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 entorn... Ver más
2011-2084
2011-7922
13
2020-08-20
99
108
International Journal of Psychological Research - 2020
info:eu-repo/semantics/openAccess
http://purl.org/coar/access_right/c_abf2
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UNIVERSIDAD DE SAN BUENAVENTURA |
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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/ |
references_eng |
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. 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). 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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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Philosophical Transactions of the Royal Society of London, 364, 3549–355. https://doi.org/10.3389/frobt.2016.00074. Stinson, F. S., Dawson, D. S., Chou, S. P., Smith, S., Goldtein, R. B., Ruan, W. J., & Grant, B. F. (2007). The epidemiology of DSM-IV specific phobia in the USA: Results from the National Epidemiologic Survey on Alcohol and Related Conditions. Psychological Medicine, 37 (7), 1047–1059. https://doi.org/10.1017/S0033291707000086. Szymanski, J., & O’Donohue, W. (1995). Fear of Spiders Questionnaire. Journal of Behavior Therapy and Experimental Psychiatry, 26 (1), 31–34. https://doi.org/10.1016/0005-7916(94)00072-T. van Rooij, M., Lobel, A., Harris, O., Smit, N., & Granic, I. (2016). DEEP: A Biofeedback Virtual Reality Game for Children At-risk for Anxiety. In Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems - CHI EA ’16 (Vol. 07-12-May) (pp. 1989–1997). ACM Press. https://doi.org/10.1145/2851581.2892452. 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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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. 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). 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International Journal of Psychological Research - 2020 http://purl.org/coar/resource_type/c_6501 Inglés https://revistas.usb.edu.co/index.php/IJPR/article/view/4670 International Journal of Psychological Research info:eu-repo/semantics/publishedVersion http://purl.org/coar/version/c_970fb48d4fbd8a85 info:eu-repo/semantics/openAccess http://purl.org/coar/access_right/c_abf2 Text Universidad San Buenaventura - USB (Colombia) application/pdf 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 |