Virtual reality: towards a better prediction of full body illusion — a mediation model for healthy young women

IF 4.4 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Virtual Reality Pub Date : 2024-09-10 DOI:10.1007/s10055-024-01051-7
Franck-Alexandre Meschberger-Annweiler, Mariarca Ascione, Bruno Porras-Garcia, Maria Teresa Mendoza-Medialdea, Julia Prieto-Perpiña, Adela Fuste-Escolano, Jose Ruiz-Rodriguez, Marta Ferrer-Garcia, Jose Gutierrez-Maldonado
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Abstract

The application of advanced embodied technologies, particularly virtual reality (VR), has been suggested as a means to induce the full-body illusion (FBI). This technology is employed to modify different facets of bodily self-consciousness, which involves the sense of inhabiting a physical form, and is influenced by cognitive inputs, affective factors like body dissatisfaction, individual personality traits and suggestibility. Specifically, VR-based Mirror Exposure Therapies are used for the treatment of anorexia nervosa (AN). This study aims to investigate whether the “Big Five” personality dimensions, suggestibility, body dissatisfaction and/or body mass index can act as predictors for FBI, either directly or acting as a mediator, in young women of similar gender and age as most patients with AN. The FBI of 156 healthy young women immersed in VR environment was induced through visuomotor and visuo-tactile stimulations, and then assessed using the Avatar Embodiment Questionnaire, comprising four dimensions: Appearance, Ownership, Response, and Multi-Sensory. Data analysis encompassed multiple linear regressions and SPSS PROCESS macro’s mediation model. The findings revealed that the “Big Five” personality dimensions did not directly predict FBI in healthy young women, but Openness to experience, Agreeableness, and Neuroticism exerted an indirect influence on some FBI components through the mediation of suggestibility.

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虚拟现实:更好地预测全身幻觉--针对健康年轻女性的中介模型
有人认为,应用先进的具身技术,特别是虚拟现实(VR),是诱发全身幻觉(FBI)的一种手段。这种技术被用来改变身体自我意识的不同方面,其中涉及身体形态的居住感,并受到认知输入、身体不满意等情感因素、个人人格特质和暗示性的影响。具体而言,基于虚拟现实的镜像暴露疗法被用于治疗神经性厌食症(AN)。本研究旨在调查 "五大 "人格维度、暗示性、身体不满意度和/或体重指数是否能直接或作为中介因素,对与大多数厌食症患者性别和年龄相似的年轻女性的联邦调查局起到预测作用。通过视觉运动和视觉触觉刺激,诱导 156 名健康年轻女性沉浸在 VR 环境中,然后使用 "阿凡达体现问卷 "对她们的 FBI 进行评估:阿凡达体现问卷包括四个维度:外观、所有权、响应和多感官。数据分析包括多重线性回归和 SPSS PROCESS 宏的中介模型。研究结果表明,"五大 "人格维度并不能直接预测健康年轻女性的联邦调查局,但经验开放性、宜人性和神经质通过暗示性的中介作用对联邦调查局的某些组成部分产生了间接影响。
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来源期刊
Virtual Reality
Virtual Reality COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS-COMPUTER SCIENCE, SOFTWARE ENGINEERING
CiteScore
8.30
自引率
14.30%
发文量
95
审稿时长
>12 weeks
期刊介绍: The journal, established in 1995, publishes original research in Virtual Reality, Augmented and Mixed Reality that shapes and informs the community. The multidisciplinary nature of the field means that submissions are welcomed on a wide range of topics including, but not limited to: Original research studies of Virtual Reality, Augmented Reality, Mixed Reality and real-time visualization applications Development and evaluation of systems, tools, techniques and software that advance the field, including: Display technologies, including Head Mounted Displays, simulators and immersive displays Haptic technologies, including novel devices, interaction and rendering Interaction management, including gesture control, eye gaze, biosensors and wearables Tracking technologies VR/AR/MR in medicine, including training, surgical simulation, rehabilitation, and tissue/organ modelling. Impactful and original applications and studies of VR/AR/MR’s utility in areas such as manufacturing, business, telecommunications, arts, education, design, entertainment and defence Research demonstrating new techniques and approaches to designing, building and evaluating virtual and augmented reality systems Original research studies assessing the social, ethical, data or legal aspects of VR/AR/MR.
期刊最新文献
Virtual reality: towards a better prediction of full body illusion — a mediation model for healthy young women Publisher Correction: Cybersickness with passenger VR in the aircraft: influence of turbulence and VR content Using in situ research-based design to explore learning module effectiveness and usability in a virtual reality system for workforce training The use of CNNs in VR/AR/MR/XR: a systematic literature review Exploring the user’s gaze during product evaluation through the semantic differential: a comparison between virtual reality and photorealistic images
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