The way users interact with Virtual Reality (VR) environments plays a crucial role in shaping their experience when embodying an avatar. How avatars are perceived by users significantly influences their behavior based on stereotypes, a phenomenon known as the Proteus effect. The psychological concept of affordances may also appear relevant when it comes to interact through avatars and is yet underexplored. Indeed, understanding how virtual representations suggest possibilities for action has attracted considerable attention in the human-computer interaction community, but only few studies clearly address the use of affordances. Of particular interest is the fact aesthetic features of avatars may signify false affordances, conflicting with users' expectations and impacting perceived plausibility of the depicted situations. Recent models of congruence and plausibility suggest altering the latter may result in unexpected consequences on other qualia like presence and embodiment. The proposed research initially aimed at exploring the operationalization of affordances as a tool to investigate the impact of congruence and plausibility manipulations on the sense of embodiment. In spite of a long and careful endeavor materialized by a preliminary assessment and two user studies, it appears our participants were primed by other internal processes that took precedence over the perception of the affordances we selected. However, we unexpectedly manipulated the internal congruence following repeated exposures (mixed design), causing a rupture in plausibility and significantly lowering scores of embodiment and task performance. The present research then constitutes a direct proof of a relationship between a break in plausibility and a break in embodiment.
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http://dx.doi.org/10.1109/TVCG.2025.3549136 | DOI Listing |
Curr Opin Psychiatry
February 2025
Department of Neuropsychiatry, Graduate School of Medical Sciences, Kyushu University.
Purpose Of Review: Digital technology is beginning to revolutionize psychiatry. Virtual reality (VR) allows users to experience a virtual space through their three primary senses. In psychiatry, social skills training (SST), including role-play, has been introduced in occupational therapy to improve patients' social abilities.
View Article and Find Full Text PDFActas Esp Psiquiatr
March 2025
Unit of Clinical Psychiatry, Department of Clinical Neurosciences/DIMSC, Polytechnic University of Marche, 60126 Ancona, Italy.
Background: Schizophrenia and psychotic disorders are disabling, complex and severe psychiatric conditions, which may pose a significant therapeutic challenge. Integrating current psychopharmacological treatment with psychosocial interventions demonstrated a higher efficacy in terms of prognosis. However, most schizophrenia or psychotic patients may have restricted or no access to evidence-based psychosocial interventions, mainly due to poor dissemination of specialized interventions or stigma.
View Article and Find Full Text PDFNed Tijdschr Geneeskd
March 2025
Radboudumc, Nijmegen. Afd. Radboud Health Academy.
Virtual Reality (VR) is increasingly applied in medical education due to its potential to provide students realistic and safe training scenarios. This article describes the development and evaluation of an obstetric VR scenario for medical education. In this setting, students acquire knowledge and practice decision-making, interprofessional communication, and working under time pressure within a simulated real-life scenario.
View Article and Find Full Text PDFFront Psychiatry
February 2025
Department of Computer Science, Nottingham Trent University, Nottingham, United Kingdom.
[This corrects the article DOI: 10.3389/fpsyt.2024.
View Article and Find Full Text PDFHealth Sci Rep
March 2025
Medical Informatics Research Center, Institute for Futures Studies in Health Kerman University of Medical Sciences Kerman Iran.
Background: The emotional strains associated with impending cesarean sections pose significant challenges for primigravida women, potentially exacerbating anxiety levels and impacting overall well-being. Virtual reality (VR) technology has emerged as a nonpharmacological method for reducing preoperative anxiety.
Objectives: This study aims to investigate the effectiveness of VR in reducing preoperative anxiety in primigravida women undergoing cesarean sections.
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