Your browser doesn't support javascript.
loading
Show: 20 | 50 | 100
Results 1 - 2 de 2
Filter
Add more filters










Database
Language
Publication year range
1.
J Exp Psychol Gen ; 153(6): 1500-1516, 2024 Jun.
Article in English | MEDLINE | ID: mdl-38635168

ABSTRACT

When we become engrossed in novels, films, games, or even our own wandering thoughts, we can feel present in a reality distinct from the real world. Although this subjective sense of presence is, presumably, a ubiquitous aspect of conscious experience, the mechanisms that produce it are unknown. Correlational studies conducted in virtual reality have shown that we feel more present when we are afraid, motivating claims that physiological changes contribute to presence; however, such causal claims remain to be evaluated. Here, we report two experiments that test the causal role of subjective and physiological components of fear (i.e., activation of the sympathetic nervous system) in generating presence. In Study 1, we validated a virtual reality simulation capable of inducing fear. Participants rated their emotions while they crossed a wooden plank that appeared to be suspended above a city street; at the same time, we recorded heart rate and skin conductance levels. Height exposure increased ratings of fear, presence, and both measures of sympathetic activation. Although presence and fear ratings were correlated during height exposure, presence and sympathetic activation were unrelated. In Study 2, we manipulated whether the plank appeared at height or at ground level. We also captured participants' movements, which revealed that alongside increases in subjective fear, presence, and sympathetic activation, participants also moved more slowly at height relative to controls. Using a mediational approach, we found that the relationship between height exposure and presence on the plank was fully mediated by self-reported fear, and not by sympathetic activation. (PsycInfo Database Record (c) 2024 APA, all rights reserved).


Subject(s)
Fear , Galvanic Skin Response , Heart Rate , Virtual Reality , Humans , Fear/physiology , Male , Female , Adult , Heart Rate/physiology , Galvanic Skin Response/physiology , Young Adult , Sympathetic Nervous System/physiology
2.
IEEE Comput Graph Appl ; 35(5): 34-41, 2015.
Article in English | MEDLINE | ID: mdl-26416360

ABSTRACT

Although head-mounted displays (HMDs) are ideal devices for personal viewing of immersive stereoscopic content, exposure to VR applications on them results in significant discomfort for the majority of people, with symptoms including eye fatigue, headaches, nausea, and sweating. A conflict between accommodation and vergence depth cues on stereoscopic displays is a significant cause of visual discomfort. This article describes the results of an evaluation used to judge the effectiveness of dynamic depth-of-field (DoF) blur in an effort to reduce discomfort caused by exposure to stereoscopic content on HMDs. Using a commercial game engine implementation, study participants report a reduction of visual discomfort on a simulator sickness questionnaire when DoF blurring is enabled. The study participants reported a decrease in symptom severity caused by HMD exposure, indicating that dynamic DoF can effectively reduce visual discomfort.


Subject(s)
Depth Perception , Imaging, Three-Dimensional/adverse effects , Motion Sickness/etiology , Motion Sickness/prevention & control , Photic Stimulation/adverse effects , Video Games/adverse effects , Adolescent , Adult , Data Display , Female , Humans , Imaging, Three-Dimensional/methods , Male , Middle Aged , Photic Stimulation/methods , User-Computer Interface , Young Adult
SELECTION OF CITATIONS
SEARCH DETAIL
...