scholarly journals Memory for a virtual reality experience in children and adults according to image quality, emotion, and sense of presence

2021 ◽  
Author(s):  
Lénaïc B. Cadet ◽  
Emanuelle Reynaud ◽  
Hanna Chainay
2021 ◽  
Author(s):  
Bradley Standen ◽  
John Anderson ◽  
Alexander Sumich ◽  
Nadja Heym

AbstractVirtual reality (VR) is receiving widespread attention as a delivery tool for exposure therapies. The advantage offered by VR over traditional technology is a greater sense of presence and immersion, which magnifies user effects and enhances the effectiveness of exposure-based interventions. The current study systematically examined the basic factors involved in generating presence in VR as compared to standard technology, namely (1) system-driven factors that are exclusive to VR devices while controlling general factors such as field of view and image quality; (2) media-driven factors of the virtual environment eliciting motivational salience through different levels of arousal and valence (relaxing, exciting and fear evoking stimuli); and (3) the effects of presence on magnifying affective response. Participants (N = 14) watched 3 different emotionally salient videos (1 × fear evoking, 1 × relaxing and 1 × exciting) in both viewing modes (VR and Projector). Subjective scores of user experience were collected as well as objective EEG markers of presence (frontal alpha power, theta/beta ratio). Subjective and objective presence was significantly greater in the VR condition. There was no difference in subjective or objective presence for stimulus type, suggesting presence is not moderated by arousal, but may be reliant on activation of motivational systems. Finally, presence did not magnify feelings of relaxation or excitement, but did significantly magnify users’ experience of fear when viewing fear evoking stimuli. This is in line with previous literature showing strong links between presence and generation of fear, which is vital in the efficacy of exposure therapies.


2021 ◽  
Author(s):  
Lisa Cerda ◽  
Aurélie Fauvarque ◽  
Pierluigi Graziani ◽  
Jonathan Del-Monte

2003 ◽  
Vol 51 (4) ◽  
pp. 302-315 ◽  
Author(s):  
Evelyn K. Orman

This study is an examination of the effect of computer-generated virtual reality graded exposure on the physiological and psychological responses of performing musicians. Eight university saxophone majors, five men and three women, participated in twelve 15- to 20-minute weekly practice sessions during which they were immersed in one of four different virtual environments designed to elicit various anxiety levels. Baseline heart rates and subjective measurements were taken prior to immersion and continued throughout the exposure period. In addition, heart rate and subjective measurements were recorded for three live performances given by each subject before beginning the virtual reality exposure and after completion of the sixth and the twelfth exposure sessions. Findings indicated that the virtual environments did elicit a sense of presence and may have provided the means for desensitization. Heart-rate readings and psychological indications of anxiety did not always correspond.


2020 ◽  
Author(s):  
Eleonora Brivio ◽  
Silvia Serino ◽  
Erica Negro Cousa ◽  
Andrea Zini ◽  
Giuseppe Riva ◽  
...  

2012 ◽  
Vol 21 (4) ◽  
pp. 423-434
Author(s):  
Marta Ferrer-García ◽  
Olaya García-Rodríguez ◽  
Irene Pericot-Valverde ◽  
Jin H. Yoon ◽  
Roberto Secades-Villa ◽  
...  

Cue exposure treatment (CET) consists of controlled and repeated exposure to drug-related stimuli in order to reduce cue-reactivity. Virtual reality (VR) has proved to be a promising tool for exposition. However, identifying the variables that can modulate the efficacy of this technique is essential for selecting the most appropriate exposure modality. The aim of this study was to determine the relation between several individual variables and self-reported craving in smokers exposed to VR environments. Forty-six smokers were exposed to seven complex virtual environments that reproduce typical situations in which people smoke. Self-reported craving was selected as the criterion variable and three types of variables were selected as the predictor variables: related to nicotine dependence, related to anxiety and impulsivity, and related to the sense of presence in the virtual environments. Sense of presence was the only predictor of self-reported craving in all the experimental virtual environments. Nicotine dependence variables added predictive power to the model only in the virtual breakfast at home. No relation was found between anxiety or impulsivity and self-reported craving. Virtual reality technology can be very helpful for improving CET for substance use disorders. However, the use of virtual environments would make sense only insofar as the sense of presence was high. Otherwise, the effectiveness of exposure might be affected.


Author(s):  
Elena Spadoni ◽  
Marina Carulli ◽  
Monica Bordegoni

Abstract Museums have been subjected to important changes in the approach they use to involve visitors. Among the other trends, storytelling and interactive exhibitions are two of the most used approaches used to make exhibitions more interesting for users. Virtual Reality and Augmented Reality methods can be effectively used in the context of a museum exhibition to support both storytelling and interaction. The primary objective of the use of these technologies is to make the visit of museums much more engaging, and suitable for different types of visitors. Among the several museums that are moving in this direction, there is the Museo Astronomico di Brera. The museum mainly consists of a corridor, hosting instruments used by astronomers, and the Cupola Schiaparelli, which is an observatory dome. The aim of the research presented in this paper is to develop an interactive Virtual Reality application to be used for improving the users’ experience of visits to the Museo Astronomico di Brera. Specifically, the paper presents a VR application to virtually visit the Dome. Preliminary tests have been carried out for evaluating the users’ sense of presence in the VR environment. An analysis of the collected data is presented in the paper.


Proceedings ◽  
2019 ◽  
Vol 21 (1) ◽  
pp. 7 ◽  
Author(s):  
Donga ◽  
Marques ◽  
Pereira ◽  
Gomes

This work focus on the study of solutions that using video 360 and virtual reality that allow children’s and older people that are away of their family environments for various reasons to be able to feel they are participating at family or school events. The solutions proposed should deliver a strong sense of presence to the users and the interface must be friendly. The validation will be made by user observation and inquiries.


2014 ◽  
Vol 41 (4) ◽  
pp. 1584-1592 ◽  
Author(s):  
Miriam Clemente ◽  
Alejandro Rodríguez ◽  
Beatriz Rey ◽  
Mariano Alcañiz

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