Titulo:

Entorno de realidad virtual no inmersivo adaptable para inducción del miedo a las cucarachas: un abordaje fisiológico combinado con exposición a la TV-3D
.

Sumario:

Los entornos de RV no inmersivos se constituyen en la aplicación de menor interactividad en relación con las técnicas de realidad virtual, de modo que la interacción con el entorno de realidad virtual puede ocurrir de forma común en televisores 3D (TV-3D), sin que exista una inmersión total en el entorno. Este estudio presenta cómo la exposición a la TV-3D, combinada con el registro fisiológico, puede inducir temor a las cucarachas en personas con diferentes niveles de miedo. Treinta y seis participantes, divididos en tres grupos según su nivel de miedo a las cucarachas, fueron expuestos a un entorno de realidad virtual con cucarachas, durante 4 minutos, mientras se registraba su actividad cardíaca, que fue usada como entrada para el entorn... Ver más

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2020-08-20

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108

International Journal of Psychological Research - 2020

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id metarevistapublica_unisanbuenaventura_internationaljournalofpsychologicalresearch_21-article-4670
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institution UNIVERSIDAD DE SAN BUENAVENTURA
thumbnail https://nuevo.metarevistas.org/UNIVERSIDADDESANBUENAVENTURA_COLOMBIA/logo.png
country_str Colombia
collection International Journal of Psychological Research
title Entorno de realidad virtual no inmersivo adaptable para inducción del miedo a las cucarachas: un abordaje fisiológico combinado con exposición a la TV-3D
spellingShingle Entorno de realidad virtual no inmersivo adaptable para inducción del miedo a las cucarachas: un abordaje fisiológico combinado con exposición a la TV-3D
Rosa, Pedro J.
Luz, Filipe
Júnior, Roberto
Oliveira, Jorge
Morais, Diogo
Gamito, Pedro
Catsaridafobia
Miedo a las cucarachas
Actividad Cardíaca
Elicitación de Emociones
Abordaje fisiológico
Entorno virtual
Cardiac Activity
Virtual Environment
Physiology-Driven
Emotion elicitation
Fear of cockroaches
Katsaridaphobia
title_short Entorno de realidad virtual no inmersivo adaptable para inducción del miedo a las cucarachas: un abordaje fisiológico combinado con exposición a la TV-3D
title_full Entorno de realidad virtual no inmersivo adaptable para inducción del miedo a las cucarachas: un abordaje fisiológico combinado con exposición a la TV-3D
title_fullStr Entorno de realidad virtual no inmersivo adaptable para inducción del miedo a las cucarachas: un abordaje fisiológico combinado con exposición a la TV-3D
title_full_unstemmed Entorno de realidad virtual no inmersivo adaptable para inducción del miedo a las cucarachas: un abordaje fisiológico combinado con exposición a la TV-3D
title_sort entorno de realidad virtual no inmersivo adaptable para inducción del miedo a las cucarachas: un abordaje fisiológico combinado con exposición a la tv-3d
description Los entornos de RV no inmersivos se constituyen en la aplicación de menor interactividad en relación con las técnicas de realidad virtual, de modo que la interacción con el entorno de realidad virtual puede ocurrir de forma común en televisores 3D (TV-3D), sin que exista una inmersión total en el entorno. Este estudio presenta cómo la exposición a la TV-3D, combinada con el registro fisiológico, puede inducir temor a las cucarachas en personas con diferentes niveles de miedo. Treinta y seis participantes, divididos en tres grupos según su nivel de miedo a las cucarachas, fueron expuestos a un entorno de realidad virtual con cucarachas, durante 4 minutos, mientras se registraba su actividad cardíaca, que fue usada como entrada para el entorno de realidad virtual. Los resultados revelaron efectos significativos en las medidas tomadas por autorreporte y en la frecuencia cardíaca de diferentes grupos temerosos a las cucarachas. Además, los participantes más temerosos son más propensos a desencadenar la aparición de cucarachas en el entorno de realidad virtual, debido a su aceleración cardíaca. Los resultados generales sugieren que nuestro entorno de RV es válido para inducir miedo a las cucarachas, con un potencial uso en el dominio terapéutico.
description_eng Non-immersive VR environments are related to the least interactive application of VR techniques, such that interaction with the VR environment can occur commonly by 3D-TV without full immersion into the environment. This study presents how 3D-TV exposure combined with physiology recording can elicit fear of cockroaches among individuals with different levels of fear. Thirty-six participants, set apart into three fear groups (low vs. moderate vs. high), were exposed to VR environment with cockroaches for 4 minutes while recording and using cardiac activity as input to the VR environment. Results revealed significant effects on self-report measures and heart rate between different fear groups. Moreover, participants with higher levels of fear were more likely to trigger cockroaches into the scenario due to their cardiac acceleration. Overall results suggest that our physiology-driven VR environment is valid for fear elicitation while having potential use in therapeutic domain.
author Rosa, Pedro J.
Luz, Filipe
Júnior, Roberto
Oliveira, Jorge
Morais, Diogo
Gamito, Pedro
author_facet Rosa, Pedro J.
Luz, Filipe
Júnior, Roberto
Oliveira, Jorge
Morais, Diogo
Gamito, Pedro
topicspa_str_mv Catsaridafobia
Miedo a las cucarachas
Actividad Cardíaca
Elicitación de Emociones
Abordaje fisiológico
Entorno virtual
topic Catsaridafobia
Miedo a las cucarachas
Actividad Cardíaca
Elicitación de Emociones
Abordaje fisiológico
Entorno virtual
Cardiac Activity
Virtual Environment
Physiology-Driven
Emotion elicitation
Fear of cockroaches
Katsaridaphobia
topic_facet Catsaridafobia
Miedo a las cucarachas
Actividad Cardíaca
Elicitación de Emociones
Abordaje fisiológico
Entorno virtual
Cardiac Activity
Virtual Environment
Physiology-Driven
Emotion elicitation
Fear of cockroaches
Katsaridaphobia
citationvolume 13
citationissue 2
citationedition Núm. 2 , Año 2020 : Volume 13(2)
publisher Universidad San Buenaventura - USB (Colombia)
ispartofjournal International Journal of Psychological Research
source https://revistas.usb.edu.co/index.php/IJPR/article/view/4670
language Inglés
format Article
rights International Journal of Psychological Research - 2020
info:eu-repo/semantics/openAccess
http://purl.org/coar/access_right/c_abf2
https://creativecommons.org/licenses/by-nc-sa/4.0/
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Cyberpsychology, Behavior, and Social Networking, 13 (1), 73–78. https://doi.org/10.1089/cyber.2009.0260. Cui, J., & Qian, G. (2007). Selection of Working Correlation Structure and Best Model in GEE Analyses of Longitudinal Data. Communications in Statistics - Simulation and Computation, 36 (5), 987–996. https://doi.org/10.1080/03610910701539617. Curtis, V., & Biran, A. (2001). Dirt, disgust, and disease. is hygiene in our genes? Perspectives in Biology and Medicine, 44 (1), 17–31. https://doi.org/10.1353/pbm.2001.0001. Dekker, A., & Champion, E. (2007). Please biofeed the zombies: Enhancing the gameplay and display of a horror game using biofeedback. In 3rd Digital Games Research Association International Conference: “Situated Play”, (pp. 550–558). https://doi.org/10.25917/5d1443e8af4a0. Essau, C. A., Conradt, J., & Petermann, F. (2000). Frequency, Comorbidity, and Psychosocial Impairment of Specific Phobia in Adolescents. Journal of Clinical Child and Adolescent Psychology, 29 (2), 221–231. https://doi.org/10.1207/S15374424jccp2902_8. Fredrikson, M., Annas, P., Fischer, H., & Wik, G. (1996). Gender and age differences in the prevalence of specific fears and phobias. Behaviour Research and Therapy, 34 (1), 33–39. https://doi.org/10.1016/0005-7967(95)00048-3. Gamito, P., Oliveira, J., Baptista, A., Morais, D., Lopes, P., Rosa, P., Santos, N., & Brito, R. (2014). Eliciting nicotine craving with virtual smoking cues. Cyberpsychology, Behavior and Social Networking, 17 (8), 556–561. https://doi.org/10.1089/cyber.2013.0329. Gamito, P., Oliveira, J., Morais, D., Rosa, P. J., & Saraiva, T. (2011a). NeuAR – A Review of the VR/AR Applications in the Neuroscience Domain In Andrew Yeh Ching Nee (Ed.), Augmented Reality Some Emerging Application Areas (pp. 131–154). InTech, Publishing. Gamito, P., Oliveira, J., Morais, D., Rosa, P. J., & Saraiva, T. (2011b). Serious Games for Serious problems: from Ludicus to Therapeuticus In Kim JJ. (Ed.), Virtual Reality (pp. 527–548). InTech, Publishing. Gamito, P., Oliveira, J., Rosa, P., Morais, D., Duarte, N., Oliveira, S., & Saraiva, T. (2010). PTSD elderly war veterans: A clinical controlled pilot study. Cyberpsychology, Behavior and Social Networking, 13 (1), 43–48. https://doi.org/10.1089/cyber.2009.0237. Hood, H. K., & Antony, M. M. (2012). Evidence-Based Assessment and Treatment of Specific Phobias in Adults. In L. G. Davis III, T. E., Ollendick, T.H., Öst (Ed.), Autism and child psychopathology series. Intensive one-session treatment of specific (pp. 19–42). https://doi.org/10.1007/978-1-4614-3253-1_2. Izard, C. E. (1977). Human Emotions. Springer US. https://doi.org/10.1007/978-1-4899-2209-0. Kawai, N., & He, H. (2016). Breaking snake camouflage: Humans detect snakes more accurately than other animals under less discernible visual conditions. PLoS ONE, 11 (10), e0164342. https://doi.org/10.1371/journal.pone.0164342. Kessler, R. C., Berglund, P., Demler, O., Jin, R., Merikangas, K. R., & Walters, E. E. (2005). Lifetime prevalence and age-of-onset distributions of dsmiv disorders in the national comorbidity survey replication. Archives of General Psychiatry, 62 (6), 593–602. https://doi.org/10.1001/archpsyc.62.6.593. Kim, K. H., Bang, S. W., & Kim, S. R. (2004). Emotion recognition system using short-term monitoring of physiological signals. Medical and Biological Engineering and Computing, 42 (3), 419–427. https://doi.org/10.1007/BF02344719. Larson, C. L., Schaefer, H. S., Siegle, G. J., Jackson, C. A. B., Anderle, M. J., & Davidson, R. J. (2006). Fear is fast in phobic individuals: Amygdala activation in response to fear-relevant stimuli. Biological Psychiatry, 60 (4), 410–417. https://doi.org/10.1016/j.biopsych.2006.03.079. Ledoux, J. (2003). The emotional brain , fear , and the amygdala. Celllular and Molecular Neurobioloy, 23 (4–5), 727–738. https://doi.org/10.1023/a:1025048802629. Li, Y., Elmaghraby, A. S., El-Baz, A., & Sokhadze, E. M. (2016). Using physiological signal analysis to design affective VR games. 2015 IEEE International Symposium on Signal Processing and Information Technology (pp. 57–62). ISSPIT. https://doi.org/10.1109/ISSPIT.2015.7394401. Margalhos, P., & Rosa, P. J. (2016). Eye-tracking as a research methodology in educational context: the bridging framework. In C. A. Was, F. J. Sansosti, B. J. Morris (Eds.), Eye-Tracking Technology Applications in Educational Research (pp. 1–45). IGI Global editors. Mayer, B., Muris, P., Vogel, L., Nojoredjo, I., & Merckelbach, H. (2006). Fear-relevant change detection in spider-fearful and non-fearful participants. Journal of Anxiety Disorders, 20 (4), 510–519. https://doi.org/10.1016/j.janxdis.2005.05.001. Moghimi, M., Stone, R., Rotshtein, P., & Cooke, N. (2016). Influencing human affective responses to dynamic virtual environments. Presence, 25 (2), 81–107. https://doi.org/10.1162/PRES_a_00249. Öhman, A. (1986). Face the beast and fear the face: Animal and social fears as prototypes for evolutionary analyses of emotion. Psychophysiology, 23 (2), 123–145. https://doi.org/10.1111/j.1469-8986.1986.tb00608.x. Peira, N., Fredrikson, M., & Pourtois, G. (2014). Controlling the emotional heart: Heart rate biofeedback improves cardiac control during emotional reactions. International Journal of Psychophysiology, 91 (3), 225–231. https://doi.org/10.1016/j.ijpsycho.2013.12.008. Rosa, P. J., Esteves, F., & Arriaga, P. (2014). Effects of fear-relevant stimuli on attention: integrating gaze data with subliminal exposure [Conference session]. Proceedings of IEEE International Symposium on Medical Measurements and Applications, Lisboa. https://doi.org/10.1109/MeMeA.2014.6860021. Rosa, P. J., Esteves, F., & Arriaga, P. (2015). Beyond traditional clinical measurements for screening fears and phobias. IEEE Transactions on Instrumentation and Measurement, 64 (12), 3396– 3404. https://doi.org/10.1109/TIM.2015.2450292. Rosa, P. J., Gamito, P., Oliveira, J., & Morais, D. (2011). Attentional orienting to biologically fear-relevant stimuli: Data from eye tracking using the continual alternation flicker paradigm. Journal of Eye Tracking, Emotion and Cognition, 1 (1), 22–29. Rosa, P. J., Gamito, P., Oliveira, J., Morais, D., Pavlovic, M., & Smyth, O. (2015). Show me your eyes! The combined use of eye tracking and virtual reality applications for cognitive assessment. In Fardoun, H. M., Gamito, P., Penichet, V. M. R., & Alghazzawi, D. M. (Eds.). REHAB 15: Proceedings of the 2015 Workshop on ICTs for improving Patients Rehabilitation Research Techniques (pp. 135-139). ACM. http://dx.doi.org/10.1145/2838944.2838977. Rosa, P. J., Lopes, P., Oliveira, J., & Pascoal, P. (2019). Does length really matter? Effects of number of pages in the informed consent on reading behavior: An Eye-Tracking Study. In Communications in Computer and Information Science (Vol. 1002, pp. 116–125). Springer, Cham. https://doi.org/10.1007/978-3-030-16785-1_9. Rosa, P. J., Morais, D., Oliveira, J., Gamito, P., Smyth, O., & Pavlovic, M. (2017). Assessment of attentional and mnesic processes through gaze tracking analysis: inferences from comparative search tasks embedded in VR serious games. In J. Garrido (Ed), ICTs for Improving Patient Rehabilitation Research Techniques (pp. 26-34). Springer. Rosa, P. J., Oliveira, J., Alghazzawi, D., Fardoun, H., & Gamito, P. (2017). Affective and physiological correlates of perception of unimodal and bimodal emotional stimuli. Psicothema, 29 (3), 364–369. https://doi.org10.7334/psicothema2016.272. Sakurazawa, S., Yoshida, N., & Munekata, N. (2004). Entertainment Feature of a Game Using Skin Conductance Response. 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Wang, Q., Sourina, O., & Nguyen, M. K. (2010). EEGBased “Serious” Games Design for Medical Applications. In 2010 International Conference on Cyberworlds (pp. 270–276). IEEE. https://doi.org/10.1109/CW.2010.56. Watson, D., Clark, L. A., & Tellegen, A. (1988). Development and validation of brief measures of positive and negative affect: the PANAS scales. Journal of Personality and Social Psychology, 54 (6), 1063–1070. https://doi.org/10.1037//002 2-3514.54.6.1063. Wolitzky-Taylor, K. B., Horowitz, J. D., Powers, M. B., & Telch, M. J. (2008). Psychological approaches in the treatment of specific phobias: A metaanalysis. Clinical Psychology Review, 28 (6), 1021–1037. https://doi.org/10.1016/j.cpr.2008.02.007. Ziegler, A. (2011). Generalized Estimating Equations (Vol.204). Springer New York. https://doi.org/10.1007/978-1-4614-0499-6.
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url https://revistas.usb.edu.co/index.php/IJPR/article/view/4670
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issn 2011-2084
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spelling Entorno de realidad virtual no inmersivo adaptable para inducción del miedo a las cucarachas: un abordaje fisiológico combinado con exposición a la TV-3D
Artículo de revista
Catsaridafobia
Miedo a las cucarachas
Actividad Cardíaca
Elicitación de Emociones
Abordaje fisiológico
Entorno virtual
Entorno de realidad virtual no inmersivo adaptable para inducción del miedo a las cucarachas: un abordaje fisiológico combinado con exposición a la TV-3D
Los entornos de RV no inmersivos se constituyen en la aplicación de menor interactividad en relación con las técnicas de realidad virtual, de modo que la interacción con el entorno de realidad virtual puede ocurrir de forma común en televisores 3D (TV-3D), sin que exista una inmersión total en el entorno. Este estudio presenta cómo la exposición a la TV-3D, combinada con el registro fisiológico, puede inducir temor a las cucarachas en personas con diferentes niveles de miedo. Treinta y seis participantes, divididos en tres grupos según su nivel de miedo a las cucarachas, fueron expuestos a un entorno de realidad virtual con cucarachas, durante 4 minutos, mientras se registraba su actividad cardíaca, que fue usada como entrada para el entorno de realidad virtual. Los resultados revelaron efectos significativos en las medidas tomadas por autorreporte y en la frecuencia cardíaca de diferentes grupos temerosos a las cucarachas. Además, los participantes más temerosos son más propensos a desencadenar la aparición de cucarachas en el entorno de realidad virtual, debido a su aceleración cardíaca. Los resultados generales sugieren que nuestro entorno de RV es válido para inducir miedo a las cucarachas, con un potencial uso en el dominio terapéutico.
info:eu-repo/semantics/article
American Psychiatric Association. (2013). Diagnostic and Statistical Manual of Mental Disorders, 5th Edition. Diagnostic and Statistical Manual of Mental Disorders, (5th Edition). https://doi.org/10.1176/appi.books.9780890425596.744053. Anolli, L., Mantovani, F., Confalonieri, L., Ascolese, A., & Peveri, L. (2010). Emotions in serious games: From experience to assessment. International Journal of Emerging Technologies in Learning, 5 (SI3), 7–16. https://doi.org/10.3991/ijet.v5s3.1496. Becker, E. S., Rinck, M., Türke, V., Kause, P., Goodwin, R., Neumer, S., & Margraf, J. (2007). Epidemiology of specific phobia subtypes: Findings from the dresden mental health study. European Psychiatry, 22 (2), 69–74. https://doi.org/10.1016/j.eurpsy.2006.09.006. ´Cosi´c, K., Popovi, S., Kukolja, D., Horvat, M., & Dropulji, B. (2010). Physiology-driven adaptive virtual reality stimulation for prevention and treatment of stress related disorders. Cyberpsychology, Behavior, and Social Networking, 13 (1), 73–78. https://doi.org/10.1089/cyber.2009.0260. Cui, J., & Qian, G. (2007). Selection of Working Correlation Structure and Best Model in GEE Analyses of Longitudinal Data. Communications in Statistics - Simulation and Computation, 36 (5), 987–996. https://doi.org/10.1080/03610910701539617. Curtis, V., & Biran, A. (2001). Dirt, disgust, and disease. is hygiene in our genes? Perspectives in Biology and Medicine, 44 (1), 17–31. https://doi.org/10.1353/pbm.2001.0001. Dekker, A., & Champion, E. (2007). Please biofeed the zombies: Enhancing the gameplay and display of a horror game using biofeedback. In 3rd Digital Games Research Association International Conference: “Situated Play”, (pp. 550–558). https://doi.org/10.25917/5d1443e8af4a0. Essau, C. A., Conradt, J., & Petermann, F. (2000). Frequency, Comorbidity, and Psychosocial Impairment of Specific Phobia in Adolescents. Journal of Clinical Child and Adolescent Psychology, 29 (2), 221–231. https://doi.org/10.1207/S15374424jccp2902_8. Fredrikson, M., Annas, P., Fischer, H., & Wik, G. (1996). Gender and age differences in the prevalence of specific fears and phobias. Behaviour Research and Therapy, 34 (1), 33–39. https://doi.org/10.1016/0005-7967(95)00048-3. Gamito, P., Oliveira, J., Baptista, A., Morais, D., Lopes, P., Rosa, P., Santos, N., & Brito, R. (2014). Eliciting nicotine craving with virtual smoking cues. Cyberpsychology, Behavior and Social Networking, 17 (8), 556–561. https://doi.org/10.1089/cyber.2013.0329. Gamito, P., Oliveira, J., Morais, D., Rosa, P. J., & Saraiva, T. (2011a). NeuAR – A Review of the VR/AR Applications in the Neuroscience Domain In Andrew Yeh Ching Nee (Ed.), Augmented Reality Some Emerging Application Areas (pp. 131–154). InTech, Publishing. Gamito, P., Oliveira, J., Morais, D., Rosa, P. J., & Saraiva, T. (2011b). Serious Games for Serious problems: from Ludicus to Therapeuticus In Kim JJ. (Ed.), Virtual Reality (pp. 527–548). InTech, Publishing. Gamito, P., Oliveira, J., Rosa, P., Morais, D., Duarte, N., Oliveira, S., & Saraiva, T. (2010). PTSD elderly war veterans: A clinical controlled pilot study. Cyberpsychology, Behavior and Social Networking, 13 (1), 43–48. https://doi.org/10.1089/cyber.2009.0237. Hood, H. K., & Antony, M. M. (2012). Evidence-Based Assessment and Treatment of Specific Phobias in Adults. In L. G. Davis III, T. E., Ollendick, T.H., Öst (Ed.), Autism and child psychopathology series. Intensive one-session treatment of specific (pp. 19–42). https://doi.org/10.1007/978-1-4614-3253-1_2. Izard, C. E. (1977). Human Emotions. Springer US. https://doi.org/10.1007/978-1-4899-2209-0. Kawai, N., & He, H. (2016). Breaking snake camouflage: Humans detect snakes more accurately than other animals under less discernible visual conditions. PLoS ONE, 11 (10), e0164342. https://doi.org/10.1371/journal.pone.0164342. Kessler, R. C., Berglund, P., Demler, O., Jin, R., Merikangas, K. R., & Walters, E. E. (2005). Lifetime prevalence and age-of-onset distributions of dsmiv disorders in the national comorbidity survey replication. Archives of General Psychiatry, 62 (6), 593–602. https://doi.org/10.1001/archpsyc.62.6.593. Kim, K. H., Bang, S. W., & Kim, S. R. (2004). Emotion recognition system using short-term monitoring of physiological signals. Medical and Biological Engineering and Computing, 42 (3), 419–427. https://doi.org/10.1007/BF02344719. Larson, C. L., Schaefer, H. S., Siegle, G. J., Jackson, C. A. B., Anderle, M. J., & Davidson, R. J. (2006). Fear is fast in phobic individuals: Amygdala activation in response to fear-relevant stimuli. Biological Psychiatry, 60 (4), 410–417. https://doi.org/10.1016/j.biopsych.2006.03.079. Ledoux, J. (2003). The emotional brain , fear , and the amygdala. 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International Journal of Psychological Research - 2020
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https://revistas.usb.edu.co/index.php/IJPR/article/view/4670
International Journal of Psychological Research
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Universidad San Buenaventura - USB (Colombia)
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https://creativecommons.org/licenses/by-nc-sa/4.0/
Journal article
Núm. 2 , Año 2020 : Volume 13(2)
Cardiac Activity
Non-immersive VR environments are related to the least interactive application of VR techniques, such that interaction with the VR environment can occur commonly by 3D-TV without full immersion into the environment. This study presents how 3D-TV exposure combined with physiology recording can elicit fear of cockroaches among individuals with different levels of fear. Thirty-six participants, set apart into three fear groups (low vs. moderate vs. high), were exposed to VR environment with cockroaches for 4 minutes while recording and using cardiac activity as input to the VR environment. Results revealed significant effects on self-report measures and heart rate between different fear groups. Moreover, participants with higher levels of fear were more likely to trigger cockroaches into the scenario due to their cardiac acceleration. Overall results suggest that our physiology-driven VR environment is valid for fear elicitation while having potential use in therapeutic domain.
Rosa, Pedro J.
Luz, Filipe
Júnior, Roberto
Oliveira, Jorge
Morais, Diogo
Gamito, Pedro
Virtual Environment
Physiology-Driven
Emotion elicitation
Fear of cockroaches
Katsaridaphobia
13
2
Publication
https://doi.org/10.21500/20112084.4670
2020-08-20T02:38:00Z
10.21500/20112084.4670
99
108
https://revistas.usb.edu.co/index.php/IJPR/article/download/4670/3706
2011-7922
2011-2084
2020-08-20
2020-08-20T02:38:00Z