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1.
Sci Rep ; 14(1): 10011, 2024 05 01.
Artigo em Inglês | MEDLINE | ID: mdl-38693174

RESUMO

Interacting with the environment often requires the integration of visual and haptic information. Notably, perceiving external objects depends on how our brain binds sensory inputs into a unitary experience. The feedback provided by objects when we interact (through our movements) with them might then influence our perception. In VR, the interaction with an object can be dissociated by the size of the object itself by means of 'colliders' (interactive spaces surrounding the objects). The present study investigates possible after-effects in size discrimination for virtual objects after exposure to a prolonged interaction characterized by visual and haptic incongruencies. A total of 96 participants participated in this virtual reality study. Participants were distributed into four groups, in which they were required to perform a size discrimination task between two cubes before and after 15 min of a visuomotor task involving the interaction with the same virtual cubes. Each group interacted with a different cube where the visual (normal vs. small collider) and the virtual cube's haptic (vibration vs. no vibration) features were manipulated. The quality of interaction (number of touches and trials performed) was used as a dependent variable to investigate the performance in the visuomotor task. To measure bias in size perception, we compared changes in point of subjective equality (PSE) before and after the task in the four groups. The results showed that a small visual collider decreased manipulation performance, regardless of the presence or not of the haptic signal. However, change in PSE was found only in the group exposed to the small visual collider with haptic feedback, leading to increased perception of the cube size. This after-effect was absent in the only visual incongruency condition, suggesting that haptic information and multisensory integration played a crucial role in inducing perceptual changes. The results are discussed considering the recent findings in visual-haptic integration during multisensory information processing in real and virtual environments.


Assuntos
Realidade Virtual , Percepção Visual , Humanos , Masculino , Feminino , Adulto , Percepção Visual/fisiologia , Adulto Jovem , Desempenho Psicomotor/fisiologia , Percepção do Tato/fisiologia , Percepção de Tamanho/fisiologia
2.
Front Hum Neurosci ; 18: 1354633, 2024.
Artigo em Inglês | MEDLINE | ID: mdl-38445099

RESUMO

Introduction: Our brain continuously maps our body in space. It has been suggested that at least two main frames of reference are used to process somatosensory stimuli presented on our own body: the anatomical frame of reference (based on the somatotopic representation of our body in the somatosensory cortex) and the spatial frame of reference (where body parts are mapped in external space). Interestingly, a mismatch between somatotopic and spatial information significantly affects the processing of bodily information, as demonstrated by the "crossing hand" effect. However, it is not clear if this impairment occurs not only when the conflict between these frames of reference is determined by a static change in the body position (e.g., by crossing the hands) but also when new associations between motor and sensory responses are artificially created (e.g., by presenting feedback stimuli on a side of the body that is not involved in the movement). Methods: In the present study, 16 participants performed a temporal order judgment task before and after a congruent or incongruent visual-tactile-motor- task in virtual reality. During the VR task, participants had to move a cube using a virtual stick. In the congruent condition, the haptic feedback during the interaction with the cube was provided on the right hand (the one used to control the stick). In the incongruent condition, the haptic feedback was provided to the contralateral hand, simulating a sort of 'active' crossed feedback during the interaction. Using a psychophysical approach, the point of subjective equality (or PSE, i.e., the probability of responding left or right to the first stimulus in the sequence in 50% of the cases) and the JND (accuracy) were calculated for both conditions, before and after the VR-task. Results: After the VR task, compared to the baseline condition, the PSE shifted toward the hand that received the haptic feedback during the interaction (toward the right hand for the congruent condition and toward the left hand for the incongruent condition). Dicussion: This study demonstrated the possibility of inducing spatial biases in the processing of bodily information by modulating the sensory-motor interaction between stimuli in virtual environments (while keeping constant the actual position of the body in space).

3.
Psychopharmacology (Berl) ; 241(1): 49-60, 2024 Jan.
Artigo em Inglês | MEDLINE | ID: mdl-37697163

RESUMO

RATIONALE: Environmental enrichment (EE) is a non-pharmacological approach that has been shown to be effective in reducing food-taking in rats. Studies in human volunteers are still in their infancy, given the difficulty to translate the complexity of EE in clinical practice. Virtual reality (VR) is a promising methodological approach, but no study has yet applied it to model and test EE in humans. OBJECTIVES: The present study is the first to assess the effects of virtual EE on craving for palatable food. METHODS: Eighty-one healthy volunteers (43 women) were divided into three groups: (i) exposure to a virtual EE (VR-EE), (ii) exposure to a virtual neutral environment (VR-NoEE), and (iii) without exposure to VR (No VR). Craving for palatable food at basal level and evoked by neutral and palatable food images was assessed before and after the VR simulation. Behavior during VR exposure and subjective measures related to the experience were also collected. RESULTS: VR-EE group showed a significantly greater decrease in pre-post craving difference compared to No VR for all assessments and at basal level compared to VR-NoEE. Interestingly, an inverse correlation between craving and deambulation in the VR simulation emerged in VR-EE group only. CONCLUSIONS: The study highlighted the feasibility of exposing human subjects to an EE as a virtual simulation. Virtual EE induced effects on basal craving for food that suggest the potential for further improvements of the protocol to extend its efficacy to palatable food cues.


Assuntos
Fissura , Realidade Virtual , Humanos , Feminino , Animais , Ratos , Voluntários Saudáveis , Alimentos , Simulação por Computador , Sinais (Psicologia)
4.
Cyberpsychol Behav Soc Netw ; 26(2): 127-133, 2023 Feb.
Artigo em Inglês | MEDLINE | ID: mdl-36809117

RESUMO

Public speaking anxiety (PSA) is defined as a strong distress when performing a speech in front of an audience, causing impairment in terms of work possibilities and social relationships. Audience behavior and feedback received during a speech are a crucial variable to induce PSA, affecting performance and perception. In this study, two different virtual reality public speaking scenarios were developed to investigate the impact of positive (more assertive) versus negative (more hostile) audience behavior regarding perceived anxiety and physiological arousal during performance. Moreover, the presence of any carry-over effect based on first experiences (positive vs. negative) was investigated by using a within-between design. Both explicit (questionnaires) and implicit physiological measures (heart rate [HR]) were used to assess participants' experience. The results confirmed the influence of audience behavior on perceived anxiety. As expected, negative audience elicited greater anxiety and lower experience pleasantness. More interesting, the first experience influenced the perceived anxiety and arousal during performance, suggesting some sort of priming effect due to the valence of previous experience. In particular, starting with an encouraging feedback scenario did not increase the perceived anxiety and HR in front of a subsequent annoying audience. This modulation did not appear in the group who started with the annoying audience, which clearly reported higher HR and anxiety during the annoying exposure compared with the encouraging audience. These results are discussed considering previous evidence on the effect of feedback on performance. In addition, physiological results are interpreted considering the role of somatic marker theory in human performance.


Assuntos
Transtornos Fóbicos , Realidade Virtual , Humanos , Fala , Ansiedade , Transtornos de Ansiedade
5.
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
6.
Curr Res Food Sci ; 5: 423-431, 2022.
Artigo em Inglês | MEDLINE | ID: mdl-35243355

RESUMO

Explicit and implicit responses to food and beverage are known to be modulated by expectations generated by contextual factors. Among these, labelling regarding the country of origin has been systematically shown to impact on consumers' evaluations of products. However, it is not clear yet whether the presence of food origin biases also affects humans' physiological (i.e., implicit) responses, as well as whether different conditions of sensory appreciation of products are equally influenced. The present preliminary study investigated the psychophysiological responses to food samples paired to labels of declared (i.e., Italy, Spain/Germany, EU) or undeclared origins. Food items (i.e., olives and cracker) were presented in visual or taste conditions to thirty Italian participants, whose behavioral (i.e., liking, willingness to buy, and estimated cost) and physiological (i.e., skin conductance responses) responses were collected. The results indicated that the food samples elicited stronger liking and willingness to buy responses by participants and were estimated as more expensive, when being firstly experienced through vision than taste. No differences in the physiological arousal state were found as a function of food origin or sensory condition of presentation.

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