情感科学中沉浸式情绪诱导的未来:利用虚拟现实测试情绪情境对任务表现的影响。

IF 2.1 Q2 PSYCHOLOGY Affective science Pub Date : 2023-09-12 DOI:10.1007/s42761-023-00213-1
Nadia Kako, Christian E. Waugh, Kateri McRae
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引用次数: 1

摘要

情感和临床科学的一个基本前提是,情绪的波动会导致认知和行为发生有意义的变化。这些理论通常通过实验室情绪诱导程序进行测试,然后执行既定任务。尽管在理解情绪的时间动态方面取得了进展,但仍不清楚是否是持久的情绪影响了后续的任务表现。此外,这种设计需要任务切换,这可能会限制情绪的影响并影响任务性能。我们认为,虚拟现实(VR)为传统的情绪诱导方法提供了一种更强大、更身临其境的替代方案,并有效地解决了这些局限性,因为它可以用于创建与任务执行同时发生的情绪情境。VR创造了身临其境的真实世界体验,同时受益于控制良好的实验室环境(Diniz-Bernardo等人,2021)。我们首先总结了关于情绪诱导方法的文献,包括VR创造了一个更具沉浸感的环境的证据,导致情绪诱导的幅度比其他方法更大。然后,我们报告了一项新颖的实证研究,研究了利用虚拟现实创建情绪情境的可行性,该情境与金标准情绪调节任务同时发生。我们的研究结果表明,虚拟现实是一种强大而持久的积极情绪诱导工具,在同时进行的任务中,可以立即改变情绪,并提高逐个试验的积极性评级。本研究的部分内容于2020年8月3日在临床试验网站上预先注册(项目引文:https://clinicaltrials.gov/ct2/show/NCT04496258).补充信息:在线版本包含补充材料,可访问10.1007/s42761-023-00213-1。
本文章由计算机程序翻译,如有差异,请以英文原文为准。

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The Future of Immersive Mood Induction in Affective Science: Using Virtual Reality to Test Effects of Mood Context on Task Performance

A fundamental premise of affective and clinical science is that fluctuations in mood drive meaningful changes in cognition and behavior. These theories are often tested via laboratory mood induction procedures followed by performing an established task. Despite advances in understanding the temporal dynamics of emotions, it is still unclear whether it is the enduring mood that impacts subsequent task performance. Additionally, this design requires task switching, which may limit the impact of mood and affect task performance. We suggest that virtual reality (VR) offers a more powerful, immersive alternative to traditional mood induction methods and effectively addresses these limitations because it can be used to create mood contexts that occur simultaneously with task performance. VR creates an immersive, real-world experience while benefiting from a well-controlled laboratory setting (Diniz Bernardo et al., 2021). We first summarize the literature on mood induction methodologies, including evidence that VR creates a more immersive environment, leading to mood inductions that are greater in magnitude than other methods. We then report a novel empirical study on the feasibility of utilizing VR to create a mood context that occurs simultaneously with a gold-standard emotion regulation task. Our results indicate that VR was a powerful and enduring positive mood induction tool, resulting in immediate changes in mood and greater trial-by-trial positivity ratings during the concurrent task. Portions of this study were pre-registered on August 3, 2020, on the Clinical Trials website (project citation: https://clinicaltrials.gov/ct2/show/NCT04496258).

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