9 research outputs found

    Construction and validation of the Touch Experiences and Attitudes Questionnaire (TEAQ): a self-report measure to determine attitudes to and experiences of positive touch

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    Despite growing interest in the beneficial effects of positive touch experiences throughout our lives, and individual differences in how these experiences are perceived, a contemporary self-report measure of touch experiences and attitudes for which the factor structure has been validated, is as yet not available. This article describes four studies carried out during the construction and validation of the Touch Experiences and Attitudes Questionnaire (TEAQ). The original TEAQ, containing 117 items relating to positive touch experiences was systematically constructed. Principal component analysis reduced this measure to 57 items and identified six components relating to touch experiences during childhood (ChT) and adult experiences relating to current intimate touch (CIT) and touch with friends and family (FFT). Three attitudinal components were identified, relating to attitude to intimate touch (AIT), touch with unfamiliar people (AUT) and self-care (ASC). The structure of this questionnaire was confirmed through confirmatory factor analysis carried out on data obtained from a second sample. Good concurrent and predictive validity of the TEAQ compared to other physical touch measures currently available was identified. Known-group validity in terms of gender, marital status and age was determined, with expected group differences identified. This study demonstrates the TEAQ to have good face validity, internal consistency, construct validity in terms of discriminant validity, known-group validity and convergent validity, and criterion-related validity in terms of predictive validity and concurrent validity. We anticipate this questionnaire will be a valuable tool for the field of physical touch research

    Effect of Social Settings on Proxemics During Social Interactions in Real and Virtual Conditions

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    International audienceVirtual Reality (VR) offers unlimited possibilities to create virtual populated environments in which a user can be immersed and experience social interactions with virtual humans. A better understanding of these interactions is required to improve the realism of the interactions as well as user’s experience. Using an approach based on Interactionist Sociology, we wondered whether the social settings within which the individual interact has an impact on proxemics norms in real conditions and if these norms apply in VR. We conducted an experiment in real and virtual conditions where individuals experienced a transgression of proxemics norms at a train station and in a sports fan zone. Our results suggest that proxemics norms vary according to the subjective relationship of the individual to the social settings. This variation would translate directly into a modulation of bodily sensitivity to the proximity of the body of others. While we were able to show that social norms still exist in VR, our results did not show a main effect of the social settings on participants’ sensitivity to the transgression of proxemics norms. We discuss our results in the frame of the cross-fertilization between Sociology and VR. © 2020, Springer Nature Switzerland AG

    Interpersonal Distances in Group Walking

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    The spatial organization of 1,020 groups comprised of adolescents and young adults, observed in an ecological setting while walking, was analyzed. Observations were made in an urban environment where walking speed could be considered. The results showed that male dyads and triads tended to walk abreast less often than female dyads. Mixed dyads walked abreast more often than same-sex dyads; and the males preceded the females in two-thirds of the cases. The male groups walked at a higher rate of speed than the female groups. Walking speed was correlated to misalignment between group members when walking. The most frequent spatial arrangement in triads was a

    Complementary Psychological Therapies

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