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1.
Cyberpsychol Behav Soc Netw ; 26(4): 229-237, 2023 Apr.
Artículo en Inglés | MEDLINE | ID: mdl-37022758

RESUMEN

This study evaluates the effectiveness of virtual reality (VR) as a novel tool for mood induction, specifically for inducing joy, and examines the role of interactivity and prior mood. We conducted an experiment using a 2 × 2 factorial design with 124 participants who were randomly assigned to either a neutral or negative prior mood condition, and an interactive or noninteractive joy induction condition. Prior mood was experimentally manipulated using a VR scenario that simulated a terror attack at a train station (negative mood condition) compared with a control condition in which no incidents occurred at the train station (neutral mood condition). Subsequently, participants entered a virtual park scenario that either allowed for playful interaction with objects in the park (interactive condition) or not (noninteractive condition). We found that interactive VR experiences lead to lower levels of negative affect compared with a noninteractive experience irrespective of participants' prior mood, but playful interaction in VR only increased joy when participants were in a neutral (not negative) prior mood. We suggest interactivity as a design principle for effective negative mood reduction, but further research is required on how to successfully transform a prior negative mood into joy.


Asunto(s)
Terapia de Exposición Mediante Realidad Virtual , Realidad Virtual , Humanos , Afecto
2.
Sci Rep ; 13(1): 4926, 2023 03 25.
Artículo en Inglés | MEDLINE | ID: mdl-36966154

RESUMEN

Transforming long-term conflicts into peaceful intergroup relations is one of the most difficult challenges for humanity. Such meaningful social changes are often driven by young people. But do young people living in contexts of long-term conflicts believe that change is even possible? In a series of six studies (Ntotal = 119,671) over two decades and across two unrelated intractable conflicts in Israel/Palestine and Cyprus, we found that younger (compared to older) generations from both respective rival groups have less hope for peace, and consequently less conciliatory attitudes. We also show that this gradual improvement of peace-promoting emotions and attitudes with increasing age can be experimentally accelerated in young people through a virtual reality-based aging simulation. These findings provide a new perspective on the fundamental question of why long-term conflicts are so difficult to resolve and highlight the importance of instilling hope in young generations to advance peace processes.


Asunto(s)
Conflicto Psicológico , Emociones , Humanos , Adolescente , Actitud , Israel , Afecto
3.
Front Psychol ; 11: 1229, 2020.
Artículo en Inglés | MEDLINE | ID: mdl-32733304

RESUMEN

One of the most exciting possibilities of virtual reality is inducing in participants the illusion of owning a virtual body. This has become an established methodological paradigm allowing the study of the psychological and neural correlates of various scenarios that are impossible in the real world, such as gender or age switching. Thus far, full-body ownership illusions have been implemented by using real-time body tracking and avatars based on computer-generated imagery (CGI). We propose an alternative technique to induce perceived ownership over a (photorealistic) virtual body using 180° stereoscopic video, synchronous touch, and narration. We describe the technical components of our novel technique and an example implementation as part of a science-art project that enables participants to experience virtual bodies of different ages, and present the results of an experimental evaluation study based on this experience. Consistent with previous virtual embodiment studies using CGI-based techniques, we found that participants accept a photorealistic virtual body as their own irrespective of its appearance as indicated by similar ratings of the strength of body ownership over a virtual body of a child versus an adult. We further show that our novel technique can alter participants' cognition in accordance with the characteristics of their virtual body. Specifically, young adult participants who were embodied in the virtual body of a child significantly overestimated the duration of the virtual reality experience compared to a control group who was embodied in a virtual body of their own age. This finding corresponds to chronological age differences in time estimations and extends previous research on virtual child embodiment. Overall, these findings provide initial evidence for the potential of our novel technique to create photorealistic embodiment experiences with comparable psychological effects as have been found using CGI-based techniques while reducing the costs and technical complexity in the production and application of virtual body ownership illusions.

4.
PLoS One ; 14(9): e0222342, 2019.
Artículo en Inglés | MEDLINE | ID: mdl-31509584

RESUMEN

Perspective-taking is essential for improving intergroup relations. However, it is difficult to implement, especially in violent conflicts. Given that immersive virtual reality (VR) can simulate various points of view (POV), we examined whether it can lead to beneficial outcomes by promoting outgroup perspective-taking, even in armed conflicts. In two studies, Jewish-Israelis watched a 360° VR scene depicting an Israeli-Palestinian confrontation from different POVs-outgroup's, ingroup's while imagining outgroup perspective or ingroup's without imagined perspective-taking. Participants immersed in the outgroup's POV, but not those who imagined the outgroup's perspective, perceived the Palestinians more positively than those immersed in the ingroup's POV. Moreover, participants in the outgroup's POV perceived the Palestinian population in general more favorably and judged a real-life ingroup transgression more strictly than those in the ingroup's POV, even five months after VR intervention. Results suggest that VR can promote conflict resolution by enabling effective perspective-taking.


Asunto(s)
Árabes/psicología , Judíos/psicología , Negociación/métodos , Adulto , Agresión/psicología , Actitud , Conflicto Psicológico , Emociones/fisiología , Femenino , Procesos de Grupo , Humanos , Israel , Masculino , Negociación/psicología , Realidad Virtual , Adulto Joven
5.
PLoS One ; 12(4): e0174965, 2017.
Artículo en Inglés | MEDLINE | ID: mdl-28437469

RESUMEN

People generally show greater preference for members of their own racial group compared to racial out-group members. This type of 'in-group bias' is evident in mimicry behaviors. We tend to automatically mimic the behaviors of in-group members, and this behavior is associated with interpersonal sensitivity and empathy. However, mimicry is reduced when interacting with out-group members. Although race is considered an unchangeable trait, it is possible using embodiment in immersive virtual reality to engender the illusion in people of having a body of a different race. Previous research has used this technique to show that after a short period of embodiment of White people in a Black virtual body their implicit racial bias against Black people diminishes. Here we show that this technique powerfully enhances mimicry. We carried out an experiment with 32 White (Caucasian) female participants. Half were embodied in a White virtual body and the remainder in a Black virtual body. Each interacted in two different sessions with a White and a Black virtual character, in counterbalanced order. The results show that dyads with the same virtual body skin color expressed greater mimicry than those of different color. Importantly, this effect occurred depending on the virtual body's race, not participants' actual racial group. When embodied in a Black virtual body, White participants treat Black as their novel in-group and Whites become their novel out-group. This reversed in-group bias effect was obtained regardless of participants' level of implicit racial bias. We discuss the theoretical and practical implications of this surprising psychological phenomenon.


Asunto(s)
Negro o Afroamericano/psicología , Relaciones Interpersonales , Racismo/psicología , Población Blanca/psicología , Adulto , Empatía , Femenino , Humanos , Persona de Mediana Edad , Adulto Joven
6.
7.
Cyberpsychol Behav Soc Netw ; 17(12): 766-71, 2014 Dec.
Artículo en Inglés | MEDLINE | ID: mdl-25343577

RESUMEN

This research examined virtual-human interactions as a new form of simulated contact between members of groups in conflict. A virtual human representing an outgroup member (a Palestinian) interacted with 60 Jewish Israeli participants in an experimental study. We manipulated postural mimicry by the virtual interaction partner during a conversation about a sensitive conflict issue. Mimicry increased empathy toward the Palestinians, irrespective of participants' feelings toward the Palestinians prior to the experiment. Further, mimicked participants who reported a priori negative feelings toward Palestinians expressed more sympathy toward their Palestinian virtual interaction partner, rated themselves as closer to him, and perceived the interaction as more harmonious compared to participants in a counter-mimicry condition. The results underscore the impact of mimicry on intergroup interactions, especially on individuals who harbor negative feelings toward the outgroup. The use of virtual-human interactions in obtaining this effect reveals the still widely unexplored potential of technology-enhanced conflict resolution.


Asunto(s)
Árabes/psicología , Simulación por Computador , Empatía , Conducta Imitativa , Judíos/psicología , Negociación/psicología , Distancia Psicológica , Identificación Social , Interfaz Usuario-Computador , Adulto , Femenino , Humanos , Masculino , Comunicación no Verbal , Racismo/psicología , Estudiantes/psicología , Adulto Joven
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