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1.
Foods ; 13(12)2024 Jun 14.
Article in English | MEDLINE | ID: mdl-38928817

ABSTRACT

Packaging design is pivotal in motivating consumer decisions, as a key communication tool from creation to purchase. Currently, the interpretation and evaluation of packaging's impact are shifting toward non-traditional methods. This pilot study evaluated the packaging perception of York Ham and Turkey Breast products. The event-related potential (ERP) technique, the methodology priming words (positive and negative), and target images (original and modified packaging) were applied. A total of 23 participants were sampled using a 32-channels scalp elastic electrode cap and viewed 200 trials of word-image matching. Participants responded whether the images and adjectives matched or not, using the two groups of images. The results demonstrate an N400 effect in the parietal area. This region was observed to show evidence of cognitive processing related to congruency or incongruency, by contrasting the priming and target of this study. The evaluation positioned the York Ham packaging as the best rated. The findings show a relevant contribution to ERPs and research related to the food packaging perception.

2.
Article in English | MEDLINE | ID: mdl-34501981

ABSTRACT

Classroom design has important effects on the cognitive functions of students. However, this relationship has rarely been analysed in terms of gender. The aim of the present study, therefore, is to analyse the influence of different design variables (classroom geometry, wall colour, and artificial lighting) on university students' memories from a gender perspective. To do so, 100 university students performed a memory task while visualising different design configurations using a virtual reality setup. Key results show that certain parameters, such as 5.23 m classroom width, 10,500 Kelvin lighting colour temperature, or the blue hue on the walls influence men and women in a similar way, while a purple hue or walls with low colour saturation can generate significantly different behaviour, especially in cognitive processes such as short-term memory. In this study, the use of virtual reality proved to be a useful tool to explore the design effects of virtual learning environments, increasingly present due to training trends and catalysed by the 2020 pandemic. This is a turning point and an international novelty as it will enable the design of classrooms (both physical and virtual) that maximise the cognitive functions of learners, regardless of gender.


Subject(s)
Universities , Virtual Reality , Female , Humans , Learning , Male , Mathematics , Students
3.
PLoS One ; 16(7): e0254098, 2021.
Article in English | MEDLINE | ID: mdl-34197553

ABSTRACT

Many affective computing studies have developed automatic emotion recognition models, mostly using emotional images, audio and videos. In recent years, virtual reality (VR) has been also used as a method to elicit emotions in laboratory environments. However, there is still a need to analyse the validity of VR in order to extrapolate the results it produces and to assess the similarities and differences in physiological responses provoked by real and virtual environments. We investigated the cardiovascular oscillations of 60 participants during a free exploration of a real museum and its virtualisation viewed through a head-mounted display. The differences between the heart rate variability features in the high and low arousal stimuli conditions were analysed through statistical hypothesis testing; and automatic arousal recognition models were developed across the real and the virtual conditions using a support vector machine algorithm with recursive feature selection. The subjects' self-assessments suggested that both museums elicited low and high arousal levels. In addition, the real museum showed differences in terms of cardiovascular responses, differences in vagal activity, while arousal recognition reached 72.92% accuracy. However, we did not find the same arousal-based autonomic nervous system change pattern during the virtual museum exploration. The results showed that, while the direct virtualisation of a real environment might be self-reported as evoking psychological arousal, it does not necessarily evoke the same cardiovascular changes as a real arousing elicitation. These contribute to the understanding of the use of VR in emotion recognition research; future research is needed to study arousal and emotion elicitation in immersive VR.


Subject(s)
Emotions/physiology , Fear/physiology , Heart Rate/physiology , Virtual Reality , Adult , Algorithms , Arousal/physiology , Fear/psychology , Female , Humans , Male , Support Vector Machine , Young Adult
4.
Sensors (Basel) ; 21(6)2021 Mar 21.
Article in English | MEDLINE | ID: mdl-33801037

ABSTRACT

Humans respond cognitively and emotionally to the built environment. The modern possibility of recording the neural activity of subjects during exposure to environmental situations, using neuroscientific techniques and virtual reality, provides a promising framework for future design and studies of the built environment. The discipline derived is termed "neuroarchitecture". Given neuroarchitecture's transdisciplinary nature, it progresses needs to be reviewed in a contextualised way, together with its precursor approaches. The present article presents a scoping review, which maps out the broad areas on which the new discipline is based. The limitations, controversies, benefits, impact on the professional sectors involved, and potential of neuroarchitecture and its precursors' approaches are critically addressed.


Subject(s)
Emotions , Virtual Reality , Cognition , Humans
5.
Article in English | MEDLINE | ID: mdl-33227930

ABSTRACT

The effect that the physical characteristics of urban design have on the pedestrian's perceptions of safety is a fundamental aspect of city planning. This is particularly so with street crossings, where the pedestrian has to make a decision. This paper analyses how pedestrians are affected by number of traffic lanes, lighting colour temperature, and nearby vegetation as they cross roads. Perceptions of safety were quantified by means of the psychological and neurophysiological responses of 60 participants to 16 virtual reality scenarios (4 day and 12 night), based on existing urban design variables. The results showed differences between night-time and daytime scenarios, which suggests that there is a need to analyse both situations. As to the design guidelines, it was observed that safety is improved by reducing the number of traffic lanes and nearby vegetation, and by using a lighting colour temperature of 4500 K. However, the analysis of the variables showed that combined effects produce different results to those obtained from the analysis of individual elements. This result is essential information for urban managers in their assessments of whether particular interventions will improve crossing points.


Subject(s)
Lighting , Pedestrians , Perception , Safety , Accidents, Traffic , Female , Humans , Male , Pedestrians/psychology , Pedestrians/statistics & numerical data , Safety/statistics & numerical data , Walking
6.
PLoS One ; 14(10): e0223881, 2019.
Article in English | MEDLINE | ID: mdl-31613927

ABSTRACT

Virtual reality is a powerful tool in human behaviour research. However, few studies compare its capacity to evoke the same emotional responses as in real scenarios. This study investigates psycho-physiological patterns evoked during the free exploration of an art museum and the museum virtualized through a 3D immersive virtual environment (IVE). An exploratory study involving 60 participants was performed, recording electroencephalographic and electrocardiographic signals using wearable devices. The real vs. virtual psychological comparison was performed using self-assessment emotional response tests, whereas the physiological comparison was performed through Support Vector Machine algorithms, endowed with an effective feature selection procedure for a set of state-of-the-art metrics quantifying cardiovascular and brain linear and nonlinear dynamics. We included an initial calibration phase, using standardized 2D and 360° emotional stimuli, to increase the accuracy of the model. The self-assessments of the physical and virtual museum support the use of IVEs in emotion research. The 2-class (high/low) system accuracy was 71.52% and 77.08% along the arousal and valence dimension, respectively, in the physical museum, and 75.00% and 71.08% in the virtual museum. The previously presented 360° stimuli contributed to increasing the accuracy in the virtual museum. Also, the real vs. virtual classifier accuracy was 95.27%, using only EEG mean phase coherency features, which demonstrates the high involvement of brain synchronization in emotional virtual reality processes. These findings provide an important contribution at a methodological level and to scientific knowledge, which will effectively guide future emotion elicitation and recognition systems using virtual reality.


Subject(s)
Electrocardiography/instrumentation , Electroencephalography/instrumentation , Emotions/physiology , Adult , Algorithms , Brain/physiology , Female , Heart/physiology , Humans , Male , Museums , Nonlinear Dynamics , Support Vector Machine , Virtual Reality , Wearable Electronic Devices , Young Adult
7.
Sci Rep ; 8(1): 13657, 2018 09 12.
Article in English | MEDLINE | ID: mdl-30209261

ABSTRACT

Affective Computing has emerged as an important field of study that aims to develop systems that can automatically recognize emotions. Up to the present, elicitation has been carried out with non-immersive stimuli. This study, on the other hand, aims to develop an emotion recognition system for affective states evoked through Immersive Virtual Environments. Four alternative virtual rooms were designed to elicit four possible arousal-valence combinations, as described in each quadrant of the Circumplex Model of Affects. An experiment involving the recording of the electroencephalography (EEG) and electrocardiography (ECG) of sixty participants was carried out. A set of features was extracted from these signals using various state-of-the-art metrics that quantify brain and cardiovascular linear and nonlinear dynamics, which were input into a Support Vector Machine classifier to predict the subject's arousal and valence perception. The model's accuracy was 75.00% along the arousal dimension and 71.21% along the valence dimension. Our findings validate the use of Immersive Virtual Environments to elicit and automatically recognize different emotional states from neural and cardiac dynamics; this development could have novel applications in fields as diverse as Architecture, Health, Education and Videogames.


Subject(s)
Arousal/physiology , Brain/physiology , Emotions/physiology , Heart Rate/physiology , Wearable Electronic Devices , Adult , Algorithms , Electrocardiography/methods , Electroencephalography/methods , Female , Humans , Male , Support Vector Machine , Surveys and Questionnaires , Virtual Reality , Young Adult
8.
Appl Ergon ; 65: 398-409, 2017 Nov.
Article in English | MEDLINE | ID: mdl-28601190

ABSTRACT

Psychological research into human factors frequently uses simulations to study the relationship between human behaviour and the environment. Their validity depends on their similarity with the physical environments. This paper aims to validate three environmental-simulation display formats: photographs, 360° panoramas, and virtual reality. To do this we compared the psychological and physiological responses evoked by simulated environments set-ups to those from a physical environment setup; we also assessed the users' sense of presence. Analysis show that 360° panoramas offer the closest to reality results according to the participants' psychological responses, and virtual reality according to the physiological responses. Correlations between the feeling of presence and physiological and other psychological responses were also observed. These results may be of interest to researchers using environmental-simulation technologies currently available in order to replicate the experience of physical environments.


Subject(s)
Adaptation, Physiological/physiology , Adaptation, Psychological/physiology , Photic Stimulation/methods , Photography/methods , Virtual Reality , Adult , Electrocardiography , Environment , Female , Galvanic Skin Response/physiology , Humans , Male , Middle Aged , Young Adult
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