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1.
Front Psychol ; 15: 1379599, 2024.
Article in English | MEDLINE | ID: mdl-38988391

ABSTRACT

Humans' inherent fascination for stories can be observed throughout most of our documented history. If, for a long time, narratives were told through paintings, songs, or literature, recent technological advances such as immersive virtual reality have made it possible for us to interact with storylines and characters in a completely new manner. With these new technologies came the need to study how people interact with them and how they affect their users. Notably, research in this area has revealed that users of virtual environments tend to display behaviors/attitudes that are congruent with the appearance of the avatars they embody; a phenomenon termed the Proteus effect. Since its introduction in the literature, many studies have demonstrated the Proteus effect in various contexts, attesting to the robustness of the effect. However, beyond the first articles on the subject, very few studies have sought to investigate the social, affective, and cognitive mechanisms underlying the effect. Furthermore, the current literature appears somewhat disjointed with different schools of thought, using different methodologies, contributing to this research topic. Therefore, this work aims to give an overview of the current state of the literature and its shortcomings. It also presents a critical analysis of multiple theoretical frameworks that may help explain the Proteus effect. Notably, this work challenges the use of self-perception theory to explain the Proteus effect and considers other approaches from social psychology. Finally, we present new perspectives for upcoming research that seeks to investigate the effect of avatars on user behavior. All in all, this work aims to bring more clarity to an increasingly popular research subject and, more generally, to contribute to a better understanding of the interactions between humans and virtual environments.

2.
Eur J Psychol ; 19(4): 387-400, 2023 Nov.
Article in English | MEDLINE | ID: mdl-38487312

ABSTRACT

In the Japanese philosophy of life, 'ikigai' broadly refers to having a 'reason for living', or a purpose in life. From a phenomenological and empirical viewpoint, ikigai is reported to increase human well-being and even life expectancy. However, it remains difficult to translate, define and formalize with regard to contemporary psychological theories. In this respect, the aim of this paper is twofold: to capture as accurately as possible what ikigai is, and to examine whether the concept applies to a professional context. We first offer a comprehensive overview of ikigai, bridge the gap between this specific body of literature and related psychological theoretical frameworks, such as those addressing motivation, well-being, and attention. On this basis, we conceptualize an integrated cognitive-motivational model of ikigai using an IPO (Input-Process-Output) framework: we organize dispositional or situational factors supposedly supporting ikigai as inputs, fueling the core process of ikigai (mainly built from motivational and attentional mechanisms), which produce outcomes (including well-being). A feedback loop completes the model and allows the process to maintain over time. This conceptual proposal is a first step towards applying and testing the model in professional contexts, in order to renew our approach of engagement, well-being, and performance at work as well as inspire workplace evolution.

3.
3D Print Addit Manuf ; 8(5): 281-292, 2021 Oct 01.
Article in English | MEDLINE | ID: mdl-36654933

ABSTRACT

Additive manufacturing (AM) brings new design potential compared with traditional manufacturing. Nevertheless, traditional manufacturing knowledge remains embedded in the minds of designers and is a real cognitive barrier to design in AM. Design for Additive Manufacturing (DfAM) provides tools, techniques, and guidelines to optimize design with the specifics of AM. These methods are usable at different moments of the design process. Only few DfAMs focus on the early stages of design, the ideation phase, which allows for the most innovation. The literature highlights the effectiveness of methodologies based on tangible tools, such as cards or objects, to generate creativity. The difficulty with such tools is to be inspirational as well as formative. Therefore, this article presents a method to help designers capture the design potential of AM to design creative solutions at the early stages of product design, named the Augmented Design with AM Methodology (ADAM2). This methodology relies on the potential of AM, defined in 14 opportunities and a set of 14 inspirational objects, each representing an opportunity. Dedicated to creativity sessions, this methodology allows forcing the association between knowledge of a company's sector and the design potential of AM. To validate the effectiveness of the ADAM2 methodology, we use it for an industrial application in a jewelry and watchmaking company. The results showed that ADAM2 promote the generation of creative solutions and the exploitation of the design potential of AM during the early design stages.

4.
Eur J Psychol ; 14(1): 232-253, 2018 Mar.
Article in English | MEDLINE | ID: mdl-29899807

ABSTRACT

Flow is a well-known concept in the fields of positive and applied psychology. Examination of a large body of flow literature suggests there is a need for a conceptual model rooted in a cognitive approach to explain how this psychological phenomenon works. In this paper, we propose the Flow Engine Framework, a theoretical model explaining dynamic interactions between rearranged flow components and fundamental cognitive processes. Using an IPO framework (Inputs - Processes - Outputs) including a feedback process, we organize flow characteristics into three logically related categories: inputs (requirements for flow), mediating and moderating cognitive processes (attentional and motivational mechanisms) and outputs (subjective and objective outcomes), describing the process of the flow. Comparing flow with an engine, inputs are depicted as flow-fuel, core processes cylinder strokes and outputs as power created to provide motion.

5.
Appl Ergon ; 44(6): 948-56, 2013 Nov.
Article in English | MEDLINE | ID: mdl-23680450

ABSTRACT

Anticipation of future product use is a persistent issue in User-Centered Design. In this paper, we argue that one obstacle to early integration of use analysis in innovation design is overreliance on retrospective use analysis, i.e. that which is based on clear references to existing products or activities. In contrast, innovation design projects are full of uncertainty, leading to a need for prospective analysis. After having described some limitations of prospective use analysis, we contend that creativity tools may be used to assist the anticipation of future product use, by allowing designers to approach the variability of situations of future use in a structured manner rather than by "muddling through". We illustrate the expected benefits of this approach with two case studies, and describe some prospects for future research and practice in ergonomics.


Subject(s)
Creativity , Ergonomics , User-Computer Interface , Computer Simulation , Equipment Design , Forecasting , Group Processes , Humans , Inventions , Needs Assessment
6.
Int J Psychophysiol ; 56(3): 261-9, 2005 Jun.
Article in English | MEDLINE | ID: mdl-15866329

ABSTRACT

Contrary to classical expectation, anxiety has been repeatedly observed to be associated with reduced electrodermal activity. This could be the result of successful coping. In line with this interpretation, high-trait anxious individuals performing moderately arousing tasks were expected to manifest a reduced responding to distractors, since this is an adaptive outcome. High- and low-trait anxious participants had to perform a visual search task in a low-stress context. Unrelated neutral and emotional auditory words served as distractors. As a control, neutral and emotional words were also delivered in a no task condition. Skin conductance responses (SCRs) were greater during the task than during the control phase, but in the high anxious group, this increase in SCRs was smaller following emotional distractors than following neutral ones. Moreover, SCRs to both types of words habituated, but the results suggested that only the low-trait anxious participants presented the classical slowing of SCRs habituation when performing the task. All these data are interpreted as an illustration of a resource-based electrodermal inhibition in the high-trait anxious participants. It sustains the idea that mild to moderate anxiety may increase the mastery of situations.


Subject(s)
Anxiety/psychology , Galvanic Skin Response/physiology , Acoustic Stimulation , Adolescent , Adult , Cues , Female , Humans , Mental Recall/physiology , Photic Stimulation , Psychomotor Performance/physiology , Skin Temperature/physiology
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