TY - JOUR
T1 - Affective Interactions Using Virtual Reality: 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
Y1 - 2007
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.
KW - Affective experiences
KW - Virtual Reality
KW - Affective experiences
KW - Virtual Reality
UR - http://hdl.handle.net/10807/7425
U2 - 10.1089/cpb.2006.9993
DO - 10.1089/cpb.2006.9993
M3 - Article
SN - 1094-9313
VL - 10
SP - 45
EP - 56
JO - CYBERPSYCHOLOGY & BEHAVIOR
JF - CYBERPSYCHOLOGY & BEHAVIOR
ER -