman Victim of Sexual Harassment? The Effect of 360°-Video-Based Virtual Reality on Empathy and Related Variables. CYBERPSYCHOLOGY, BEHAVIOR AND SOCIAL NETWORKING 2021; 24:258-266. [PMID: 33085513 DOI: 10.1089/cyber.2020.0209] [Citation(s) in RCA: 12] [Impact Index Per Article: 4.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/13/2022]
Abstract
Sexual harassment (SH) occurs when people-mostly women-are targets of unwanted sexual comments, gestures, or actions associated with a lack of empathy on the part of the offender. Virtual Reality (VR) has been defined as the "ultimate empathy machine" because it allows the user to take other people's perspective. The present work aims to study the effect of a 360°-video-based VR experience (vs. traditional perspective-taking task) on empathy and related concepts (i.e., violent attitude, perspective taking, sense of oneness) toward a female victim of SH in a male sample. A within-subjects design was used with 44 men who experienced both conditions (360° and narrative). Results showed the superiority of the 360°-video experience over the narrative in increasing empathy, sense of oneness, and perspective taking toward a female victim of SH. Limitations and future directions are discussed.
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Affiliation(s)
- Sara Ventura
- Instituto Polibienestar, University of Valencia, Valencia, Spain
| | - Georgina Cardenas
- Laboratorio de Enseñanza Virtual y Ciberpsicologıa, Facultad de Psicología, Universidad Nacional Autónoma de México, México, México
| | - Marta Miragall
- Department of Basic and Clinical Psychology and Psychobiology, Jaume I University, Castellón de la Plana, Spain
| | - Giuseppe Riva
- Department of Psychology, Centro Studi e Ricerche di Psicologia della Comunicazione, Università Cattolica del Sacro Cuore, Milan, Italy.,Applied Technology for Neuro-Psychology Lab, IRCCS Istituto Auxologico Italiano, Milan, Italy
| | - Rosa Baños
- Instituto Polibienestar, University of Valencia, Valencia, Spain.,CIBER Fisiopatología Obesidad y Nutrición (CIBEROBN), Instituto Carlos III, Madrid, Spain
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35
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Ligthart S, Meynen G, Biller-Andorno N, Kooijmans T, Kellmeyer P. Is Virtually Everything Possible? The Relevance of Ethics and Human Rights for Introducing Extended Reality in Forensic Psychiatry. AJOB Neurosci 2021; 13:144-157. [PMID: 33780323 DOI: 10.1080/21507740.2021.1898489] [Citation(s) in RCA: 9] [Impact Index Per Article: 3.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/14/2022]
Abstract
Extended Reality (XR) systems, such as Virtual Reality (VR) and Augmented Reality (AR), provide a digital simulation either of a complete environment, or of particular objects within the real world. Today, XR is used in a wide variety of settings, including gaming, design, engineering, and the military. In addition, XR has been introduced into psychology, cognitive sciences and biomedicine for both basic research as well as diagnosing or treating neurological and psychiatric disorders. In the context of XR, the simulated 'reality' can be controlled and people may safely learn to cope with their feelings and behavior. XR also enables to simulate environments that cannot easily be accessed or created otherwise. Therefore, Extended Reality systems are thought to be a promising tool in the resocialization of criminal offenders, more specifically for purposes of risk assessment and treatment of forensic patients. Employing XR in forensic settings raises ethical and legal intricacies which are not raised in case of most other healthcare applications. Whereas a variety of normative issues of XR have been discussed in the context of medicine and consumer usage, the debate on XR in forensic settings is, as yet, straggling. By discussing two general arguments in favor of employing XR in criminal justice, and two arguments calling for caution in this regard, the present paper aims to broaden the current ethical and legal debate on XR applications to their use in the resocialization of criminal offenders, mainly focusing on forensic patients.
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Affiliation(s)
| | | | | | | | - Philipp Kellmeyer
- Institute of Biomedical Ethics and History of Medicine (IBME), University of Zurich.,University Medical Center Freiburg
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36
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Owning a virtual body entails owning the value of its actions in a detection-of-deception procedure. Cognition 2021; 212:104693. [PMID: 33773424 DOI: 10.1016/j.cognition.2021.104693] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/01/2020] [Revised: 02/18/2021] [Accepted: 03/18/2021] [Indexed: 12/28/2022]
Abstract
The feeling of owning one's body underlies human self-awareness. Body-ownership illusions allow temporarily modulating body ownership, which has observable effects on the behavior and cognitive processes. However, the extent of those effects is unclear. Here, we investigated whether illusory ownership of a virtual body extended to ownership of the value/meaning of its actions. A variation of detection-of-deception procedure (Concealed Information Test) was performed by an embodied virtual avatar (first-person perspective, 1PP), or a non-embodied one (third-person perspective, 3PP), while the skin conductance responses (SCRs) were recorded from passively observing participants. Target stimuli (i.e., concealed information) evoked significantly larger SCRs than the neutral ones only when the avatar was embodied (in 1PP). Such pattern of SCR differences corresponds to that observed when participants perform the task themselves, thus suggesting that the sole experience of owning a virtual body can trigger physiological responses related to the subjective significance of the body's actions.
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37
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Advances in immersive virtual reality interventions for mental disorders: A new reality? Curr Opin Psychol 2021; 41:40-45. [PMID: 33714892 DOI: 10.1016/j.copsyc.2021.02.004] [Citation(s) in RCA: 29] [Impact Index Per Article: 9.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/26/2020] [Revised: 01/11/2021] [Accepted: 02/05/2021] [Indexed: 12/12/2022]
Abstract
Immersive virtual reality (VR) has been identified as a potentially revolutionary tool for psychological interventions. This study reviews current advances in immersive VR-based therapies for mental disorders. VR has the potential to make psychiatric treatments better and more cost-effective and to make them available to a larger group of patients. However, this may require a new generation of VR therapeutic techniques that use the full potential of VR, such as embodiment, and self-led interventions. VR-based interventions are promising, but further well-designed studies are needed that use novel techniques and investigate efficacy, efficiency, and cost-effectiveness of VR interventions compared with current treatments. This will be crucial for implementation and dissemination of VR in regular clinical practice.
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38
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Virtual Body Ownership Illusions for Mental Health: A Narrative Review. J Clin Med 2021; 10:jcm10010139. [PMID: 33401596 PMCID: PMC7796179 DOI: 10.3390/jcm10010139] [Citation(s) in RCA: 31] [Impact Index Per Article: 10.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/27/2020] [Revised: 12/21/2020] [Accepted: 12/23/2020] [Indexed: 02/06/2023] Open
Abstract
Over the last 20 years, virtual reality (VR) has been widely used to promote mental health in populations presenting different clinical conditions. Mental health does not refer only to the absence of psychiatric disorders but to the absence of a wide range of clinical conditions that influence people’s general and social well-being such as chronic pain, neurological disorders that lead to motor o perceptual impairments, psychological disorders that alter behaviour and social cognition, or physical conditions like eating disorders or present in amputees. It is known that an accurate perception of oneself and of the surrounding environment are both key elements to enjoy mental health and well-being, and that both can be distorted in patients suffering from the clinical conditions mentioned above. In the past few years, multiple studies have shown the effectiveness of VR to modulate such perceptual distortions of oneself and of the surrounding environment through virtual body ownership illusions. This narrative review aims to review clinical studies that have explored the manipulation of embodied virtual bodies in VR for improving mental health, and to discuss the current state of the art and the challenges for future research in the context of clinical care.
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39
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Seinfeld S, Müller J. Impact of visuomotor feedback on the embodiment of virtual hands detached from the body. Sci Rep 2020; 10:22427. [PMID: 33380732 PMCID: PMC7773737 DOI: 10.1038/s41598-020-79255-5] [Citation(s) in RCA: 8] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/19/2020] [Accepted: 12/07/2020] [Indexed: 12/13/2022] Open
Abstract
It has been shown that mere observation of body discontinuity leads to diminished body ownership. However, the impact of body discontinuity has mainly been investigated in conditions where participants observe a collocated static virtual body from a first-person perspective. This study explores the influence of body discountinuity on the sense of embodiment, when rich visuomotor correlations between a real and an artificial virtual body are established. In two experiments, we evaluated body ownership and motor performance, when participants interacted in virtual reality either using virtual hands connected or disconnected from a body. We found that even under the presence of congruent visuomotor feedback, mere observation of body discontinuity resulted in diminished embodiment. Contradictory evidence was found in relation to motor performance, where further research is needed to understand the role of visual body discontinuity in motor tasks. Preliminary findings on physiological reactions to a threat were also assessed, indicating that body visual discontinuity does not differently impact threat-related skin conductance responses. The present results are in accordance with past evidence showing that body discontinuity negatively impacts embodiment. However, further research is needed to understand the influence of visuomotor feedback and body morphological congruency on motor performance and threat-related physiological reactions.
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Affiliation(s)
- Sofia Seinfeld
- Chair of Applied Computer Science VIII, Institute of Computer Science, University of Bayreuth, 95447, Bayreuth, Germany.
- Universitat Politècnica de Catalunya, Centre de la Imatge i la Tecnologia Multimèdia (CITM), Barcelona, Spain.
| | - Jörg Müller
- Chair of Applied Computer Science VIII, Institute of Computer Science, University of Bayreuth, 95447, Bayreuth, Germany
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40
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Seinfeld S, Zhan M, Poyo-Solanas M, Barsuola G, Vaessen M, Slater M, Sanchez-Vives MV, de Gelder B. Being the victim of virtual abuse changes default mode network responses to emotional expressions. Cortex 2020; 135:268-284. [PMID: 33418321 DOI: 10.1016/j.cortex.2020.11.018] [Citation(s) in RCA: 6] [Impact Index Per Article: 1.5] [Reference Citation Analysis] [Abstract] [Key Words] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/13/2020] [Revised: 09/11/2020] [Accepted: 11/16/2020] [Indexed: 01/10/2023]
Abstract
Recent behavioural studies have provided evidence that virtual reality (VR) experiences have an impact on socio-affective processes, and a number of findings now underscore the potential of VR for therapeutic interventions. An interesting recent result is that when male offenders experience a violent situation as a female victim of domestic violence in VR, their sensitivity for recognition of fearful facial expressions improves. A timely question now concerns the underlying brain mechanisms of these behavioural effects as these are still largely unknown. The current study used fMRI to measure the impact of a VR intervention in which participants experienced a violent aggression from the specific vantage point of the victim. We compared brain processes related to facial and bodily emotion perception before and after the VR experience. Our results show that the virtual abuse experience led to an enhancement of Default Mode Network (DMN) activity, specifically associated with changes in the processing of ambiguous emotional stimuli. In contrast, DMN activity was decreased when observing fully fearful expressions. Finally, we observed increased variability in brain activity for male versus female facial expressions. Taken together, these results suggest that the first-person perspective of a virtual violent situation impacts emotion recognition through modifications in DMN activity. Our study contributes to a better understanding of the brain mechanisms associated with the behavioural effects of VR interventions in the context of a violent confrontation with the male participant embodied as a female victim. Furthermore, this research also consolidates the use of VR embodied perspective-taking interventions for addressing socio-affective impairments.
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Affiliation(s)
- Sofia Seinfeld
- Systems Neuroscience, Institut d'Investigacions Biomèdiques August Pi i Sunyer, Barcelona, Spain
| | - Minye Zhan
- Department of Cognitive Neuroscience, Faculty of Psychology and Neuroscience, Maastricht University, Maastricht, the Netherlands
| | - Marta Poyo-Solanas
- Department of Cognitive Neuroscience, Faculty of Psychology and Neuroscience, Maastricht University, Maastricht, the Netherlands
| | - Giulia Barsuola
- Department of Cognitive Neuroscience, Faculty of Psychology and Neuroscience, Maastricht University, Maastricht, the Netherlands
| | - Maarten Vaessen
- Department of Cognitive Neuroscience, Faculty of Psychology and Neuroscience, Maastricht University, Maastricht, the Netherlands
| | - Mel Slater
- Event Lab, Department of Clinical Psychology and Psychobiology, Faculty of Psychology, University of Barcelona, Barcelona, Spain; Institute of Neurosciences of the University of Barcelona, Barcelona, Spain
| | - Maria V Sanchez-Vives
- Systems Neuroscience, Institut d'Investigacions Biomèdiques August Pi i Sunyer, Barcelona, Spain; Department of Cognition, Development and Educational Psychology, Faculty of Psychology, University of Barcelona, Barcelona, Spain
| | - Beatrice de Gelder
- Department of Cognitive Neuroscience, Faculty of Psychology and Neuroscience, Maastricht University, Maastricht, the Netherlands; Department of Computer Science, University College London, London, UK.
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41
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Banakou D, Beacco A, Neyret S, Blasco-Oliver M, Seinfeld S, Slater M. Virtual body ownership and its consequences for implicit racial bias are dependent on social context. ROYAL SOCIETY OPEN SCIENCE 2020; 7:201848. [PMID: 33489296 PMCID: PMC7813259 DOI: 10.1098/rsos.201848] [Citation(s) in RCA: 17] [Impact Index Per Article: 4.3] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 10/20/2020] [Accepted: 11/16/2020] [Indexed: 06/12/2023]
Abstract
When people hold implicit biases against a group they typically engage in discriminatory behaviour against group members. In the context of the implicit racial bias of 'White' against 'Black' people, it has been shown several times that implicit bias is reduced after a short exposure of embodiment in a dark-skinned body in virtual reality. Embodiment usually leads to the illusion of ownership over the virtual body, irrespective of its skin colour. Previous studies have been carried out in virtual scenarios that are affectively neutral or positive. Here, we show that when the scenario is affectively negative the illusion of body ownership of White participants over a White body is lessened, and implicit bias is higher for White participants in a Black virtual body. The study was carried out with 92 White female participants, in a between-groups design with two factors: BodyType (their virtual body was White or Black) and a surrounding Crowd was Negative, Neutral or Positive towards the participant. We argue that negative affect prevents the formation of new positive associations with Black and distress leads to disownership of the virtual body. Although virtual reality is often thought of as an 'empathy machine' our results suggest caution, that this may not be universally the case.
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Affiliation(s)
- Domna Banakou
- Event Lab, Department of Clinical Psychology and Psychobiology, Universityof Barcelona, Passeig de la Vall d'Hebron 171, 08035 Barcelona, Spain
- Institute of Neurosciences of the University of Barcelona, Passeig de la Vall d'Hebron 171, 08035 Barcelona, Spain
| | - Alejandro Beacco
- Event Lab, Department of Clinical Psychology and Psychobiology, Universityof Barcelona, Passeig de la Vall d'Hebron 171, 08035 Barcelona, Spain
| | - Solène Neyret
- Event Lab, Department of Clinical Psychology and Psychobiology, Universityof Barcelona, Passeig de la Vall d'Hebron 171, 08035 Barcelona, Spain
| | - Marta Blasco-Oliver
- Event Lab, Department of Clinical Psychology and Psychobiology, Universityof Barcelona, Passeig de la Vall d'Hebron 171, 08035 Barcelona, Spain
| | | | - Mel Slater
- Event Lab, Department of Clinical Psychology and Psychobiology, Universityof Barcelona, Passeig de la Vall d'Hebron 171, 08035 Barcelona, Spain
- Institute of Neurosciences of the University of Barcelona, Passeig de la Vall d'Hebron 171, 08035 Barcelona, Spain
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42
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Bowman ND, Ahn SJ, Mercer Kollar LM. The Paradox of Interactive Media: The Potential for Video Games and Virtual Reality as Tools for Violence Prevention. FRONTIERS IN COMMUNICATION 2020; 5:10.3389/fcomm.2020.580965. [PMID: 33898555 PMCID: PMC8064736 DOI: 10.3389/fcomm.2020.580965] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Indexed: 06/12/2023]
Abstract
Interactive media such as video games and virtual reality (VR) provide users with lived experiences that may be dangerous or even impossible in daily life. By providing interactive experiences in highly authentic, detail-rich contexts, these technologies have demonstrated measurable success in impacting how people think, feel, and behave in the physical world. At the same time, violent interactive media content has been historically connected with a range of antisocial effects in both popular press and academic research. Extant literature has established a small-but-statistically significant effect of interactive media violence on aggressive thoughts and behaviors, which could serve as a risk factor for interpersonal violence. However, left unexplored is the seemingly paradoxical claim that under some conditions, interactive media experiences might protect against interpersonal violence. Drawing on advances in media theory and research and the evolution of interactive media content and production practices, the current manuscript suggests ways in which interactive media violence may be leveraged to lower the likelihood of real-world violence experiences. For example, research on both violent and non-violent games has found that players can (a) express guilt after committing violent acts, (b) report reflective and introspective emotional reactions during gameplay, and (c) debate the morality of their actions with others. Regarding VR, studies have demonstrated that (a) witnessing physical violence in immersive spaces led participants to take the perspective of victims and better understand their emotional state and (b) controlled exposure to traumatic or violent events can be used for treatment. Broadly, studies into video games and VR demonstrate that the impact of actions in virtual worlds transfer into the physical worlds to influence (later) attitudes and behaviors. Thus, how these experiences may be potentially harnessed for social change is a compelling and open consideration, as are side-effects of such interventions on vulnerable groups. The current manuscript summarizes emerging research perspectives (as well as their limitations) to offer insight into the potential for interactive media violence to protect against real-world violence victimization and perpetration.
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Affiliation(s)
- Nicholas David Bowman
- College of Media and Communication, Texas Tech University,
Lubbock, TX, United States
| | - Sun Joo Ahn
- Grady College of Journalism and Mass Communication,
University of Georgia, Athens, GA, United States
| | - Laura M. Mercer Kollar
- Division of Violence Prevention, National Center for Injury
Prevention and Control, Centers for Disease Control and Prevention, Atlanta, GA,
United States
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43
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Rueda J, Lara F. Virtual Reality and Empathy Enhancement: Ethical Aspects. Front Robot AI 2020; 7:506984. [PMID: 33501297 PMCID: PMC7805945 DOI: 10.3389/frobt.2020.506984] [Citation(s) in RCA: 16] [Impact Index Per Article: 4.0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/30/2019] [Accepted: 10/07/2020] [Indexed: 01/09/2023] Open
Abstract
The history of humankind is full of examples that indicate a constant desire to make human beings more moral. Nowadays, technological breakthroughs might have a significant impact on our moral character and abilities. This is the case of Virtual Reality (VR) technologies. The aim of this paper is to consider the ethical aspects of the use of VR in enhancing empathy. First, we will offer an introduction to VR, explaining its fundamental features, devices and concepts. Then, we will approach the characterization of VR as an "empathy machine," showing why this medium has aroused so much interest and why, nevertheless, we do not believe it is the ideal way to enhance empathy. As an alternative, we will consider fostering empathy-related abilities through virtual embodiment in avatars. In the conclusion, however, we will examine some of the serious concerns related to the ethical relevance of empathy and will defend the philosophical case for a reason-guided empathy, also suggesting specific guidelines for possible future developments of empathy enhancement projects through VR embodied experiences.
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Affiliation(s)
- Jon Rueda
- FiloLab Scientific Unit of Excellence, Department of Philosophy, University of Granada, Granada, Spain
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44
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Ventura S, Badenes-Ribera L, Herrero R, Cebolla A, Galiana L, Baños R. Virtual Reality as a Medium to Elicit Empathy: A Meta-Analysis. CYBERPSYCHOLOGY BEHAVIOR AND SOCIAL NETWORKING 2020; 23:667-676. [DOI: 10.1089/cyber.2019.0681] [Citation(s) in RCA: 32] [Impact Index Per Article: 8.0] [Reference Citation Analysis] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 12/30/2022]
Affiliation(s)
- Sara Ventura
- Department of Personality, Evaluation and Psychological Treatment, University of Valencia, Valencia, Spain
| | - Laura Badenes-Ribera
- Department of Behavioral Sciences Methodology, Faculty of Psychology, University of Valencia, Valencia, Spain
| | - Rocio Herrero
- Department of Personality, Evaluation and Psychological Treatment, University of Valencia, Valencia, Spain
- CIBER of Physiopathology of Obesity and Nutrition (CIBEROBN), Madrid, Spain
| | - Ausias Cebolla
- Department of Personality, Evaluation and Psychological Treatment, University of Valencia, Valencia, Spain
- CIBER of Physiopathology of Obesity and Nutrition (CIBEROBN), Madrid, Spain
| | - Laura Galiana
- Department of Behavioral Sciences Methodology, Faculty of Psychology, University of Valencia, Valencia, Spain
| | - Rosa Baños
- Department of Personality, Evaluation and Psychological Treatment, University of Valencia, Valencia, Spain
- CIBER of Physiopathology of Obesity and Nutrition (CIBEROBN), Madrid, Spain
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45
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The Symmetries in Film and Television Production Areas Based on Virtual Reality and Internet of Things Technology. Symmetry (Basel) 2020. [DOI: 10.3390/sym12081377] [Citation(s) in RCA: 4] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/17/2022] Open
Abstract
To enrich the form of film and television production, improve the level of film and television production, and satisfy the film-watching experiences of audiences, based on Virtual Reality (VR) and the Internet of Things (IoT) technology, with the help of S3 Studio Max and Photoshop software, a VR film-watching system is built, which realizes the interaction with users on different devices through somatosensory interaction sensors. In addition, by utilizing Twirling720, the panoramic sound recording is achieved. Through this system, a smart IoT platform between users, films, and devices is built. Finally, this platform is utilized to produce the film and television work Van Gogh in Dream, which is evaluated and analyzed through questionnaires. The results show that the technology system of this set of film and television production is complete, and the production level of film and television works have been significantly improved. The audience recognition of film and television production based on this technology is 55%, and the impression evaluation is over 56%. However, knowledge acquisition is only 20%, and historical understanding is above 50%. These dimensions show that compared with traditional film production, artificial intelligence films can bring a better experience to audiences, but knowledge acquisition is less. Therefore, professional knowledge will be improved at the later stage. The above results provide a theoretical basis for the application of artificial intelligence technology in film production and production mode.
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Welches Potenzial haben virtuelle Realitäten in der klinischen und forensischen Psychiatrie? Ein Überblick über aktuelle Verfahren und Einsatzmöglichkeiten. FORENSISCHE PSYCHIATRIE, PSYCHOLOGIE, KRIMINOLOGIE 2020. [DOI: 10.1007/s11757-020-00611-2] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 10/23/2022]
Abstract
ZusammenfassungVirtuelle Realitäten (VR) werden in der Diagnose und Behandlung von Patienten im klinischen Feld bereits seit 20 Jahren erfolgreich eingesetzt und weiterentwickelt. Seit etwas mehr als 5 Jahren gibt es nun auch erste Beispiele über die Anwendung von VR in psychiatrisch-forensischen Kontexten. Für die forensische Psychiatrie ist die Möglichkeit, realistische, sichere und kontrollierbare Diagnostik- und Lernumgebungen zu schaffen, der ausschlaggebende Vorteil der VR-Technologie. So können z. B. Straftäter in Szenarien behandelt oder begutachtet werden, welche im echten Leben risikoreich, unethisch oder ökologisch invalide wären. In diesem Artikel werden unterschiedliche aktuelle Studienbeispiele zu klinischer Behandlung und Diagnose von Patienten sowie der forensischen Prognose und Therapie von Straftätern vorgestellt. Damit zeigt der Überblick, dass VR mittlerweile auch in der forensischen Psychiatrie ein vielversprechendes Werkzeug sein kann, welches bereits etablierte Instrumente ergänzen oder erweitern kann. Auch in der Ausbildung von forensisch-psychiatrischem Fachpersonal können VR-Anwendungen eine Hilfe sein. Hier gibt es bereits erste vielversprechende Einsätze durch das Training mithilfe von virtuellen Patienten, jedoch benötigt es noch umfangreiche Forschungsarbeit auf diesem Feld, um sie im professionellen Alltag einsetzen zu können. Vor dem Einsatz von VR-Anwendungen sollten sich Forscher und Praktiker neben den Vorteilen auch mit den Nachteilen von VR auseinandersetzen und ein besonderes Augenmerk auf die ethischen Richtlinien werfen, welche in den letzten Jahren dazu erarbeitet wurden. Die stetige Weiterentwicklung und der immer breitere Einsatz von VR im klinischen und forensisch-psychiatrischen Feld zeigen, dass VR auch hier das Potenzial hat, ein etabliertes Forschungs- sowie Therapieinstrument zu werden.
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Barreda-Ángeles M, Aleix-Guillaume S, Pereda-Baños A. An "Empathy Machine" or a "Just-for-the-Fun-of-It" Machine? Effects of Immersion in Nonfiction 360-Video Stories on Empathy and Enjoyment. CYBERPSYCHOLOGY, BEHAVIOR AND SOCIAL NETWORKING 2020; 23:683-688. [PMID: 32716643 DOI: 10.1089/cyber.2019.0665] [Citation(s) in RCA: 12] [Impact Index Per Article: 3.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/13/2022]
Abstract
Immersive storytelling is widely considered to have a great potential to foster empathy toward suffering people, as well as to provide enjoyable experiences able to attract wider audiences. This article examines how the immersive presentation of 360-video nonfiction contents impacts both empathy toward the characters and enjoyment of the experience and the interplay between these two psychological outcomes. Participants watched a series of 360-video stories presented either on a virtual reality headset or a screen, and measures of spatial presence, empathy (in terms of perspective taking and empathic concern), and enjoyment were collected. Mediation analyses and structural equation models showed a direct positive effect of spatial presence on perspective taking and empathic concern, and an indirect negative effect of immersive presentation on empathic concern through enjoyment. These findings indicate that enjoyment of pleasurable aspects of the experience may hinder the affective dimension of empathy toward the characters, and point out to the need to carefully consider the targeted reactions from the audience, since different intended psychological outcomes may not be fully compatible.
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Affiliation(s)
- Miguel Barreda-Ángeles
- Data Science and Big Data Analytics Unit, Eurecat Technology Centre of Catalonia, Barcelona, Spain
| | - Sara Aleix-Guillaume
- Data Science and Big Data Analytics Unit, Eurecat Technology Centre of Catalonia, Barcelona, Spain.,University of Barcelona, Barcelona, Spain
| | - Alexandre Pereda-Baños
- Data Science and Big Data Analytics Unit, Eurecat Technology Centre of Catalonia, Barcelona, Spain
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Christofi M, Michael-Grigoriou D, Kyrlitsias C. A Virtual Reality Simulation of Drug Users' Everyday Life: The Effect of Supported Sensorimotor Contingencies on Empathy. Front Psychol 2020; 11:1242. [PMID: 32581979 PMCID: PMC7289998 DOI: 10.3389/fpsyg.2020.01242] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/24/2019] [Accepted: 05/12/2020] [Indexed: 01/10/2023] Open
Abstract
Perspective taking techniques have been used to transport people into imaginary situations and the lives of others. Virtual Reality provides an immersive way to virtually experience the lives of stigmatized by society members. Through the support of sensorimotor contingencies, people can use natural movements to view and interact with the virtual world around them. In this study, we compared a perspective-taking immersive Virtual Reality system which supports a number of sensorimotor contingencies (SC group) with a perspective-taking desktop system of the same application but without support of any sensorimotor contingencies (NSC group), to investigate the effect of the supported sensorimotor contingencies in promoting empathy and positive attitudes toward drug users. Results demonstrate a strong correlation between closeness to the drug user and empathy in the SC group. In both groups there were a within group significant change in their reported attitudes before and after their exposure. Finally, participants in the SC condition reported significantly higher levels of Place Illusion (PI), body ownership, agency and plausibility of people. Further research is needed to investigate how sensorimotor contingencies can be exploited to the fullest to be used as an effective method to induce empathy and change attitudes toward stigmatized by society people.
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Affiliation(s)
- Maria Christofi
- GET Lab, Department of Multimedia and Graphic Arts, Cyprus University of Technology, Limassol, Cyprus
- Research Centre on Interactive Media Smart Systems and Emerging Technologies – RISE, Nicosia, Cyprus
| | - Despina Michael-Grigoriou
- GET Lab, Department of Multimedia and Graphic Arts, Cyprus University of Technology, Limassol, Cyprus
- Research Centre on Interactive Media Smart Systems and Emerging Technologies – RISE, Nicosia, Cyprus
| | - Christos Kyrlitsias
- GET Lab, Department of Multimedia and Graphic Arts, Cyprus University of Technology, Limassol, Cyprus
- Research Centre on Interactive Media Smart Systems and Emerging Technologies – RISE, Nicosia, Cyprus
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First-Person Virtual Embodiment Modulates the Cortical Network that Encodes the Bodily Self and Its Surrounding Space during the Experience of Domestic Violence. eNeuro 2020; 7:ENEURO.0263-19.2019. [PMID: 32312823 PMCID: PMC7240289 DOI: 10.1523/eneuro.0263-19.2019] [Citation(s) in RCA: 10] [Impact Index Per Article: 2.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/07/2019] [Revised: 11/16/2019] [Accepted: 12/17/2019] [Indexed: 11/24/2022] Open
Abstract
Social aggression, such as domestic violence, has been associated with a reduced ability to take on others’ perspectives. In this naturalistic imaging study, we investigated whether training human participants to take on a first-person embodied perspective during the experience of domestic violence enhances the identification with the victim and elicits brain activity associated with the monitoring of the body and surrounding space and the experience of threat. We combined fMRI measurements with preceding virtual reality exposure from either first-person perspective (1PP) or third-person perspective (3PP) to manipulate whether the domestic abuse stimulus was perceived as directed to oneself or another. We found that 1PP exposure increased body ownership and identification with the virtual victim. Furthermore, when the stimulus was perceived as directed toward oneself, the brain network that encodes the bodily self and its surrounding space was more strongly synchronized across participants and connectivity increased from premotor cortex (PM) and intraparietal sulcus towards superior parietal lobe. Additionally, when the stimulus came near the body, brain activity in the amygdala (AMG) strongly synchronized across participants. Exposure to 3PP reduced synchronization of brain activity in the personal space network, increased modulation of visual areas and strengthened functional connectivity between PM, supramarginal gyrus and primary visual cortex. In conclusion, our results suggest that 1PP embodiment training enhances experience from the viewpoint of the virtual victim, which is accompanied by synchronization in the fronto-parietal network to predict actions toward the body and in the AMG to signal the proximity of the stimulus.
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Gonzalez-Liencres C, Zapata LE, Iruretagoyena G, Seinfeld S, Perez-Mendez L, Arroyo-Palacios J, Borland D, Slater M, Sanchez-Vives MV. Being the Victim of Intimate Partner Violence in Virtual Reality: First- Versus Third-Person Perspective. Front Psychol 2020; 11:820. [PMID: 32457681 PMCID: PMC7225265 DOI: 10.3389/fpsyg.2020.00820] [Citation(s) in RCA: 20] [Impact Index Per Article: 5.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/13/2019] [Accepted: 04/02/2020] [Indexed: 01/10/2023] Open
Abstract
Immersive virtual reality is widely used for research and clinical purposes. Here we explored the impact of an immersive virtual scene of intimate partner violence experienced from the victim’s perspective (first person), as opposed to witnessing it as an observer (third person). We are ultimately interested in the potential of this approach to rehabilitate batterers and in understanding the mechanisms underlying this process. For this, non-offender men experienced the scene either from the perspective of the victim’s virtual body (a female avatar), which moved synchronously with the participants’ real movements, or from the perspective of an observer, while we recorded their behavior and physiological responses. We also evaluated through questionnaires, interviews and implicit association tests their subjective impressions and potential pre/post changes in implicit gender bias following the experience. We found that in all participants, regardless of perspective, the magnitude of the physiological reactions to virtual threatening stimuli was related to how vulnerable they felt for being a woman, the sensation that they could be assaulted, how useful the scene could be for batterer rehabilitation, and how different it would have been to experience the scenario on TV. Furthermore, we found that their level of identification with the female avatar correlated with the decrease in prejudice against women. Although the first-person perspective (1PP) facilitated taking the scene personally, generated a sensation of fear, helplessness, and vulnerability, and tended to induce greater behavioral and physiological reactions, we show that the potential for batterer rehabilitation originates from presence and identification with the victim, which in turn is more easily, but not exclusively, achieved through 1PP. This study is relevant for the development of advanced virtual reality tools for clinical purposes.
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Affiliation(s)
| | - Luis E Zapata
- Institut d'Investigacions Biomèdiques August Pi i Sunyer, Barcelona, Spain.,Experimental Virtual Environments for Neuroscience and Technology Laboratory, University of Barcelona, Barcelona, Spain
| | - Guillermo Iruretagoyena
- Institut d'Investigacions Biomèdiques August Pi i Sunyer, Barcelona, Spain.,Experimental Virtual Environments for Neuroscience and Technology Laboratory, University of Barcelona, Barcelona, Spain
| | - Sofia Seinfeld
- Institut d'Investigacions Biomèdiques August Pi i Sunyer, Barcelona, Spain.,Experimental Virtual Environments for Neuroscience and Technology Laboratory, University of Barcelona, Barcelona, Spain
| | | | - Jorge Arroyo-Palacios
- Institut d'Investigacions Biomèdiques August Pi i Sunyer, Barcelona, Spain.,Experimental Virtual Environments for Neuroscience and Technology Laboratory, University of Barcelona, Barcelona, Spain
| | - David Borland
- Institut d'Investigacions Biomèdiques August Pi i Sunyer, Barcelona, Spain.,Experimental Virtual Environments for Neuroscience and Technology Laboratory, University of Barcelona, Barcelona, Spain
| | - Mel Slater
- Experimental Virtual Environments for Neuroscience and Technology Laboratory, University of Barcelona, Barcelona, Spain.,Department of Clinical Psychology and Psychobiology, University of Barcelona, Barcelona, Spain.,Institute of Neurosciences, University of Barcelona, Barcelona, Spain
| | - Maria V Sanchez-Vives
- Institut d'Investigacions Biomèdiques August Pi i Sunyer, Barcelona, Spain.,Experimental Virtual Environments for Neuroscience and Technology Laboratory, University of Barcelona, Barcelona, Spain.,Department of Cognition, Development and Educational Science, University of Barcelona, Barcelona, Spain.,ICREA, Barcelona, Spain
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