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Hameed A, Perkis A. Authenticity and presence: defining perceived quality in VR experiences. Front Psychol 2024; 15:1291650. [PMID: 38708019 PMCID: PMC11066206 DOI: 10.3389/fpsyg.2024.1291650] [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: 09/09/2023] [Accepted: 03/26/2024] [Indexed: 05/07/2024] Open
Abstract
This work expands the existing understanding of quality assessments of VR experiences. Historically, VR quality has focused on presence and immersion, but current discourse emphasizes plausibility and believability as critical for lifelike, credible VR. However, the two concepts are often conflated, leading to confusion. This paper proposes viewing them as subsets of authenticity and presents a structured hierarchy delineating their differences and connections. Additionally, coherence and congruence are presented as complementary quality functions that integrate internal and external logic. The paper considers quality formation in the experience of authenticity inside VR emphasizing that distinguishing authenticity in terms of precise quality features are essential for accurate assessments. Evaluating quality requires a holistic approach across perceptual, cognitive, and emotional factors. This model provides theoretical grounding for assessing the quality of VR experiences.
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Affiliation(s)
- Asim Hameed
- Department of Electronic Systems, Norwegian University of Science and Technology (NTNU), Trondheim, Norway
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Maghaydah S, Al-Emran M, Maheshwari P, Al-Sharafi MA. Factors affecting metaverse adoption in education: A systematic review, adoption framework, and future research agenda. Heliyon 2024; 10:e28602. [PMID: 38576548 PMCID: PMC10990854 DOI: 10.1016/j.heliyon.2024.e28602] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/13/2023] [Revised: 03/20/2024] [Accepted: 03/21/2024] [Indexed: 04/06/2024] Open
Abstract
The Metaverse, underpinned by its technical infrastructure, heavily relies on user engagement and behavior for successful integration into educational settings. Understanding its driving factors is essential for such a platform to transition from theory to practice, especially in educational settings. However, these factors remain elusive due to inconsistencies in infrastructure and environments. Therefore, this systematic review aims to fill this void by presenting an integrative view on Metaverse adoption in education. This is achieved via three primary dimensions: establishing a taxonomy of the factors influencing Metaverse adoption in education, proposing a framework for Metaverse adoption, and suggesting future research trajectories in this domain. The review systematically classifies the influential factors into four distinct categories: psychological and motivational factors, quality factors, social factors, and inhibiting factors. The proposed framework provides a structured approach for future studies investigating the Metaverse adoption in educational settings. The proposed framework also emphasizes that educational institutions should not only consider the technical prerequisites but also the social, psychological, and motivational aspects of the Metaverse. The study also pinpoints several critical research agendas to enhance our understanding of Metaverse adoption in education. The insights from this review are invaluable for educational institutions, policymakers, developers, and researchers, significantly enriching the emerging field of Metaverse adoption.
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Affiliation(s)
- Safwan Maghaydah
- The British University in Dubai, Dubai, United Arab Emirates
- Abu Dhabi University, Abu Dhabi, United Arab Emirates
| | - Mostafa Al-Emran
- The British University in Dubai, Dubai, United Arab Emirates
- Department of Computer Techniques Engineering, Dijlah University College, Baghdad, Iraq
| | | | - Mohammed A. Al-Sharafi
- Department of Informatics, College of Computing & Informatics, Universiti Tenaga Nasional, Selangor, Malaysia
- Institute of Informatics and Computing in Energy, Universiti Tenaga Nasional, Selangor, Malaysia
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Pizzolante M, Bartolotta S, Sarcinella ED, Chirico A, Gaggioli A. Virtual vs. real: exploring perceptual, cognitive and affective dimensions in design product experiences. BMC Psychol 2024; 12:10. [PMID: 38167121 PMCID: PMC10763259 DOI: 10.1186/s40359-023-01497-5] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/13/2023] [Accepted: 12/19/2023] [Indexed: 01/05/2024] Open
Abstract
BACKGROUND Virtual Reality (VR) has already emerged as an effective instrument for simulating realistic interactions, across various domains. In the field of User Experience (UX), VR has been used to create prototypes of real-world products. Here, the question is to what extent the users' experience of a virtual prototype can be equivalent to that of its real counterpart (the real product). This issue particularly concerns the perceptual, cognitive and affective dimensions of users' experiences. METHODS This exploratory study aims to address this issue by comparing the users' experience of a well-known product, i.e., the Graziella bicycle, presented either in Sumerian or Sansar VR platform, or in a physical setting. Participants' Emotional Engagement, Sense of Presence, Immersion, and Perceived Product Quality were evaluated after being exposed to the product in all conditions (i.e., Sumerian, Sansar and Physical). RESULTS The findings indicated significantly higher levels of Engagement and Positive Affect in the virtual experiences when compared to their real-world counterparts. Additionally, the sole notable distinction among the VR platforms was observed in terms of Realism. CONCLUSIONS This study suggests the feasibility and potential of immersive VR environments as UX evaluation tools and underscores their effectiveness in replicating genuine real-world experiences.
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Affiliation(s)
- Marta Pizzolante
- Research Center in Communication Psychology (PsiCom), Universitá Cattolica del Sacro Cuore, Milan, Italy.
| | - Sabrina Bartolotta
- Research Center in Communication Psychology (PsiCom), Universitá Cattolica del Sacro Cuore, Milan, Italy
| | | | - Alice Chirico
- Research Center in Communication Psychology (PsiCom), Universitá Cattolica del Sacro Cuore, Milan, Italy
| | - Andrea Gaggioli
- Research Center in Communication Psychology (PsiCom), Universitá Cattolica del Sacro Cuore, Milan, Italy
- Applied Technology for Neuro-Psychology Lab, I.R.C.C.S, Istituto Auxologico Italiano, Milan, Italy
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Just SA, Lütt A, Siegle P, Döring-Brandl EJ. Feasibility of using virtual reality in geriatric psychiatry. Int J Geriatr Psychiatry 2024; 39:e6060. [PMID: 38241061 DOI: 10.1002/gps.6060] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 10/12/2023] [Accepted: 01/12/2024] [Indexed: 01/23/2024]
Abstract
OBJECTIVES Virtual Reality-based interventions have become an important element of digital mental health, offering accessible and scalable treatment options. However, studies on VR-based approaches in elderly patients are scarce. This explorative study examined the feasibility of using Virtual Reality (VR) for elderly patients with psychiatric illness, focusing on the sense of presence as the primary outcome. METHODS The study included N = 30 patients between the ages of 59-92 years who were currently in geriatric psychiatric inpatient and day clinic treatment. Participants were assessed before, during and after a relaxing ten-minute VR experience. Attitude towards digital media and VR, subjective digital competence, and previous experience were examined using questionnaires. Motion sickness was measured repeatedly during the VR experience using the Fast Motion Sickness Scale (FMS). Patients rated their motion sickness and their general well-being in the virtual environment. Sense of presence in the virtual environment was quantified with the Igroup Presence Questionnaire (IPQ). RESULTS Participants reported a notable sense of presence (M = 0.41 ± 1.4) in the virtual environment, particularly in terms of spatial presence. Motion sickness was reported by a minority of patients. Three patients terminated the VR application before it was finished. The average well-being during the VR experience was reported as high (70/100). Sense of presence and motion sickness showed a significant negative correlation. Presence, motion sickness and well-being were not significantly correlated with age, nor did they differ significantly between groups. CONCLUSIONS This study underscores the potential of VR-based experiences in the treatment of elderly psychiatric patients and highlights their willingness and ability to engage with VR technology. While the results are promising, future research should explore more interactive VR scenarios and assess their safety and feasibility in elderly populations.
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Affiliation(s)
- Sandra Anna Just
- Department of Psychiatry and Neurosciences, Campus Charité Mitte, Charité - Universitätsmedizin Berlin, Corporate Member of Freie Universität Berlin and Humboldt Universität zu, Berlin, Germany
- Psychiatric University Hospital Charité at St. Hedwig Hospital, Berlin, Germany
- Berlin University Alliance, Berlin, Germany
| | - Alva Lütt
- Department of Psychiatry and Neurosciences, Campus Charité Mitte, Charité - Universitätsmedizin Berlin, Corporate Member of Freie Universität Berlin and Humboldt Universität zu, Berlin, Germany
- Psychiatric University Hospital Charité at St. Hedwig Hospital, Berlin, Germany
- Berlin Institute of Health at Charité - Universitätsmedizin Berlin, Berlin, Germany
| | | | - Eva Janina Döring-Brandl
- Department of Psychiatry and Neurosciences, Campus Charité Mitte, Charité - Universitätsmedizin Berlin, Corporate Member of Freie Universität Berlin and Humboldt Universität zu, Berlin, Germany
- Psychiatric University Hospital Charité at St. Hedwig Hospital, Berlin, Germany
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Billet M, D'Argembeau A, Meulemans T, Willems S. The effects of age on objective and subjective recollection after visiting a virtual apartment. NEUROPSYCHOLOGY, DEVELOPMENT, AND COGNITION. SECTION B, AGING, NEUROPSYCHOLOGY AND COGNITION 2024; 31:340-361. [PMID: 36661572 DOI: 10.1080/13825585.2023.2168607] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 09/20/2022] [Accepted: 01/10/2023] [Indexed: 01/21/2023]
Abstract
While aging has been associated with decreased retrieval of episodic memory details, subjective ratings about memory quality seem to remain stable. This suggests that subjective memory judgments are based on different information according to age. Here, we tested the hypothesis that older people would rather base their subjective judgments on the retrieval of personal elements (such as emotions and thoughts), whereas younger people would rather base their judgments on the retrieval of event-related elements (such as time, place, and perceptual details). Sixty participants (20 to 79 years old) performed eight actions in a virtual apartment and were then asked to verbally recall each action with a maximum of associated elements and to rate the subjective quality of their memories. The elements reported were classified into "person-related" and "event-related" categories. Executive functions, memory performance on traditional memory tasks, and subjects' perception of memory functioning were also evaluated. Results revealed that aging was associated with reduced retrieval of event-related elements, which was explained by decreasing executive resources. However, age did not affect the retrieval of person-related elements, and the subjective memory judgments of older people were not based on these elements to a greater extent than those of younger people. Finally, our results highlight the value of virtual reality (VR) in memory evaluations since subjects' perception of memory functioning was associated with their performance in the VR task but not in traditional memory tasks.
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Affiliation(s)
- Maud Billet
- Department of Psychology, Psychology and Neuroscience of Cognition Research Unit, University of Liège, Liège, Belgium
| | - Arnaud D'Argembeau
- Department of Psychology, Psychology and Neuroscience of Cognition Research Unit, University of Liège, Liège, Belgium
| | - Thierry Meulemans
- Department of Psychology, Psychology and Neuroscience of Cognition Research Unit, University of Liège, Liège, Belgium
| | - Sylvie Willems
- Department of Psychology, Psychology and Neuroscience of Cognition Research Unit, University of Liège, Liège, Belgium
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Biedermann SV, Roth L, Biedermann D, Fuss J. Reliability of repeated exposure to the human elevated plus-maze in virtual reality: Behavioral, emotional, and autonomic responses. Behav Res Methods 2024; 56:187-198. [PMID: 36544056 PMCID: PMC10794373 DOI: 10.3758/s13428-022-02046-5] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Accepted: 12/01/2022] [Indexed: 12/24/2022]
Abstract
Approach-avoidance conflicts are a hallmark of anxiety-related behaviors. A gold standard for assessing anxiety-related behaviors in rodents is the elevated plus-maze (EPM), which was recently translated to humans using immersive virtual reality. Repeated behavioral testing is particularly interesting for clinical and pharmacological research in humans but could be limited by habituation effects. Here, we tested whether comparable strategies that are used in rodents (different environments and inter-trial interval of 28 days) are sufficient to avoid habituation or sensitization effects on the EPM, making it possible to perform repeated measurement of anxiety-related behavior in humans. Moreover, we developed two novel virtual environments for repeated testing to explore whether a scenario resembling the real world is superior to a video game-like EPM in terms of lifelike physiological, emotional, and behavioral responses. On a behavioral level, no significant differences but a high correlation between first and repeated exposure to the human EPM independent of EPM version were found. On a psychophysiological level, salivary alpha-amylase, skin-conductance, and respiratory frequency increased at first and second exposure independent of EPM version. However, at repeated exposure, skin-conductance and heart rate showed indicators for anticipatory anxiety and a small sensitization effect, while no effect of real-world resemblance on these physiological measures was found. This was also reflected in slightly higher subjective anxiety levels at second exposure, although subjective anxiety still correlated strongly between first and second exposure. In conclusion, the human EPM can be used for longitudinal assessments of human anxiety-related behavior when strategies to avoid habituation and sensitization are considered.
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Affiliation(s)
- Sarah V Biedermann
- Social and Emotional Neuroscience Group, Department of Psychiatry and Psychotherapy, Center of Psychosocial Medicine, University Medical Center Hamburg-Eppendorf, Hamburg, Germany.
| | - Lateefah Roth
- Institute of Forensic Psychiatry and Sex Research, Center for Translational Neuro- and Behavioral Sciences, University of Duisburg-Essen, Essen, Germany
- Human Behavior Laboratory, Institute for Sex Research, Sexual Medicine and Forensic Psychiatry, Center of Psychosocial Medicine, University Medical Center Hamburg-Eppendorf, Hamburg, Germany
| | - Daniel Biedermann
- Social and Emotional Neuroscience Group, Department of Psychiatry and Psychotherapy, Center of Psychosocial Medicine, University Medical Center Hamburg-Eppendorf, Hamburg, Germany
- DIPF Leibniz Institute for Research and Information in Education, Frankfurt am Main, Germany
| | - Johannes Fuss
- Institute of Forensic Psychiatry and Sex Research, Center for Translational Neuro- and Behavioral Sciences, University of Duisburg-Essen, Essen, Germany
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Arts E, De Castro BO, Luteijn E, Elsendoorn B, Vissers CT. Interactive virtual reality training to improve socio-emotional functioning in adolescents with developmental language disorders: A feasibility study. Clin Child Psychol Psychiatry 2023:13591045231220694. [PMID: 38130070 DOI: 10.1177/13591045231220694] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 12/23/2023]
Abstract
Methods to effectively improve socio-emotional functioning by adolescents with developmental language disorders (DLD) are scarce. Current methods to improve socio-emotional functioning in adolescents with other neurobiological disorders seem less suitable, as these methods are highly language based. This study therefore examined the feasibility of the virtual reality (VR) training for socio-emotional skills: 'InterAction'. The aims of the present study were to (1) examine whether interactive VR is a feasible training method for adolescents with DLD; (2) investigate adolescents' appreciation of the VR training; (3) examine whether the virtual reality training facilitates the participants' sense of presence during social practice situations in an interactive digital world; and (4) explore whether adolescents socio-emotional skills improved during the six-session training. A sample of nine adolescents (13-16 years) with DLD reported on their presence in VR contexts and their appreciation toward the VR training. They also completed weekly self-reports on their socio-emotional functioning. Results indicated that 'InterAction' was a feasible method to practice socio-emotional functioning with adolescents with DLD. Adolescents highly appreciated the VR training. In addition, adolescents rated the sense of presence as high in the VR training. The individual trajectories showed that improvements in the trained skills varied both between and within participants. The results were also not uniform between the specific skills trained. The findings suggest that interactive virtual reality training may be a promising tool for improving socio-emotional functioning in adolescents with DLD. Future studies should examine the positive indications of this study in a larger sample.
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Affiliation(s)
- Elke Arts
- Behavioural Science Institute, Radboud University, The Netherlands
- Kentalis Academy, Royal Kentalis, The Netherlands
| | - Bram O De Castro
- Research institute of Child Development and Education, University of Amsterdam, The Netherlands
| | - Ellen Luteijn
- Kentalis Academy, Royal Kentalis, The Netherlands
- Secondary School for Special Education for Children and Adolescents with Language and Communication Problems, Royal Kentalis, The Netherlands
| | | | - Constance Twm Vissers
- Behavioural Science Institute, Radboud University, The Netherlands
- Kentalis Academy, Royal Kentalis, The Netherlands
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Lo SY, Lai CY. Investigating how immersive virtual reality and active navigation mediate the experience of virtual concerts. Sci Rep 2023; 13:8507. [PMID: 37231095 DOI: 10.1038/s41598-023-35369-0] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/08/2022] [Accepted: 05/17/2023] [Indexed: 05/27/2023] Open
Abstract
We conducted an experiment to examine how virtual reality (VR) and active navigation interact to improve audience experience in virtual concerts. To manipulate the medium, the participants were presented with concert-related audiovisual stimuli via a head-mounted VR device or a computer. To manipulate the participants' access to different perspectives (navigation mode), they were allowed to actively switch, or were passively guided, between the audience's perspective and the performer's perspective. According to the results, VR and active navigation induced a higher sense of presence (feeling of being somewhere else) than did computer and passive navigation, and thus, they increased the audience's state of flow and gave them higher degrees of satisfaction and concert-attending intention. VR and active navigation also increased the participants' role identification (feeling of being someone else), which again gave them higher degrees of satisfaction and concert-attending intention. This research contributes to the literature supporting VR's enhancement of concert experiences and further highlights the important relationship between action, perception, and experience satisfaction.
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Affiliation(s)
- Shih-Yu Lo
- Institute of Communication Studies, National Yang Ming Chiao Tung University, Hsinchu, Taiwan.
| | - Chih-Yuan Lai
- Institute of Communication Studies, National Yang Ming Chiao Tung University, Hsinchu, Taiwan
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El Basbasse Y, Packheiser J, Peterburs J, Maymon C, Güntürkün O, Grimshaw G, Ocklenburg S. Walk the plank! Using mobile electroencephalography to investigate emotional lateralization of immersive fear in virtual reality. ROYAL SOCIETY OPEN SCIENCE 2023; 10:221239. [PMID: 37266038 PMCID: PMC10230188 DOI: 10.1098/rsos.221239] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 10/08/2022] [Accepted: 04/03/2023] [Indexed: 06/03/2023]
Abstract
Most studies on emotion processing induce emotions through images or films. However, this method lacks ecological validity, limiting generalization to real-life emotion processing. More realistic paradigms using virtual reality (VR) may be better suited to investigate authentic emotional states and their neuronal correlates. This pre-registered study examines the neuronal underpinnings of naturalistic fear, measured using mobile electroencephalography (EEG). Seventy-five healthy participants walked across a virtual plank which extended from the side of a skyscraper-either 80 storeys up (the negative condition) or at street level (the neutral condition). Subjective ratings showed that the negative condition induced feelings of fear. Following the VR experience, participants passively viewed negative and neutral images from the international affective picture system (IAPS) outside of VR. We compared frontal alpha asymmetry between the plank and IAPS task and across valence of the conditions. Asymmetry indices in the plank task revealed greater right-hemispheric lateralization during the negative VR condition, relative to the neutral VR condition and to IAPS viewing. Within the IAPS task, no significant asymmetries were detected. In summary, our findings indicate that immersive technologies such as VR can advance emotion research by providing more ecologically valid ways to induce emotion.
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Affiliation(s)
- Yasmin El Basbasse
- Department of Biopsychology, Faculty of Psychology, Institute of Cognitive Neuroscience, Ruhr-University Bochum, Universitätsstrasse 150, 44780 Bochum, Germany
| | - Julian Packheiser
- Netherlands Institute for Neuroscience, Social Brain Lab, 1105 BA Amsterdam, The Netherlands
| | - Jutta Peterburs
- Institute for Systems Medicine & Department of Human Medicine, MSH Medical School Hamburg, Victoria University of Wellington, Wellington 6140, New Zealand
| | - Christopher Maymon
- School of Psychology, Victoria University of Wellington, Wellington 6140, New Zealand
| | - Onur Güntürkün
- Department of Biopsychology, Faculty of Psychology, Institute of Cognitive Neuroscience, Ruhr-University Bochum, Universitätsstrasse 150, 44780 Bochum, Germany
- Research Center One Health Ruhr, Research Alliance Ruhr, Ruhr University Bochum, Bochum, Germany
| | - Gina Grimshaw
- School of Psychology, Victoria University of Wellington, Wellington 6140, New Zealand
| | - Sebastian Ocklenburg
- Department of Biopsychology, Faculty of Psychology, Institute of Cognitive Neuroscience, Ruhr-University Bochum, Universitätsstrasse 150, 44780 Bochum, Germany
- Department of Psychology, MSH Medical School Hamburg, Am Kaiserkai 1, 20457 Hamburg, Germany
- Institute for Cognitive and Affective Neuroscience, Medical School Hamburg, Am Kaiserkai 1, 20457 Hamburg, Germany
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Hull DM, Schuetz SW, Lowry PB. Tell Me A Story: The Effects That Narratives Exert on Meaningful-Engagement Outcomes in Antiphishing Training. Comput Secur 2023. [DOI: 10.1016/j.cose.2023.103252] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 04/09/2023]
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Pavic K, Chaby L, Gricourt T, Vergilino-Perez D. Feeling Virtually Present Makes Me Happier: The Influence of Immersion, Sense of Presence, and Video Contents on Positive Emotion Induction. CYBERPSYCHOLOGY, BEHAVIOR, AND SOCIAL NETWORKING 2023; 26:238-245. [PMID: 37001171 PMCID: PMC10125398 DOI: 10.1089/cyber.2022.0245] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 04/03/2023]
Abstract
Immersive technologies, such as Virtual Reality (VR), have great potential for enhancing users' emotions and wellbeing. However, how immersion, Virtual Environment contents, and sense of presence (SoP) influence emotional responses remains to be clarified to efficiently foster positive emotions. Consequently, a total of 26 participants (16 women, 10 men, 22.73 ± 2.69 years old) were exposed to 360-degree videos of natural and social contents on both a highly immersive Head-Mounted Display and a low immersive computer screen. Subjective emotional responses and SoP were assessed after each video using self-reports, while a wearable wristband collected continuously electrodermal activity and heart rate to record physiological emotional responses. Findings supported the added value of immersion, as more positive emotions and greater subjective arousal were reported after viewing the videos in the highly immersive setting, regardless of the video contents. In addition to usually employed natural contents, the findings also provide initial evidence for the effectiveness of social contents in eliciting positive emotions. Finally, structural equation models shed light on the indirect effect of immersion, through spatial and spatial SoP on subjective arousal. Overall, these are encouraging results about the effectiveness of VR for fostering positive emotions. Future studies should further investigate the influence of user characteristics on VR experiences to foster efficiently positive emotions among a broad range of potential users.
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Affiliation(s)
- Katarina Pavic
- Université Paris Cité, Vision Action Cognition (VAC), Boulogne-Billancourt, France
- Sorbonne Université, CNRS, Institut des Systèmes Intelligents et de Robotique (ISIR), Paris, France
- Research and Development Department, SocialDream, Bourg-de-Péage, France
- Address correspondence to: Dr. Katarina Pavic, Université Paris Cité, Vision Action Cognition (VAC), 71 Avenue Edouard Vaillant, Boulogne-Billancourt Cedex 92774, France
| | - Laurence Chaby
- Sorbonne Université, CNRS, Institut des Systèmes Intelligents et de Robotique (ISIR), Paris, France
- Université Paris Cité, UFR de Psychologie, Boulogne-Billancourt, France
| | - Thierry Gricourt
- Research and Development Department, SocialDream, Bourg-de-Péage, France
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Evoked sensory stimulation of the eating environment, impacts feeling of presence and food desires in an online environment. Food Res Int 2023; 167:112645. [PMID: 37087236 DOI: 10.1016/j.foodres.2023.112645] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/29/2022] [Revised: 02/15/2023] [Accepted: 02/21/2023] [Indexed: 02/27/2023]
Abstract
Online food choices are often made outside a regular food environment and suffer from sensory deprivation. The present study investigated if evoked multi-sensory stimulation can drive context specific food desires in an online environment. In a randomised between subject design, participants expressed their food desire on a visual analogue scale and feeling of presence (e.g., did you feel present on a beach) on a Likert scale, whilst looking online at a picture and reading a neutral description of a sensory laboratory (control condition), looking at a photo of a beach and reading a neutral description (beach condition), or looking at a photo of a beach and reading a sensory based description (beach + ). Participants (n = 725 participants, 622 females) who saw the beach photo increased their desire for cold, but not neutral foods (p < 0.05), those who were exposed to the sensory description in addition to the photo showed a higher desire for cold foods compared to those who just saw the beach photo (p < 0.001). These effects were modulated by an increased feeling of presence and how often participants visited the beach. Participants with a higher feeling of presence showed a higher desire for cold foods (p < 0.05). Food desires of those who visited the beach often were more impacted by the evoked sensory stimulation than food desires of those who visited the beach rarely. Food desires created in an online environment can be influenced by visual, and text based evoked sensory stimulation as long as consumers' feeling of presence in is high. The results can inform public health professionals how to impact healthy food choices in an online environment.
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Li H, Ding Y, Zhao B, Xu Y, Wei W. Effects of immersion in a simulated natural environment on stress reduction and emotional arousal: A systematic review and meta-analysis. Front Psychol 2023; 13:1058177. [PMID: 36698558 PMCID: PMC9869155 DOI: 10.3389/fpsyg.2022.1058177] [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: 09/30/2022] [Accepted: 12/16/2022] [Indexed: 01/11/2023] Open
Abstract
Background Although the mental health benefits of exposure to simulated natural environments are well established by researchers from environmental psychology, landscape architecture, and public health, it is unclear whether and to what extent technological immersion affects these benefits. Methods Systematical literature searches were conducted in May 2022 from six databases. The risk of bias was evaluated using the Cochrane's Risk of Bias tool 2.0 and the Risk of Bias in Non-randomized Studies of Interventions tool. We performed a random-effects meta-regression to investigate the heterogeneity. The immersion levels of included studies were classified by projection devices and motion capture, and then subgroup analysis was conducted. Results Twenty-six publications were included. Exposure to simulated nature was confirmed to be associated with increased positive affect 0.40 [95% confidence interval (CI): 0.22, 0.58], vigor 0.58 (95% CI: 0.30, 0.86), calmness 0.54 (95% CI: 0.17, 0.92) and decreased perceived stress -0.38 (95% CI: -0.71, -0.06), total mood disturbance -0.87 (95% CI: -1.17, -0.57), tension -0.70 (95% CI: -0.99, -0.41), fatigue -0.60 (95% CI: -0.91, -0.28), anxiety -0.72 (95% CI: -1.43, -0.02), depression -0.33 (95% CI: -0.52, -0.14), confusion -0.79 (95% CI: -1.19, -0.40), and anger -0.54 (95% CI: -0.76, -0.31). Gender, health status, study design, mean age, and single exposure duration were not significant when entered in a meta-regression. For positive affect, medium immersion was observed to produce a larger effect than low and high immersion. All included studies had a moderate to high risk of bias. Conclusion Audio-visual exposure to simulated nature contributes to stress relief and emotional arousal. The immersion level explains the heterogeneity of positive affect triggered by simulated nature. Focusing on the technical features will open up new possibilities for combining actual and simulated nature's mental health benefits.
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Affiliation(s)
- Hongyi Li
- The College of Landscape Architecture, Nanjing Forestry University, Nanjing, China
| | - Yujun Ding
- The College of Landscape Architecture, Nanjing Forestry University, Nanjing, China
| | - Bing Zhao
- The College of Landscape Architecture, Nanjing Forestry University, Nanjing, China
| | - Yuhang Xu
- The College of Landscape Architecture, Nanjing Forestry University, Nanjing, China
| | - Wei Wei
- The College of Environmental Science, Nanjing Xiaozhuang University, Nanjing, China,*Correspondence: Wei Wei, ✉
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Mavridou I, Balaguer-Ballester E, Nduka C, Seiss E. A reliable and robust online validation method for creating a novel 3D Affective Virtual Environment and Event Library (AVEL). PLoS One 2023; 18:e0278065. [PMID: 37053205 PMCID: PMC10101521 DOI: 10.1371/journal.pone.0278065] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/20/2022] [Accepted: 11/09/2022] [Indexed: 04/14/2023] Open
Abstract
This paper describes the development and validation of 3D Affective Virtual environments and Event Library (AVEL) for affect induction in Virtual Reality (VR) settings with an online survey; a cost-effective method for remote stimuli validation which has not been sufficiently explored. Three virtual office-replica environments were designed to induce negative, neutral and positive valence. Each virtual environment also had several affect inducing events/objects. The environments were validated using an online survey containing videos of the virtual environments and pictures of the events/objects. They survey was conducted with 67 participants. Participants were instructed to rate their perceived levels of valence and arousal for each virtual environment (VE), and separately for each event/object. They also rated their perceived levels of presence for each VE, and they were asked how well they remembered the events/objects presented in each VE. Finally, an alexithymia questionnaire was administered at the end of the survey. User ratings were analysed and successfully validated the expected affect and presence levels of each VE and affect ratings for each event/object. Our results demonstrate the effectiveness of the online validation of VE material in affective and cognitive neuroscience and wider research settings as a good scientific practice for future affect induction VR studies.
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Affiliation(s)
- Ifigeneia Mavridou
- Centre of Digital Entertainment, Bournemouth University, Bournemouth, United Kingdom
- Emteq Labs, Sussex Innovation Centre, Brighton, United Kingdom
| | - Emili Balaguer-Ballester
- Department of Computing and Informatics, Faculty of Science and Technology and Interdisciplinary Neuroscience Research Centre, Bournemouth University, Poole, United Kingdom
- Bernstein Center for Computational Neuroscience Heidelberg-Mannheim, Medical Faculty of Mannheim and Heidelberg University, Mannheim, Germany
| | - Charles Nduka
- Emteq Labs, Sussex Innovation Centre, Brighton, United Kingdom
| | - Ellen Seiss
- Department of Psychology, Faculty of Science and Technology and Interdisciplinary Neuroscience Research Centre, Bournemouth University, Bournemouth, United Kingdom
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15
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Jicol C, Cheng HY, Petrini K, O’Neill E. A predictive model for understanding the role of emotion for the formation of presence in virtual reality. PLoS One 2023; 18:e0280390. [PMID: 36928040 PMCID: PMC10019638 DOI: 10.1371/journal.pone.0280390] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/27/2022] [Accepted: 12/28/2022] [Indexed: 03/18/2023] Open
Abstract
Users' emotions may influence the formation of presence in virtual reality (VR). Users' expectations, state of arousal and personality may also moderate the relationship between emotions and presence. An interoceptive predictive coding model of conscious presence (IPCM) considers presence as a product of the match between predictions of interoceptive emotional states and the actual states evoked by an experience (Seth et al. 2012). The present paper aims to test this model's applicability to VR for both high-arousal and low-arousal emotions. The moderating effect of personality traits on the creation of presence is also investigated. Results show that user expectations about emotional states in VR have an impact on presence, however, expression of this relationship is moderated by the intensity of an emotion, with only high-arousal emotions showing an effect. Additionally, users' personality traits moderated the relationship between emotions and presence. A refined model is proposed that predicts presence in VR by weighting emotions according to their level of arousal and by considering the impact of personality traits.
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16
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Nah S, Oh J. Interactivity Can Enhance the Effectiveness of Threat Appeals: Implications for Preventive Health Websites. HEALTH COMMUNICATION 2023; 38:141-151. [PMID: 34107806 DOI: 10.1080/10410236.2021.1937831] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/12/2023]
Abstract
Interactive health websites where threat appeals are incorporated have become a popular strategy to engage users in preventive health behaviors. The current study examines how website interactivity enhances the effectiveness of threat appeals and thus encourages preventive health behaviors in the context of an anti-sugar campaign. A single factor design experiment (N = 109) with two conditions (high vs. low interactivity) was employed to investigate the effects of website interactivity on sugar control intentions. The results demonstrated that higher interactivity elicited greater fear and disgust, which then subsequently increased perceived threats of sugar intake. Perceived threats heightened by interactivity led to greater preventive behavioral intentions. Theoretical and practical implications are discussed.
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Affiliation(s)
- Soya Nah
- The Stan Richards School of Advertising & Public Relations, The University of Texas at Austin
| | - Jeeyun Oh
- The Stan Richards School of Advertising & Public Relations, The University of Texas at Austin
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17
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Colla K, Keast R, Mohebbi M, Russell CG, Liem DG. Testing the validity of immersive eating environments against laboratory and real life settings. Food Qual Prefer 2023. [DOI: 10.1016/j.foodqual.2022.104717] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/26/2022]
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18
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Kelly NJ. Using interpretative phenomenological analysis to gain a qualitative understanding of presence in virtual reality. VIRTUAL REALITY 2022; 27:1173-1185. [PMID: 36533193 PMCID: PMC9734343 DOI: 10.1007/s10055-022-00719-2] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Received: 06/30/2021] [Accepted: 11/03/2022] [Indexed: 06/05/2023]
Abstract
Quantitative methods have thus far been the predominant methodological stance of virtual presence research, leaving much to be desired in terms of qualitative understanding. Yet, virtual experiences are a highly personal engagement, unique to each individual, and their presence in virtual reality can be viewed in terms of its experiential individuality. This aspect of the virtual experience is overlooked by conventional quantitative methods, which clusters ratings or scores to form group deductions. Therefore, to address the qualitative gap in the literature and provide an appropriate examination of virtual experiences from the perspective of the individual, an Interpretative Phenomenological Approach was undertaken. This alternate methodology sought to reveal which aspects of virtual experiences users identify as enabling feelings of presence. Examination of common themes among accounts of individuals were performed, to investigate the generation of feelings of presence in virtual reality. Online recruitment provided six interviewees who participated in online semi-structured interviews, prior to Interpretive Phenomenological Analysis. Three superordinate themes were identified: visual satisfaction, freedom of interaction and suspension of real life. Expectance, realism and prevention of disbelief are among the sub-themes identified that contributed to the interviewee's highly present experiences. The identified themes demonstrated the greatest influences of enabling a deeper sense of presence, in turn enhancing their experiences within virtual reality. In acknowledging these mitigating influences, it is hoped this may enable future virtual systems to build upon the research provided and produce consistently high-presence experiences. Consequently, this can aid educational, therapeutic and entertainment applications of virtual reality.
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Affiliation(s)
- Nathan James Kelly
- Alumni of Master of Research in Psychology, University of Derby, Derby, England
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19
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Luong T, Lecuyer A, Martin N, Argelaguet F. A Survey on Affective and Cognitive VR. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2022; 28:5154-5171. [PMID: 34495833 DOI: 10.1109/tvcg.2021.3110459] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/13/2023]
Abstract
In Virtual Reality (VR), users can be immersed in emotionally intense and cognitively engaging experiences. Yet, despite strong interest from scholars and a large amount of work associating VR and Affective and Cognitive States (ACS), there is a clear lack of structured and systematic form in which this research can be classified. We define "Affective and Cognitive VR" to relate to works which (1) induce ACS, (2) recognize ACS, or (3) exploit ACS by adapting virtual environments based on ACS measures. This survey clarifies the different models of ACS, presents the methods for measuring them with their respective advantages and drawbacks in VR, and showcases Affective and Cognitive VR studies done in an Immersive Virtual Environment (IVE) in a non-clinical context. Our article covers the main research lines in Affective and Cognitive VR. We provide a comprehensive list of references with the analysis of 63 research articles and summarize future works directions.
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20
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Sadeghi S, Daziano R, Yoon SY, Anderson AK. Affective experience in a virtual crowd regulates perceived travel time. VIRTUAL REALITY 2022; 27:1051-1061. [PMID: 36348940 PMCID: PMC9632586 DOI: 10.1007/s10055-022-00713-8] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 12/03/2021] [Accepted: 10/19/2022] [Indexed: 06/05/2023]
Abstract
Time sometimes feels like it is flying by or slowing down. Previous research indicates objective number of items, subjective affect, and heart rate all can influence the experience of time. While these factors are usually tested in isolation with simple stimuli in the laboratory, here we examined them together in the ecological context of a virtual subway ride. We hypothesized that subjective affective experience associated with objective crowding lengthens subjective trip duration. Participants (N = 41) experienced short (1-2 min) immersive virtual reality subway trips with different levels of public crowding. Consistent with the immersive nature of decreased interpersonal virtual space, increased crowding decreased pleasantness and increased the unpleasantness of a trip. Virtual crowding also lengthened perceived trip duration. The presence of one additional person per square meter of the train significantly increased perceived travel time by an average of 1.8 s. Degree of pleasant relative to unpleasant affect mediated why crowded trips felt longer. Independently of crowding and affect, heart rate changes were related to experienced trip time. These results demonstrate socioemotional regulation of the experience of time and that effects of social crowding on perception and affect can be reliably created during a solitary virtual experience. This study demonstrates a novel use of Virtual Reality technology for testing psychological theories in ecologically valid and highly controlled settings. Supplementary Information The online version contains supplementary material available at 10.1007/s10055-022-00713-8.
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Affiliation(s)
- Saeedeh Sadeghi
- Department of Psychology, Cornell University, Ithaca, NY USA
| | - Ricardo Daziano
- School of Civil and Environmental Engineering, Cornell University, Ithaca, NY USA
| | - So-Yeon Yoon
- Department of Design and Environmental Analysis, Cornell University, Ithaca, NY USA
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21
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Heyse J, Depreeuw B, Van Daele T, Daeseleire T, Ongenae F, De Backere F, De Turck F. An adaptation algorithm for personalised virtual reality exposure therapy. COMPUTER METHODS AND PROGRAMS IN BIOMEDICINE 2022; 225:107077. [PMID: 36030573 DOI: 10.1016/j.cmpb.2022.107077] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 04/07/2021] [Revised: 03/31/2022] [Accepted: 08/17/2022] [Indexed: 06/15/2023]
Abstract
BACKGROUND Anxiety disorders are highly prevalent in mental health problems. The lives of people suffering from an anxiety disorder can be severely impaired. Virtual Reality Exposure Therapy (VRET) is an effective treatment, which immerses patients in a controlled Virtual Environment (VE). This creates the opportunity to confront feared stimuli and learn how to deal with them, which may result in the reduction of anxiety. The configuration of these VEs requires extensive effort to maximise the potential of Virtual Reality (VR) and the effectiveness of the therapy. Manual configuration becomes infeasible when the number of possible virtual stimuli combinations is infinite. Due to the growing complexity, acquiring the skills to truly master a VR system is difficult and it increases the threshold for psychotherapists to use such useful systems. We therefore developed a prototype of a supportive algorithm to facilitate the use of VRET in a clinical setting. This automatised system assists psychotherapists to use the wide range of functionalities without burdening them with technical challenges. Thus, psychotherapists can focus their attention on the patient. METHODS In this paper both the prototype of the algorithm and a first proof of concept are described. The algorithm suggests environment configurations for VRET, tailored to the individual therapeutic needs of each patient. The system aims to maximise learning during exposure therapy for different combinations of stimuli by using the Rescorla-Wagner model as a predictor for learning. In a first proof of concept, the VE configurations suggested by the algorithm for three anonymised clinical vignettes were compared with prior manual configurations by two psychotherapists. RESULTS The prototype of the algorithm and a first proof of concept are described. The first proof of concept demonstrated the relevance and potential of the proposed system, as it managed to propose similar configurations for the clinical vignettes compared to those made by therapists. Nonetheless, because of the exploratory nature of the study, no claims can yet be made about its efficacy. CONCLUSIONS With the increasing ubiquity of immersive technologies, this technology for assisted configuration of VEs could make VRET a valuable tool for psychotherapists.
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Affiliation(s)
- Joris Heyse
- IDLab, Department of Information Technology Ghent University - imec, Technologiepark-Zwijnaarde 126, Ghent 9052, Belgium.
| | - Barbara Depreeuw
- The Human Link, Grotesteenweg 93, Antwerp 2600, Belgium; University Psychiatric Centre Duffel, Stationsstraat 22, Duffel 2570, Belgium.
| | - Tom Van Daele
- The Human Link, Grotesteenweg 93, Antwerp 2600, Belgium.
| | | | - Femke Ongenae
- IDLab, Department of Information Technology Ghent University - imec, Technologiepark-Zwijnaarde 126, Ghent 9052, Belgium.
| | - Femke De Backere
- IDLab, Department of Information Technology Ghent University - imec, Technologiepark-Zwijnaarde 126, Ghent 9052, Belgium.
| | - Filip De Turck
- IDLab, Department of Information Technology Ghent University - imec, Technologiepark-Zwijnaarde 126, Ghent 9052, Belgium.
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22
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Alexanian S, Foxman M, Pimentel D. Virtual reality and music's impact on psychological well-being. FRONTIERS IN REHABILITATION SCIENCES 2022; 3:864990. [PMID: 36188907 PMCID: PMC9397989 DOI: 10.3389/fresc.2022.864990] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 01/29/2022] [Accepted: 07/27/2022] [Indexed: 11/13/2022]
Abstract
Quality of life is bound to psychological well-being, which in turn is affected by the frequency and magnitude of negative mood states. To regulate mood states, humans often consume media such as music and movies, with varied degrees of effectiveness. The current investigation examined the effectiveness of virtual reality (VR) vs. two-dimensional (2D) online interventions with various stimuli (audiovisual vs. visual only vs. audio only) to assess which interventions were most effective for improved well-being. Additionally, this study examined which groups displayed the highest amount of perceived presence to understand what components are essential when maximizing a person's subjective feeling of being “in” a new place and if this translated toward therapeutic results. Our data suggests that even though VR participants generally experienced more presence and had similar benefits as 2D groups for increasing positive mood, only participants in the 2D groups had a reduction in negative mood overall with 2D audiovisual participants experiencing the best results. These results contradict past studies which indicate that there could be other psychological and theoretical considerations that may play a role in determining what online experiences are more effective than just examining presence and immersive stimuli. Further research and development into using VR as a tool for improved well-being is needed to understand its efficacy in remote and in-person setting.
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Affiliation(s)
- Stephen Alexanian
- School of Journalism and Communication, University of Oregon, Eugene, ORUnited States
- Correspondence: Stephen Alexanian
| | - Maxwell Foxman
- School of Journalism and Communication, University of Oregon, Eugene, ORUnited States
| | - Danny Pimentel
- University of Oregon, Oregon Reality Labs, School of Journalism and Communication, Portland, OR, United States
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23
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Scientific Landscape of Embodied Experience in the Virtual Environment: A Bibliometric Analysis. BUILDINGS 2022. [DOI: 10.3390/buildings12060844] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 02/06/2023]
Abstract
The realm of architecture has been influenced by the expansion in virtual environments (VEs), along with Industry 4.0 technologies transforming human–VE interactions. Despite increasing scholarly interest in embodied experience-integrated VE, there have been few comprehensive literature reviews undertaken on VEs from a holistic experience perspective. Therefore, this article reviews the literature on the embodied experiential dimension of VEs that has become necessary to adapt theories and methodologies in a way that enhances the user experience in a VE. This study employs a bibliometric analysis to review research performance and undertake a science mapping of the literature. The 969 pieces of data retrieved from Web of Science were subjected to a performance analysis, and VOSviewer was used to visualize the intellectual structure and research themes. The results of this study emphasize the strength and growing interest in VEs from the embodied experience perspective. Another significant finding is that VE experience studies are mostly based on embodied technologies. In this paper, the results of analyses are discussed in terms of productivity, collaboration, and research themes for future. This study contributes to the literature by providing a significant theoretical reference for the potential of the embodied experience in VE research, which will mostly attract the interest of architectural design researchers.
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24
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The Role of Personalization in the User Experience, Preferences and Engagement with Virtual Reality Environments for Relaxation. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2022; 19:ijerph19127237. [PMID: 35742483 PMCID: PMC9223778 DOI: 10.3390/ijerph19127237] [Citation(s) in RCA: 12] [Impact Index Per Article: 6.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 05/10/2022] [Revised: 06/03/2022] [Accepted: 06/08/2022] [Indexed: 12/10/2022]
Abstract
Virtual Reality Environments (VREs) are widely deployed in mental health treatments, often associated with relaxation techniques. The personalization of natural VR-based scenarios is a key element that can further facilitate users’ sense of presence and relaxation. This study explored the role of VREs’ personalization in the user experience with an environment supporting relaxation, by deploying mixed methods. Methods: A non-clinical sample of 20 individuals participated in exposure to a supportive body-scan-guided relaxation VRE. In the personalized conditions, the participants had the option of choosing the context (e.g., sea, mountain, or countryside) and including in the scenario different types of sounds, visual elements, and changing the time of day and weather. In the standard conditions, individuals were exposed to a relaxing VRE, but they could choose neither the context nor the auditory and visual elements. The order of presentation of the personalized vs non-personalized environments was randomized. Measures regarding relaxation, state-anxiety perceived levels, VRE-related symptoms, the usability of the Virtual Reality (VR) setting, sense of presence, pleasure, activation, engagement, and level of immersion experienced were collected before and after exposure to the VR environments. Results: Findings showed that personalized VREs were preferred by users. Participants generally preferred to experience a greater immersivity, pleasure, engagement, and relaxation in the personalized virtual settings. Conclusion: The study further confirms the role of personalization as a component positively contributing to relaxation and engagement. Future research may further assess this effect in the context of large-scale controlled studies involving clinical and non-clinical populations.
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25
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Virtual Reality for Safe Testing and Development in Collaborative Robotics: Challenges and Perspectives. ELECTRONICS 2022. [DOI: 10.3390/electronics11111726] [Citation(s) in RCA: 2] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/17/2022]
Abstract
Collaborative robots (cobots) could help humans in tasks that are mundane, dangerous or where direct human contact carries risk. Yet, the collaboration between humans and robots is severely limited by the aspects of the safety and comfort of human operators. In this paper, we outline the use of extended reality (XR) as a way to test and develop collaboration with robots. We focus on virtual reality (VR) in simulating collaboration scenarios and the use of cobot digital twins. This is specifically useful in situations that are difficult or even impossible to safely test in real life, such as dangerous scenarios. We describe using XR simulations as a means to evaluate collaboration with robots without putting humans at harm. We show how an XR setting enables combining human behavioral data, subjective self-reports, and biosignals signifying human comfort, stress and cognitive load during collaboration. Several works demonstrate XR can be used to train human operators and provide them with augmented reality (AR) interfaces to enhance their performance with robots. We also provide a first attempt at what could become the basis for a human–robot collaboration testing framework, specifically for designing and testing factors affecting human–robot collaboration. The use of XR has the potential to change the way we design and test cobots, and train cobot operators, in a range of applications: from industry, through healthcare, to space operations.
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26
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Yan J, Ali I, Ali R, Chang Y. The Power of Affection: Exploring the Key Drivers of Customer Loyalty in Virtual Reality-Enabled Services. Front Psychol 2022; 13:850896. [PMID: 35548514 PMCID: PMC9085384 DOI: 10.3389/fpsyg.2022.850896] [Citation(s) in RCA: 2] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/08/2022] [Accepted: 02/28/2022] [Indexed: 11/21/2022] Open
Abstract
The accelerating growth of virtual reality (VR) technology and evolving customer needs make multifarious challenges and opportunities for service industries. Based on the Technology Acceptance Model (TAM) and Theory of Affection Responses, we explored the key drivers of customer loyalty in virtual reality-enabled services through a large-scaled survey data collected from VR users in four major cities of Pakistan. The study employs the partial least squares structural equation modeling (PLS-SEM). We verified that the authenticity of the VR experience and TAM dimensions (ease of use, usefulness of VR) are the key drivers of customer loyalty béhavioral in VR-enabled services. Furthermore, results revealed that Affective responses (i.e., enjoyment, emotional involvement, and flow state) significantly mediated the relationships between the drivers and customer loyalty (continued use, recommendation, and willingness to pay premium). Implications for researchers and VR practitioners were also provided.
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Affiliation(s)
- Jun Yan
- School of Management, Huazhong University of Science and Technology, Wuhan, China
| | - Ihtesham Ali
- School of Management, Huazhong University of Science and Technology, Wuhan, China
| | - Rizwan Ali
- Department of Management Sciences, Lahore Garrison University, Lahore, Pakistan
| | - Yaping Chang
- School of Management, Huazhong University of Science and Technology, Wuhan, China
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27
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Malik N, Prado WL, Lappan S, Popescu M, Haddock B, Hill JO. Development of an Extended-Reality (XR)-Based Intervention to Treat Adolescent Obesity. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2022; 19:ijerph19074264. [PMID: 35409951 PMCID: PMC8998943 DOI: 10.3390/ijerph19074264] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 02/17/2022] [Revised: 03/22/2022] [Accepted: 03/24/2022] [Indexed: 11/16/2022]
Abstract
Public health policies aimed at obesity reduction are more often directed toward adults than children. This is alarming given that rates of childhood obesity have been steadily increasing, and, if not treated early, adolescents with obesity may develop comorbidities into adulthood. Lifestyle-based interventions are the cornerstone of childhood obesity treatment. Recently, extended-reality (XR)-based interventions have been incorporated into the treatment of obesity, and parents and adolescents perceive virtual reality (VR) interventions as a promising approach to increasing physical activity levels and improving eating habits. VR is a tool that fits perfectly with contemporary adolescent culture, which is radically different from that of just two generations ago. It is plausible that an XR-based intervention for treating adolescents with obesity could have a profound influence on obesity management over the long-term. An understanding of adolescents’ preferences, wants, and needs must be considered in the development of new interventions. We suggest that VR interventions can provide a new approach to weight management for children and adolescents and provide recommendations to assess adolescents’, caregivers’, and primary care providers’ needs. These needs could then be used for the development of an XR-based intervention aimed at inducing sustained lifestyle changes in adolescents with obesity.
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Affiliation(s)
- Neal Malik
- Department of Health Science and Human Ecology, California State University, San Bernardino, CA 92407, USA
- Correspondence: ; Tel.: +1-(909)-537-4588
| | - Wagner L. Prado
- Department of Kinesiology, California State University, San Bernardino, CA 92407, USA; (W.L.P.); (B.H.)
| | - Sara Lappan
- Couples and Family Therapy Program, Alliant International University, Alhambra, CA 91803, USA;
| | - Mihaela Popescu
- Department of Communication Studies, California State University, San Bernardino, CA 92407, USA;
| | - Bryan Haddock
- Department of Kinesiology, California State University, San Bernardino, CA 92407, USA; (W.L.P.); (B.H.)
| | - James O. Hill
- Department of Nutrition Sciences, University of Alabama at Birmingham, Birmingham, AL 35233, USA;
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28
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The Use of Virtual Reality in Tourism Destinations as a Tool to Develop Tourist Behavior Perspective. SUSTAINABILITY 2022. [DOI: 10.3390/su14074191] [Citation(s) in RCA: 4] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 02/01/2023]
Abstract
The role of new technologies in tourism is changing rapidly, leading to the development of customer relationships through the use of virtual reality in the marketing of tourist destinations. In addition to focusing on the influence of travel intentions that has prevailed in practice so far, the use of VR is expected to have an impact on the travel experience on the spot. This exploratory research study was conducted with 824 respondents to identify the role of virtual reality in choosing a tourist destination, as well as the expectations of potential customers that could rekindle the tourism industry for a post-pandemic world. The results pointed out that highly used virtual reality applications for destination marketing aim to create a certain image for a tourist destination and to communicate this to the outside world in a consistent and coordinated manner. The findings also reinforce the importance of developing future scenarios for virtual reality as a decisive factor for strategic planning in the tourism sector.
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29
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Zaidi SFM, Shafiabady N, Afifi S, Beilby J. V-CarE: A Conceptual Design Model for Providing (COVID-19) Pandemic Awareness - a Proposal for Virtual Reality Design Approach to Facilitate People with Persistent Postural-Perceptual Dizziness (Preprint). JMIR Res Protoc 2022. [PMID: 37224279 PMCID: PMC10377449 DOI: 10.2196/38369] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 03/21/2023] Open
Abstract
BACKGROUND Virtual reality (VR) technology has been solidifying its ground since its existence, where engagement and a sense of presence are key. The contemporary field of development has captured the attention of researchers due to its flexibility and compatibility attributes. During the COVID-19 pandemic, several research outputs have shown promising prospects of continuing research in the field of VR design and development-in health sciences including learning and training. OBJECTIVE In this paper, we aim to propose a conceptual development model named V-CarE (Virtual Care Experience) that can facilitate the understanding of pandemics when it comes to a crisis, taking precautionary measures where needed, and getting used to certain actions for preventing pandemic spread through habituation. Moreover, this conceptual model is useful to expand the development strategy to incorporate different types of users and technological aid as per need and requirement. METHODS For a detailed understanding of the proposed model, we have developed a novel design strategy to bring awareness to the user about the current COVID-19 pandemic. VR research in health sciences has shown that with appropriate management and development, VR technology can efficiently support people with health issues and special needs, which motivated our attempts to explore the possibility of employing our proposed model to treat Persistent Postural-Perceptual Dizziness (PPPD)-a persistent nonvertiginous dizziness that could last for 3 months or more. The purpose of including patients with PPPD is to get them engaged in the learning experience and to make them comfortable with VR. We believe this confidence and habituation would help them get engaged with VR for treatment (dizziness alleviation) while practicing the preventive measures during the pandemic in an interactive environment without actually facing any pandemic directly. Subsequently, for advanced development using the V-CarE model, we have briefly discussed that even contemporary technology like internet of things (IoT) for handling devices, can be incorporated without disrupting the complete 3D-immersive experience. RESULTS In our discussion, we have shown that the proposed model represents a significant step toward the accessibility of VR technology by creating a pathway toward awareness of pandemics and, also, an effective care strategy for PPPD people. Moreover, by introducing advanced technology, we will only further enhance the development for wider accessibility of VR technology while keeping the core purpose of the development intact. CONCLUSIONS V-CarE-based developed VR projects are designed with all the core elements of health sciences, technology, and training making it accessible and engaging for the users and improving their lifestyle by safely experiencing the unknown. We suggest that with further design-based research, the proposed V-CarE model has the potential to be a valuable tool connecting different fields to wider communities.
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30
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Tan MCC, Chye SYL, Teng KSM. "In the shoes of another": immersive technology for social and emotional learning. EDUCATION AND INFORMATION TECHNOLOGIES 2022; 27:8165-8188. [PMID: 35261549 PMCID: PMC8890956 DOI: 10.1007/s10639-022-10938-4] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 07/02/2021] [Accepted: 02/02/2022] [Indexed: 06/14/2023]
Abstract
There has been increasing use of interactive technologies in the classroom today and a rising popularity of employing virtual environments as a means to engage students in sensorially rich contexts for more embodied forms of experiential learning. In particular, virtual reality (VR) or immersive virtual environments (IVEs) facilitated by head-mounted displays (HMDs) have been used in the teaching of subject content such as history, geography and science. This article presents the findings of an exploratory study of immersive technology, specifically immersive virtual environments (IVES), for the purpose of social and emotional learning (SEL), in the context of Character and Citizenship lessons in the Singapore classroom. The social and emotional competencies (SECs) examined in this project were specifically empathy and perspective-taking, and responsible decision-making. The study involved a sample of n = 75 students from a cohort of students in a Singapore school, averaged at 15 years of age. Students were randomly divided into three treatment conditions: IVEs, pen-and-paper mental simulation and video-viewing. Each treatment contained a problem scenario, told from a first-person perspective, involving a social and ethical dilemma young people today face. A quasi-experimental, pre-test post-test, non-equivalent group design was employed, and the study adopted a mixed-method approach to data collection. The findings reveal that IVEs are not necessarily more effective than the "pen-and-paper" and video viewing approaches to teaching SECs but they can better facilitate perspective-taking and empathy for a higher percentage of students.
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Affiliation(s)
- Marcus Cheng Chye Tan
- National Institute of Education, Nanyang Technological University, 1 Nanyang Walk, 637616 Singapore, Singapore
| | - Stefanie Yen Leng Chye
- National Institute of Education, Nanyang Technological University, 1 Nanyang Walk, 637616 Singapore, Singapore
| | - Kylin Shu Min Teng
- National Institute of Education, Nanyang Technological University, 1 Nanyang Walk, 637616 Singapore, Singapore
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Behavioral Activation through Virtual Reality for Depression: A Single Case Experimental Design with Multiple Baselines. J Clin Med 2022; 11:jcm11051262. [PMID: 35268353 PMCID: PMC8911126 DOI: 10.3390/jcm11051262] [Citation(s) in RCA: 2] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/14/2022] [Revised: 02/21/2022] [Accepted: 02/24/2022] [Indexed: 12/10/2022] Open
Abstract
Behavioral activation (BA) is a structured psychotherapeutic approach for the treatment of major depressive disorder (MDD), which aims at increasing the engagement in activities that might bring enjoyment and meaning to patients’ lives. Although a growing body of evidence supports the effectiveness of BA, enhancing the motivation and activity level of depressed patients is often challenging. In the present study, we explored the effectiveness of a brief BA treatment supported by virtual reality (VR) to facilitate the visualization and anticipation of four pleasurable activities that we tried to re-introduce in the patients’ daily routine. To do so, we conducted a single-case experimental design with multiple baselines in a sample of patients with moderate to severe depressive symptoms. Three overlap analyses across participants and across behaviors were conducted to calculate the rate of improvement of each patient after the delivery of the intervention. Across the three overlap indices, the participants generally showed moderate-to-large improvements in the level of daily activity, as well as in the time spent planning and/or engaging in one or more activities scheduled during the intervention. Furthermore, most patients also reported a moderate-to-large reduction in daily depressive symptoms and improved mood. Overall, the promising results of the present study suggest that the proposed VR-based BA intervention might represent a valid approach to behaviorally activate depressed patients. The barriers and future lines of research of this innovative field are discussed.
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Factors That Influence Virtual Tourism Holistic Image: The Moderating Role of Sense of Presence. SUSTAINABILITY 2022. [DOI: 10.3390/su14010467] [Citation(s) in RCA: 2] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 12/16/2022]
Abstract
The COVID-19 pandemic has dramatically restricted domestic and foreign travel; thus, virtual tourism has become a new option for traveling. As regards virtual tourism, the present study seeks to investigate the effect of tourist involvement on the three components of holistic image, namely cognitive, affective, and conative images; the influence of cognitive, affective, and conative images on the construction of the holistic image; and the moderating effect of sense of presence on the relationships between cognitive, affective, and conative images on the holistic image. Prospective tourists were chosen as research subjects in the present study on non-immersive virtual reality (VR) tourism, or virtual tourism. Participants first watched the 360° VR tour video of AirPano. Afterward, they filled out an online questionnaire, of which 386 valid samples were collected for analyses. Results show that tourist involvement considerably affects cognitive, affective, and conative images, which significantly influence the holistic image. Furthermore, a sense of presence was found to positively moderate the relationships between (1) cognitive and holistic, (2) affective and holistic, and (3) conative and holistic images. These results may allow tourism marketing organizations to better understand how to strengthen the holistic image in the context of virtual tourism.
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Milani S, Jabs F, Brown NB, Zdaniuk B, Kingstone A, Brotto LA. Virtual Reality Erotica: Exploring General Presence, Sexual Presence, Sexual Arousal, and Sexual Desire in Women. ARCHIVES OF SEXUAL BEHAVIOR 2022; 51:565-576. [PMID: 34697691 DOI: 10.1007/s10508-021-02111-8] [Citation(s) in RCA: 7] [Impact Index Per Article: 3.5] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 10/02/2020] [Revised: 03/25/2021] [Accepted: 04/01/2021] [Indexed: 06/13/2023]
Abstract
Virtual reality (VR) media using a three-dimensional (3D) camera facilitates an immersive experience compared to traditional two-dimensional (2D) formats. In this novel study, we used high quality, women-centered erotica and examined whether stimulus modality (VR vs. 2D) and point of view (POV: first-person vs. third-person) impacted women's feelings of sexual presence (activation of sexual response induced by the perception of being present), sexual arousal, and sexual desire (dyadic and solitary). We also investigated the effects of stimulus modality on feelings of general presence (a sense of "being there"). Results from 38 women indicated that with medium to large effects, general presence, sexual presence, and sexual arousal were significantly higher for VR videos relative to 2D videos. Sexual presence was higher for first-person POV depending on the order of film exposure. A general trend toward increasing dyadic sexual desire over the course of the study was observed. No significant differences were observed for solitary sexual desire. These findings support the adaptability of VR media to sex research and show that it can induce feelings of sexual presence and presence more generally. That sexual arousal was positively impacted by VR erotica may have implications for addressing the limitations that accompany other stimulus modalities used to elicit sexual responses in women.
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Affiliation(s)
- Sonia Milani
- Department of Psychology, University of British Columbia, Vancouver, BC, Canada
| | - Faith Jabs
- Department of Psychology, University of British Columbia, Vancouver, BC, Canada
| | - Natalie B Brown
- Department of Psychology, University of British Columbia, Vancouver, BC, Canada
| | - Bozena Zdaniuk
- Department of Obstetrics and Gynaecology, University of British Columbia, 2775 Laurel Street, 6th Floor, Vancouver, BC, V5Z 1M9, Canada
| | - Alan Kingstone
- Department of Psychology, University of British Columbia, Vancouver, BC, Canada
| | - Lori A Brotto
- Department of Obstetrics and Gynaecology, University of British Columbia, 2775 Laurel Street, 6th Floor, Vancouver, BC, V5Z 1M9, Canada.
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Adhyaru JS, Kemp C. Virtual reality as a tool to promote wellbeing in the workplace. Digit Health 2022; 8:20552076221084473. [PMID: 35284084 PMCID: PMC8905197 DOI: 10.1177/20552076221084473] [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: 04/11/2021] [Accepted: 02/14/2022] [Indexed: 12/01/2022] Open
Abstract
Background NHS staff are disproportionately impacted by workplace stress, threatening not only quality of service delivery, but the sustainability, of this vital healthcare system. There is an urgent need for accessible and cost-effective interventions that promote the wellbeing of this integral workforce. Aim The aim of this study was to explore the potential propensity of a short virtual reality (VR) nature experience, delivered during the workday, to induce positive mood states NHS clinicians. Method NHS clinicians working in a fast-paced trauma service were offered the opportunity to take part in a short virtual reality (VR) relaxation session, during their working day, in which they were able to explore the “Green Meadows” experience available within the Nature Treks application. An indication of physiological arousal (heart rate) was obtained, and subjective measures of emotional state were employed to assess the effect of the intervention on participants’ mood. Further, feedback was gathered to provide an initial indication of the acceptability of the experience. Results Analysis of data from 39 clinicians revealed that, following the VR experience, participants reported significantly increased feelings of happiness (p < 0.001) and relaxation (p < 0.001), and significantly decreased feelings of sadness (p = 0.003), anger (p < 0.001) and anxiety (p < 0.001). No significant differences in reported levels of surprise (p = 0.603) or vigour (p = 0.566) were found. Further, the experience was associated with a significant reduction in heart-rate (p = 0.025), and had high acceptability ratings, despite participants’ varied experience with computers and VR technology. Conclusions The findings of this study indicate that the administration of VR for the promotion of NHS staff wellbeing in the workplace is a potentially fruitful avenue of exploration that warrants further investigation.
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Affiliation(s)
- Jai Shree Adhyaru
- Children and Young People's Trauma Service, Grenfell Health and Wellbeing Service, London, UK
| | - Charlotte Kemp
- City University, London, UK.,The Fred Company, London, UK
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Blair C, Walsh C, Best P. Immersive 360° videos in health and social care education: a scoping review. BMC MEDICAL EDUCATION 2021; 21:590. [PMID: 34819063 PMCID: PMC8611631 DOI: 10.1186/s12909-021-03013-y] [Citation(s) in RCA: 9] [Impact Index Per Article: 3.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 10/28/2020] [Accepted: 11/03/2021] [Indexed: 05/23/2023]
Abstract
BACKGROUND Research on the pedagogical use of immersive 360° videos is a rapidly expanding area within health and social care education. Despite this interest, there is a paucity of empirical data on its application. METHOD A scoping review methodology framework was used to search for relevant articles published between 1970 and July 2021. Six databases were used to identify studies using immersive 360° videos for training and education purposes within health and social care: PubMed, Ovid Medline, Psych Info, Psych Articles, Cochrane Database and Embase. Research questions included: Is there any evidence that immersive 360° videos increase learning outcomes and motivation to learn in health and social care education? What are the key pedagogical concepts and theories that inform this area of research? What are the limitations of using immersive 360° videos within health and social education? The four dimensions contained within Keller's ARCS model (attention, relevance, confidence and satisfaction) frame the results section. RESULTS Fourteen studies met our inclusion criteria. Learning outcomes confirm that immersive 360° videos as a pedagogical tool: increases attention, has relevance in skill enhancement, confidence in usability and user satisfaction. In particular, immersive 360° videos has a positive effect on the user's emotional response to the learning climate, which has a significant effect on users' motivation to learn. There was a notable lack of pedagogical theory within the studies retrieved and a general lack of clarity on learning outcomes. CONCLUSION Studies examining the effectiveness of such interventions remains weak due to smaller sample sizes, lack of randomised control trials, and a gap in reporting intervention qualities and outcomes. Nevertheless, 360° immersive video is a viable alternative to VR and regular video, it is cost-effective, and although more robust research is necessary, learning outcomes are promising. FUTURE DIRECTIONS Future research would do well to focus on interactivity and application of pedagogical theory within immersive 360° videos experiences. We argue that more and higher quality research studies, beyond the scope of medical education, are needed to explore the acceptability and effective implementation of this technology.
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Affiliation(s)
- Carolyn Blair
- School of Social Sciences, Education and Social Work, Queen's University Belfast, 6 College Park, Belfast, Northern Ireland.
| | - Colm Walsh
- School of Social Sciences, Education and Social Work, Queen's University Belfast, 6 College Park, Belfast, Northern Ireland
| | - Paul Best
- School of Social Sciences, Education and Social Work, Queen's University Belfast, 6 College Park, Belfast, Northern Ireland
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Marcolin F, Wally Scurati G, Ulrich L, Nonis F, Vezzetti E, Dozio N, Ferrise F, Stork A, Basole RC. Affective Virtual Reality: How to Design Artificial Experiences Impacting Human Emotions. IEEE COMPUTER GRAPHICS AND APPLICATIONS 2021; 41:171-178. [PMID: 34890316 DOI: 10.1109/mcg.2021.3115015] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/13/2023]
Abstract
Computer graphics is-in many cases-about visualizing what you cannot see. However, virtual reality (VR), from its beginnings, aimed at stimulating all human senses: not just the visual channel. Moreover, this set of multisensory stimuli allows users to feel present and able to interact with the virtual environment. In this way, VR aims to deliver experiences that are comparable to real-life ones in their level of detail and stimulation, intensity, and impact. Hence, VR is not only a means to see, but also to feel differently. With the spreading of VR technologies, there is a growing interest in using VR to evoke emotions, including positive and negative ones. This article discusses the current possibilities and the authors' experience collected in the field in trying to elicit emotions through VR. It explores how different design aspects and features can be used, describing their contributions and benefits in the development of affective VR experiences. This work aims at raising awareness of the necessity to consider and explore the full design space that VR technology provides in comparison to traditional media. Additionally, it provides possible tracks of VR affective applications, illustrating how they could impact our emotions and improve our life, and providing guidelines for their development.
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Reeves R, Elliott A, Curran D, Dyer K, Hanna D. 360° Video virtual reality exposure therapy for public speaking anxiety: A randomized controlled trial. J Anxiety Disord 2021; 83:102451. [PMID: 34304028 DOI: 10.1016/j.janxdis.2021.102451] [Citation(s) in RCA: 11] [Impact Index Per Article: 3.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 08/12/2020] [Revised: 05/20/2021] [Accepted: 07/06/2021] [Indexed: 10/20/2022]
Abstract
Public speaking anxiety (PSA) is a prevalent condition which is highly interrelated with social anxiety. PSA can be effectively treated with exposure therapy. Virtual reality exposure therapy (VRET) is increasingly being explored as a novel and cost-effective mode of treatment. No previous randomized controlled trial has examined whether stand-alone 360° video VRET is an effective intervention for treating PSA and interrelated disorder relevant fears. Further, studies have not explored whether 360° video content influences VRET outcomes. Participants with high PSA (n = 51) were randomly allocated to: 360° video VRET incorporating stimuli of audiences (360°Audience) (n = 17), 360° video VRET incorporating stimuli of empty rooms (360°Empty) (n = 16) and no treatment control (n = 18). Outcomes were measured over five time-points. Mixed ANOVA revealed a significant interaction between time and intervention group for PSA, social anxiety and fear of negative evaluation (FNE). Within-group analysis demonstrated there was a significant pre-intervention to post-intervention reduction across measures for both 360° video VRET groups: PSA 360°Audience (ηp2 = .90, p<.001), 360°Empty (ηp2 = .71, p < .001); social anxiety 360°Audience (ηp2 = .49, p=.002), 360°Empty (ηp2 = .39, p = .009); FNE 360°Audience (ηp2 = .59, p<.001), 360°Empty (ηp2 = .43, p = .006). Active intervention participants showed significant improvement from pre-intervention to 10-week follow-up on all measures. Findings illustrate that 360° video VRET is an efficacious way to significantly reduce PSA, social anxiety and FNE.
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Affiliation(s)
| | - Adam Elliott
- Northern Health and Social Care Trust, United Kingdom
| | | | - Kevin Dyer
- Northern Health and Social Care Trust, United Kingdom
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Levey EJ. Analyzing from Home: The Virtual Space as a Flexible Container. Psychodyn Psychiatry 2021; 49:425-440. [PMID: 34478328 DOI: 10.1521/pdps.2021.49.3.425] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/20/2022]
Abstract
This manuscript explores the experience of teleanalysis for analyst and patient during the COVID-19 pandemic through the lenses of embodied intersubjective relating, the neurobiology of social engagement, and technologically mediated human interaction. At the beginning of the pandemic, many analytic dyads were embarking on remote work for the first time. More than a year later, we are facing the question of whether we will ever return to in-person work. In order to unpack this question, it is useful to consider how in-person analysis and in-person interaction more generally differ from remote interaction. Multiple nonverbal modalities are responsible for affective coregulation in intersubjective relating, including voice, body, and shared physical space. While conscious awareness tends to concentrate on auditory and visual inputs, other sensory inputs also impact affective experience. The impact of physical distance upon psychoanalytic treatment is compared with that of the couch. The shift in the balance of power introduced by teleanalysis is considered. Analyzing and being analyzed from home bend the frame of psychoanalysis, complicating notions about distance and intimacy and opening new spaces in which meaning can be cocreated. The COVID-19 pandemic presents an opportunity for psychoanalysis to engage more deeply with the questions raised by teleanalysis in order to enhance our understanding of its impact on treatment.
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Affiliation(s)
- Elizabeth J Levey
- Staff Psychiatrist at the Chester M. Pierce M.D. Division of Global Psychiatry at Massachusetts General Hospital, Instructor in the Department of Psychiatry at Harvard Medical School, and Assistant Professor of Clinical Psychiatry at the Institute for Juvenile Research at the University of Illinois College of Medicine
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Blythe J, Baird J, Bennett N, Dale G, Nash KL, Pickering G, Wabnitz CCC. Fostering ocean empathy through future scenarios. PEOPLE AND NATURE 2021. [DOI: 10.1002/pan3.10253] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.7] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/12/2022] Open
Affiliation(s)
- Jessica Blythe
- Environmental Sustainability Research Centre Brock University Saint Catharines ON Canada
| | - Julia Baird
- Environmental Sustainability Research Centre Brock University Saint Catharines ON Canada
- Department of Geography and Tourism Studies Brock University Saint Catharines ON Canada
- Sustainability Research Centre University of the Sunshine Coast Maroochydore DC QLD Australia
| | | | - Gillian Dale
- Environmental Sustainability Research Centre Brock University Saint Catharines ON Canada
| | - Kirsty L. Nash
- Centre for Marine Socioecology University of Tasmania Hobart TAS Australia
- Institute for Marine and Antarctic Studies University of Tasmania Hobart TAS Australia
| | - Gary Pickering
- Environmental Sustainability Research Centre Brock University Saint Catharines ON Canada
- Sustainability Research Centre University of the Sunshine Coast Maroochydore DC QLD Australia
- Department of Biological Sciences Brock University Saint Catharines ON Canada
- Department of Psychology Brock University Saint Catharines ON Canada
| | - Colette C. C. Wabnitz
- Institute for the Oceans and Fisheries University of British Columbia Vancouver BC Canada
- Stanford Center for Ocean Solutions Stanford University Stanford CA USA
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De Filippi E, Wolter M, Melo BRP, Tierra-Criollo CJ, Bortolini T, Deco G, Moll J. Classification of Complex Emotions Using EEG and Virtual Environment: Proof of Concept and Therapeutic Implication. Front Hum Neurosci 2021; 15:711279. [PMID: 34512297 PMCID: PMC8427812 DOI: 10.3389/fnhum.2021.711279] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/18/2021] [Accepted: 07/29/2021] [Indexed: 11/29/2022] Open
Abstract
During the last decades, neurofeedback training for emotional self-regulation has received significant attention from scientific and clinical communities. Most studies have investigated emotions using functional magnetic resonance imaging (fMRI), including the real-time application in neurofeedback training. However, the electroencephalogram (EEG) is a more suitable tool for therapeutic application. Our study aims at establishing a method to classify discrete complex emotions (e.g., tenderness and anguish) elicited through a near-immersive scenario that can be later used for EEG-neurofeedback. EEG-based affective computing studies have mainly focused on emotion classification based on dimensions, commonly using passive elicitation through single-modality stimuli. Here, we integrated both passive and active elicitation methods. We recorded electrophysiological data during emotion-evoking trials, combining emotional self-induction with a multimodal virtual environment. We extracted correlational and time-frequency features, including frontal-alpha asymmetry (FAA), using Complex Morlet Wavelet convolution. Thinking about future real-time applications, we performed within-subject classification using 1-s windows as samples and we applied trial-specific cross-validation. We opted for a traditional machine-learning classifier with low computational complexity and sufficient validation in online settings, the Support Vector Machine. Results of individual-based cross-validation using the whole feature sets showed considerable between-subject variability. The individual accuracies ranged from 59.2 to 92.9% using time-frequency/FAA and 62.4 to 92.4% using correlational features. We found that features of the temporal, occipital, and left-frontal channels were the most discriminative between the two emotions. Our results show that the suggested pipeline is suitable for individual-based classification of discrete emotions, paving the way for future personalized EEG-neurofeedback training.
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Affiliation(s)
- Eleonora De Filippi
- Computational Neuroscience Group, Center for Brain and Cognition, Department of Information and Communication Technologies, Universitat Pompeu Fabra, Barcelona, Spain
| | - Mara Wolter
- Cognitive Neuroscience and Neuroinformatics Unit, D'Or Institute for Research and Education (IDOR), Rio de Janeiro, Brazil
| | - Bruno R. P. Melo
- Cognitive Neuroscience and Neuroinformatics Unit, D'Or Institute for Research and Education (IDOR), Rio de Janeiro, Brazil
- Biomedical Engineering Program, Instituto Alberto Luiz Coimbra de Pós-Graduação e Pesquisa de Engenharia, Federal University of Rio de Janeiro, Rio de Janeiro, Brazil
| | - Carlos J. Tierra-Criollo
- Biomedical Engineering Program, Instituto Alberto Luiz Coimbra de Pós-Graduação e Pesquisa de Engenharia, Federal University of Rio de Janeiro, Rio de Janeiro, Brazil
| | - Tiago Bortolini
- Cognitive Neuroscience and Neuroinformatics Unit, D'Or Institute for Research and Education (IDOR), Rio de Janeiro, Brazil
| | - Gustavo Deco
- Computational Neuroscience Group, Center for Brain and Cognition, Department of Information and Communication Technologies, Universitat Pompeu Fabra, Barcelona, Spain
- Institució Catalana de la Recerca i Estudis Avançats, Barcelona, Spain
- Department of Neuropsychology, Max Planck Institute for Human Cognitive and Brain Sciences, Leipzig, Germany
- Turner Institute for Brain and Mental Health, Monash University, Melbourne, VIC, Australia
| | - Jorge Moll
- Cognitive Neuroscience and Neuroinformatics Unit, D'Or Institute for Research and Education (IDOR), Rio de Janeiro, Brazil
- Scients Institute, Palo Alto, CA, United States
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Methodological and institutional considerations for the use of 360-degree video and pet animals in human subject research: An experimental case study from the United States. Behav Res Methods 2021; 53:977-992. [PMID: 32918168 DOI: 10.3758/s13428-020-01458-5] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/08/2022]
Abstract
Head-mounted virtual-reality headsets and virtual-reality content have experienced large technological advances and rapid proliferation over the last years. These immersive technologies bear great potential for the facilitation of the study of human decision-making and behavior in safe, perceptually realistic virtual environments. Best practices and guidelines for the effective and efficient use of 360-degree video in experimental research is also evolving. In this paper, we summarize our research group's experiences with a sizable experimental case study on virtual-reality technology, 360-degree video, pet animals, and human participants. Specifically, we discuss the institutional, methodological, and technological challenges encountered during the implementation of our 18-month-long research project on human emotional response to short-duration 360-degree videos of human-pet interactions. Our objective in this paper is to contribute to the growing body of research on 360-degree video and to lower barriers related to the conceptualization and practice of research at the intersection of virtual-reality experiences, 360-degree video, live animals, and human behavior. Practical suggestions for human-subject researchers interested in utilizing virtual-reality technology, 360-degree videos, and pet animals as a part of their research are discussed.
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Marín-Morales J, Higuera-Trujillo JL, Guixeres J, Llinares C, Alcañiz M, Valenza G. Heart rate variability analysis for the assessment of immersive emotional arousal using virtual reality: Comparing real and virtual scenarios. PLoS One 2021; 16:e0254098. [PMID: 34197553 PMCID: PMC8248697 DOI: 10.1371/journal.pone.0254098] [Citation(s) in RCA: 7] [Impact Index Per Article: 2.3] [Reference Citation Analysis] [Abstract] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/19/2020] [Accepted: 06/19/2021] [Indexed: 11/18/2022] Open
Abstract
Many affective computing studies have developed automatic emotion recognition models, mostly using emotional images, audio and videos. In recent years, virtual reality (VR) has been also used as a method to elicit emotions in laboratory environments. However, there is still a need to analyse the validity of VR in order to extrapolate the results it produces and to assess the similarities and differences in physiological responses provoked by real and virtual environments. We investigated the cardiovascular oscillations of 60 participants during a free exploration of a real museum and its virtualisation viewed through a head-mounted display. The differences between the heart rate variability features in the high and low arousal stimuli conditions were analysed through statistical hypothesis testing; and automatic arousal recognition models were developed across the real and the virtual conditions using a support vector machine algorithm with recursive feature selection. The subjects' self-assessments suggested that both museums elicited low and high arousal levels. In addition, the real museum showed differences in terms of cardiovascular responses, differences in vagal activity, while arousal recognition reached 72.92% accuracy. However, we did not find the same arousal-based autonomic nervous system change pattern during the virtual museum exploration. The results showed that, while the direct virtualisation of a real environment might be self-reported as evoking psychological arousal, it does not necessarily evoke the same cardiovascular changes as a real arousing elicitation. These contribute to the understanding of the use of VR in emotion recognition research; future research is needed to study arousal and emotion elicitation in immersive VR.
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Affiliation(s)
- Javier Marín-Morales
- Instituto de Investigación e Innovación en Bioingeniería, Universitat Politècnica de València, València, Spain
| | - Juan Luis Higuera-Trujillo
- Instituto de Investigación e Innovación en Bioingeniería, Universitat Politècnica de València, València, Spain
| | - Jaime Guixeres
- Instituto de Investigación e Innovación en Bioingeniería, Universitat Politècnica de València, València, Spain
| | - Carmen Llinares
- Instituto de Investigación e Innovación en Bioingeniería, Universitat Politècnica de València, València, Spain
| | - Mariano Alcañiz
- Instituto de Investigación e Innovación en Bioingeniería, Universitat Politècnica de València, València, Spain
| | - Gaetano Valenza
- Bioengineering and Robotics Research Centre E Piaggio & Department of Information Engineering, University of Pisa, Pisa, Italy
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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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Fernandez-Alvarez J, Colombo D, Suso-Ribera C, Chirico A, Serino S, Di Lernia D, Palacios AG, Riva G, Botella C. Using virtual reality to target positive autobiographical memory in individuals with moderate-to-moderately severe depressive symptoms: A single case experimental design. Internet Interv 2021; 25:100407. [PMID: 34401366 PMCID: PMC8350590 DOI: 10.1016/j.invent.2021.100407] [Citation(s) in RCA: 8] [Impact Index Per Article: 2.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 12/03/2020] [Revised: 04/16/2021] [Accepted: 05/21/2021] [Indexed: 01/03/2023] Open
Abstract
So far, several aspects of autobiographical memory (AM) have been found to be impaired in depression. Among others, depressed patients show the tendency to recall more negative than positive events (i.e., negative bias) and usually retrieve memories that lack of specificity and details (i.e., overgeneral memories). Based on this, we designed an AM task enhanced by the use of virtual reality (VR) to specifically train the recall of positive memories. Using a single-case, multiple baseline experimental design, we explored the effects of a brief intervention consisting of two sessions of this training in a sample of 18 individuals with moderate-to-moderately severe depressive symptoms. According to the results, changes occurred at the short term only. In particular, almost all participants reported a significant improvement in at least one outcome measure 0-3 days after the intervention. However, these clinical gains were not maintained in the mid-term (from day 4 to 10). The present findings do not support the efficacy of our VR-based AM recall treatment as a standalone intervention. Nevertheless, it might represent a suitable procedure to obtain immediate and/or short-term improvements. It might also serve as a valid component to be integrated in broader protocols for patients with moderate-to-moderately severe depressive symptoms.
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Affiliation(s)
| | - Desirée Colombo
- Department of Basic Psychology, Clinic and Psychobiology, Universidad Jaume I, Castellon, Spain,Corresponding author at: Universitat Jaume I, Av. Sos Baynat, s/n, 12071, Castellón, Spain.
| | - Carlos Suso-Ribera
- Department of Basic Psychology, Clinic and Psychobiology, Universidad Jaume I, Castellon, Spain
| | | | - Silvia Serino
- Humane Technology Lab., Università Cattolica del Sacro Cuore, Milan, Italy
| | - Daniele Di Lernia
- Humane Technology Lab., Università Cattolica del Sacro Cuore, Milan, Italy
| | - Azucena García Palacios
- Department of Basic Psychology, Clinic and Psychobiology, Universidad Jaume I, Castellon, Spain,CIBER Fisiopatología Obesidad y Nutrición (CIBERobn), Instituto Salud Carlos III, Madrid, Spain
| | - Giuseppe Riva
- Humane Technology Lab., Università Cattolica del Sacro Cuore, Milan, Italy,Applied Technology for Neuro-Psychology Lab, IRCCS Istituto Auxologico Italiano, Milan, Italy
| | - Cristina Botella
- Department of Basic Psychology, Clinic and Psychobiology, Universidad Jaume I, Castellon, Spain,CIBER Fisiopatología Obesidad y Nutrición (CIBERobn), Instituto Salud Carlos III, Madrid, Spain
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Cadet LB, Reynaud E, Chainay H. Memory for a virtual reality experience in children and adults according to image quality, emotion, and sense of presence. VIRTUAL REALITY 2021; 26:55-75. [PMID: 34075297 PMCID: PMC8153522 DOI: 10.1007/s10055-021-00537-y] [Citation(s) in RCA: 4] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 09/03/2020] [Accepted: 05/06/2021] [Indexed: 06/12/2023]
Abstract
UNLABELLED Numerous studies have explored the effects of virtual reality (VR) on adults' cognition. Little is known, however, of these effects in children. The aim of this study was to explore, in both children and adults, the respective roles of the specific factors of VR, such as immersion, sense of presence and emotion, on memory performance. To do so, we used a head-mounted display to present a VR experience in which we manipulated immersion by varying 3D asset quality (High and Low) and emotion by presenting negative, neutral and positive stimuli. 48 adults (M age = 20.65) and 40 children (M age = 11.63) were both divided into two experimental groups (High vs. Low 3D model quality). Valence, arousal, and sense of presence were self-assessed by means of questionnaires, while memory of the presented stimuli was assessed using a free recall task. We also performed physiological measurements to provide objective support for our data. Results showed that memory performance was better for emotional than for neutral stimuli regardless of age group, even though children seemed to avoid looking at negative stimuli compared to neutral ones. Memory was predicted by arousal and presence in adults and only by arousal in children. Memory was not impaired by using poor image quality when highly arousing content was displayed. This study revealed that, contrary to adults, the use of poor image quality did not protect children from strong emotional experiences in VR. The roles of familiarity and arousal are discussed to help explain these results. SUPPLEMENTARY INFORMATION The online version contains supplementary material available at 10.1007/s10055-021-00537-y.
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Affiliation(s)
- Lénaïc B. Cadet
- Laboratoire d’Etude des Mécanismes Cognitifs, Université Lyon 2, 5 avenue Pierre Mendès France, 69676 Bron, France
| | - Emanuelle Reynaud
- Laboratoire d’Etude des Mécanismes Cognitifs, Université Lyon 2, 5 avenue Pierre Mendès France, 69676 Bron, France
| | - Hanna Chainay
- Laboratoire d’Etude des Mécanismes Cognitifs, Université Lyon 2, 5 avenue Pierre Mendès France, 69676 Bron, France
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Development of a Virtual Ecological Environment for Learning the Taipei Tree Frog. SUSTAINABILITY 2021. [DOI: 10.3390/su13115911] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.7] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/17/2022]
Abstract
The learning objectives of environmental education emphasize investigation in real life to enhance students’ skills and experiences in solving practical problems. This study used the virtual reality (VR) technology to develop a virtual ecological environment for learning about the Taipei tree frog, supported by situated learning and game-based learning design to enhance students’ learning interest and motivation. Users can wear the head-mounted display (HMD) to explore the virtual environment for learning the Taipei tree frog’s ecological behavior, such as foraging and mating as well as its habitats and predators. A teaching experiment was conducted to investigate students’ learning effectiveness and the senses of presence and anxiety after using the virtual ecological environment. The experimental group (wearing the HMD) contained 40 students, the control group (using the desktop VR) contained 40 students, and both groups were used as samples to learn about the Taipei tree frog. The results indicated that using HMD VR and desktop VR could both enhance learning achievements, but the learning effectiveness of the former was significantly higher than that of the latter. The levels of anxiety for both groups were about the same, but the level of presence for the experimental group was higher than that of the control group because the HMD VR provided a more immersive experience than the desktop VR. The virtual ecological environment can save the time and effort of travelling to the natural habitat for observing the Taipei tree frog, and the design of role-playing game (RPG) can enhance learners’ interest and motivation. Therefore, it is a useful tool for promoting environmental education.
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Fonseca D, Cavalcanti J, Peña E, Valls V, Sanchez-Sepúlveda M, Moreira F, Navarro I, Redondo E. Mixed Assessment of Virtual Serious Games Applied in Architectural and Urban Design Education. SENSORS 2021; 21:s21093102. [PMID: 33946868 PMCID: PMC8125721 DOI: 10.3390/s21093102] [Citation(s) in RCA: 9] [Impact Index Per Article: 3.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 03/18/2021] [Revised: 04/26/2021] [Accepted: 04/27/2021] [Indexed: 02/06/2023]
Abstract
The creation and usage of serious games on virtual reality (VR) and/or interactive platforms for the teaching of architecture, construction, urban planning, and other derived areas, such as security and risk prevention, require design processes, studies, and research that lead to further consolidation expansion. In that sense, this paper presents two main aims developed: the improvement of a virtual navigation system through the results of previous user studies and mixed research (quantitative and qualitative) improved based on the user perception for educational and professional uses. The VR system used is based on Unreal Engine programming of the HTC Vive sensor. This study is related to the GAME4City 3.0 and a broader project focused on gamified visualization and its educational uses in architectural and urban projects. The results reflect great interest, good usability, and high motivation for further usage for all types of users. However, an apparent resistance to deepen its use continues to be perceived in academia. Based on the research results, weak points of educational gamified systems have been identified, and the main differences and needs in user profiles’ function. With these data, progress regarding implementing this kind of system at the teaching and professional levels must be pursued.
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Affiliation(s)
- David Fonseca
- Architecture La Salle, Universitat Ramon Llull, 08022 Barcelona, Spain; (E.P.); (V.V.); (M.S.-S.)
- Correspondence: ; Tel.: +34-93-290-24-72
| | - Janaina Cavalcanti
- Instituto de Investigación e Innovación en Bioingeniería (I3B), Universitat Politècnica de Valencia, 46022 Valencia, Spain;
| | - Enric Peña
- Architecture La Salle, Universitat Ramon Llull, 08022 Barcelona, Spain; (E.P.); (V.V.); (M.S.-S.)
| | - Victor Valls
- Architecture La Salle, Universitat Ramon Llull, 08022 Barcelona, Spain; (E.P.); (V.V.); (M.S.-S.)
| | - Mónica Sanchez-Sepúlveda
- Architecture La Salle, Universitat Ramon Llull, 08022 Barcelona, Spain; (E.P.); (V.V.); (M.S.-S.)
| | - Fernando Moreira
- REMIT, IJP, Universidade Portucalense, 4200-072 Porto, Portugal;
- IEETA, Universidade de Aveiro, 3810-193 Aveiro, Portugal
| | - Isidro Navarro
- Escola Tècnica Superior d’Arquitectura de Barcelona, Universitat Politècnica de Catalunya, 08028 Barcelona, Spain; (I.N.); (E.R.)
| | - Ernesto Redondo
- Escola Tècnica Superior d’Arquitectura de Barcelona, Universitat Politècnica de Catalunya, 08028 Barcelona, Spain; (I.N.); (E.R.)
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Higuera-Trujillo JL, Llinares C, Macagno E. The Cognitive-Emotional Design and Study of Architectural Space: A Scoping Review of Neuroarchitecture and Its Precursor Approaches. SENSORS (BASEL, SWITZERLAND) 2021; 21:2193. [PMID: 33801037 PMCID: PMC8004070 DOI: 10.3390/s21062193] [Citation(s) in RCA: 18] [Impact Index Per Article: 6.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 12/22/2020] [Revised: 03/15/2021] [Accepted: 03/17/2021] [Indexed: 12/24/2022]
Abstract
Humans respond cognitively and emotionally to the built environment. The modern possibility of recording the neural activity of subjects during exposure to environmental situations, using neuroscientific techniques and virtual reality, provides a promising framework for future design and studies of the built environment. The discipline derived is termed "neuroarchitecture". Given neuroarchitecture's transdisciplinary nature, it progresses needs to be reviewed in a contextualised way, together with its precursor approaches. The present article presents a scoping review, which maps out the broad areas on which the new discipline is based. The limitations, controversies, benefits, impact on the professional sectors involved, and potential of neuroarchitecture and its precursors' approaches are critically addressed.
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Affiliation(s)
- Juan Luis Higuera-Trujillo
- Institute for Research and Innovation in Bioengineering (i3B), Universitat Politècnica de València, 46022 Valencia, Spain;
- Escuela de Arquitectura, Arte y Diseño (EAAD), Tecnologico de Monterrey, Monterrey 72453, Mexico
| | - Carmen Llinares
- Institute for Research and Innovation in Bioengineering (i3B), Universitat Politècnica de València, 46022 Valencia, Spain;
| | - Eduardo Macagno
- Division of Biological Sciences, University of California San Diego, La Jolla, CA 92093-0116, USA;
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Mancini M, Cherubino P, Cartocci G, Martinez A, Borghini G, Guastamacchia E, di Flumeri G, Rossi D, Modica E, Menicocci S, Lupo V, Trettel A, Babiloni F. Forefront Users' Experience Evaluation by Employing Together Virtual Reality and Electroencephalography: A Case Study on Cognitive Effects of Scents. Brain Sci 2021; 11:256. [PMID: 33670698 PMCID: PMC7922691 DOI: 10.3390/brainsci11020256] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/19/2021] [Revised: 02/12/2021] [Accepted: 02/13/2021] [Indexed: 01/02/2023] Open
Abstract
Scents have the ability to affect peoples' mental states and task performance with to different extents. It has been widely demonstrated that the lemon scent, included in most all-purpose cleaners, elicits stimulation and activation, while the lavender scent elicits relaxation and sedative effects. The present study aimed at investigating and fostering a novel approach to evaluate users' experience with respect to scents' effects through the joint employment of Virtual Reality and users' neurophysiological monitoring, in particular Electroencephalography. In particular, this study, involving 42 participants, aimed to compare the effects of lemon and lavender scents on the deployment of cognitive resources during a daily life experience consisting in a train journey carried out in virtual reality. Our findings showed a significant higher request of cognitive resources during the processing of an informative message for subjects exposed to the lavender scent with respect to the lemon exposure. No differences were found between lemon and lavender conditions on the self-reported items of pleasantness and involvement; as this study demonstrated, the employment of the lavender scent preserves the quality of the customer experience to the same extent as the more widely used lemon scent.
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Affiliation(s)
- Marco Mancini
- BrainSigns Srl, Via Lungotevere Michelangelo, 9, 00192 Rome, Italy; (P.C.); (G.C.); (A.M.); (G.B.); (E.G.); (G.d.F.); (S.M.); (V.L.); (A.T.); (F.B.)
- Department of Economics, Management and Business Law, University of Bari Aldo Moro (UniBa), Via Camillo Rosalba, 53, 70124 Bari, Italy
| | - Patrizia Cherubino
- BrainSigns Srl, Via Lungotevere Michelangelo, 9, 00192 Rome, Italy; (P.C.); (G.C.); (A.M.); (G.B.); (E.G.); (G.d.F.); (S.M.); (V.L.); (A.T.); (F.B.)
- Department of Molecular Medicine, Sapienza University of Rome, Viale Regina Elena, 291, 00161 Rome, Italy
| | - Giulia Cartocci
- BrainSigns Srl, Via Lungotevere Michelangelo, 9, 00192 Rome, Italy; (P.C.); (G.C.); (A.M.); (G.B.); (E.G.); (G.d.F.); (S.M.); (V.L.); (A.T.); (F.B.)
- Department of Molecular Medicine, Sapienza University of Rome, Viale Regina Elena, 291, 00161 Rome, Italy
| | - Ana Martinez
- BrainSigns Srl, Via Lungotevere Michelangelo, 9, 00192 Rome, Italy; (P.C.); (G.C.); (A.M.); (G.B.); (E.G.); (G.d.F.); (S.M.); (V.L.); (A.T.); (F.B.)
- Department of Communication and Social Research, Sapienza University of Rome, Via Salaria, 113, 00198 Rome, Italy
| | - Gianluca Borghini
- BrainSigns Srl, Via Lungotevere Michelangelo, 9, 00192 Rome, Italy; (P.C.); (G.C.); (A.M.); (G.B.); (E.G.); (G.d.F.); (S.M.); (V.L.); (A.T.); (F.B.)
- Department of Molecular Medicine, Sapienza University of Rome, Viale Regina Elena, 291, 00161 Rome, Italy
- IRCCS Fondazione Santa Lucia, Neuroelectrical Imaging and BCI Lab, Via Ardeatina 306, 00179 Rome, Italy
| | - Elena Guastamacchia
- BrainSigns Srl, Via Lungotevere Michelangelo, 9, 00192 Rome, Italy; (P.C.); (G.C.); (A.M.); (G.B.); (E.G.); (G.d.F.); (S.M.); (V.L.); (A.T.); (F.B.)
| | - Gianluca di Flumeri
- BrainSigns Srl, Via Lungotevere Michelangelo, 9, 00192 Rome, Italy; (P.C.); (G.C.); (A.M.); (G.B.); (E.G.); (G.d.F.); (S.M.); (V.L.); (A.T.); (F.B.)
- Department of Molecular Medicine, Sapienza University of Rome, Viale Regina Elena, 291, 00161 Rome, Italy
- IRCCS Fondazione Santa Lucia, Neuroelectrical Imaging and BCI Lab, Via Ardeatina 306, 00179 Rome, Italy
| | - Dario Rossi
- Department of Anatomical, Histological, Forensic & Orthopedic Sciences, Sapienza University of Rome, Piazzale Aldo Moro, 5, 00185 Rome, Italy; (D.R.); (E.M.)
| | - Enrica Modica
- Department of Anatomical, Histological, Forensic & Orthopedic Sciences, Sapienza University of Rome, Piazzale Aldo Moro, 5, 00185 Rome, Italy; (D.R.); (E.M.)
| | - Stefano Menicocci
- BrainSigns Srl, Via Lungotevere Michelangelo, 9, 00192 Rome, Italy; (P.C.); (G.C.); (A.M.); (G.B.); (E.G.); (G.d.F.); (S.M.); (V.L.); (A.T.); (F.B.)
| | - Viviana Lupo
- BrainSigns Srl, Via Lungotevere Michelangelo, 9, 00192 Rome, Italy; (P.C.); (G.C.); (A.M.); (G.B.); (E.G.); (G.d.F.); (S.M.); (V.L.); (A.T.); (F.B.)
| | - Arianna Trettel
- BrainSigns Srl, Via Lungotevere Michelangelo, 9, 00192 Rome, Italy; (P.C.); (G.C.); (A.M.); (G.B.); (E.G.); (G.d.F.); (S.M.); (V.L.); (A.T.); (F.B.)
| | - Fabio Babiloni
- BrainSigns Srl, Via Lungotevere Michelangelo, 9, 00192 Rome, Italy; (P.C.); (G.C.); (A.M.); (G.B.); (E.G.); (G.d.F.); (S.M.); (V.L.); (A.T.); (F.B.)
- Department of Molecular Medicine, Sapienza University of Rome, Viale Regina Elena, 291, 00161 Rome, Italy
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Using virtual reality to induce gratitude through virtual social interaction. COMPUTERS IN HUMAN BEHAVIOR 2020. [DOI: 10.1016/j.chb.2020.106473] [Citation(s) in RCA: 10] [Impact Index Per Article: 2.5] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/19/2022]
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