MEASURING EMOTIONAL RESPONSES TOWARD VIRTUAL REALITY GAMES: A PSYCHOPHYSIOLOGICAL STUDY

2020 ◽  
Vol 2020 ◽  
pp. 843-843
2019 ◽  
Vol 36 (5) ◽  
pp. 464-476 ◽  
Author(s):  
Gabriela Czarnek ◽  
Paweł Strojny ◽  
Agnieszka Strojny ◽  
Michael Richter

Foods ◽  
2020 ◽  
Vol 9 (2) ◽  
pp. 191 ◽  
Author(s):  
Damir D. Torrico ◽  
Yitao Han ◽  
Chetan Sharma ◽  
Sigfredo Fuentes ◽  
Claudia Gonzalez Viejo ◽  
...  

Wine tasting is a multidimensional experience that includes contextual information from tasting environments. Formal sensory tastings are limited by the use of booths that lack ecological validity and engagement. Virtual reality (VR) can overcome this limitation by simulating different environmental contexts. Perception, sensory acceptability, and emotional responses of a Cabernet Sauvignon wine under traditional sensory booths, contextual environments, and VR simulations were evaluated and compared. Participants (N = 53) performed evaluations under five conditions: (1) traditional booths, (2) bright-restaurant (real environment with bright lights), (3) dark-restaurant (real environment with dimly lit candles), (4) bright-VR (VR restaurant with bright lights), and (5) dark-VR (VR restaurant with dimly lit candles). Participants rated the acceptability of aroma, sweetness, acidity, astringency, mouthfeel, aftertaste, and overall liking (9-point hedonic scale), and intensities of sweetness, acidity, and astringency (15-point unstructured line-scale). Results showed that context (booths, real, or VR) affected the perception of the wine’s floral aroma (dark-VR = 8.6 vs. booths = 7.5). Liking of the sensory attributes did not change under different environmental conditions. Emotional responses under bright-VR were associated with “free”, “glad”, and “enthusiastic”; however, under traditional booths, they were related to “polite” and “secure”. “Nostalgic” and “daring” were associated with dark-VR. VR can be used to understand contextual effects on consumer perceptions.


Author(s):  
Sahinya Susindar ◽  
Mahnoosh Sadeghi ◽  
Lea Huntington ◽  
Andrew Singer ◽  
Thomas K. Ferris

Classical methods for eliciting emotional responses, including the use of emotionally-charged pictures and films, have been used to study the influence of affective states on human decision-making and other cognitive processes. Advanced multisensory display systems, such as Virtual Reality (VR) headsets, offer a degree of immersion that may support more reliable elicitation of emotional experiences than less-immersive displays, and can provide a powerful yet relatively safe platform for inducing negative emotions such as fear and anger. However, it is not well understood how the presentation medium influences the degree to which emotions are elicited. In this study, emotionally-charged stimuli were introduced via two display configurations – on a desktop computer and on a VR system –and were evaluated based on performance in a decision task. Results show that the use of VR can be a more effective method for emotion elicitation when study decision-making under the influence of emotions.


Urban Science ◽  
2020 ◽  
Vol 4 (3) ◽  
pp. 34
Author(s):  
Mahbubur Meenar ◽  
Jennifer Kitson

In the last two decades, urban planners have embraced digital technologies to complement traditional public participation processes; research on the impact of smarter digital instruments, such as immersive virtual reality (IVR), however, is scant. We recruited 40 focus group participants to explore various formats of spatial planning scenario simulations in Glassboro, NJ, USA. Our study finds that the level of participation, memory recalls of scenarios, and emotional responses to design proposals are higher with multi-sensory and multi-dimensional IVR simulations than with standard presentations such as 2D videos of 3D model simulations, coupled with verbal presentations. We also discuss the limitations of IVR technology to assist urban planning practitioners in evaluating its potential in their own participatory planning efforts.


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.


2021 ◽  
Author(s):  
Jacqueline McIntosh ◽  
Bruno Marques ◽  
Robyn Harkness

Research on architectural technology for health care has rapidly increased in recent years; however, little research has been conducted on the use of virtual reality for simulating impairment. This exploratory research maps the experiences of people with impairments in the often-overlooked corridors and waiting rooms of an emergency department. It questions whether the experience of an impairment can be usefully simulated for empathetic design. While using participatory processes to develop a virtual reality simulation of waiting areas, this research applies three representative impairments and then surveys 30 architectural designers to find the emotional responses of the unimpaired to the design intervention. While this research is preliminary, it is particularly valuable for the comprehension of proposed designs during the early planning and design phases, without costly and time-consuming use of full participatory processes. It finds there is significant potential for the use of virtual reality as a technology to simulate the experiences of these spaces by individuals with impairment, enabling empathetic design, and offers direction for future research.


Author(s):  
Mujgan Inozu ◽  
Ufuk Çelikcan ◽  
Ezgi Trak ◽  
Elif Üzümcü ◽  
Hüseyin Nergiz

Preliminary studies have provided promising results on the feasibility of virtual reality (VR) interventions for Obsessive-Compulsive Disorder. The present study investigated whether VR scenarios that were developed for contamination concerns evoke anxiety, disgust, and the urge to wash in individuals with high (n = 33) and low (n = 33) contamination fear. In addition, the feasibility of VR exposure in inducing disgust was examined through testing the mediator role of disgust in the relationship between contamination anxiety and the urge to wash. Participants were immersed in virtual scenarios with varying degrees of dirtiness and rated their level of anxiety, disgust, and the urge to wash after performing the virtual tasks. Data were collected between September and December 2019. The participants with high contamination fear reported higher contamination-related ratings than those with low contamination fear. The significant main effect of dirtiness indicated that anxiety and disgust levels increased with increasing overall dirtiness of the virtual scenarios in both high and low contamination fear groups. Moreover, disgust elicited by VR mediated the relationship between contamination fear and the urge to wash. The findings demonstrated the feasibility of VR in eliciting emotional responses that are necessary for conducting exposure in individuals with high contamination fear. In conclusion, VR can be used as an alternative exposure tool in the treatment of contamination-based OCD.


2020 ◽  
Vol 9 (10) ◽  
pp. 3210 ◽  
Author(s):  
Bruno Porras-Garcia ◽  
Marta Ferrer-Garcia ◽  
Eduardo Serrano-Troncoso ◽  
Marta Carulla-Roig ◽  
Pau Soto-Usera ◽  
...  

Fear of gaining weight (FGW), body image disturbances, associated anxiety and body-related attentional bias are the core symptoms of anorexia nervosa (AN) and play critical roles in its development and maintenance. The aim of the current study is to evaluate the usefulness of virtual reality-based body exposure software for the assessment of important body-related cognitive and emotional responses in AN. Thirty female patients with AN, one of them subclinical, and 43 healthy college women, 25 with low body dissatisfaction (BD) and 18 with high BD, owned a virtual body that had their silhouette and body mass index. Full-body illusion (FBI) over the virtual body was induced using both visuo-motor and visuo-tactile stimulation. Once the FBI was induced, the FBI itself, FGW, body anxiety and body-related attentional bias toward weight-related and non-weight-related body areas were assessed. One-way analyses of covariance (ANCOVA), controlling for age, showed that AN patients reported higher FGW, body anxiety and body-related attentional bias than healthy controls. Unexpectedly, patients with AN reported significantly lower FBI levels than healthy participants. Finally, Pearson correlations showed significant relationships between visual analog scales and body-related attentional bias measures, compared to other eating disorder measures. These results provide evidence about the usefulness of virtual reality-based body exposure to elicit FGW and other body-related disturbances in AN patients. Thus, it may be a suitable intervention for reducing these emotional responses and for easing weight recovery.


Urban Science ◽  
2020 ◽  
Vol 4 (4) ◽  
pp. 48
Author(s):  
Ming Hu ◽  
Jennifer Roberts

To date, the predominant tools for the evaluation of built environment quality and impact have been surveys, scorecards, or verbal comments—approaches that rely upon user-reported responses. The goal of this research project is to develop, test, and validate a data-driven approach for built environment quality evaluation/validation based upon measurement of real-time emotional responses to simulated environments. This paper presents an experiment that was conducted by combining an immersive virtual environment (virtual reality) and electroencephalogram (EEG) as a tool to evaluate Pre and Post Purple Line development. More precisely, the objective was to (a) develop a data-driven approach for built environment quality evaluation and (b) understand the correlation between the built environment characters and emotional state. The preliminary validation of the proposed evaluation method identified discrepancies between traditional evaluation results and emotion response indications through EEG signals. The validation and findings have laid a foundation for further investigation of relations between people’s general cognitive and emotional responses in evaluating built environment quality and characters.


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