The relationship between disgust sensitivity and behaviour: A virtual reality study on food disgust

2020 ◽  
Vol 80 ◽  
pp. 103833 ◽  
Author(s):  
Jeanine Ammann ◽  
Christina Hartmann ◽  
Vega Peterhans ◽  
Sandro Ropelato ◽  
Michael Siegrist
2021 ◽  
Author(s):  
Tibor Guzsvinecz ◽  
Éva Orbán-Mihálykó ◽  
Cecília Sik-Lányi ◽  
Erika Perge

AbstractThe interaction time of students who did spatial ability tests in a virtual reality environment is analyzed. The spatial ability test completion times of 240 and 61 students were measured. A desktop display as well as the Gear VR were used by the former group and by the latter one, respectively. Logistic regression analysis was used to investigate the relationship between the probability of correct answers and completion times, while linear regression was used to evaluate effects and interactions of following factors on test completion times: the users’ gender and primary hand, test type and device used. The findings were that while the completion times are not significantly affected by the users’ primary hand, other factors have significant effects on them: they are decreased by the male gender in itself, while they are increased by solving Mental Rotation Tests or by using the Gear VR. The largest significant increment in interaction time in virtual reality during spatial ability tests is when Mental Rotation Tests are accomplished by males with the Gear VR, while the largest significant decrease in interaction time is when Mental Cutting Tests are completed with a desktop display.


Author(s):  
Chul Woo Kim ◽  
Jungchul Park ◽  
Myung Hwan Yun ◽  
Sung H. Han ◽  
Hee-Dong Ko

The objective of this study was to develop a product evaluation method applicable to virtual prototypes and to apply the method to automobile interior design. Considering that virtual reality-based product prototypes could represent design alternatives comparable to physical prototypes, prototypes developed in virtual reality environments were employed as design alternatives. After a procedure to evaluate virtual prototypes was developed specifically for a virtual reality environment, the procedure was applied to the problem of automobile interior design. 34 subjects evaluated 32 different virtual prototypes generated from the combination of design element variations. Four categories of subjective impression were used to evaluate the 32 virtual prototypes: luxuriousness, comfort, harmoniousness, and controllability. ANOVA and multiple linear regression analysis were performed to specify design elements critical to customer preference and to interpret the relationship between design elements and subjective impressions. As the result, the shapes of frontal area including crash pad and center fascia, door trim and steering wheel were selected as important variables related to subjective impressions. The proposed evaluation method for virtual prototypes could be utilized as an alternative way of identifying the relationship between subjective impressions and design elements.


Public ◽  
2020 ◽  
Vol 31 (61) ◽  
pp. 304-307
Author(s):  
Nina Bakan

Damascus-born artist, Jawa El Khash’s immersive installation, The Upper Side of the Sky (2020), combines virtual reality and Syria’s natural ecology to confront the physically devastating impacts of war. In response to ISIS’s 2015-16 occupation of the ancient Syrian city of Palmyra, El Khash evaluates the relationship between technology and the environment to explore the ability for virtual reality to rebuild destroyed landscapes and create sites for healing.


2017 ◽  
Author(s):  
Fieke Maria Antoinet Wagemans ◽  
Mark John Brandt ◽  
Marcel Zeelenberg

Disgust sensitivity is more strongly related to moral judgments in the purity domain than to moral judgments in other moral domains. While this finding highlights the distinctiveness of moral domains, anti-modularity accounts suggest that the relationship is caused by the relative weirdness of purity transgressions and come to the conclusion that moral domains do not represent distinct mechanisms. In two studies (total N = 2,307), we test whether transgression weirdness accounts for disgust sensitivity’s stronger association with moral judgments of the purity as compared to other moral domains, but find little evidence for this claim. The relationship between disgust sensitivity and moral judgments of purity even remains when taking into account both (perceived) weirdness and (perceived) harmfulness of moral transgressions. These studies show that transgression weirdness and harmfulness cannot explain the disgust sensitivity–purity link, contradicting predictions following from popular anti-modularity accounts.


2021 ◽  
Vol 30 (3) ◽  
pp. 244-260
Author(s):  
Helena Knyazeva ◽  

An extended approach to the comprehension of virtual reality is developed in the article. Virtual reality is understood not only as a logically possible or cybernetically constructed reality but also as continuous turbulence of potencies of the complex natural and social world we live in, the wandering of complex systems and organizations over a field of possibilities, such a realization of forms and structures in which many formations remain in latent, potential forms, and are in the permanent process of making and multiplying a spectrum of possibilities, lead to the growth of the evolutionary tree of paths of development. It is shown that such an understanding of virtual reality corresponds to concepts and notions developed in the modern science of complexity. The most significant concepts are considered, such as the nonlinearity of time, the relationship of space and time, the uncertainty of the past and the openness of the future, the choice and construction of the future at the moments of passing the bifurcation points. Some cultural and historical prototypes of these modern ideas of virtual reality are given. It is substantiated that the vision of virtual reality being developed today can play the role of a heuristic tool for understanding the functioning and stimulation of human creativity.


2021 ◽  
pp. 147387162110603
Author(s):  
Gerd Kortemeyer

The paper describes a method for the immersive, dynamic visualization of undirected, weighted graphs. Using the Fruchterman-Reingold method, force-directed graphs are drawn in a Virtual-Reality system. The user can walk through the data, as well as move vertices using controllers, while the network display rearranges in realtime according to Newtonian physics. In addition to the physics behind the employed method, the paper explains the most pertinent computational mechanisms for its implementation, using Unity, SteamVR, and a Virtual-Reality system such as HTC Vive (the source package is made available for download). It was found that the method allows for intuitive exploration of graphs with on the order of [Formula: see text] vertices, and that dynamic extrusion of vertices and realtime readjustment of the network structure allows for developing an intuitive understanding of the relationship of a vertex to the remainder of the network. Based on this observation, possible future developments are suggested.


Author(s):  
Giuliana Guazzaroni

Virtual reality (VR), augmented reality (AR), and artificial intelligence (AI) are increasingly being used by educational institutions and museums worldwide. Visitors of museums and art galleries may live different layers of reality while enjoying works of art augmented with immersive VR. Research points out that this possibility may strongly affect human emotions. Digital technologies may allow forms of hybridization between flesh and technological objects within virtual or real spaces. They are interactive processes that may contribute to the redefinition of the relationship between identity and technology, between technology and body (Mainardi, 2013). Interactive museums and art galleries are real environments amplified, through information systems, which allow a shift between reality, and electronically manipulated immersive experiences. VR is emotionally engaging and a VR scenario may enhance emotional experience (Diemer et al., 2015) or induce an emotional change (Wu et al., 2016). The main purpose of this chapter is to verify how art and VR affect emotions.


2020 ◽  
Vol 35 (6) ◽  
pp. 806-806
Author(s):  
Flores E ◽  
Gutierrez R ◽  
Shorter S ◽  
Mollenkopf K ◽  
Childers L ◽  
...  

Abstract Objective Over the past fifty years, many traditional paper-and-pencil neuropsychological tests have been translated to new computerized devices (Canini et al., 2014). Virtual reality offers neuropsychologists an opportunity to observe patients’ neurocognitive functioning in an immersive, lifelike environment, rich in visual stimuli (Morganti, 2004), yet relatively little is known about the relationship between visual memory and performance on learning and memory tasks in virtual reality environments. The purpose of this study was to investigate, among older adults, the relationship between visual memory, as measured by a traditional paper-and-pencil test, and procedural learning and memory performance in a virtual reality environment simulating meal preparation tasks. Methods Older adults (N = 73) ages 55-90 (M = 72.77, SD = 7.87) were administered the Weschler Adult Intelligence Scale-Fourth Edition (WMS-IV) Visual Reproduction Immediate Recall and the Virtual Kitchen Protocol (VPK), a virtual reality-based measure of learning and memory for meal preparation tasks. Results Participants performance on the immediate portion of WMS-IV, visual reproduction, correlated with their performance on the VPK teaching trial (r = .65, p = 0.01), immediate recall (r = .51, p = 0.01), delayed recall (r = .58, p = 0.01), and forced choice recognition ( r = ..54, p = 0.01) of Job Sim. Conclusion Results suggest that visual memory aids healthy older adults in procedural learning and memory tasks in the Virtual Kitchen Protocol, a virtual reality environment simulating meal preparation tasks. These results suggest that visual memory ability is germane to performance in virtual reality environments that are rich in visual stimuli.


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