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1.
Cyberpsychol Behav Soc Netw ; 25(10): 666-671, 2022 Oct.
Artículo en Inglés | MEDLINE | ID: mdl-36179069

RESUMEN

Research shows that reduced exposure to natural contexts is associated with an increase in psychophysical disorders. Recent evidence suggests that even a brief experience in natural scenarios can positively affect people's health and well-being. However, natural contexts are not always easily accessible. This study investigates the effects of natural and indoor virtual environments (VREs) on psychophysiological and cognitive responses. Following a within-subject design, 34 healthy participants were exposed to two VREs (i.e., a forest and a living room) in a counterbalanced order through a head-mounted display (Oculus Rift). Participants were asked to explore the scenarios and execute a modified version of the Paced Auditory Serial Addition Test. Physiological parameters (heart rate, skin conductance level [SCL], and respiration rate) were recorded during the whole session. After the exposure to VREs, participants filled a set of visual analog scales to rate their subjective experience of presence, relaxation, and stress. Participants reported a higher perceived sense of relaxation in the virtual forest. Moreover, their SCLs were significantly higher in this environment, showing that the forest elicited higher physiological arousal than the living room. Furthermore, their SCLs were significantly higher during the attentional task in the virtual living room. The results suggest that a natural virtual environment can make people feel more relaxed and physiologically engaged than an indoor scenario. The latter instead can be linked to a performing venue, as reported for real contexts. However, these changes were not related to modulations of attentional performance.


Asunto(s)
Atención , Emociones , Humanos , Frecuencia Cardíaca , Ambiente , Cognición
2.
Sci Rep ; 11(1): 24108, 2021 12 16.
Artículo en Inglés | MEDLINE | ID: mdl-34916547

RESUMEN

Despite the great potential of Virtual Reality (VR) to arouse emotions, there are no VR affective databases available as it happens for pictures, videos, and sounds. In this paper, we describe the validation of ten affective interactive Virtual Environments (VEs) designed to be used in Virtual Reality. These environments are related to five emotions. The testing phase included using two different experimental setups to deliver the overall experience. The setup did not include any immersive VR technology, because of the ongoing COVID-19 pandemic, but the VEs were designed to run on stereoscopic visual displays. We collected measures related to the participants' emotional experience based on six discrete emotional categories plus neutrality and we included an assessment of the sense of presence related to the different experiences. The results showed how the scenarios can be differentiated according to the emotion aroused. Finally, the comparison between the two experimental setups demonstrated high reliability of the experience and strong adaptability of the scenarios to different contexts of use.


Asunto(s)
Nivel de Alerta/fisiología , COVID-19/psicología , Bases de Datos Factuales/estadística & datos numéricos , Emociones/fisiología , SARS-CoV-2/aislamiento & purificación , Realidad Virtual , Adulto , COVID-19/epidemiología , COVID-19/virología , Emociones/clasificación , Empatía , Femenino , Humanos , Masculino , Pandemias/prevención & control , Estimulación Luminosa/métodos , Reproducibilidad de los Resultados , SARS-CoV-2/fisiología , Adulto Joven
3.
IEEE Comput Graph Appl ; 40(5): 82-88, 2020.
Artículo en Inglés | MEDLINE | ID: mdl-32833623

RESUMEN

Humans tendency to engage in behaviors that are harmful to themselves, the environment, and the society has always been present on a personal and collective level. However, the concern for this kind of phenomena is increasing, as demographic and economic growth is amplifying its impact on people health, economies, and ecosystems. As a consequence, we have seen the rise of research fields as design for behavior change, with a growing interest in the use of tools as persuasive technologies, serious games and interactive systems to affect people awareness, attitude, and behavior. To these purposes, computer graphics and especially virtual reality (VR) has great potential since it can provide experiences to deepen users' understanding and emotional involvement regarding a variety of social and environmental issues. Here, we discuss the use of VR as a powerful, versatile, and cost-effective tool to deliver virtual experiences that inform and motivate users to change behavior. We describe and relate different aspects regarding sustainable behavior and VR experience design with respect to their potential to support behavior change.

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