8,928 research outputs found
An Analysis of Physiological and Psychological Responses in Virtual Reality and Flat Screen Gaming
Recent research has focused on the effectiveness of Virtual Reality (VR) in
games as a more immersive method of interaction. However, there is a lack of
robust analysis of the physiological effects between VR and flatscreen (FS)
gaming. This paper introduces the first systematic comparison and analysis of
emotional and physiological responses to commercially available games in VR and
FS environments. To elicit these responses, we first selected four games
through a pilot study of 6 participants to cover all four quadrants of the
valence-arousal space. Using these games, we recorded the physiological
activity, including Blood Volume Pulse and Electrodermal Activity, and
self-reported emotions of 33 participants in a user study. Our data analysis
revealed that VR gaming elicited more pronounced emotions, higher arousal,
increased cognitive load and stress, and lower dominance than FS gaming. The
Virtual Reality and Flat Screen (VRFS) dataset, containing over 15 hours of
multimodal data comparing FS and VR gaming across different games, is also made
publicly available for research purposes. Our analysis provides valuable
insights for further investigations into the physiological and emotional
effects of VR and FS gaming.Comment: This work has been submitted to the IEEE Transactions on Affective
Computing for possible publication. Copyright may be transferred without
notice, after which this version may no longer be accessibl
Psychological and physiological human responses to simulated and real environments: A comparison between Photographs, 360° Panoramas, and Virtual Reality
[EN] Psychological research into human factors frequently uses simulations to study the relationship between human behaviour and the environment. Their validity depends on their similarity with the physical environments. This paper aims to validate three environmental-simulation display formats: photographs, 360° panoramas, and virtual reality. To do this we compared the psychological and physiological responses evoked by simulated environments set-ups to those from a physical environment setup; we also assessed the users' sense of presence. Analysis show that 360° panoramas offer the closest to reality results according to the participants' psychological responses, and virtual reality according to the physiological responses. Correlations between the feeling of presence and physiological and other psychological responses were also observed. These results may be of interest to researchers using environmental-simulation technologies currently available in order to replicate the experience of physical environments.This work was supported by the Ministerio de Economia y Competitividad. Spain (Project TIN2013-45736-R).Higuera-Trujillo, JL.; López-Tarruella Maldonado, J.; Llinares Millán, MDC. (2017). Psychological and physiological human responses to simulated and real environments: A comparison between Photographs, 360° Panoramas, and Virtual Reality. Applied Ergonomics. 65:398-409. https://doi.org/10.1016/j.apergo.2017.05.006S3984096
Applications of Affective Computing in Human-Robot Interaction: state-of-art and challenges for manufacturing
The introduction of collaborative robots aims to make production more flexible, promoting a greater interaction between humans and robots also from physical point of view. However, working closely with a robot may lead to the creation of stressful situations for the operator, which can negatively affect task performance.
In Human-Robot Interaction (HRI), robots are expected to be socially intelligent, i.e., capable of understanding and reacting accordingly to human social and affective clues. This ability can be exploited implementing affective computing, which concerns the development of systems able to recognize, interpret, process, and simulate human affects. Social intelligence is essential for robots to establish a natural interaction with people in several contexts, including the manufacturing sector with the emergence of Industry 5.0.
In order to take full advantage of the human-robot collaboration, the robotic system should be able to perceive the psycho-emotional and mental state of the operator through different sensing modalities (e.g., facial expressions, body language, voice, or physiological signals) and to adapt its behaviour accordingly. The development of socially intelligent collaborative robots in the manufacturing sector can lead to a symbiotic human-robot collaboration, arising several research challenges that still need to be addressed.
The goals of this paper are the following: (i) providing an overview of affective computing implementation in HRI; (ii) analyzing the state-of-art on this topic in different application contexts (e.g., healthcare, service applications, and manufacturing); (iii) highlighting research challenges for the manufacturing sector
Plug-in to fear: game biosensors and negative physiological responses to music
The games industry is beginning to embark on an ambitious journey into the world of biometric gaming in search of more exciting and immersive gaming experiences. Whether or not biometric game technologies hold the key to unlock the “ultimate gaming experience” hinges not only on technological advancements alone but also on the game industry’s understanding of physiological responses to stimuli of different kinds, and its ability to interpret physiological data in terms of indicative meaning. With reference to horror genre games and music in particular, this article reviews some of the scientific literature relating to specific physiological responses induced by “fearful” or “unpleasant” musical stimuli, and considers some of the challenges facing the games industry in its quest for the ultimate “plugged-in” experience
I know it is not real (and that matters):Media awareness vs. presence shape the VR experience
Inspired by the widely recognized idea that in VR/XR, not only presence but also encountered plausibility is relevant (Slater, 2009), we propose a general psychological parallel processing account to explain users' VR and XR experience. The model adopts a broad psychological view by building on interdisciplinary literature on the dualistic nature of perceiving and experiencing (mediated) representations. It proposes that perceptual sensations like presence are paralleled by users' belief that "this is not really happening", which we refer to as media awareness. We review the developmental underpinnings of basic media awareness, and argue that it is triggered in users’ conscious exposure to VR/XR. During exposure the salience of media awareness can vary dynamically due to factors like encountered sensory and semantic (in)consistencies. Our account sketches media awareness and presence as two parallel processes that together define a situation as a media exposure situation. We also review potential joint effects on subsequent psychological and behavioral responses that characterize the user experience in VR/XR. We conclude the article with a programmatic outlook on testable assumptions and open questions for future research
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The Impact of Resilience and Grit on Inductive and Deductive Reasoning Following Exposure to Combat-Like Environments
Cognitive processes have been shown to be severely affected by exposure to combat and war. While the negative impact of war on cognitive performance is apparent through numerous soldier narratives, the scientific investigation of this phenomenon is limited. Furthermore, the moderating influence of an individual’s resilience and grit on cognitive functions following combat environments is unknown. Understanding this interaction is essential in further understanding individual cognitive performance. Because the psychological wounds inflicted by combat situations affect individuals’ mental health, studying how such environments influence cognitive processes and performance can improve the training of our soldiers. This dissertation focuses on assessing how combat-like environments influence an individual’s ability to effectively and efficiently reason, and further examines whether an individual’s grit and resilience affect deductive and inductive reasoning in stressful environments.
Participants were recruited from a private US military academy. The study used a pretest-posttest mixed design to investigate possible cognitive decrements in individuals’ ability to reason following exposure to war-like environments simulated by immersive and non-immersive technologies. Dependent measures included both inductive and deductive reasoning (as measured by The Letter Sets Test and Overton’s (1990) version of the Wason Selection Task, respectively) by placing participants into the immersive or non-immersive conditions. Self-reported resilience and grit were tested for interaction effects to examine how an individual’s resilience and grit influences an individual’s ability to reason in war-like environments. These findings might give a richer understanding of the ways in which cognitive mechanisms are affected by stressful environments like combat
Bullying Victimisation through an Interpersonal Lens: Focussing on Social Interactions and Risk for Depression
Many people - children, adolescents, and adults – have bullying experiences. Individuals who have been bullied have a higher chance for developing mental health problems, specifically depression, compared to peers without bullying experiences. These symptoms tend to persist even after the bullied individuals have left the bullying environment. As it is still rather unclear why and how bullied individuals have an increased depression risk, in this dissertation, I examined whether their interpersonal functioning may help explain how they develop depression. I found that bullied adolescents experienced social interactions more negatively, perceived other’s intentions as more hostile, and had more hostile traits than adolescents without these bullying experiences. Concerning their interpersonal functioning after transitioning out of high school (i.e., the assumed bullying environment), I found that the differences between the two groups became smaller. Nevertheless, when in a social situation with a dominant person, who might have reminded them of past experiences with dominant bullies, the previously bullied individuals reported less adaptive reactions, suggesting a certain interpersonal stress-sensitivity.Finally, when testing if interpersonal traits can actually explain their increased depression symptoms, I found that hostile traits of bullied individuals explained about a third of their increased risk. Therefore, I found some evidence for the view that interpersonal characteristics may contribute to the development of depression in individuals who have been bullied. Together, the pattern of findings also suggests that addressing their interpersonal functioning by means of interventions could help prevent interpersonal conflicts and the development of mental health problems
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