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Affective Interactions Using Virtual Reality: The Link between Presence and Emotions
Abstract
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.
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In the citing paper
“The studies carried out in this field with VRET showed that, when a scenario engaged with the emotions, the sense of presence increased, and at the same time, presence was a significant predictor of emotional responses (Gromer et al., 2019; Riva et al., 2007).”
From An internet-based treatment for flying phobia using 360° images: A feasibility pilot study (2022) · cites this paper as Riva et al., 2007
In the citing paper
“Furthermore, this relationship appears to be bidirectional (Riva et al., 2007), which means that emotions increase the sense of presence, and presence is also a significant predictor of the emotional responses in virtual environments.”
From An Internet-based treatment for Flying Phobia using 360° images: Study protocol for a feasibility pilot study (2021) · cites this paper as Riva et al., 2007
In the citing paper
“Although the first research findings in this field were contradictory, the literature indicates that emotions and presence are associated. Results show that when a VRET scenario engages emotions, the sense of presence immediately increases.”
From An Internet-based treatment for Flying Phobia using 360° images: Study protocol for a feasibility pilot study (2021) · cites this paper as Riva et al., 2007
In the citing paper
“This Spanish adaptation/version of this measure has been previously used to measure user's presence in virtual reality [31, 35].”
In the citing paper
“This shorter 7-item scale has been successfully used in previous studies [31].”
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Metadata
- Authors
- Riva, G., Mantovani, F., Capideville, C. S., Preziosa, A., Morganti, F., Villani, D., Gaggioli, A., Botella, C., & Alcañiz, M.
- Affiliations
- Università Cattolica del Sacro Cuore (IT)
- IRCCS Istituto Auxologico Italiano (IT)
- Universitat Jaume I (ES)
- Medical Image Computing Laboratory (MEDICLAB), Universitat Politècnica de València, València, Spain.
- ORCID
- Venue
- CyberPsychology & Behavior
- Publisher
- SAGE Publications
- Published
- 2007-02
- Volume
- 10
- Issue
- 1
- Pages
- 45-56
- ISSN
- 1094-9313 (ISSN-L)
- 1557-8364
- OpenAlex
- W1995474267
- Cited by
- 1,111
- References
- 42
- Citations by year
- 2026: 54 · 2025: 89 · 2024: 115 · 2023: 102 · 2022: 117 · 2021: 129 · 2020: 108 · 2019: 94 · 2018: 59 · 2017: 48 · 2016: 45 · 2015: 31 · 2014: 25 · 2013: 20 · 2012: 22
- FWCI
- 23.41
- Type
- journal article
- Language
- en
- Open access
- closed
- Locations
- CyberPsychology & Behavior (publishedVersion)
- PubMed (publishedVersion)
- Aisberg (University of Bergamo) (submittedVersion)
- BOA (University of Milano-Bicocca) (submittedVersion)
- Topics
- Physical Sciences › Computer Science › Human-Computer Interaction › Virtual Reality Applications and Impacts
- Social Sciences › Psychology › Social Psychology › Social Robot Interaction and HRI
- Social Sciences › Communication › Media Influence and Health
- Keywords
- virtual reality, presence, emotions, emotional interaction, emotion induction, virtual worlds, anxiety, relaxation, affective evaluation
- MeSH terms
- Adult, Affect, Female, Humans, Interpersonal Relations, Male, Surveys and Questionnaires, Social Behavior, User-Computer Interface
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