86 research outputs found

    Attention and Social Cognition in Virtual Reality:The effect of engagement mode and character eye-gaze

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    Technical developments in virtual humans are manifest in modern character design. Specifically, eye gaze offers a significant aspect of such design. There is need to consider the contribution of participant control of engagement. In the current study, we manipulated participants’ engagement with an interactive virtual reality narrative called Coffee without Words. Participants sat over coffee opposite a character in a virtual café, where they waited for their bus to be repaired. We manipulated character eye-contact with the participant. For half the participants in each condition, the character made no eye-contact for the duration of the story. For the other half, the character responded to participant eye-gaze by making and holding eye contact in return. To explore how participant engagement interacted with this manipulation, half the participants in each condition were instructed to appraise their experience as an artefact (i.e., drawing attention to technical features), while the other half were introduced to the fictional character, the narrative, and the setting as though they were real. This study allowed us to explore the contributions of character features (interactivity through eye-gaze) and cognition (attention/engagement) to the participants’ perception of realism, feelings of presence, time duration, and the extent to which they engaged with the character and represented their mental states (Theory of Mind). Importantly it does so using a highly controlled yet ecologically valid virtual experience

    Cyberbullying and traditional bullying in relation with adolescents’ perception of parenting

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    This study investigates the relation between parenting and involvement in cyberbullying. We predicted that cyberbullies and cyberbully-victims report less responsiveness and de manding reactions from their parents than victims and youthswho are not involved in cyberbullying. Furthermore, we predicted that youths with neglectful parents cyberbully the most often and youth with authoritative parents cyberbully the least. The same differences were predicted for traditional bullying. behavio and for youth involved in both forms of bullying behavior. Participants were made up to 1200 youths from 10-14 years old. They responded to a survey measuring cyberbullying and traditional bullying with questions based on the sub-scales from the Bully?Victim Questionnaire, and parenting with an adjusated version of the Parenting Style Questionnaire. Most results confirm out predictions. Results on authoritative, autoritarian, permissive and neglectful parenting styles suggest that for bullies, demanding actions are an important dimension of thier behavior and for victims, responsiveness is an important dimension of their behavior

    A VR-Based Serious Game for Studying Emotional Regulation in Adolescents

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    [EN] We all use more or less adapted strategies to confront adverse emotional situations in our lives without being psychologically affected. Emotional Regulation (ER) strategies that we use determine the way in which we feel, express and behave. Moreover, ER strategies are particularly important in adolescents, a population in the age when the deficits of ER strategies can be linked to the appearance of numerous mental health disorders such as depression or anxiety, or disruptive behaviors. Thus, the early detection of dysfunctional ER strategies and the training in adaptive ER strategies will help us to prevent the future occurrence of possible behavioral and psychosocial disorders. In this paper, we present the GAMETEEN SYSTEM (GT-System), a novel instrument based on Virtual Reality and serious games for the assessment and training of ER strategies in adolescent population. The results of our preliminary evaluation suggest that this system is effective in training and evaluating emotional regulation strategies in the adolescent population.Rodriguez Ortega, A.; Rey, B.; Vara, MD.; Wrzesien, M.; Alcañiz Raya, ML.; Baños, RM.; Pérez Lopez, DC. (2015). A VR-Based Serious Game for Studying Emotional Regulation in Adolescents. IEEE Computer Graphics and Applications. 35(1):65-73. doi:10.1109/MCG.2015.8S657335

    El Mejor Self Posible: Una intervención dirigida a generar emociones positivas. Resultados preliminares

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    La vivencia de emociones positivas promueve un pensamiento más abierto y flexible y nos fortalece frente a la adversidad. Desde el campo de la psicología positiva se han desarrollado diferentes estrategias que potencian la aparición de emociones positivas. Una de estas intervenciones es imaginar el Mejor Self Posible, una técnica de pensamiento futuro positivo que requiere que la persona se visualice en un futuro en el que todo se ha desarrollado del mejor modo posible. El objetivo del presente estudio es analizar la eficacia de esta intervención en la generación de emociones positivas y de optimismo, utilizando Tecnologías de la Información y la Comunicación (TICs) para tratar de potenciar sus efectos. Se trata de un estudio experimental preliminar, de una sola sesión, cuya muestra está formada por 12 sujetos (M= 23,4 años) reclutados de la población general. Para analizar los resultados se tomaron medidas de afecto (PANAS) y expectativas futuras (SPT) antes y después de realizar el ejercicio. En cuanto al afecto, los resultados arrojan un aumento significativo de afecto positivo tras realizar la sesión; mientras que en las medidas de expectativas futuras, se observa una disminución, no significativa, en expectativas futuras negativas al terminar la sesión.Experiencing positive emotions promotes open and flexible thinking and strengthens us against adversity. In the field of positive psychology different strategies that boost the appearance of positive emotions have been developed. One of these interventions is to imagine the Best Possible Self, a positive future thinking technique that consists in visualizing a future where everything has gone the best possible way. The goal of the present study is to analyze the efficacy of this intervention increasing the appearance of positive emotions and optimism, using Information and Communication Technologies (ICTs) to maximize their effects. This is a one session preliminary experimental study, with a sample of 12 individuals (M=23.4 years) recruited from the general population. In order to analyze the results, measures of affect (PANAS) and future expectancies (SPT) were administered before and after each manipulation. Regarding affect, results show a significant increase in positive affect after the session. On the contrary, in the measures of future expectancies, results show a non-significant decrease in negative future expectancies at the end of the session

    The Dissociative Nature of Sexual Addiction the Role of Traumatic Emotions

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    AbstractThe term addiction applies to a morbid form characterized by substance abuse, an object or a behaviour; it defines a dysfunctional mental state characterized by a feeling of irrepressible desire and uncontrollable need to be repeated in a compulsive manner; it is an invasive condition marked by the phenomena of craving in a frame of uncontrollable habit that causes clinically significant distress. The authors propose a new interpretation of sexual addiction as a dissociative mechanism to regulate not-modulated emotions that were not mentalized (traumatic emotions) in early relationships with primary caregivers. To start from this theoretical model, this article suggests a treatment of sex addiction focused on the identifying and regulation of traumatic emotions implicated in sexual compulsion

    Nuorten aikuisten orientoituminen virtuaaliympäristöön

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    Tiivistelmä. Tämän pro gradu -tutkielman tarkoituksena oli selvittää nuorten aikuisten orientoitumista virtuaaliympäristöön. Tutkimme toiston, ympäristön ja kontekstin merkitystä esineen löytämiseen virtuaaliympäristössä. Tämä tutkielma on osa laajempaa tutkimusprojektia, jonka tavoitteena on kartoittaa virtuaalilasien käyttömahdollisuuksia puheterapia-kuntoutuksessa. Tutkimus toteutettiin yhteistyössä Peili Vision Oy:n kanssa. Tutkimukseen osallistui 60 nuorta aikuista, jotka olivat Oulun yliopiston opiskelijoita, henkilökuntaa ja vierailijoita. Tutkittavat olivat 18–32-vuotiaita perusterveitä miehiä ja naisia. Tutkittavien tehtävänä oli etsiä erilaisia esineitä virtuaaliympäristöstä. Tutkimuksessa käytettiin kahta virtuaaliympäristöä, kalustettua tilaa eli keittiötä ja tyhjää huonetta. Jokainen koehenkilö kävi tehtävälistan läpi viisi kertaa kummassakin ympäristössä. Etsittävistä esineistä puolet olivat keittiökontekstiin sopivia ja puolet olivat esineitä, jotka eivät tyypillisesti kuulu keittiöön. Koetilanteessa mitattiin esineiden löytämisaika siitä, kun sana ilmestyy näkökenttään ja sitä vastaava esine on löydetty. Tutkimus osoitti, että toistolla on merkitystä esineen hakunopeuteen kummassakin ympäristössä. Molemmissa ympäristöissä koehenkilöiltä kesti keskimäärin kolme tehtäväkertaa saavuttaa taso, jolloin hakunopeus ei enää kehittynyt tilastollisesti merkitsevästi. Keittiön ja tyhjän huoneen välillä havaittiin tilastollisesti merkitsevä ero esineiden hakunopeudessa. Keittiössä esineet löydettiin joka tehtäväkerralla nopeammin kuin tyhjässä huoneessa, jossa varsinaista kontekstia ei ole. Esinekohtaisella kontekstilla oli merkitystä hakunopeuteen ensimmäisten tehtäväkertojen aikana. Kontekstiin sopivat esineet löydettiin nopeammin kuin kontekstiin sopimattomat. Tutkimuksen perusteella voidaan päätellä, että toistolla, ympäristöllä sekä kontekstilla on kaikilla merkitystä siihen, kuinka orientoidumme ympäristöömme. Tämä tutkimus tarjoaa tietoa siitä, kuinka nopeasti terve nuori aikuinen orientoituu virtuaaliympäristöön. Virtuaalitodellisuus tarjoaa tulevaisuudessa lähes rajattomat mahdollisuudet erilaisten ympäristöjen ja sovellusten hyödyntämiseen myös puheterapiakuntoutuksessa

    Intersubjectivity in media consumption as a result of the relation between text and context: the case of Game of Thrones

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    Television has been changing for a number of years due to the growing proliferation of platforms and interconnection of multiple media forms. These changes have reshaped the relation between the idea of text(s) (i.e., TV series) and context(s) (i.e., fan practices) in the process of media consumption. This paper aims to clarify how, in the case of the TV series Game of Thrones and with reference to an empirical research carried out by the authors, the interlacement of textual and contextual elements can determine different forms of experience and different levels of intersubjectivity in fans’ practices.Depuis un certain nombre d'années, la télévision a été modifiée par la prolifération croissante des plates-formes et de l'interconnection de multiples formes de médias. Par rapport au processus de consommation des medias, ces changements ont remodelé la relation entre les concepts de texte/s (i.e., series télévisées) et de contexte/s (i.e., les pratiques des fans). Cet article vise à clarifier comment, dans le cas de la série télévisé Game of Thrones et en référence à une recherche empirique menée par les auteurs, l'entrelacement des éléments textuels et contextuels peut determiner différentes formes d'expérience et différents niveaux d'intersubjectivité dans les pratiques des fans
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