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Li C, Otgaar H, Battista F, Muris P, Zhang Y. The effect of mood on shaping belief and recollection following false feedback. PSYCHOLOGICAL RESEARCH 2024; 88:1638-1652. [PMID: 38581439 DOI: 10.1007/s00426-024-01957-6] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/13/2023] [Accepted: 03/19/2024] [Indexed: 04/08/2024]
Abstract
The current study examined how mood affects the impact of false feedback on belief and recollection. In a three-session experiment, participants first watched 40 neutral mini videos, which were accompanied by music to induce either a positive or negative mood, or no music. Following a recognition test, they received false feedback to reduce belief in the occurrence of the events displayed in some of the videos (Session 2). This was followed by an immediate memory test and a delayed memory assessment one week later (Session 3). The results revealed that participants in negative mood reported higher belief scores compared to those in positive moods, despite an overall decline in belief scores for all groups following the false feedback. Notably, individuals in negative moods exhibited less reduction in their belief scores after encountering challenges, thereby maintaining a higher accuracy in their testimonies. Over time, a reduction in the clarity of participants' memory recall was observed, which correspondingly reduced their testimony accuracy. This study thus indicates that mood states play a role in shaping belief and memory recall under the influence of false feedback.
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Affiliation(s)
- Chunlin Li
- Faculty of Law and Criminology, Catholic University of Leuven, Leuven, 3000, Belgium.
- Faculty of Psychology and Neuroscience, Maastricht University, Maastricht, The Netherlands.
| | - Henry Otgaar
- Faculty of Law and Criminology, Catholic University of Leuven, Leuven, 3000, Belgium
- Faculty of Psychology and Neuroscience, Maastricht University, Maastricht, The Netherlands
| | - Fabiana Battista
- Department of Education, Psychology, Communication, University of Bari, Bari, Italy
| | - Peter Muris
- Faculty of Psychology and Neuroscience, Maastricht University, Maastricht, The Netherlands
- Department of Psychology, Stellenbosch University, Stellenbosch, South Africa
| | - Yikang Zhang
- Faculty of Psychology and Neuroscience, Maastricht University, Maastricht, The Netherlands
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Chirico A, Gaggioli A. Virtual Reality for Awe and Imagination. Curr Top Behav Neurosci 2023; 65:233-254. [PMID: 36802035 DOI: 10.1007/7854_2023_417] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 02/19/2023]
Abstract
Empirical research has explored the potential of the emotion of awe to shape creativity, while theoretical work has sought to understand the link between this emotion and transformation in terms of imagining new possible worlds. This branch of study relies on the transformative potential of virtual reality (VR) to examine and invite cognitive and emotional components of transformative experiences (TEs) within the interdisciplinary model of Transformative Experience Design (TED) and the Appraisal-Tendency Framework (ATF). TED suggests using the epistemic and emotional affordances of interactive technologies, such as VR, to invite TEs. The ATF can provide insight into the nature of these affordances and their relationship. This line of research draws on empirical evidence of the awe-creativity link to broaden the discourse and consider the potential impact of this emotion on core beliefs about the world. The combination of VR with these theoretical and design-oriented approaches may enable a new generation of potentially transformative experiences that remind people that they can aspire to more and inspire them to work toward imagining and creating a new possible world.
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Affiliation(s)
- Alice Chirico
- Department of Psychology, Research Center in Communication Psychology, Universitá Cattolica del Sacro Cuore, Milan, Italy.
| | - Andrea Gaggioli
- Department of Psychology, Research Center in Communication Psychology, Universitá Cattolica del Sacro Cuore, Milan, Italy
- Applied Technology for Neuropsychology Lab (ATNP-Lab), Italian Auxologico Institute of Milan, Milan, Italy
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3
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Durosini I, Triberti S, Savioni L, Sebri V, Pravettoni G. The Role of Emotion-Related Abilities in the Quality of Life of Breast Cancer Survivors: A Systematic Review. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2022; 19:12704. [PMID: 36232004 PMCID: PMC9566755 DOI: 10.3390/ijerph191912704] [Citation(s) in RCA: 23] [Impact Index Per Article: 11.5] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 07/08/2022] [Revised: 09/27/2022] [Accepted: 09/29/2022] [Indexed: 05/29/2023]
Abstract
Breast cancer survivors have to deal with notable challenges even after successful treatment, such as body image issues, depression and anxiety, the stress related to changes in lifestyle, and the continual challenges inherent to health management. The literature suggests that emotional abilities, such as emotional intelligence, emotion management, mood repair, and coping play a fundamental role in such challenges. We performed a systematic review to systematize the evidence available on the role of emotional abilities in quality of life and health management in breast cancer survivors. The search was performed on three scientific databases (Pubmed, Scopus, and PsycINFO) and, after applying exclusion criteria, yielded 33 studies, mainly of a cross-sectional nature. The results clearly support the hypothesis that emotional abilities play multiple important roles in breast cancer survivors' quality of life. Specifically, the review highlighted that coping/emotional management plays multiple roles in breast cancer survivors' well-being and health management, affecting vitality and general adjustment to cancer positivity and promoting benefit findings related to the cancer experience; however, rare negative results exist in the literature. This review highlights the relevance of emotional abilities to promoting quality of life in breast cancer survivors. Future review efforts may explore other breast cancer survivors' emotional abilities, aiming at assessing available instruments and proposing tailored psychological interventions.
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Affiliation(s)
- Ilaria Durosini
- Applied Research Division for Cognitive and Psychological Science, IEO, European Institute of Oncology IRCCS, 20141 Milan, Italy
| | - Stefano Triberti
- Applied Research Division for Cognitive and Psychological Science, IEO, European Institute of Oncology IRCCS, 20141 Milan, Italy
- Department of Oncology and Hemato-Oncology, University of Milan, 20123 Milan, Italy
| | - Lucrezia Savioni
- Applied Research Division for Cognitive and Psychological Science, IEO, European Institute of Oncology IRCCS, 20141 Milan, Italy
- Department of Oncology and Hemato-Oncology, University of Milan, 20123 Milan, Italy
| | - Valeria Sebri
- Applied Research Division for Cognitive and Psychological Science, IEO, European Institute of Oncology IRCCS, 20141 Milan, Italy
- Department of Oncology and Hemato-Oncology, University of Milan, 20123 Milan, Italy
| | - Gabriella Pravettoni
- Applied Research Division for Cognitive and Psychological Science, IEO, European Institute of Oncology IRCCS, 20141 Milan, Italy
- Department of Oncology and Hemato-Oncology, University of Milan, 20123 Milan, Italy
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Xie T, Zhang L, Liu G. Understanding preservice teachers' affective responses to VR-enabled scientific experiments. Front Psychol 2022; 13:929270. [PMID: 35992421 PMCID: PMC9389293 DOI: 10.3389/fpsyg.2022.929270] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/26/2022] [Accepted: 07/08/2022] [Indexed: 11/21/2022] Open
Abstract
Preservice teachers' preparedness, perception, and affect toward certain technology systems influence the student acquisition of science knowledge, process skills, teaching innovation, and willingness to use technology in their classroom. The purpose of this study was to explore teachers' affective responses to a virtual reality-enabled scientific experiment (VaSE) system. Fifty-one preservice teachers majoring in educational technology participated in the study. They were divided into two groups, and their reactions were measured separately on two occasions. The first occasion used a standard system following the principle of Donald Norman's affective design model (ADM). The VaSE system was then revised with a strict version of ADM before the participants' reactions were measured for a second time. The positive and negative affect scale (PANAS) was utilized for affective state evaluation. Semi-structured interviews that focused on affective experiences were organized using an ADM framework and conducted immediately after the participants used VaSE. The results indicated that the positive affect experienced by the preservice teachers was significantly enhanced, and the negative affect was significantly weakened. Academic level, gender, and prior experience were important random effect factors that impacted the affective experience. It was also revealed that participants were more likely to be affected by immersion and interactivity in terms of enhancing positive affect and were more likely to be affected by behavioral layer elements in terms of weakening negative affect. A conclusion has been drawn to provide theoretical and practical suggestions for training preservice teachers in ways that improve their ability to integrate technology into the classroom.
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Anthropomorphizing Technology: A Conceptual Review of Anthropomorphism Research and How it Relates to Children's Engagements with Digital Voice Assistants. Integr Psychol Behav Sci 2021; 56:709-738. [PMID: 34811705 PMCID: PMC9334403 DOI: 10.1007/s12124-021-09668-y] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Accepted: 11/07/2021] [Indexed: 11/29/2022]
Abstract
‘Anthropomorphism’ is a popular term in the literature on human-technology engagements, in general, and child-technology engagements, in particular. But what does it really mean to ‘anthropomorphize’ something in today’s world? This conceptual review article, addressed to researchers interested in anthropomorphism and adjacent areas, reviews contemporary anthropomorphism research, and it offers a critical perspective on how anthropomorphism research relates to today’s children who grow up amid increasingly intelligent and omnipresent technologies, particularly digital voice assistants (e.g., Alexa, Google Assistant, Siri). First, the article reviews a comprehensive body of quantitative as well as qualitative anthropomorphism research and considers it within three different research perspectives: descriptive, normative and explanatory. Following a brief excursus on philosophical pragmatism, the article then discusses each research perspective from a pragmatistic viewpoint, with a special emphasis on child-technology and child-voice-assistant engagements, and it also challenges some popular notions in the literature. These notions include descriptive ‘as if’ parallels (e.g., child behaves ‘as if’ Alexa was a friend), or normative assumptions that human-human engagements are generally superior to human-technology engagements. Instead, the article reviews different examples from the literature suggesting the nature of anthropomorphism may change as humans’ experiential understandings of humanness change, and this may particularly apply to today’s children as their social cognition develops in interaction with technological entities which are increasingly characterized by unprecedented combinations of human and non-human qualities.
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Fels D, Blackler A, Niedderer K. Does bouncy equal happy? Comparing user's interpretations of emotions conveyed by one designed moving object based on the soma-semiotic framework. APPLIED ERGONOMICS 2021; 96:103463. [PMID: 34091182 DOI: 10.1016/j.apergo.2021.103463] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 06/28/2019] [Revised: 05/08/2021] [Accepted: 05/11/2021] [Indexed: 06/12/2023]
Abstract
When designing objects, designers attempt to communicate the purpose and meaning of that object to users using various factors such as visual appearance (aesthetic), practical interaction elements (product semantics) and meanings beyond the practical product interaction (semiotics). This study sought to confirm the previous deductively-developed soma-semiotic framework, whose purpose was to understand and ultimately predict the emotional impact of different design elements on users, using one specifically designed object, Fruit Bowl (FB). The purpose of the study reported in this paper was to compare the theoretically derived emotional responses to FB from the soma-semiotic framework with empirically derived data from users in order to improve the framework. Sixty participants evaluated the meaning and emotion conveyed by FB as well as self-reported their own experienced emotions under two scenarios. The framework predicted that FB would convey joy in a first scenario, and amusement in a second scenario based on different movements. Using a weighted vector analysis based on Russell's two-dimensional Circumplex of emotions, users identified that the overall emotion of the first scenario to be similar to the predicted emotion. This was attributed mostly to the bouncy movement of the bowl and its visual aesthetic. However, in the second scenario the overall rating was calm/impressed; rather than humour. The abstract design did not favour users making the same associations as the designer. We recommend that the soma-semiotic framework be revised to include aesthetic, in addition to semiotic and semantic, elements as determinants of user interpretations and reactions to designed objects.
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Affiliation(s)
- Deborah Fels
- Ted Rogers School of Information Technology Management, Ryerson University, Toronto, Ontario, Canada; QUT Design Lab, Queensland University of Technology, Brisbane, Australia.
| | - Alethea Blackler
- QUT Design Lab, Queensland University of Technology, Brisbane, Australia
| | - Kristina Niedderer
- Manchester School of Art, Manchester Metropolitan University, Manchester, UK
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Pallavicini F, Pepe A. Virtual Reality Games and the Role of Body Involvement in Enhancing Positive Emotions and Decreasing Anxiety: Within-Subjects Pilot Study. JMIR Serious Games 2020; 8:e15635. [PMID: 32554371 PMCID: PMC7330737 DOI: 10.2196/15635] [Citation(s) in RCA: 18] [Impact Index Per Article: 4.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/25/2019] [Revised: 11/26/2019] [Accepted: 03/21/2020] [Indexed: 02/06/2023] Open
Abstract
Background In the last few years, the introduction of immersive technologies, especially virtual reality, into the gaming market has dramatically altered the traditional concept of video games. Given the unique features of virtual reality in terms of interaction and its ability to completely immerse the individual into the game, this technology should increase the propensity for video games to effectively elicit positive emotions and decrease negative emotions and anxiety in the players. However, to date, few studies have investigated the ability of virtual reality games to induce positive emotions, and the possible effect of this new type of video game in diminishing negative emotions and anxiety has not yet been tested. Furthermore, given the critical role of body movement in individuals’ well-being and in emotional responses to video games, it seems critical to investigate how body involvement can be exploited to modulate the psychological benefits of virtual reality games in terms of enhancing players’ positive emotions and decreasing negative emotions and anxiety. Objective This within-subjects study aimed to explore the ability of commercial virtual reality games to induce positive emotions and diminish negative emotions and state anxiety of the players, investigating the effects of the level of body involvement requested by the game (ie, high vs low). Methods A total of 36 young adults played a low body-involvement (ie, Fruit Ninja VR) and a high body-involvement (ie, Audioshield) video game in virtual reality. The Visual Analogue Scale (VAS) and the State-Trait Anxiety Inventory, Form-Y1 (STAI-Y1) were used to assess positive and negative emotions and state anxiety. Results Results of the generalized linear model (GLM) for repeated-measures multivariate analysis of variance (MANOVA) revealed a statistically significant increase in the intensity of happiness (P<.001) and surprise (P=.003) and, in parallel, a significant decrease in fear (P=.01) and sadness (P<.001) reported by the users. Regarding the ability to improve anxiety in the players, the results showed a significant decrease in perceived state anxiety after game play, assessed with both the STAI-Y1 (P=.003) and the VAS-anxiety (P=.002). Finally, the results of the GLM MANOVA showed a greater efficacy of the high body-involvement game (ie, Audioshield) compared to the low body-involvement game (ie, Fruit Ninja VR), both for eliciting positive emotions (happiness, P<.001; and surprise, P=.01) and in reducing negative emotions (fear, P=.05; and sadness, P=.05) and state anxiety, as measured by the STAI-Y1 (P=.05). Conclusions The two main principal findings of this study are as follows: (1) virtual reality video games appear to be effective tools to elicit positive emotions and to decrease negative emotions and state anxiety in individuals and (2) the level of body involvement of the virtual video game has an important effect in determining the ability of the game to improve positive emotions and decrease negative emotions and state anxiety of the players.
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Affiliation(s)
- Federica Pallavicini
- Department of Human Sciences for Education, University of Milano-Bicocca, Milan, Italy
| | - Alessandro Pepe
- Department of Human Sciences for Education, University of Milano-Bicocca, Milan, Italy
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Triberti S, Durosini I, Curigliano G, Pravettoni G. Is Explanation a Marketing Problem? The Quest for Trust in Artificial Intelligence and Two Conflicting Solutions. Public Health Genomics 2020; 23:2-5. [PMID: 31991406 DOI: 10.1159/000506014] [Citation(s) in RCA: 4] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/27/2019] [Accepted: 01/20/2020] [Indexed: 12/12/2022] Open
Affiliation(s)
- Stefano Triberti
- Department of Oncology and Hemato-Oncology, University of Milan, Milan, Italy, .,Applied Research Division for Cognitive and Psychological Science, IEO, European Institute of Oncology IRCCS, Milan, Italy,
| | - Ilaria Durosini
- Applied Research Division for Cognitive and Psychological Science, IEO, European Institute of Oncology IRCCS, Milan, Italy
| | - Giuseppe Curigliano
- Division of Early Drug Development for Innovative Therapy, IEO, European Institute of Oncology IRCCS, Milan, Italy
| | - Gabriella Pravettoni
- Department of Oncology and Hemato-Oncology, University of Milan, Milan, Italy.,Applied Research Division for Cognitive and Psychological Science, IEO, European Institute of Oncology IRCCS, Milan, Italy
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3D Facial Expression Recognition for Defining Users’ Inner Requirements—An Emotional Design Case Study. APPLIED SCIENCES-BASEL 2019. [DOI: 10.3390/app9112218] [Citation(s) in RCA: 11] [Impact Index Per Article: 2.2] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/16/2022]
Abstract
This study proposes a novel quality function deployment (QFD) design methodology based on customers’ emotions conveyed by facial expressions. The current advances in pattern recognition related to face recognition techniques have fostered the cross-fertilization and pollination between this context and other fields, such as product design and human-computer interaction. In particular, the current technologies for monitoring human emotions have supported the birth of advanced emotional design techniques, whose main focus is to convey users’ emotional feedback into the design of novel products. As quality functional deployment aims at transforming the voice of customers into engineering features of a product, it appears to be an appropriate and promising nest in which to embed users’ emotional feedback with new emotional design methodologies, such as facial expression recognition. This way, the present methodology consists in interviewing the user and acquiring his/her face with a depth camera (allowing three-dimensional (3D) data), clustering the face information into different emotions with a support vector machine classificator, and assigning customers’ needs weights relying on the detected facial expressions. The proposed method has been applied to a case study in the context of agriculture and validated by a consortium. The approach appears sound and capable of collecting the unconscious feedback of the interviewee.
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Kumar JA, Muniandy B, Wan Yahaya WAJ. Exploring the effects of emotional design and emotional intelligence in multimedia-based learning: an engineering educational perspective. NEW REV HYPERMEDIA M 2019. [DOI: 10.1080/13614568.2019.1596169] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.6] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/27/2022]
Affiliation(s)
- Jeya Amantha Kumar
- Centre for Instructional Technology and Multimedia, Universiti Sains Malaysia, Pulau Pinang, Malaysia
| | - Balakrishnan Muniandy
- School of Education, Languages and Communications, Wawasan Open University, Pulau Pinang, Malaysia
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Lee JM, Baek J, Ju DY. Anthropomorphic Design: Emotional Perception for Deformable Object. Front Psychol 2018; 9:1829. [PMID: 30333773 PMCID: PMC6175972 DOI: 10.3389/fpsyg.2018.01829] [Citation(s) in RCA: 4] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/19/2018] [Accepted: 09/07/2018] [Indexed: 11/21/2022] Open
Abstract
Despite the increasing number of studies on user experience (UX) and user interfaces (UI), few studies have examined emotional interaction between humans and deformable objects. In the current study, we investigated how the anthropomorphic design of a flexible display interacts with emotion. For 101 unique 3D images in which an object was bent at different axes, 281 participants were asked to report how strongly the object evoked five elemental emotions (e.g., happiness, disgust, anger, fear, and sadness) in an online survey. People rated the object’s shape using three emotional categories: happiness, disgust–anger, and sadness–fear. It was also found that a combination of axis of bending (horizontal or diagonal axis) and convexity (bending convexly or concavely) predicted emotional valence, underpinning the anthropomorphic design of flexible displays. Our findings provide empirical evidence that axis of bending and convexity can be an important antecedent of emotional interaction with flexible objects, triggering at least three types of emotion in users.
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Affiliation(s)
- Jung Min Lee
- Technology and Design Research Center, Yonsei Institute of Convergence Technology, Yonsei University, Incheon, South Korea
| | - Jongsoo Baek
- Yonsei Institute of Convergence Technology, Yonsei University, Incheon, South Korea
| | - Da Young Ju
- Technology and Design Research Center, Yonsei Institute of Convergence Technology, Yonsei University, Incheon, South Korea
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Kitson A, Prpa M, Riecke BE. Immersive Interactive Technologies for Positive Change: A Scoping Review and Design Considerations. Front Psychol 2018; 9:1354. [PMID: 30123161 PMCID: PMC6085587 DOI: 10.3389/fpsyg.2018.01354] [Citation(s) in RCA: 41] [Impact Index Per Article: 6.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/13/2018] [Accepted: 07/13/2018] [Indexed: 12/03/2022] Open
Abstract
Practices such as mindfulness, introspection, and self-reflection are known to have positive short and long-term effects on health and well-being. However, in today's modern, fast-paced, technological world tempted by distractions these practices are often hard to access and relate to a broader audience. Consequently, technologies have emerged that mediate personal experiences, which is reflected in the high number of available applications designed to elicit positive changes. These technologies elicit positive changes by bringing users' attention to the self—from technologies that show representation of quantified personal data, to technologies that provide experiences that guide the user closer in understanding the self. However, while many designs available today are either built to support or are informed by these aforementioned practices, the question remains: how can we most effectively employ different design elements and interaction strategies to support positive change? Moreover, what types of input and output modalities contribute to eliciting positive states? To address these questions, we present here a state of the art scoping review of immersive interactive technologies that serve in a role of a mediator for positive change in users. We performed a literature search using ACM Digital Library, Web of Science, IEEE Xplore, and Design and Applied Arts Index (beginning of literature—January 1, 2018). We retrieved English-language articles for review, and we searched for published and unpublished studies. Risk of bias was assessed with Downs and Black 26-item QAT scale. We included 34 articles as relevant to the literature, and the analysis of the articles resulted in 38 instances of 33 immersive, interactive experiences relating to positive human functioning. Our contribution is three-fold: First we provide a scoping review of immersive interactive technologies for positive change; Second, we propose both a framework for future designs of positive interactive technologies and design consideration informed by the comparative analysis of the designs; Third, we provide design considerations for immersive, interactive technologies to elicit positive states and support positive change.
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Affiliation(s)
- Alexandra Kitson
- iSpaceLab, School of Interactive Arts and Technology, Simon Fraser University, Surrey, BC, Canada
| | - Mirjana Prpa
- iSpaceLab, School of Interactive Arts and Technology, Simon Fraser University, Surrey, BC, Canada
| | - Bernhard E Riecke
- iSpaceLab, School of Interactive Arts and Technology, Simon Fraser University, Surrey, BC, Canada
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