Search results for "Reality"

showing 10 items of 662 documents

Emotional eating and food intake after sadness and joy

2013

Do people with a high score on a scale for eating in response to negative emotions also show high food intake in response to positive emotions?. We studied these effects in 60 female students that were preselected on the basis of extreme high or low scores on an emotional eating questionnaire. Using a between subject design we experimentally tested the difference in food intake following a mood induction designed to induce joy or sadness (the joy vs. sad mood condition). The high and low emotional eaters did not differ in their food intake, but emotional eating significantly moderated the relationship between mood condition and food intake. Whereas low emotional eaters ate similar amounts a…

AdultEmotional eatingFood intakemedia_common.quotation_subjectEmotionsHappinessSodium Chloridebehavioral disciplines and activitiesVirtual realityDevelopmental psychologyExperimental Psychopathology and TreatmentEatingYoung AdultMood (Psychology)Dietary SucroseFood intakeSurveys and Questionnairesmental disordersDynamics of genderHumansStudentsTrastorns de la conducta alimentàriaGeneral Psychologymedia_commonAnalysis of VarianceNutrition and DieteticsRealitat virtualdigestive oral and skin physiologyDEBQFeeding BehaviorEmotional eatingHumor (Psicologia)ModerationSadnessMoodSpainMood inductionMood inductionEating disordersHappinessFemaleAnalysis of variancePsychologyAppetite
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Similarities and differences between eating disorders and obese patients in a virtual environment for normalizing eating patterns.

2016

Virtual reality has demonstrated promising results in the treatment of eating disorders (ED); however, few studies have examined its usefulness in treating obesity. The aim of this study was to compare ED and obese patients on their reality judgment of a virtual environment (VE) designed to normalize their eating pattern. A second objective was to study which variables predicted the reality of the experience of eating a virtual forbidden-fattening food. ED patients, obese patients, and a non-clinical group (N = 62) experienced a non-immersive VE, and then completed reality judgment and presence measures. All participants rated the VE with similar scores for quality, interaction, engagement,…

AdultMale050103 clinical psychology020205 medical informaticsAdolescentlcsh:RC435-571Ecological validityEmotions02 engineering and technologyVirtual realitycomputer.software_genreDevelopmental psychologyFeeding and Eating DisordersEatingJudgmentUser-Computer InterfaceYoung Adultlcsh:Psychiatry0202 electrical engineering electronic engineering information engineeringmedicineHumans0501 psychology and cognitive sciencesComputer SimulationObesityYoung adultdigestive oral and skin physiology05 social sciencesMiddle Agedmedicine.diseaseObesityPsychiatry and Mental healthClinical PsychologyEating disordersVirtual machineFoodPhysical spaceFemalePsychologyAttributioncomputerComprehensive psychiatry
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An adaptive virtual reality system for the treatment of adjustment disorder and complicated grief: 1-year follow-up efficacy data.

2019

This is the pre-peer reviewed version of the following article: An adaptive virtual reality system for the treatment of adjustment disorder and complicated grief: 1‐year follow‐up efficacy data, which has been published in final form at https://doi.org/10.1002/cpp.2342. This article may be used for non-commercial purposes in accordance with Wiley Terms and Conditions for Use of Self-Archived Versions. Adjustment disorder (AD) and complicated grief (CG) are serious mental conditions that have a high prevalence and are associated with significant impairments in social and work functioning. Recently, these categories have been better specified in the new ICD‐11 proposal. Empirical research on …

AdultMale050103 clinical psychologymedicine.medical_specialtyadjustment disorderAdolescentAdjustment disordersCBT1 year follow upVirtual realityProlonged grief disorder03 medical and health sciencesAdjustment DisordersYoung Adult0302 clinical medicineEmpirical researchPrimary outcomemedicineHumans0501 psychology and cognitive sciencesSingle-Blind Methodprolonged grief disordercomplicated griefProtocol (science)positive psychology strategies05 social sciencesVirtual RealityMiddle Agedmedicine.diseaseComplicated grief030227 psychiatryPsychotherapyClinical PsychologyTreatment OutcomePhysical therapyvirtual realityFemaleGriefPsychologyFollow-Up StudiesClinical psychologypsychotherapy
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Virtual reality versus computer-aided exposure treatments for fear of flying

2011

Evidence is growing that two modalities of computer-based exposure therapies—virtual reality and computer-aided psychotherapy—are effective in treating anxiety disorders, including fear of flying. However, they have not yet been directly compared. The aim of this study was to analyze the efficacy of three computer-based exposure treatments for fear of flying: virtual reality exposure therapy (VRET), computer-aided exposure with a therapist’s (CAE-T) assistance throughout exposure sessions, and self-administered computer-aided exposure (CAE-SA). A total of 60 participants with flying phobia were randomly assigned to VRET, CAE-T, or CAE-SA. Results indicate that the three interventions were …

AdultMaleAircraftPsychological interventionImplosive TherapyFlying PhobiaStatistics NonparametricVirtual realitylaw.inventionExposureFear of flyingVirtual Reality Exposure TherapyUser-Computer InterfaceArts and Humanities (miscellaneous)Randomized controlled trialFear of flyinglawDevelopmental and Educational PsychologymedicineHumansComputer SimulationAnalysis of VarianceIntention-to-treat analysisModalitiesfungiPor a volar--Tractament--Simulació per ordinadorFearMiddle Agedmedicine.diseaseFear of flying --Treatment--Computer simulationIntention to Treat AnalysisTreatmentClinical PsychologyTreatment OutcomePhobic DisordersComputer-aidedPatient SatisfactionRandomized controlled trialTherapy Computer-AssistedAnxietyFemalemedicine.symptomPsychologyClinical psychology
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Virtual reality treatment of flying phobia.

2002

Flying phobia (FP) might become a very incapacitating and disturbing problem in a person's social, working, and private areas. Psychological interventions based on exposure therapy have proved to be effective, but given the particular nature of this disorder they bear important limitations. Exposure therapy for FP might be excessively costly in terms of time, money, and efforts. Virtual reality (VR) overcomes these difficulties as different significant environments might be created, where the patient can interact with what he or she fears while in a totally safe and protected environment, the therapist's consulting room. This paper intends, on one hand, to show the different scenarios desig…

AdultMaleAircraftmedicine.medical_treatmentApplied psychologyExposure therapyPsychological interventionVirtual realitySensitivity and SpecificityFlying PhobiaUser-Computer InterfaceComputer GraphicsMedicineHumansPatient treatmentComputer SimulationElectrical and Electronic EngineeringSimulationTravelConsulting roomCognitive Behavioral Therapybusiness.industryReproducibility of ResultsGeneral MedicineFearComputer Science ApplicationsMultiple baseline designTreatment OutcomePhobic DisordersTherapy Computer-AssistedChronic DiseaseAerospace MedicinePanic DisorderFemaleUser interfaceDesensitization PsychologicbusinessBiotechnologyIEEE transactions on information technology in biomedicine : a publication of the IEEE Engineering in Medicine and Biology Society
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Differentiating explanations of attitude-consistent behavior: The role of perspectives and mode of perspective taking

2005

We examined whether participants could differentiate between explanations of attitude-consistent behavior related to EU membership given from two perspectives (EU supporter and EU opponent) by means of three perspective taking modes (the explainer's own perspective, imagined in-group members' perspective, and imagined out-group members' perspective). Participants were presented with explanations provided from different perspectives and perspective taking modes, and they were asked to judge the extent to which they agreed with each explanation, to guess the attitude of the provider of each explanation, and to rate the quality of each explanation in various respects. Participants could not di…

AdultMaleAnalysis of VarianceShared realitySocial IdentificationPoliticsPerspective (graphical)CognitionGeneral MedicineSupporterLatviaPsychology SocialMode (music)AttitudeSocial PerceptionArts and Humanities (miscellaneous)Perspective-takingDevelopmental and Educational PsychologyHumansQuality (philosophy)FemaleSocial BehaviorPsychologySocial psychologyGeneral PsychologyScandinavian Journal of Psychology
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Using Augmented Reality to Treat Phobias

2005

Virtual reality (VR) is useful for treating several psychological problems, including phobias such as fear of flying, agoraphobia, claustrophobia, and phobia to insects and small animals. We believe that augmented reality (AR) could also be used to treat some psychological disorders. AR and VR share some advantages over traditional treatments. However, AR gives a greater feeling of presence (the sensation of being there) and reality judgment (judging an experience as real) than VR because the environment and the elements the patient uses to interact with the application are real. Moreover, in AR users see their own hands, feet, and so on, whereas VR only simulates this experience. With thes…

AdultMaleComputer sciencemedia_common.quotation_subjectCockroachesVirtual realitycomputer.software_genreFear of flyingUser-Computer InterfaceSensationComputer GraphicsmedicineAnimalsHumansComputer Simulationmedia_commonPhobiasMultimediaSpidersModels Theoreticalmedicine.diseaseComputer Graphics and Computer-Aided DesignTreatment OutcomeMultimediaPhobic DisordersFeelingTherapy Computer-AssistedClaustrophobiaFemaleAugmented realityDesensitization PsychologiccomputerSoftwareCognitive psychologyAgoraphobiaIEEE Computer Graphics and Applications
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Immersion and emotion: their impact on the sense of presence.

2005

The present study is designed to test the role of immersion and media content in the sense of presence. Specifically, we are interested in the affective valence of the virtual environments. This paper describes an experiment that compares three immersive systems (a PC monitor, a rear projected video wall, and a head-mounted display) and two virtual environments, one involving emotional content and the other not. The purpose of the experiment was to test the interactive role of these two media characteristics (form and content). Scores on two self-report presence measurements were compared among six groups of 10 people each. The results suggest that both immersion and affective content have …

AdultMaleEngineeringAdolescentSense of presenceVirtual realityAffect (psychology)computer.software_genreJudgmentUser-Computer InterfaceHuman–computer interactionSurveys and QuestionnairesImmersion (virtual reality)HumansMass MediaMedia contentApplied PsychologyMass mediaMultimediabusiness.industryCommunicationGeneral MedicineMiddle AgedAffective valenceHuman-Computer InteractionAffectFemalebusinessVideo wallcomputerCyberpsychologybehavior : the impact of the Internet, multimedia and virtual reality on behavior and society
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Can We Study Autonomous Driving Comfort in Moving-Base Driving Simulators? A Validation Study.

2016

Objective: To lay the basis of studying autonomous driving comfort using driving simulators, we assessed the behavioral validity of two moving-base simulator configurations by contrasting them with a test-track setting. Background: With increasing level of automation, driving comfort becomes increasingly important. Simulators provide a safe environment to study perceived comfort in autonomous driving. To date, however, no studies were conducted in relation to comfort in autonomous driving to determine the extent to which results from simulator studies can be transferred to on-road driving conditions. Method: Participants ( N = 72) experienced six differently parameterized lane-change and de…

AdultMaleEngineeringValidation studyAutomobile DrivingInjury controlAccident preventionAccelerationPoison controlHuman Factors and ErgonomicsVirtual realityBehavioral NeuroscienceAutomationYoung Adult0502 economics and businessDriving simulationHumans0501 psychology and cognitive sciencesComputer Simulation050107 human factorsApplied PsychologySimulation050210 logistics & transportationbusiness.industry05 social sciencesHuman factors and ergonomicsReproducibility of ResultsEquipment DesignMiddle AgedResearch DesignFemalebusinessHuman factors
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How Does It Feel to Be a Woman Victim of Sexual Harassment? The Effect of 360°-Video-Based Virtual Reality on Empathy and Related Variables.

2021

Sexual harassment (SH) occurs when people-mostly women-are targets of unwanted sexual comments, gestures, or actions associated with a lack of empathy on the part of the offender. Virtual Reality (VR) has been defined as the "ultimate empathy machine" because it allows the user to take other people's perspective. The present work aims to study the effect of a 360°-video-based VR experience (vs. traditional perspective-taking task) on empathy and related concepts (i.e., violent attitude, perspective taking, sense of oneness) toward a female victim of SH in a male sample. A within-subjects design was used with 44 men who experienced both conditions (360° and narrative). Results showed the sup…

AdultMaleSocial Psychologymedia_common.quotation_subjectEmotionsEmpathySettore M-PSI/08 - PSICOLOGIA CLINICAVirtual realityYoung Adultperspective takingSettore M-PSI/01 - PSICOLOGIA GENERALEHumansNarrativesexual harassmentempathyApplied Psychologymedia_commonembodimentCommunicationPerspective (graphical)Virtual RealityGeneral MedicineComputer Science ApplicationsHuman-Computer Interaction360°-video-based VRAggressionImmersive technologyAttitudeSexual HarassmentPerspective-takingHarassmentimmersive technologyEmpathyPsychologySocial psychologyGestureCyberpsychology, behavior and social networking
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