Evoking emotions in virtual reality : schema activation via a freeze-frame stimulus

2021
journal article
article
15
cris.lastimport.wos2024-04-10T01:50:50Z
dc.abstract.enVirtual reality can be used for educational purposes, particularly in demanding professions such as firefighting. Such virtual training may be useful for preparing trainees for distress, fear, or frustration experienced during real rescue operations. Evoking cognitive schemas, especially of other people, during training appears to be crucial as well, as the greatest stressors in the firefighting profession are social. Based on interviews with firefighters, two types of people (children and young women) were chosen as stimuli in the research design. In an experimental study with three iterations, the stimuli designed to evoke the schema of a significant other were implemented in a virtual reality simulator to evoke a cognitive schema in firefighters through emotions (positive and negative) and several dimensions of stress. The first iteration of the study did not yield expected results, as the stimulus (a child’s toy) was not as suggestive and vivid as it was expected. In the second attempt, the stimulus was improved and evoked feelings of challenge, harm, and loss in the participants. In the third iteration, the stimulus was changed once more (to a white dress) and this time it evoked negative emotions of fear, anger, guilt, and sadness. However, after correcting for multiple comparisons, only results regarding emotional response remained statistically significant. The results are discussed in light of cognitive schemas’ activation, and perspectives for further research in this scope are proposed. Due to research outcomes, the issues of manipulation checks in experimental psychology and limitations of the VR technology are taken into consideration.pl
dc.affiliationWydział Zarządzania i Komunikacji Społecznej : Instytut Psychologii Stosowanejpl
dc.affiliationSzkoła Doktorska Nauk Społecznychpl
dc.contributor.authorLipp, Natalia - 182087 pl
dc.contributor.authorDużmańska-Misiarczyk, Natalia - 229907 pl
dc.contributor.authorStrojny, Agnieszka - 104919 pl
dc.contributor.authorStrojny, Paweł - 104922 pl
dc.date.accession2020-07-13pl
dc.date.accessioned2021-04-27T11:44:57Z
dc.date.available2021-04-27T11:44:57Z
dc.date.issued2021pl
dc.date.openaccess0
dc.description.accesstimew momencie opublikowania
dc.description.editionOnline First 2020-07-03pl
dc.description.number2pl
dc.description.physical279-292pl
dc.description.publication1pl
dc.description.versionostateczna wersja wydawcy
dc.description.volume25pl
dc.identifier.doi10.1007/s10055-020-00454-6pl
dc.identifier.eissn1434-9957pl
dc.identifier.issn1359-4338pl
dc.identifier.projectROD UJ / OPpl
dc.identifier.urihttps://ruj.uj.edu.pl/xmlui/handle/item/269888
dc.identifier.weblinkhttps://link.springer.com/article/10.1007/s10055-020-00454-6pl
dc.languageengpl
dc.language.containerengpl
dc.participationStrojny, Paweł: 25%; Strojny, Agnieszka: 10%;pl
dc.pbn.affiliationDziedzina nauk społecznych : psychologiapl
dc.rightsUdzielam licencji. Uznanie autorstwa 4.0 Międzynarodowa*
dc.rights.licenceCC-BY
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/legalcode*
dc.share.typeotwarte czasopismo
dc.subject.envirtual realitypl
dc.subject.encognitive schemapl
dc.subject.enserious gamespl
dc.subject.ensimulationpl
dc.subject.entrainingpl
dc.subject.enemotionspl
dc.subtypeArticlepl
dc.titleEvoking emotions in virtual reality : schema activation via a freeze-frame stimuluspl
dc.title.journalVirtual Realitypl
dc.typeJournalArticlepl
dspace.entity.typePublication
cris.lastimport.wos
2024-04-10T01:50:50Z
dc.abstract.enpl
Virtual reality can be used for educational purposes, particularly in demanding professions such as firefighting. Such virtual training may be useful for preparing trainees for distress, fear, or frustration experienced during real rescue operations. Evoking cognitive schemas, especially of other people, during training appears to be crucial as well, as the greatest stressors in the firefighting profession are social. Based on interviews with firefighters, two types of people (children and young women) were chosen as stimuli in the research design. In an experimental study with three iterations, the stimuli designed to evoke the schema of a significant other were implemented in a virtual reality simulator to evoke a cognitive schema in firefighters through emotions (positive and negative) and several dimensions of stress. The first iteration of the study did not yield expected results, as the stimulus (a child’s toy) was not as suggestive and vivid as it was expected. In the second attempt, the stimulus was improved and evoked feelings of challenge, harm, and loss in the participants. In the third iteration, the stimulus was changed once more (to a white dress) and this time it evoked negative emotions of fear, anger, guilt, and sadness. However, after correcting for multiple comparisons, only results regarding emotional response remained statistically significant. The results are discussed in light of cognitive schemas’ activation, and perspectives for further research in this scope are proposed. Due to research outcomes, the issues of manipulation checks in experimental psychology and limitations of the VR technology are taken into consideration.
dc.affiliationpl
Wydział Zarządzania i Komunikacji Społecznej : Instytut Psychologii Stosowanej
dc.affiliationpl
Szkoła Doktorska Nauk Społecznych
dc.contributor.authorpl
Lipp, Natalia - 182087
dc.contributor.authorpl
Dużmańska-Misiarczyk, Natalia - 229907
dc.contributor.authorpl
Strojny, Agnieszka - 104919
dc.contributor.authorpl
Strojny, Paweł - 104922
dc.date.accessionpl
2020-07-13
dc.date.accessioned
2021-04-27T11:44:57Z
dc.date.available
2021-04-27T11:44:57Z
dc.date.issuedpl
2021
dc.date.openaccess
0
dc.description.accesstime
w momencie opublikowania
dc.description.editionpl
Online First 2020-07-03
dc.description.numberpl
2
dc.description.physicalpl
279-292
dc.description.publicationpl
1
dc.description.version
ostateczna wersja wydawcy
dc.description.volumepl
25
dc.identifier.doipl
10.1007/s10055-020-00454-6
dc.identifier.eissnpl
1434-9957
dc.identifier.issnpl
1359-4338
dc.identifier.projectpl
ROD UJ / OP
dc.identifier.uri
https://ruj.uj.edu.pl/xmlui/handle/item/269888
dc.identifier.weblinkpl
https://link.springer.com/article/10.1007/s10055-020-00454-6
dc.languagepl
eng
dc.language.containerpl
eng
dc.participationpl
Strojny, Paweł: 25%; Strojny, Agnieszka: 10%;
dc.pbn.affiliationpl
Dziedzina nauk społecznych : psychologia
dc.rights*
Udzielam licencji. Uznanie autorstwa 4.0 Międzynarodowa
dc.rights.licence
CC-BY
dc.rights.uri*
http://creativecommons.org/licenses/by/4.0/legalcode
dc.share.type
otwarte czasopismo
dc.subject.enpl
virtual reality
dc.subject.enpl
cognitive schema
dc.subject.enpl
serious games
dc.subject.enpl
simulation
dc.subject.enpl
training
dc.subject.enpl
emotions
dc.subtypepl
Article
dc.titlepl
Evoking emotions in virtual reality : schema activation via a freeze-frame stimulus
dc.title.journalpl
Virtual Reality
dc.typepl
JournalArticle
dspace.entity.type
Publication
Affiliations

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