scholarly journals How do You Feel in Virtual Environments? The Role of Emotions and Openness Trait Over Creative Performance

2021 ◽  
Vol 8 (1) ◽  
pp. 148-164
Author(s):  
Sergio Agnoli ◽  
Sofia Zenari ◽  
Serena Mastria ◽  
Giovanni Emanuele Corazza

Abstract In the Dynamic Creativity Framework creativity is defined as a context-embedded phenomenon requiring potential originality and effectiveness. This definition indicates that the environmental conditions embedding the creative process have fundamental impact on the process itself and its outcomes. In particular, Virtual environments (VEs) are emerging as everyday contexts for a large part of the world population, affecting behaviors and feelings. VEs have been demonstrated to affect creative performance in several ways, even if the psychological mechanisms at the basis of the different modifications in the creative behavior are far from being completely explained. The aim of this study was to explore the influence of different types of VEs on creative performance, with a specific focus on participants’ emotional reactions and on their individual differences in the Openness personality trait. A total of 22 participants were exposed to four different types of environments: a real room environment (RE), a control virtual environment (CVE) resembling the physical characteristics of the RE, a positive virtual environment (PVE) and a negative virtual environment (NVE). Participants were free to explore each environment for two minutes, then they were asked to perform an Alternative Uses Task for five minutes, to measure divergent thinking performance. Openness and affective reactions in each environment were measured in all participants. Results showed that Openness was associated with higher originality of responses and that this effect was particularly significant in PVE. Importantly, the type of environment interacted significantly with participants’ affective reactions in explaining their creative performance, revealing that an increase of ideas originality was associated with an increase of positive affect, emerging as a consequence of experiencing a PVE. Affective reactions to VEs, in combination with individual differences in term of Openness, thus emerge as one of the possible explicatory mechanisms of the impact of virtual reality on creative performance.

2018 ◽  
Vol 18 (2) ◽  
pp. 30-57
Author(s):  
Shamima Yasmin

This paper conducts an extensive survey on existing Virtual Reality (VR)-based rehabilitation approaches in the context of different types of impairments: mobility, cognitive, and visual. Some VR-based assistive technologies involve repetitions of body movements, some require persistent mental exercise, while some work as sensory substitution systems. A multi-modal VR-based environment can incorporate a number of senses, (i.e., visual, auditory, or haptic) into the system and can be an immense source of motivation and engagement in comparison with traditional rehabilitation therapy. This survey categorizes virtual environments on the basis of different available modalities. Each category is again subcategorized by the types of impairments while introducing available devices and interfaces. Before concluding the survey, the paper also briefly focuses on some issues with existing VR-based approaches that need to be optimized to exploit the utmost benefit of virtual environment-based rehabilitation systems .


2014 ◽  
Vol 23 (1) ◽  
pp. 33-50 ◽  
Author(s):  
Gabor Aranyi ◽  
Sid Kouider ◽  
Alan Lindsay ◽  
Hielke Prins ◽  
Imtiaj Ahmed ◽  
...  

The performance of current graphics engines makes it possible to incorporate subliminal cues within virtual environments (VEs), providing an additional way of communication, fully integrated with the exploration of a virtual scene. In order to advance the application of subliminal information in this area, it is necessary to explore in the psychological literature how techniques previously reported as rendering information subliminal can be successfully implemented in VEs. Previous literature has also described the effects of subliminal cues as quantitatively modest, which raises the issue of their inclusion in practical tasks. We used a 3D rendering engine (Unity3D) to implement a masking paradigm within the context of a realistic scene and a familiar (kitchen) environment. We report significant effects of subliminal cueing on the selection of objects in a virtual scene, demonstrating the feasibility of subliminal cueing in VEs. Furthermore, we show that multiple iterations of masked objects within a trial, as well as the speeding of selection choices, can substantially reinforce the impact of subliminal cues. This is consistent with previous findings suggesting that the effect of subliminal stimuli fades rapidly. We conclude by proposing, as part of further work, possible mechanisms for the inclusion of subliminal cueing in intelligent interfaces to maximize their effects.


Author(s):  
Michael Bruter ◽  
Sarah Harrison

This chapter focuses on electoral ergonomics, defined as the interface between every aspect of electoral organization and the psychology of the voters. It argues that every small detail in the organization of the vote (electoral ergonomics) matters not only mechanically, but also because of the way it may trigger different psychological mechanisms and emotional reactions, and that as a result, the ergonomic interface will have different effects on different types of voter, such as ‘referees’ or ‘supporters’. Indeed, electoral ergonomics affects the way citizens experience the vote, their attitudes, their likeliness to vote in elections, and their actual electoral choice. The chapter then unpacks the theoretical and empirical logic behind the influence of electoral ergonomics, both in general and through specific case studies. These case studies include the impact of the use of remote voting on electoral experience in the general population, its influence on the electoral choice of young voters, and the effect of ballot-paper design (including paper vs electronic ballots) on the electoral experience.


1996 ◽  
Vol 5 (1) ◽  
pp. 136-145 ◽  
Author(s):  
Mark R. Mine ◽  
Hans Weber

Oth law of model dynamics: In a finite (and usually very short) amount of time, users of a graphics system will generate a model that shall bring said system to its knees. The purpose of this paper is to discuss our experiences with the impact of megamodels on interactive virtual environments. We consider a megamodel to be any model that causes the Oth law of model dynamics to come into effect. We will demonstrate how working with megamodels quickly reveals the limitations of the graphics hardware and software being used to support the virtual environment. We will give examples, based upon our experiences on the Architectural Walkthrough Project here at the University of North Carolina at Chapel Hill (UNC), of the kinds of extra effort required to overcome these limitations.


2009 ◽  
pp. 1147-1156
Author(s):  
Lynne D. Roberts ◽  
Leigh M. Smith ◽  
Clare M. Pollock

Once connected to the Internet, there is a myriad of virtual communities that an individual can connect to, interact within and become a member of. However, little is known about the processes individuals employ in identifying, selecting, and interacting within these virtual communities. How does an individual decide which type of virtual environment they will use? What are the stages that individuals go through in their use of virtual communities? Do the stages of use vary across types of virtual communities? In this article, we examine these questions, focusing on stages of use of individual virtual communities within the larger context of patterns of Internet use over time. First, we examine predictors of the type of virtual environments that an individual might use, highlighting the impact of demographic factors, personality, history, and location of Internet use. Then we draw on our own research to examine stages of use of two types of synchronous text-based virtual environments. Finally, we develop a generic model of stages of use of virtual environments.


2019 ◽  
Vol 11 (8) ◽  
pp. 179 ◽  
Author(s):  
Veronika Kirova ◽  
Kirill Karpov ◽  
Eduard Siemens ◽  
Irina Zander ◽  
Oksana Vasylenko ◽  
...  

The presented work is a result of extended research and analysis on timing methods precision, their efficiency in different virtual environments and the impact of timing precision on the performance of high-speed networks applications. We investigated how timer hardware is shared among heavily CPU- and I/O-bound tasks on a virtualized OS as well as on bare OS. By replacing the invoked timing methods within a well-known application for estimation of available path bandwidth, we provide the analysis of their impact on estimation accuracy. We show that timer overhead and precision are crucial for high-performance network applications, and low-precision timing methods usage, e.g., the delays and overheads issued by virtualization result in the degradation of the virtual environment. Furthermore, in this paper, we provide confirmation that, by using the methods we intentionally developed for both precise timing operations and AvB estimation, it is possible to overcome the inefficiency of standard time-related operations and overhead that comes with the virtualization. The impacts of negative virtualization factors were investigated in five different environments to define the most optimal virtual environment for high-speed network applications.


Author(s):  
Christopher J. Rich ◽  
Curt C. Braun

Virtual reality (VR) users are frequently limited by motion sickness-like symptoms. One factor that might influence sickness in VR is the level of control one has in a virtual environment. Reason's Sensory Conflict Theory suggested that motion sickness occurs when incompatibilities exist between four sensory inputs. It is possible that control and sensory compatibility are positively related. If this is the case, increasing control in a virtual environment should result in decreasing symptomology. To test this, the present study used the Simulator Sickness Questionnaire to measure symptomology of 163 participants after exposure to a virtual environment. Three levels of control and compatibility were assessed. It was hypothesized that the participants with control and compatible sensory information would experience fewer symptoms than participants in either the control/incompatible or no control/incompatible conditions. Although significant main effects were found for both gender and condition, the findings were opposite of those hypothesized. Possible explanations for this finding are discussed.


Author(s):  
Dennis C. Neale

This study investigated influences on human spatial orientation and representation resulting from manipulations in the geometric field of view (GFOV) of a perspective display. Also examined was the impact of incorporating symbolic virtual environment enhancements in the interface based on visual momentum (VM) techniques. Sixty participants, pretested for spatial ability, were required to navigate through a virtual office building while performing a variety of spatial orientation tasks. A 3 × 2 × 2 mixed-subjects design compared three levels of GFOV, two levels of VM, and two levels of Difficulty. The findings indicate that decreases in GFOV produce spatial orientation and representation errors, and as task difficulty increases, errors are more pronounced. Furthermore, VM was shown to alleviate errors in spatial orientation and representation, especially when task difficulty was increased. Design recommendations are discussed based on the implications of the results.


2005 ◽  
Vol 14 (4) ◽  
pp. 379-393 ◽  
Author(s):  
Jeremy N. Bailenson ◽  
Kim Swinth ◽  
Crystal Hoyt ◽  
Susan Persky ◽  
Alex Dimov ◽  
...  

The current study examined how assessments of copresence in an immersive virtual environment are influenced by variations in how much an embodied agent resembles a human being in appearance and behavior. We measured the extent to which virtual representations were both perceived and treated as if they were human via self-report, behavioral, and cognitive dependent measures. Distinctive patterns of findings emerged with respect to the behavior and appearance of embodied agents depending on the definition and operationalization of copresence. Independent and interactive effects for appearance and behavior were found suggesting that assessing the impact of behavioral realism on copresence without taking into account the appearance of the embodied agent (and vice versa) can lead to misleading conclusions. Consistent with the results of previous research, copresence was lowest when there was a large mismatch between the appearance and behavioral realism of an embodied agent.


2021 ◽  
Author(s):  
Stephen Robert Hill ◽  
Ronald Fischer ◽  
Lai Yin Carmen Leong

Previous research has established a positive association between experience of the natural physical environment and creativity. This paper presents two empirical studies that explore the relationships between experiences in nature, the trait of connectedness with nature and divergent-thinking creative performance. Study 1 used a new creativity test to examine divergent-thinking creative performance (N = 141). We found significant positive relationships between the Connectedness to Nature Scale and: (a) divergent-thinking creative performance (originality scores), and (b) creativity correlates (innovative thinking and creative self-efficacy). As expected, connectedness with nature predicted originality scores, even after controlling for other creativity-related variables. Students who were more connected with nature generated a greater number of creative ideas, suggesting that connectedness with nature is an important correlate of creativity not accounted for by demographics, physical self-efficacy, and other well-established factors. Building on Study 1, Study 2 is a field experiment (N = 93) explored the impact of different types of nature engagements on creativity and established a mediating effect of connectedness with nature. This suggests that focussed nature engagement may facilitate a stronger sense of connectedness with nature, which will, in turn, enhances creativity. It is hoped that our findings will not only influence the way people engage with nature but will also provide an impetus for educational efforts to promote nature connections in outdoor education pedagogy.


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