Publications by authors named "Eleonora D Sarcinella"

Background: Transformative experiences (TEs) have been conceptualized in many ways, contexts, magnitudes, and durations, but at their heart, they entail some manner of adjustment, which contributes to changing individuals' worldviews, actions, views of others and/or their own feelings, personality, and identity. Among the many elicitors identified as being able to foster TEs, an emerging body of literature has suggested that TEs might be prevalent in aesthetics or emerged from encounters with human art. Beyond denoting ordinary moments characterizing our daily lives, art and aesthetics could occasionally represent profound changes, causing shifts in our perceptions, beliefs and understanding of the world.

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Article Synopsis
  • Virtual Reality (VR) is shown to effectively elicit emotions, providing realistic emotional experiences while keeping control over experiments.
  • Recent innovations, like 360° videos, have been used for this purpose but often lack comprehensive physiological assessments of emotions.
  • A new study combines emotional models with physiological measurements, revealing that a specific database of 360° images can evoke a wide range of emotional responses and suggesting further research to explore these complex emotional processes.
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Introduction: The evaluation of memory is a crucial aspect of both cognitive research and clinical applications, as it offers valuable insights into an individual's cognitive wellbeing and performance. Conventional neuropsychological assessments represent the established method for assessing different aspects of memory. Recent technological advancements, specifically in the field of virtual reality (VR), have introduced novel methods for evaluating memory.

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Over the last two decades, awe has attracted the attention of an increasing number of researchers. The use of virtual reality has been identified as one of the most effective techniques for eliciting awe, in addition to more personalized methods for inducing emotion, such as autobiographical recall. However, previous measures of awe were unable to uncover the hidden structure of this experience.

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Background: Virtual Reality (VR) has already emerged as an effective instrument for simulating realistic interactions, across various domains. In the field of User Experience (UX), VR has been used to create prototypes of real-world products. Here, the question is to what extent the users' experience of a virtual prototype can be equivalent to that of its real counterpart (the real product).

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Virtual nature exposure has emerged as an effective method for promoting pro-environmental attitudes and behaviors, also due to the increased emotional connection with nature itself. However, the role played by complex emotions elicited by virtual nature, such as awe, needs to be fully elucidated. Awe is an emotion stemming from vast stimuli, including nature, and virtual reality (VR) emerged as an effective medium to elicit it.

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