TY - JOUR
T1 - Affective interactions using virtual reality
T2 - The link between presence and emotions
AU - Riva, Giuseppe
AU - Mantovani, Fabrizia
AU - Capideville, Claret Samantha
AU - Preziosa, Alessandra
AU - Morganti, Francesca
AU - Villani, Daniela
AU - Gaggioli, Andrea
AU - Botella, Cristina
AU - Alcañiz, Mariano
PY - 2007/2
Y1 - 2007/2
N2 - Many studies showed the ability of movies and imagery techniques to elicit emotions. Nevertheless, it is less clear how to manipulate the content of interactive media to induce specific emotional responses. In particular, this is true for the emerging medium virtual reality (VR), whose main feature is the ability to induce a feeling of "presence" in the computer-generated world experienced by the user. The main goal of this study was to analyze the possible use of VR as an affective medium. Within this general goal, the study also analyzed the relationship between presence and emotions. The results confirmed the efficacy of VR as affective medium: the interaction with "anxious" and "relaxing" virtual environments produced anxiety and relaxation. The data also showed a circular interaction between presence and emotions: on one side, the feeling of presence was greater in the "emotional" environments; on the other side, the emotional state was influenced by the level of presence. The significance of these results for the assessment of affective interaction is discussed.
AB - Many studies showed the ability of movies and imagery techniques to elicit emotions. Nevertheless, it is less clear how to manipulate the content of interactive media to induce specific emotional responses. In particular, this is true for the emerging medium virtual reality (VR), whose main feature is the ability to induce a feeling of "presence" in the computer-generated world experienced by the user. The main goal of this study was to analyze the possible use of VR as an affective medium. Within this general goal, the study also analyzed the relationship between presence and emotions. The results confirmed the efficacy of VR as affective medium: the interaction with "anxious" and "relaxing" virtual environments produced anxiety and relaxation. The data also showed a circular interaction between presence and emotions: on one side, the feeling of presence was greater in the "emotional" environments; on the other side, the emotional state was influenced by the level of presence. The significance of these results for the assessment of affective interaction is discussed.
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U2 - 10.1089/cpb.2006.9993
DO - 10.1089/cpb.2006.9993
M3 - Article
C2 - 17305448
AN - SCOPUS:33847791768
VL - 10
SP - 45
EP - 56
JO - Cyberpsychology and Behavior
JF - Cyberpsychology and Behavior
SN - 1094-9313
IS - 1
ER -