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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.
Cogn Emot ; 38(4): 451-462, 2024 Jun.
Article in English | MEDLINE | ID: mdl-38354068

ABSTRACT

The ability to quickly and accurately recognise emotional states is adaptive for numerous social functions. Although body movements are a potentially crucial cue for inferring emotions, few studies have studied the perception of body movements made in naturalistic emotional states. The current research focuses on the use of body movement information in the perception of fear expressed by targets in a virtual heights paradigm. Across three studies, participants made judgments about the emotional states of others based on motion-capture body movement recordings of those individuals actively engaged in walking a virtual plank at ground-level or 80 stories above a city street. Results indicated that participants were reliably able to differentiate between height and non-height conditions (Studies 1 & 2), were more likely to spontaneously describe target behaviour in the height condition as fearful (Study 2) and their fear estimates were highly calibrated with the fear ratings from the targets (Studies 1-3). Findings show that VR height scenarios can induce fearful behaviour and that people can perceive fear in minimal representations of body movement.


Subject(s)
Fear , Humans , Fear/psychology , Fear/physiology , Male , Female , Young Adult , Motion Perception/physiology , Adult , Movement/physiology , Virtual Reality , Social Perception , Emotions/physiology , Motion Capture
3.
Curr Top Behav Neurosci ; 65: 3-23, 2023.
Article in English | MEDLINE | ID: mdl-37584835

ABSTRACT

Increasingly, Virtual Reality technologies are finding a place in psychology and behavioral neuroscience labs. Immersing participants in virtual worlds enables researchers to investigate empirical questions in realistic or imaginary environments while measuring a wide range of behavioral responses, without sacrificing experimental control. In this chapter, we aim to provide a balanced appraisal of VR research methods. We describe how VR can help advance psychological science by opening pathways for addressing many pernicious challenges currently facing science (e.g., direct replication, prioritizing ecological validity). We also outline a range of unique and perhaps unanticipated obstacles and provide practical recommendations to overcome them.


Subject(s)
Virtual Reality , Humans
4.
Curr Top Behav Neurosci ; 65: 25-46, 2023.
Article in English | MEDLINE | ID: mdl-37306851

ABSTRACT

The proliferation and refinement of affordable virtual reality (VR) technologies and wearable sensors have opened new frontiers in cognitive and behavioral neuroscience. This chapter offers a broad overview of VR for anyone interested in leveraging it as a research tool. In the first section, it examines the fundamental functionalities of VR and outlines important considerations that inform the development of immersive content that stimulates the senses. In the second section, the focus of the discussion shifts to the implementation of VR in the context of the neuroscience lab. Practical advice is offered on adapting commercial, off-the-shelf devices to a researcher's specific purposes. Further, methods are explored for recording, synchronizing, and fusing heterogeneous forms of data obtained through the VR system or add-on sensors, as well as for labeling events and capturing game play. The reader should come away with an understanding of fundamental considerations that need to be addressed in order to launch a successful VR neuroscience research program.


Subject(s)
Neurosciences , Virtual Reality , User-Computer Interface , Sensation
5.
R Soc Open Sci ; 10(5): 221239, 2023 May.
Article in English | MEDLINE | ID: mdl-37266038

ABSTRACT

Most studies on emotion processing induce emotions through images or films. However, this method lacks ecological validity, limiting generalization to real-life emotion processing. More realistic paradigms using virtual reality (VR) may be better suited to investigate authentic emotional states and their neuronal correlates. This pre-registered study examines the neuronal underpinnings of naturalistic fear, measured using mobile electroencephalography (EEG). Seventy-five healthy participants walked across a virtual plank which extended from the side of a skyscraper-either 80 storeys up (the negative condition) or at street level (the neutral condition). Subjective ratings showed that the negative condition induced feelings of fear. Following the VR experience, participants passively viewed negative and neutral images from the international affective picture system (IAPS) outside of VR. We compared frontal alpha asymmetry between the plank and IAPS task and across valence of the conditions. Asymmetry indices in the plank task revealed greater right-hemispheric lateralization during the negative VR condition, relative to the neutral VR condition and to IAPS viewing. Within the IAPS task, no significant asymmetries were detected. In summary, our findings indicate that immersive technologies such as VR can advance emotion research by providing more ecologically valid ways to induce emotion.

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