238 research outputs found
Goggles in the lab:Economic experiments in immersive virtual environments
This review outlines the potential of virtual reality for creating naturalistic and interactive high-immersive environments in experimental economics. After explanation of essential terminology and technical equipment, the advantages are discussed by describing the available high-immersive VR experiments concerning economic topics to give an idea of the possibilities of VR for economic experiments. Furthermore, possible drawbacks are examined, including simulator sickness, the costs of VR equipment and specialist skills. By carefully controlling a naturalistic experimental context, virtual reality brings some field into the lab. Besides, it allows for testing contexts that would otherwise be unethical or impossible. It is a promising new tool in the experimental economics toolkit
Subjective Fear in Virtual Reality: A Linear Mixed-Effects Analysis of Skin Conductance
he investigation of the physiological and pathological processes involved in fear perception is complicated due to the difficulties in reliably eliciting and measuring the complex construct of fear. This study proposes a novel approach to induce and measure subjective fear and its physiological correlates combining virtual reality (VR) with a mixed-effects model based on skin conductance (SC). Specifically, we developed a new VR scenario applying specific guidelines derived from horror movies and video games. Such a VR environment was used to induce fear in eighteen volunteers in an experimental protocol, including two relaxation scenarios and a neutral virtual environment. The SC signal was acquired throughout the experiment, and after each virtual scenario, the emotional state and fear perception level were assessed using psychometric scales. We statistically evaluated the greatest sympathetic activation induced by the fearful scenario compared to the others, showing significant results for most SC-derived features. Finally, we developed a rigorous mixed-effects model to explain the perceived fear as a function of the SC features. Model-fitting results showed a significant relationship between the fear perception scores and a combination of features extracted from both fast- and slow-varying SC components, proposing a novel solution for a more objective fear assessme
Co-Design with Myself: A Brain-Computer Interface Design Tool that Predicts Live Emotion to Enhance Metacognitive Monitoring of Designers
Intuition, metacognition, and subjective uncertainty interact in complex ways
to shape the creative design process. Design intuition, a designer's innate
ability to generate creative ideas and solutions based on implicit knowledge
and experience, is often evaluated and refined through metacognitive
monitoring. This self-awareness and management of cognitive processes can be
triggered by subjective uncertainty, reflecting the designer's self-assessed
confidence in their decisions. Despite their significance, few creativity
support tools have targeted the enhancement of these intertwined components
using biofeedback, particularly the affect associated with these processes. In
this study, we introduce "Multi-Self," a BCI-VR design tool designed to amplify
metacognitive monitoring in architectural design. Multi-Self evaluates
designers' affect (valence and arousal) to their work, providing real-time,
visual biofeedback. A proof-of-concept pilot study with 24 participants
assessed its feasibility. While feedback accuracy responses were mixed, most
participants found the tool useful, reporting that it sparked metacognitive
monitoring, encouraged exploration of the design space, and helped modulate
subjective uncertainty
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