Virtual Environments to Study Emotional Responses to Clinical Communication: A scoping review

Author(s):  
Justin J Sanders ◽  
Emma Caponigro ◽  
Jonathan D. Ericson ◽  
Manisha Dubey ◽  
Ja-Nae Duane ◽  
...  
Author(s):  
Luma Tabbaa ◽  
Ryan Searle ◽  
Saber Mirzaee Bafti ◽  
Md Moinul Hossain ◽  
Jittrapol Intarasisrisawat ◽  
...  

The paper introduces a multimodal affective dataset named VREED (VR Eyes: Emotions Dataset) in which emotions were triggered using immersive 360° Video-Based Virtual Environments (360-VEs) delivered via Virtual Reality (VR) headset. Behavioural (eye tracking) and physiological signals (Electrocardiogram (ECG) and Galvanic Skin Response (GSR)) were captured, together with self-reported responses, from healthy participants (n=34) experiencing 360-VEs (n=12, 1--3 min each) selected through focus groups and a pilot trial. Statistical analysis confirmed the validity of the selected 360-VEs in eliciting the desired emotions. Preliminary machine learning analysis was carried out, demonstrating state-of-the-art performance reported in affective computing literature using non-immersive modalities. VREED is among the first multimodal VR datasets in emotion recognition using behavioural and physiological signals. VREED is made publicly available on Kaggle1. We hope that this contribution encourages other researchers to utilise VREED further to understand emotional responses in VR and ultimately enhance VR experiences design in applications where emotional elicitation plays a key role, i.e. healthcare, gaming, education, etc.


2009 ◽  
Vol 33 (6) ◽  
pp. 830-854 ◽  
Author(s):  
Marta Ferrer-García ◽  
José Gutiérrez-Maldonado ◽  
Alejandra Caqueo-Urízar ◽  
Elena Moreno

Midwifery ◽  
2021 ◽  
pp. 103095
Author(s):  
Zuleika González-Ramos ◽  
Esperaza Zuriguel-Pérez ◽  
Núria Albacar-Riobóo ◽  
Lina Casadó-Marín

Author(s):  
Paul A. Barclay ◽  
Jason Parker ◽  
Valerie Sims

To assess cognitive deficits in everyday tasks, clinical neuropsychologists have started to move toward neuropsychological testing performed in immersive virtual environments. Ideally, this type of assessment can provide greater ecological validity along with sufficient experimental control for accurate assessment. This paper presents a scoping review of studies using virtual assessment of episodic memory, a cognitive ability with a high level of clinical utility in differentiating neurological disorders. Gaps are identified and the implications of these gaps explored, especially about environmental locations and modes of interaction. Future study is suggested as to better understand and mitigate the effects of these issues on clinical practice.


2008 ◽  
Vol 67 (1) ◽  
pp. 41-50 ◽  
Author(s):  
Frithjof Staude-Müller ◽  
Thomas Bliesener ◽  
Stefanie Luthman

This study tests whether playing violent video games leads to desensitization and increased cardiovascular responding. In a laboratory experiment, 42 men spent 20 min playing either a high- or low-violence version of a “first-person shooter” game. Arousal (heart rate, respiration rate) was measured continuously. After playing the game, emotional responses to aversive and aggressive stimuli - pictures from Lang, Bradley, and Cuthbert’s (1999) International Affective Picture System - were assessed with self-ratings and physiological measurement (skin conductance). Results showed no differences in the judgments of emotional responses to the stimuli. However, different effects of game violence emerged in the physiological reactions to the different types of stimulus material. Participants in the high-violence condition showed significantly weaker reactions (desensitization) to aversive stimuli and reacted significantly more strongly (sensitization) to aggressive cues. No support was found for the arousal hypothesis. Post-hoc analyses are used to discuss possible moderating influences of gaming experience and player’s trait aggressiveness in terms of the General Aggression Model ( Anderson & Bushman, 2001 ) and the Downward Spiral Model ( Slater, Henry, Swaim, & Anderson, 2003 ).


2003 ◽  
Vol 15 (2) ◽  
pp. 69-71 ◽  
Author(s):  
Thomas W. Schubert

Abstract. The sense of presence is the feeling of being there in a virtual environment. A three-component self report scale to measure sense of presence is described, the components being sense of spatial presence, involvement, and realness. This three-component structure was developed in a survey study with players of 3D games (N = 246) and replicated in a second survey study (N = 296); studies using the scale for measuring the effects of interaction on presence provide evidence for validity. The findings are explained by the Potential Action Coding Theory of presence, which assumes that presence develops from mental model building and suppression of the real environment.


Crisis ◽  
2011 ◽  
Vol 32 (2) ◽  
pp. 99-105 ◽  
Author(s):  
Friedrich Martin Wurst ◽  
Isabella Kunz ◽  
Gregory Skipper ◽  
Manfred Wolfersdorf ◽  
Karl H. Beine ◽  
...  

Background: A substantial proportion of therapists experience the loss of a patient to suicide at some point during their professional life. Aims: To assess (1) the impact of a patient’s suicide on therapists distress and well-being over time, (2) which factors contribute to the reaction, and (3) which subgroup might need special interventions in the aftermath of suicide. Methods: A 63-item questionnaire was sent to all 185 Psychiatric Clinics at General Hospitals in Germany. The emotional reaction of therapists to patient’s suicide was measured immediately, after 2 weeks, and after 6 months. Results: Three out of ten therapists suffer from severe distress after a patients’ suicide. The item “overall distress” immediately after the suicide predicts emotional reactions and changes in behavior. The emotional responses immediately after the suicide explained 43.5% of the variance of total distress in a regression analysis. Limitations: The retrospective nature of the study is its primary limitation. Conclusions: Our data suggest that identifying the severely distressed subgroup could be done using a visual analog scale for overall distress. As a consequence, more specific and intensified help could be provided to these professionals.


2013 ◽  
Vol 27 (3) ◽  
pp. 142-148 ◽  
Author(s):  
Konstantinos Trochidis ◽  
Emmanuel Bigand

The combined interactions of mode and tempo on emotional responses to music were investigated using both self-reports and electroencephalogram (EEG) activity. A musical excerpt was performed in three different modes and tempi. Participants rated the emotional content of the resulting nine stimuli and their EEG activity was recorded. Musical modes influence the valence of emotion with major mode being evaluated happier and more serene, than minor and locrian modes. In EEG frontal activity, major mode was associated with an increased alpha activation in the left hemisphere compared to minor and locrian modes, which, in turn, induced increased activation in the right hemisphere. The tempo modulates the arousal value of emotion with faster tempi associated with stronger feeling of happiness and anger and this effect is associated in EEG with an increase of frontal activation in the left hemisphere. By contrast, slow tempo induced decreased frontal activation in the left hemisphere. Some interactive effects were found between mode and tempo: An increase of tempo modulated the emotion differently depending on the mode of the piece.


Author(s):  
Jérôme Guegan ◽  
Claire Brechet ◽  
Julien Nelson

Abstract. Computers have long been seen as possible tools to foster creativity in children. In this respect, virtual environments present an interesting potential to support idea generation but also to steer it in relevant directions. A total of 96 school-aged children completed a standard divergent thinking task while being exposed to one of three virtual environments: a replica of the headmistress’s office, a replica of their schoolyard, and a dreamlike environment. Results showed that participants produced more original ideas in the dreamlike and playful environments than in the headmistress’s office environment. Additionally, the contents of the environment influenced the selective exploration of idea categories. We discuss these results in terms of two combined processes: explicit references to sources of inspiration in the environment, and the implicit priming of specific idea categories.


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