What Is the Relationship Among Positive Emotions, Sense of Presence, and Ease of Interaction in Virtual Reality Systems? An On-Site Evaluation of a Commercial Virtual Experience

2020 ◽  
Vol 27 (2) ◽  
pp. 183-201 ◽  
Author(s):  
Federica Pallavicini ◽  
Alessandro Pepe ◽  
Ambra Ferrari ◽  
Giacomo Garcea ◽  
Andrea Zanacchi ◽  
...  

Scientific knowledge is still limited about the effect of commercial virtual reality content, such as experiences developed for advertising purposes, on individual emotional experience. In addition, even though correlations between emotional responses and perceived sense of presence in virtual reality have often been reported, the relationship remains unclear. Some studies have suggested an important effect of ease of interaction on both emotions and the sense of presence, but only a few studies have scientifically explored this topic. Within this context, this study aimed to: (a) test the effect of inducing positive emotions of a commercial virtual experience developed for the promotion of an urban renewal project, (b) investigate the relationship between positive emotions and the perceived sense of presence, and (c) explore the association between the ease of interaction of the virtual experience with positive emotions and the sense of presence reported by the users. Sixty-one participants were recruited from visitors to the 2017 Milan Design Week “Fuorisalone” event. A survey was administered before and after the experience to collect information about users' demographics, positive emotions, sense of presence, and the ease of interaction with the virtual content. Results give evidence that: (a) the commercial virtual reality experience was able to induce positive emotions; (b) the positive emotions reported by users were associated with the sense of presence experienced in the virtual environment, with a directional effect from emotion to sense of presence; and (c) the easier the interaction, the more the sense of presence and positive emotions were reported by users.

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

2019 ◽  
pp. 1-20 ◽  
Author(s):  
Ulrike Dinger ◽  
Magdalena Fuchs ◽  
Johanna Köhling ◽  
Henning Schauenburg ◽  
Johannes C. Ehrenthal

This study examines emotional experience in major depressive disorder (MDD) with and without comorbid borderline personality disorder (BPD). It investigates if depression severity or personality functioning mediates group differences and which aspects of emotional experience change during psychotherapy. The emotional experience of MDD-BPD patients (n = 44) was compared to MDD-only patients (n = 35) before and after multimodal short-term psychotherapy. Emotions were classified based on valence and an active/passive polarity. MDD-BPD patients exhibited more active-negative emotions. This group difference was mediated by the level of personality functioning, but not by depression severity. Although passive-negative emotions decreased and positive emotions increased during therapy, there was no significant change in active-negative emotions. The two patient groups did not significantly differ in the change of emotional experience. Lower levels of personality functioning in depressed patients with BPD are associated with a broader spectrum of negative emotions, specifically more active-negative emotions.


PLoS ONE ◽  
2021 ◽  
Vol 16 (3) ◽  
pp. e0233628
Author(s):  
Alice Chirico ◽  
Robert R. Clewis ◽  
David B. Yaden ◽  
Andrea Gaggioli

The sublime–the mixed aesthetic experience of uplift and elevation in response to a powerful or vast object that otherwise is experienced as menacing–has nurtured philosophical discourse for centuries. One of the major philosophical issues concerns whether the sublime is best thought of as a subjective response or as a stimulus. Recently, psychology has conceived of the sublime as an emotion, often referred to as awe, arising from natural or artistic stimuli that are great, rare, and/or vast. However, it has not yet been empirically demonstrated whether two major elicitors of the sublime–nature and art–differ in inducing this state. In order to experimentally compare nature and art, we exposed 50 participants to sublimity-inducing content in two different formats (nature-based and art-based) using 360° videos. We compared Vincent Van Gogh’s The Starry Night with a photorealistic version of the actual place depicted in the painting, Saint-Rémy-de-Provence. We measured participants’ emotional responses before and after each exposure, as well as the sense of presence. The nature-based format induced higher intensity emotional responses than the art-based format. This study compares different sublime stimuli (nature vs. art) for eliciting the sublime.


2020 ◽  
pp. 027623662093831
Author(s):  
Leah E. LeFebvre ◽  
Luke LeFebvre ◽  
Mike Allen

This study explores the relationship between public speaking anxiety (PSA) and Imaginary Interactions (IIs). Participants ( N = 17) were recruited from the multi-section departmental introductory public speaking course. Virtual reality (VR) as a potential form of II treatment for PSA blurs the reality between imagined and actual interactions. This study utilized a sequential explanatory approach to examine inferential and descriptive findings. The inferential investigation employed a four-stage design requiring participants to complete pre-test PSA and post-test assessments before and after VR simulations, exploring II functions and attributions. The follow-up descriptive analysis expanded and generated new understanding for the complexities of II through participants’ experiences using directed content analysis. Utilizing VR as an extension of IIs highlighted the rehearsal function, and variations in attributions for discrepancy and specificity between VR realism and artificial simulated perceptions. The implications suggest that VR provides students in public speaking environments a treatment mechanism that minimizes the cognitive strain to imagine the scene and setting of the situation, while simultaneously providing assistance in PSA reduction.


2019 ◽  
Vol 27 (1) ◽  
pp. 68-79 ◽  
Author(s):  
Veronica Weser ◽  
Dennis R. Proffitt

We developed a novel interaction technique that allows virtual reality (VR) users to experience “weight” when hefting virtual, weightless objects. With this technique the perception of weight is evoked via constraints on the speed with which objects can be lifted. When hefted, heavier virtual objects move slower than lighter virtual objects. If lifters move faster than the lifted object, the object will fall. This constraint causes lifters to move slowly when lifting heavy objects. In two studies we showed that the size-weight illusion (SWI) is evoked when this technique is employed. The SWI occurs when two items of identical weight and different size are lifted and the smaller item is perceived as heavier than the larger item. The persistence of this illusion in VR indicates that participants bring their real-world knowledge of the relationship between size and weight to their virtual experience, and suggests that our interaction technique succeeds in making the visible tangible.


2021 ◽  
Author(s):  
Sergo Martirosov ◽  
Marek Bureš ◽  
Tomáš Zítka

AbstractIt is known that virtual reality (VR) experience may cause cyber sickness. One aspect of VR is an immersion or otherwise sense of presence, the sense of feeling oneself in a virtual world. In this paper an experiment which was conducted in order to find the link between level of immersion and cyber sickness felt by participants is presented. Eighty-nine participants aged between 19 and 36 years have been equally divided into four groups with different level of VR immersion. The low-immersive group was represented by PC with monoscopic screen, the semi-immersive group was represented by CAVE with stereoscopic projector, the fully immersive group was represented by VR head-mounted display, and the last group was the control group without any kind of immersion. The task for the participants was to navigate through the maze for a specified amount of time (10 min). The Simulator Sickness Questionnaire was used as a subjective measure tool for cyber sickness level and Grooved Pegboard Test for assessing the fine dexterity, both before and after the experiment. Regarding the time spend in VR the fully immersive environment had the biggest problems as more than half of the participants had to stop before 10 min (p < 0.001). Concerning the cyber sickness, the significant increase in nausea score between pre-test and post-test scores has been observed in semi-immersive group (p = 0.0018) and fully immersive group (p < 0.0001). The increase in oculomotor score was smaller. The significant difference was noted only in fully immersive group (p = 0.0449). In spite of great nausea factor after the VR immersion the participants did not show a decrease of fine dexterity in any group (p < 0.001).


2022 ◽  
Vol 30 (9) ◽  
pp. 0-0

With advances in communication technologies, virtual reality (VR) has become increasing popular. This study investigated the influence of virtual experiences on advertising effects. A 2 (virtual experience immersion: high vs. low) × 2 (virtual experience product control: high vs. low) × 2 (virtual experience product stimulation: high vs. low) between-subjects design was conducted. The results revealed that compared with the low-immersion virtual experience, the high-immersion virtual experience produced better advertisement attitudes. Furthermore, virtual experiences with high product control generated better advertisement attitudes when compared with virtual experiences with low product control. The two-way interactions between virtual experience product stimulation and immersion and between virtual experience product stimulation and virtual experience product control induced better brand attitude and purchase intention. In addition, telepresence and perceived enjoyment mediated the relationship between virtual experience and advertisement attitudes.


2021 ◽  
Vol 2 ◽  
Author(s):  
Kaylie Wilson ◽  
Grace Scorsone

The study explored the potential benefits of virtual reality as a psychological intervention to induce positive emotions and reduce pain levels in participants receiving IV chemotherapy treatment. Participants in the study had the opportunity to select a nature theme of their choosing during their treatment session. The study provided a noninvasive solution that promoted relaxation to reduce anxiety by shifting an individual’s mood positively during treatment. The objective was met by measuring participants' mood and pain levels before and after the virtual reality experience and participant satisfaction with the use of the technology. The study was conducted in the chemotherapy treatment area at the INTEGRIS Cancer Institute and consisted of a mixed demographic of cancer diagnosed patients. Results of this study showed that participants felt more calm, relaxed, and content, as well as less tense after the use of VR. Participants showed high ratings of feeling immersed and distracted by feeling like they were visiting the places displayed and paid more attention to the said environment than their own thoughts. There was no significant difference in blood pressure, pain levels, feeling upset, or worried. A majority of participants preferred to have VR as part of their future experiences during treatment time.


Author(s):  
Thananporn SETHJINDA ◽  
Supawat KITWIMONTRAKUL

This study aims to develop understanding of the relationship between the product attributes of smartwatches, emotional and functional customers’ experiences, and purchase intentions. The attributes examined in this study include Connectivity (CN), Interactivity (IA), Sense of Presence (SP), Intelligence (IT), Convenience (CV), and Security (S) among users of smartwatches in the Bangkok Metropolitan area. An on-line survey questionnaire was conducted among 400 respondents during July - October 2018. Multiple Regression was used to test the hypothesized relationship. Results showed that Sense of Presence (SP), Intelligence (IT), Convenience (CN), and Connectivity (CN) positively influenced emotional experience, whereas Intelligence (IT), Security (S), Sense of Presence (SP), Interactivity (IA), and Convenience (CV) positively influenced functional experience. Both emotional experience and functional experience positively influenced users’ purchase intentions (R2 32.8 %). The results of this study support the importance of customers’ experiences in smartwatch purchase decision making and so the key elements of product attributes that smartwatch developers should pay attention to are proposed.


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