scholarly journals Human freezing responses to virtual characters in immersive virtual reality are impacted by body expression, group affiliation and threat proximity

2021 ◽  
Author(s):  
Manuel Mello ◽  
Lennie Dupont ◽  
Tahnée Engelen ◽  
Adriano Acciarino ◽  
Aline de Borst ◽  
...  

Social threat requires fast adaptive reactions. One prominent threat-coping behavior present in humans is freezing, of which heart rate deceleration and reduced postural mobility are two key components. Previous studies focused mainly on freezing reactions in rodents, but now virtual reality offers unique possibilities for controlled and ecologically valid lab-based experiments. Using immersive virtual reality, this study examined how several understudied aspects of social threat, i.e., emotional body expressions, group affiliation, and distance from the potential threat, affect freezing behavior in humans. Reduced heart rate and postural mobility were observed in participants when they faced aggressive-looking and proximal avatars. Freezing was also observed for ingroup aggression when participants were embodied in a black-skinned virtual body and faced black-skinned aggressive and proximal avatars. Our results, based on a highly ecological virtual reality paradigm, provide novel evidence on the social factors that elicit freezing behavior in humans.

Author(s):  
José Varela-Aldás ◽  
Guillermo Palacios-Navarro ◽  
Iván García-Magariño ◽  
Esteban M. Fuentes

2021 ◽  
Author(s):  
Jonathan Hu ◽  
Jonathan D Browne ◽  
Michael T Arnold ◽  
Anthony Robinson ◽  
Marin F Heacock ◽  
...  

BACKGROUND The intersection of games and exercise has sparked the growth of novel training systems with the potential to promote quality physical activity. Innovations in Immersive Virtual Reality (IVR) have propelled “exergaming” to the forefront of the fitness landscape. Researchers have yet to fully explore the physiological and metabolic efficacy and applications of the immersive environment and interactive programming. OBJECTIVE This study aimed to measure metabolic (i.e., energy expenditure (EE)) and physiological (i.e., heart rate (HR)) demands and subjective fatigue and enjoyment scores during a signature 30-minute IVR adaptive cable resistance exergaming session. METHODS Fourteen healthy, college-aged individuals (7 females) were initially acquainted with the equipment and acclimated to the virtual reality and gameplay dynamics. Participants then completed a signature 30-minute exergaming session using an IVR adaptive cable resistance system (Black Box VR ®) that incorporated chest press, squat, row, lat pulldown, overhead press, and stiff leg deadlift. During the session, a portable metabolic gas exchange analysis system assessed energy expenditure by indirect calorimetry and a chest-worn monitor captured heart rate. Immediately following the session, participants completed questionnaires including the Borg scale for Rating of Perceived Exertion (RPE), the Physical Activity Enjoyment Scale (PACES), and the Simulator Sickness Questionnaire (SSQ). RESULTS EE was greater in males compared to females in terms of kcal/min (P = 0.001), total kcal (P = 0.001), and metabolic equivalents (P = 0.029). Females demonstrated a higher average HR (P = 0.020) and HR as a percentage of theoretical HRmax (P = 0.018). The overall mean metabolic equivalent (MET) during the session was 12.9 (0.5). Men achieved greater volume of total weight lifted during the session (P < 0.001) and with chest press (P = 0.005), overhead press (P = 0.001), stiff-leg deadlift (P = 0.002), and squat (P = 0.015). For the questionnaires, the mean (SD) of RPE, PACES and SSQ was 14 (1), 4.31 (0.36) and 24.04 (24.13), respectively. CONCLUSIONS IVR exergaming with resistance cable training elicits substantial EE and very high physiological demand while attenuating perceived psychological and physical fatigue. Further investigations of IVR utility should explore nuanced muscle recruitment patterns during training and long-term regimen adherence.


2019 ◽  
Author(s):  
Lara Rösler ◽  
Matthias Gamer

When confronted with threatening stimuli, animals typically respond with freezing behavior characterized by reduced movement and heart rate deceleration. Freezing-like responses during threat anticipation have also been observed in humans and are associated with anxiety. Recent evidence yet suggests that freezing does not necessarily reflect helpless immobility but can also aid the preparation of a threat escape. To investigate whether preparatory freezing can also be discerned in gaze behavior, we presented participants with aversive stimuli that sometimes could be avoided while measuring gaze, cardiovascular and electrodermal activity. In trials in which the threat could be escaped, participants displayed reduced heart rate, increased electrodermal activity and reduced visual exploration. Furthermore, heart rate deceleration and restricted visual exploration predicted the speed of flight responses. These results provide first evidence for freezing behavior in measures of visual exploration and suggest that such responding is adaptive in preparing the subsequent escape of approaching threats.


Author(s):  
Osama Halabi ◽  
Samir A. Elseoud ◽  
Jihad M. Alja'am ◽  
Hena Alpona ◽  
Moza Al-Hemadi ◽  
...  

Individuals in the Autism Spectrum often encounter situations where they have to respond to questions and situations that they do not know how to respond to, such as, questions asked by strangers including ones related to daily-life activities. A variety of research has been done to improve social and communication impairments in children with autism using technology. Immersive virtual reality is a relatively recent technology with a potential to bring an effective solution and used as a therapeutic tool to develop different skills. This paper presents a virtual reality solution to reduce the gap experienced by autistic children due to their inability to establish a communication. An interactive scenario-based system that uses role-play and turn-taking technique was implemented to evaluate and verify the effectiveness of immersive environment on the social performance of an autistic child. Preliminary testing of the system demonstrated the feasibility of VR-based system as a took for improving the communication skill in Autism Spectrum Disorder (ASD) children. The results of the comparative usability study show the effectiveness of immersive VR in motivating and satisfying the autistic.


Author(s):  
Małgorzata Dębska ◽  
Jacek Polechoński ◽  
Arkadiusz Mynarski ◽  
Piotr Polechoński

The aim of the study is to assess enjoyment and intensity of physical exercise while practicing physical activity (PA) in immersive virtual reality (IVR) using innovative training devices (omni-directional Omni treadmill and Icaros Pro flight simulator). The study also contains the results of subjective research on the usefulness of such a form of PA in the opinion of users. In total, 61 adults (10 women and 50 men) took part in the study. To assess the enjoyment level (EL) Interest/Enjoyment subscale of Intrinsic Motivation Inventory (IMI) was used. Exercise intensity was assessed during 10-minute sessions of active video games (AVGs) in IVR based on heart rate (HR). The average enjoyment level during physical exercise in IVR on the tested training devices was relatively high (Omni 5.74 points, Icaros 5.60 points). In the opinion of the majority of participants, AVGs on IVR training devices constitute a sufficiently useful form of movement to meet the needs of PA practiced in free time, and they can even replace some of the classic forms of movement. Intensity of PA during games on training devices was at the level recommended for health benefits for 92% (Omni) and 84% (Icaros Pro) of its duration. Based on the conducted research, it can be assumed that AVGs in IVR using a multi-directional treadmill and a flight simulator can be an effective tool for increasing participation in health-oriented PA.


2022 ◽  
Vol 2 ◽  
Author(s):  
Christos Kyrlitsias ◽  
Despina Michael-Grigoriou

Immersive virtual reality technologies are used in a wide range of fields such as training, education, health, and research. Many of these applications include virtual humans that are classified into avatars and agents. An overview of the applications and the advantages of immersive virtual reality and virtual humans is presented in this survey, as well as the basic concepts and terminology. To be effective, many virtual reality applications require that the users perceive and react socially to the virtual humans in a realistic manner. Numerous studies show that people can react socially to virtual humans; however, this is not always the case. This survey provides an overview of the main findings regarding the factors affecting the social interaction with virtual humans within immersive virtual environments. Finally, this survey highlights the need for further research that can lead to a better understanding of human–virtual human interaction.


2019 ◽  
Vol 9 (1) ◽  
Author(s):  
Lara Rösler ◽  
Matthias Gamer

AbstractWhen confronted with threatening stimuli, animals typically respond with freezing behavior characterized by reduced movement and heart rate deceleration. Freezing-like responses during threat anticipation have also been observed in humans and are associated with anxiety. Recent evidence yet suggests that freezing does not necessarily reflect helpless immobility but can also aid the preparation of a threat escape. To investigate which further behavioral responses human freezing encompasses, we presented 50 young adults (10 male) with aversive stimuli that could sometimes be avoided while measuring gaze, cardiovascular and electrodermal activity. In trials in which the threat could be escaped, participants displayed reduced heart rate, increased electrodermal activity and reduced visual exploration. Furthermore, heart rate deceleration and restricted visual exploration predicted the speed of flight responses. These results provide evidence for freezing behavior in measures of visual exploration and suggest that such responding is adaptive in preparing the subsequent escape of approaching threats.


2011 ◽  
Vol 20 (1) ◽  
pp. 78-92 ◽  
Author(s):  
Samantha Finkelstein ◽  
Evan A. Suma

We present the design and evaluation of Astrojumper, an immersive virtual reality exergame developed to motivate players to engage in rigorous, full-body exercise. We performed a user study with 30 people between the ages of 6 and 50 who played the game for 15 min. Regardless of differences in age, gender, activity level, and video game experience, participants rated Astrojumper extremely positively and experienced a significant increase in heart rate after gameplay. Additionally, we found that participants' ratings of perceived workout intensity positively correlated with their level of motivation. Overall, our results demonstrate that Astrojumper effectively motivates both children and adults to exercise through immersive virtual reality technology and a simple, yet engaging, game design.


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