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1.
Cyberpsychol Behav Soc Netw ; 26(1): 22-27, 2023 Jan.
Artigo em Inglês | MEDLINE | ID: mdl-36595349

RESUMO

Previous research shows that virtual reality (VR) users may experience symptoms of depersonalization/derealization (DPDR) immediately after use. However, the impact of long-term VR use on these symptoms has not been analyzed so far. In a preregistered study, we conducted an online survey among a bigger sample of VR users (N = 754) to investigate the relationship between time of use during the past 6 months and the presence of DPDR symptoms. The results support the absence of a linear association between time of VR use and the presence of symptoms, when controlling for other factors. DPDR symptoms are more frequent among younger female users and in those who experience higher levels of embodiment during use. Secondary analyses show that symptoms are more common among newer users and among those who engage in longer sessions. These findings suggest that current common VR experiences are not a cause of long-term DPDR symptoms for the majority of users, yet also encourage further research about specific cases where VR use might trigger DPDR experiences in the long term.


Assuntos
Despersonalização , Realidade Virtual , Humanos , Feminino , Despersonalização/diagnóstico , Estudos Transversais , Inquéritos e Questionários
2.
Sensors (Basel) ; 22(23)2022 Nov 27.
Artigo em Inglês | MEDLINE | ID: mdl-36501927

RESUMO

This article aims to provide in-depth insight into how consumers perceive recycled materials in comparison with natural raw materials at both the perceptual and attitudinal levels. To this end, we combined classic self-reported measures of sensory aspects, preferences, environmental attitudes, and consumption habits together with physiological measures of cognitive-emotional processing. Three different materials-two recycled materials, M2 and M3, and one raw material, M1-were chosen for inspection through three different sensory conditions, which we refer to as channels -visual, tactile, and visuo-tactile. The assignation of materials to sensory channels was counterbalanced so that each participant evaluated only one of the materials per channel. Although participants in general were not very accurate in discriminating between the materials, self-reported sensory evaluations showed that M3 (a recycled material that is made to look non-recycled), was clearly less liked. Meanwhile, the psychophysiological analyses revealed higher levels of electrodermal activity for the tactile evaluations of both recycled materials (M2 and M3). Finally, the results from the attitudes and habits evaluations indicate that the participants had positive environmental attitudes yet poor consumption habits. Altogether, these results suggest that some sensorial properties differ between recycled materials and natural raw materials and that there is a chance to improve and implement new consumption habits. The implications of these results are further discussed both in terms of suggestions for designers and methodological recommendations for researchers.


Assuntos
Plásticos , Reciclagem , Humanos , Autorrelato , Percepção
3.
Comput Human Behav ; 127: 107047, 2022 Feb.
Artigo em Inglês | MEDLINE | ID: mdl-34629723

RESUMO

Social virtual reality (VR) platforms are an emergent phenomenon, with growing numbers of users utilizing them to connect with others while experiencing feelings of presence ("being there"). This article examines the associations between feelings of presence and the activities performed by users, and the psychological benefits obtained in terms of relatedness, self-expansion, and enjoyment, in the context of the covid-19 pandemic. The results of a survey conducted among users (N = 220) indicate that feelings of spatial presence predict these three outcomes, while social presence predicts relatedness and enjoyment, but not self-expansion. Socialization activities like meeting friends in VR are associated with relatedness and enjoyment, while playful and creative activities allow for self-expansion. Moreover, the perceived impact of social distancing measures was associated with an increase in use, suggesting the utility of these platforms to help users meeting particularly frustrated psychological needs. These results provide a first quantitative account of the potential positive effects of social VR platforms on users' wellbeing and encourage further research on the topic.

4.
Cyberpsychol Behav Soc Netw ; 23(10): 683-688, 2020 Oct.
Artigo em Inglês | MEDLINE | ID: mdl-32716643

RESUMO

Immersive storytelling is widely considered to have a great potential to foster empathy toward suffering people, as well as to provide enjoyable experiences able to attract wider audiences. This article examines how the immersive presentation of 360-video nonfiction contents impacts both empathy toward the characters and enjoyment of the experience and the interplay between these two psychological outcomes. Participants watched a series of 360-video stories presented either on a virtual reality headset or a screen, and measures of spatial presence, empathy (in terms of perspective taking and empathic concern), and enjoyment were collected. Mediation analyses and structural equation models showed a direct positive effect of spatial presence on perspective taking and empathic concern, and an indirect negative effect of immersive presentation on empathic concern through enjoyment. These findings indicate that enjoyment of pleasurable aspects of the experience may hinder the affective dimension of empathy toward the characters, and point out to the need to carefully consider the targeted reactions from the audience, since different intended psychological outcomes may not be fully compatible.


Assuntos
Empatia , Prazer , Estresse Psicológico/terapia , Terapia de Exposição à Realidade Virtual , Meios de Comunicação , Feminino , Felicidade , Humanos , Análise de Classes Latentes , Masculino , Análise de Mediação , Estresse Psicológico/psicologia , Resultado do Tratamento , Realidade Virtual
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