scholarly journals Assessing Automatic Approach-Avoidance Behavior in an Immersive Virtual Environment

2021 ◽  
Vol 2 ◽  
Author(s):  
Juliane Degner ◽  
Lea Steep ◽  
Susanne Schmidt ◽  
Frank Steinicke

The use of virtual reality (VR) promises enormous potential for studying human behavior. While approach and avoidance tendencies have been explored in various areas of basic and applied psychology, such as attitude and emotion research, basic learning psychology, and behavior therapy, they have rarely been studied in VR. One major focus of this research is to understand the psychological mechanisms underlying automatic behavioral tendencies towards and away from positively or negatively evaluated stimuli. We implemented a whole-body movement stimulus-response compatibility task to explore approach-avoidance behavior in an immersive virtual environment. We chose attitudinal stimuli—spiders and butterflies—on which people widely agree in their general evaluations (in that people evaluate spiders negatively and butterflies positively), while there is still substantial inter-individual variance (i. e., the intensity in which people dislike spiders or like butterflies). We implemented two parallel approach-avoidance tasks, one in VR, one desktop-based. Both tasks revealed the expected compatibility effects that were positively intercorrelated. Interestingly, however, the compatibility effect in the VR measure was unrelated to participants’ self-reported fear of spiders and stimulus evaluations. These results raise important implications about the usage of VR to study automatic behavioral tendencies.

2019 ◽  
Author(s):  
Andreas B Eder ◽  
Anand Krishna ◽  
Albrecht Sebald ◽  
Wilfried Kunde

Previous studies showed that humans can flexibly reconfigure manual reactions to motivational stimuli in order to produce compatible changes in visual environments (i.e., approach appetitive and avoid aversive stimuli). Using a virtual reality headset, we examined whether analogous flexibility is observed with whole-body movements in forward and backward directions that produced (non-)corresponding visual movements in a virtual environment. Two experiments showed that forward movements were initiated faster in response to a (pleasant) flower and backward movements in response to an (unpleasant) spider, even when the movements resulted in reverse visual motions towards the spider and away from the flower. In contrast, visual motions were more important when these motions were controlled manually and after strategic preparation of producing body steps. Overall, results suggest that there is a highly overlearned connection between locomotion and approach/avoidance that is difficult to override. Implications in regard to the embodiment of approach-avoidance motivation are discussed.


2017 ◽  
Vol 24 (10) ◽  
pp. 1425-1435 ◽  
Author(s):  
Tiffany L Berzins ◽  
Judith Gere ◽  
Scout M Kelly ◽  
John A Updegraff

This study investigated whether positive and negative romantic partner social control attempts (persuasion and pressure, respectively) were related to approach-avoidance motives and exercise among young adults ( N = 98), using daily reports. Daily persuasion was linked to higher daily approach motives. At the person level, persuasion was associated with higher approach and avoidance motives in addition to more frequent, longer exercise. Pressure was associated with higher daily relationship stress, which was associated with higher daily avoidance motives. At the person level, pressure was related to less frequent, shorter exercise. Thus, romantic partners’ social control use correlates with exercise motives and behavior.


2017 ◽  
Author(s):  
Anita Eerland ◽  
Tulio M. Guadalupe ◽  
Ingmar H.A. Franken ◽  
Rolf Antonius Zwaan

Approach and avoidance are two behavioral responses that make people tend to approach positive and avoid negative situations. This study examines whether postural behavior is influenced by the affective state of pictures. While standing on the Wii™ Balance Board, participants viewed pleasant, neutral, and unpleasant pictures (passively viewing phase). Then they had to move their body to the left or the right (lateral movement phase) to make the next picture appear. We recorded movements in the anterior-posterior direction to examine approach and avoidant behavior. During passively viewing, people approached pleasant pictures. They avoided unpleasant ones while they made a lateral movement. These findings provide support for the idea that we tend to approach positive and avoid negative situations.


2021 ◽  
Vol 14 (2) ◽  
pp. 156-172
Author(s):  
Daniëlle Bouman ◽  
John F. Stins ◽  
Peter J. Beek

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.


2003 ◽  
Vol 27 (2) ◽  
pp. 158-162 ◽  
Author(s):  
I.J.M. De Groot ◽  
O. Even Zohar ◽  
R. Haspels ◽  
H. Van Keeken ◽  
E. Otten

A new technical system, CAREN (computer assisted rehabilitation environment), is described, which makes it possible to do a total body movement analysis in a virtual environment. The virtual environment is reproducible and as close to natural environment as possible. In a case study it proved possible with this system to test different shoes and get insight in the movement problems. The importance of whole body analysis is demonstrated in this case study. The adjustments made in the shoes could be tested for their efficacy.


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