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1.
Sci Rep ; 14(1): 12474, 2024 05 30.
Artigo em Inglês | MEDLINE | ID: mdl-38816477

RESUMO

Over the last two decades, awe has attracted the attention of an increasing number of researchers. The use of virtual reality has been identified as one of the most effective techniques for eliciting awe, in addition to more personalized methods for inducing emotion, such as autobiographical recall. However, previous measures of awe were unable to uncover the hidden structure of this experience. Awe experience scale (AWE-S) has been validated as a comprehensive measure of contingent awe in English, providing new opportunities for analysis. In this two-phases study, we investigated whether the latent structure of the experience of awe evoked by the autobiographical recall technique (Study 1) overlapped with that induced by exposing participants to a validated virtual reality awe-eliciting training (Study 2). The original English AWE-S structure held both in autobiographical recall induction and virtual reality-based elicitation. Despite evidence of overlap between English and Italian structures, low correlations were found between Italian trait measures used to test the concurrent validity of the AWE-S in the Italian sample and AWE-S state dimensions. This study highlights cultural differences in awe experience, trait, and state variations, and provides new insights into the standardized induction of this emotion through simulated environments.


Assuntos
Emoções , Memória Episódica , Rememoração Mental , Realidade Virtual , Humanos , Feminino , Rememoração Mental/fisiologia , Masculino , Adulto , Emoções/fisiologia , Adulto Jovem , Itália
2.
Cyberpsychol Behav Soc Netw ; 27(7): 498-506, 2024 Jul.
Artigo em Inglês | MEDLINE | ID: mdl-38770627

RESUMO

This article investigates the attribution of mental state (AMS) to an anthropomorphic robot by humans in a strategic interaction. We conducted an experiment in which human subjects are paired with either a human or an anthropomorphic robot to play an iterated Prisoner's Dilemma game, and we tested whether AMS is dependent on the robot "consistency," that is, the correspondence between the robot's verbal reaction and its behavior after a nonoptimal social outcome of the game is obtained. We find that human partners are attributed a higher mental state level than robotic partners, regardless of the partner's consistency between words and actions. Conversely, the level of AMS assigned to the robot is significantly higher when the robot is consistent in its words and actions. This finding is robust to the inclusion of psychological factors such as risk attitude and trust, and it holds regardless of subjects' initial beliefs about the adaptability of the robot. Finally, we find that when the robot apologizes for its behavior and defects in the following stage, the epistemic component of the AMS significantly increases.


Assuntos
Robótica , Humanos , Masculino , Dilema do Prisioneiro , Feminino , Adulto , Confiança/psicologia , Relações Interpessoais , Percepção Social
3.
Curr Psychiatry Rep ; 26(6): 294-303, 2024 06.
Artigo em Inglês | MEDLINE | ID: mdl-38602624

RESUMO

PURPOSE OF REVIEW: We review the first pilot studies applying metaverse-related technologies in psychiatric patients and discuss the rationale for using this complex federation of technologies to treat mental diseases. Concerning previous virtual-reality applications in medical care, metaverse technologies provide the unique opportunity to define, control, and shape virtual scenarios shared by multi-users to exploit the "synchronized brains" potential exacerbated by social interactions. RECENT FINDINGS: The application of an avatar-based sexual therapy program conducted on a metaverse platform has been demonstrated to be more effective concerning traditional sexual coaching for treating female orgasm disorders. Again, a metaverse-based social skills training program has been tested on children with autism spectrum disorders, demonstrating a significant impact on social interaction abilities. Metaverse-related technologies could enable us to develop new reliable approaches for treating diseases where behavioral symptoms can be addressed using socio-attentive tasks and social-interaction strategies.


Assuntos
Transtornos Mentais , Humanos , Transtornos Mentais/terapia , Interação Social , Realidade Virtual , Transtorno do Espectro Autista/terapia
4.
Front Psychol ; 15: 1341122, 2024.
Artigo em Inglês | MEDLINE | ID: mdl-38469222

RESUMO

The ubiquity of human art prompted evolutionary psychologists to explore its origins as a potential adaptation to the environment. Here we focus on emotionally charged art and posit that affective affordances embedded into some artworks play a pivotal role in explaining why these artworks are enjoyed from an evolutionary perspective. Such features, recurring in various art forms, are interpreted as cues to the emotional state of others, enabling art consumers to engage in empathetic experiences and vicarious emotions. We explore the adaptive value of deriving pleasure from vicarious emotions, while also addressing the seemingly counterintuitive enjoyment of artworks that evoke negative emotions. We discuss the appreciation of vicarious emotions irrespective of their valence and maintain this appreciation to hold adaptive significance for three key reasons. Firstly, it aids art consumers in refining their interpretational schemes of internal states, potentially enhancing emotional regulation skills. Secondly, it contributes to a deeper understanding of the emotions of others, thereby fostering emotional intelligence and empathy. Lastly, the enjoyment of affectively charged artworks reinforces social cohesion by harmonizing the emotions of group members. This perspective provides a comprehensive framework for understanding the evolutionary underpinnings of the human capacity for art appreciation and emotional engagement.

5.
BMC Psychol ; 12(1): 10, 2024 Jan 02.
Artigo em Inglês | MEDLINE | ID: mdl-38167121

RESUMO

BACKGROUND: Virtual Reality (VR) has already emerged as an effective instrument for simulating realistic interactions, across various domains. In the field of User Experience (UX), VR has been used to create prototypes of real-world products. Here, the question is to what extent the users' experience of a virtual prototype can be equivalent to that of its real counterpart (the real product). This issue particularly concerns the perceptual, cognitive and affective dimensions of users' experiences. METHODS: This exploratory study aims to address this issue by comparing the users' experience of a well-known product, i.e., the Graziella bicycle, presented either in Sumerian or Sansar VR platform, or in a physical setting. Participants' Emotional Engagement, Sense of Presence, Immersion, and Perceived Product Quality were evaluated after being exposed to the product in all conditions (i.e., Sumerian, Sansar and Physical). RESULTS: The findings indicated significantly higher levels of Engagement and Positive Affect in the virtual experiences when compared to their real-world counterparts. Additionally, the sole notable distinction among the VR platforms was observed in terms of Realism. CONCLUSIONS: This study suggests the feasibility and potential of immersive VR environments as UX evaluation tools and underscores their effectiveness in replicating genuine real-world experiences.


Assuntos
Emoções , Realidade Virtual , Humanos , Cognição
6.
Cyberpsychol Behav Soc Netw ; 26(4): 300-308, 2023 Apr.
Artigo em Inglês | MEDLINE | ID: mdl-37015077

RESUMO

Virtual nature exposure has emerged as an effective method for promoting pro-environmental attitudes and behaviors, also due to the increased emotional connection with nature itself. However, the role played by complex emotions elicited by virtual nature, such as awe, needs to be fully elucidated. Awe is an emotion stemming from vast stimuli, including nature, and virtual reality (VR) emerged as an effective medium to elicit it. One hundred nineteen participants were exposed to either one of four VR environments: (a) an awe-inspiring virtual nature, (b) a non-natural awe-inspiring virtual scenario, (c) a non-awe-inspiring virtual nature, (d) a non-natural non-awe-inspiring scenario. Pro-environmental attitudes, intentions, discrete emotions, and affect were measured and compared across the different conditions. Two ad hoc tasks were developed to measure two pro-environmental behaviors after each VR exposure. Participants were invited to sign a real petition against plastic production, consumption, and in favor of plastic recycling (a personally engaging behavior), and to take flyers to spread the word on the petition to friends and acquaintances (a socially engaging behavior). Awe-inspiring virtual nature resulted in a significantly increased number of flyers taken by participants (vs. control). Disposition toward the protection of the environment, positive emotional affect, and condition significantly correlated with the number of flyers taken. These results indicated that awe-inspiring virtual nature can influence socially engaging pro-environmental attitudes and behaviors but not personally engaging ones.


Assuntos
Emoções , Realidade Virtual , Humanos , Amigos
7.
8.
Cyberpsychol Behav Soc Netw ; 26(4): 227-228, 2023 04.
Artigo em Inglês | MEDLINE | ID: mdl-36940287
9.
Front Psychol ; 14: 1043170, 2023.
Artigo em Inglês | MEDLINE | ID: mdl-36844338

RESUMO

As ubiquitous technology is increasingly mediating our relationships with the world and others, we argue that the sublime is struggling to find room in product design primarily aimed at commercial and transactional goals such as speed and efficiency. We suggest a new category of products to promote deeper and more meaningful experiences, specifically those offering liminality, transcendence, and personal transformation. This paper introduces a conceptual framework and three-step design approach looking at narrative participation in design through abstractions to promote, hold and deepen more complex emotions. We explore implications from a theoretical point of view and suggest product examples for how the model might be applied in practice.

12.
Curr Top Behav Neurosci ; 65: 233-254, 2023.
Artigo em Inglês | MEDLINE | ID: mdl-36802035

RESUMO

Empirical research has explored the potential of the emotion of awe to shape creativity, while theoretical work has sought to understand the link between this emotion and transformation in terms of imagining new possible worlds. This branch of study relies on the transformative potential of virtual reality (VR) to examine and invite cognitive and emotional components of transformative experiences (TEs) within the interdisciplinary model of Transformative Experience Design (TED) and the Appraisal-Tendency Framework (ATF). TED suggests using the epistemic and emotional affordances of interactive technologies, such as VR, to invite TEs. The ATF can provide insight into the nature of these affordances and their relationship. This line of research draws on empirical evidence of the awe-creativity link to broaden the discourse and consider the potential impact of this emotion on core beliefs about the world. The combination of VR with these theoretical and design-oriented approaches may enable a new generation of potentially transformative experiences that remind people that they can aspire to more and inspire them to work toward imagining and creating a new possible world.


Assuntos
Imaginação , Realidade Virtual , Humanos , Emoções
13.
Heliyon ; 8(11): e11762, 2022 Nov.
Artigo em Inglês | MEDLINE | ID: mdl-36458297

RESUMO

Since Mark Zuckerberg's announcement about the development of new three-dimensional virtual worlds for social communication, a great debate has been raised about the promise of such a technology. The metaverse, a term formed by combining meta and universe, could open a new era in mental health, mainly in psychological disorders, where the creation of a full-body illusion via digital avatar could promote healthcare and personal well-being. Patients affected by body dysmorphism symptoms (i.e., eating disorders), social deficits (i.e. autism) could greatly benefit from this kind of technology. However, it is not clear which advantage the metaverse would have in treating psychological disorders with respect to the well-known and effective virtual reality (VR) exposure therapy. Indeed, in the last twenty years, a plethora of studies have demonstrated the effectiveness of VR technology in reducing symptoms of pain, anxiety, stress, as well as, in improving cognitive and social skills. We hypothesize that the metaverse will offer more opportunities, such as a more complex, virtual realm where sensory inputs, and recurrent feedback, mediated by a "federation" of multiple technologies - e.g., artificial intelligence, tangible interfaces, Internet of Things and blockchain, can be reinterpreted for facilitating a new kind of communication overcoming self-body representation. However, nowadays a clear starting point does not exist. For this reason, it is worth defining a theoretical framework for applying this new kind of technology in a social neuroscience context for developing accurate solutions to mental health in the future.

15.
Cyberpsychol Behav Soc Netw ; 25(10): 666-671, 2022 Oct.
Artigo em Inglês | MEDLINE | ID: mdl-36179069

RESUMO

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.


Assuntos
Atenção , Emoções , Humanos , Frequência Cardíaca , Meio Ambiente , Cognição
17.
Front Hum Neurosci ; 16: 898633, 2022.
Artigo em Inglês | MEDLINE | ID: mdl-35782042

RESUMO

Cognitive frailty is defined as a clinical condition characterized by both physical frailty and cognitive impairment, without reaching the criteria for dementia. The major goal of rehabilitation intervention is to assist patients in performing ordinary personal duties without the assistance of another person, or at the very least to remove the need for additional support, using adaptive approaches and facilities. In this regard, home-based rehabilitation allows patients to continue an intervention begun in a hospital setting while also ensuring support and assistance when access to healthcare systems is limited, such as during the present pandemic situation. We thus present Brain m-App, a tablet-based application designed for home-based cognitive rehabilitation of frail subjects, addressing spatial memory, attention, and executive functions. This app exploits the potential of 360° videos which are well-suited to home-based rehabilitation. The Brain m-app is made up of 10 days of activities that include a variety of exercises. The activities were chosen based on those patients used to do during their clinical practice in the hospital with the aim to improve their independence and autonomy in daily tasks. The preliminary usability test, which was conducted on five older people, revealed a sufficient level of usability, however, the sample size was modest. Results from the clinical study with 10 patients, revealed that Brain m-App improved especially executive functions and memory performances.

18.
Front Psychol ; 13: 790300, 2022.
Artigo em Inglês | MEDLINE | ID: mdl-35814064

RESUMO

The concept of transformative experience (TE) has been widely explored by several disciplines from philosophy to neurobiology, and in different domains, from the spiritual to the educational one. This attitude has engendered heterogeneous models to explain this phenomenon. However, a consistent and clear understanding of this construct remains elusive. The aim of this work is to provide an initial comprehensive interdisciplinary, cross-domain, up-to-date, and integrated overview on the concept of TEs. Firstly, all the models and theories on TEs were reviewed to extract and analyze TEs' main components emerging from different disciplines. Then, this preliminary analysis was integrated with an in-depth examination of redundancies and particularities across domains and disciplines, to provide an integrated theoretical framework of TEs and a preliminary interdisciplinary operational definition of TEs. This examination, in turn, can help organize current research and theories, thus providing suggestions for operationalizing TEs as well as encouraging new interdisciplinary research endeavors.

19.
Healthcare (Basel) ; 10(7)2022 Jun 29.
Artigo em Inglês | MEDLINE | ID: mdl-35885747

RESUMO

Mindfulness is one of the most popular psychotherapeutic techniques that help to promote good mental and physical health. Combining mindfulness with immersive virtual reality (VR) has been proven to be especially effective for a wide range of mood disorders for which traditional mindfulness has proven valuable. However, the vast majority of immersive VR-enhanced mindfulness applications have focused on clinical settings, with little evidence on healthy subjects. This narrative review evaluates the real effectiveness of state-of-the-art mindfulness interventions mediated by VR systems in influencing mood and physiological status in non-clinical populations. Only studies with an RCT study design were considered. We conclude that most studies were characterized by one single meditation experience, which seemed sufficient to induce a significant reduction in negative mood states (anxiety, anger, depression, tension) combined with increased mindfulness skills. However, physiological correlates of mindfulness practices have scarcely been investigated. The application of VR-enhanced mindfulness-based interventions in non-clinical populations is in its infancy since most studies have several limitations, such as the poor employment of the RCT study design, the lack of physiological measurements (i.e., heart rate variability), as well as the high heterogeneity in demographical data, technological devices, and VR procedures. We thus concluded that before applying mindfulness interventions mediated by VR in clinical populations, more robust and reliable methodological procedures need to be defined.

20.
JMIR Form Res ; 6(8): e36405, 2022 08 02.
Artigo em Inglês | MEDLINE | ID: mdl-35802492

RESUMO

BACKGROUND: The transformative storytelling technique is an innovative top-down approach to narrative therapy that aims to provide building blocks for creating flourishing narratives for target groups or populations. This approach acts as a facilitator for implementing the human-centered design in developing digital self-help tools for larger samples or target groups. OBJECTIVE: This study applied the transformative storytelling technique, as a new approach in mental health, to develop empowering audio narratives for informal caregivers. METHODS: A narrative inquiry was conducted with 17 informal caregivers (16 women and 1 man) who completed a semistructured interview, "Caregiver Life Story," acquiring information about the beginning of the role, rising action, and critical point of the role. The participants' ages ranged from 41 to 84 years, with all participants providing care for at least a 6-month period. This inquiry was guided by the transformative storytelling technique, and aimed to collect data relevant to creating fictional stories based on real-life themes. RESULTS: Twenty-five overall themes were distinguished across three a priori-set categories, providing narrative building blocks for the informal caregiver life stories. The final empowering caregiver life story was created as an example for this study, demonstrating the application of the transformative storytelling technique in an informal care context. CONCLUSIONS: The creation of empowering stories for populations or target groups in mental health care requires a unified and guided approach that will follow clear guidelines and storytelling principles. The transformative storytelling technique is a first of its kind in the mental health context, representing an initial step in enabling and supporting the creation of meaningful stories and the development of relatable, but productive, narratives. Such narratives have the potential to serve across media and digital platforms for supporting and improving well-being, and potentially triggering self-change in the target group or population.

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