Affective Interactions Using Virtual Reality: The Link between Presence and Emotions

  title={Affective Interactions Using Virtual Reality: The Link between Presence and Emotions},
  author={Giuseppe Riva and Fabrizia Mantovani and Claret S. Capideville and Alessandra Preziosa and Francesca Morganti and Daniela Villani and Andrea Gaggioli and Cristina Botella and Mariano Luis Alca{\~n}iz Raya},
  journal={Cyberpsychology \& behavior : the impact of the Internet, multimedia and virtual reality on behavior and society},
  volume={10 1},
  • G. RivaF. Mantovani M. A. Raya
  • Published 17 February 2007
  • Psychology
  • Cyberpsychology & behavior : the impact of the Internet, multimedia and virtual reality on behavior and society
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… 

Figures and Tables from this paper

The Role of Interactive Media Features on the Affective Response: a Virtual Reality Study

This vision suggests that it is possible to manipulate the emotional response by using two different strategies focused on cognitive and affective factors: matching expectations or defining specific goals and interpretations.

The Feeling is Real: Emotion Elicitation in Virtual Reality

Classical methods for eliciting emotional responses, including the use of emotionally-charged pictures and films, have been used to study the influence of affective states on human decision-making

The Effect of a Virtual Reality Intervention on Evoking Positive Emotions and the Mediating Role of Presence

Positive Psychology and Technology have been combined into the paradigm Positive Technology, concerned with the use of technology to promote positive emotions. One approach that could be used in this

Emotional Response to Virtual Reality Exposure across Different Cultures: The Role of the Attribution Process

The results show that VR significantly modified the core affect (reduced arousal) in all participants but that the final emotional response produced by this change was influenced by the attribution process.

The Effect of Emotional Narrative Virtual Environments on User Experience

Animation of emotional content of a realistic virtual scenario with a dynamic scene showed the ability of ENVE to elicit specific emotional state in participants and corroborate the idea that the ENVE approach can be used in environmental psychology or to treat persons with mental disease.

Development of an affective database made of interactive virtual environments

The validation of ten affective interactive Virtual Environments (VEs) designed to be used in Virtual Reality, related to five emotions, demonstrated high reliability of the experience and strong adaptability of the scenarios to different contexts of use.

When Virtual Feels Real: Comparing Emotional Responses and Presence in Virtual and Natural Environments

Findings provide initial evidence that emotions and sense of presence elicited by immersive videos are comparable with those evoked by real-life scenarios and warrant further investigations.

Effects of Emotion and Agency on Presence in Virtual Reality

It is shown for the first time that the effects of emotion and agency on presence can be modelled by separating design factors from subjective measures, and how these findings can explain seemingly conflicting results of related work and their implications for VR design.

The impact of perception and presence on emotional reactions: a review of research in virtual reality

The crucial role of perception on eliciting emotional reactions is highlighted, and the role of arousal as a basic dimension of emotional experience is discussed, suggesting an interoceptive attribution model of presence as a first step toward an integrative framework for emotion research in VR.

Virtual Reality for Emotion Elicitation - A Review

Virtual Reality has a great potential to evoke emotions effectively and naturally by generating motivational and empathy mechanisms which makes it an ecologically valid paradigm to study emotions.



Sense of Presence in Emotional Virtual Environments

Most definitions on presence have been based on cognitive or environmental aspects. However, we think that presence, like all human experiences, is influenced by emotions. EMMA project

Virtual reality in anxiety disorders: the past and the future

This review will discuss the outcome of different experimental studies conducted in order to investigate the effect of VR exposure in the treatment of subclinical fears and anxiety disorders, and provide guidelines for the use of VR exposed patients.

The Effect of the Emotion-related Channel in 3D Virtual Communication Environments

It was found that the children were able to communicate more freely and effectively than by simple electronic chat sessions, and the text-based media communication environments could be greatly enhanced with an emotion-related channel.

The EMMA Project: Emotions as a Determinant of Presence

After analyzing the possible emotional impact of high compelling synthetic experiences characterized by a high level of presence, the EMMA project wants to develop "mood devices" able to induce different forms of mood enhancement.

Being there : the experience of presence in mediated environments

For multi-user or collaborative virtual environments (CVEs), processes of negotiation and community creation need to be supported by the CVE design to enable communication and the creation of a social context within the CVE.

Depth of Presence in Virtual Environments

The idea of stacking depth, that is, where a participant can simulate the process of entering the virtual environment while already in such an environment, which can be repeated to several levels of depth, is introduced.

At the Heart of It All: The Concept of Presence

A number of emerging technologies including virtual reality, simulation rides, video conferencing, home theater, and high definition television are designed to provide media users with an illusion

The Third Pole of the Sense of Presence: Comparing Virtual and Imagery Spaces

Comparisons between virtual and imaginary environments indicate that the participants in “imagery” spaces indicated a decrease of their sense of presence, whereas the opposite occurs in participants in "virtual" spaces.

When presence and emotion are related, and when they are not

This paper proposes a theory generating predictions for when presence and emotion are related, and when they are not. The theory explains apparently conflicting reports on the relation between

Picture media and emotion: effects of a sustained affective context.

The data suggest that presentation of a series of affective pictures of similar valence produces emotional reactions that are either maintained or sensitized across the temporal intervals used here but that do not habituate.