The Effect of Emotional Narrative Virtual Environments on User Experience

  • Claudia Faita
  • Camilla Tanca
  • Andrea Piarulli
  • Marcello Carrozzino
  • Franco Tecchia
  • Massimo Bergamasco
Conference paper
Part of the Lecture Notes in Computer Science book series (LNCS, volume 9768)

Abstract

The surrounding world has a strong impact on the way we feel and perceive the events that happens in daily life. The power of environments to elicit emotions in humans has been widely studied in experimental psychology by using exposure to photographs or real situations. These researches do not reproduce the vividness of events in ordinary life and do not permit to control the situations that happen within. By reproducing a realistic scenario similar to daily life and by controlling the social narratives happening within, Virtual Reality (VR) is a powerful tool to investigate the effect of environments on humans’ feelings and emotions. In this study we have animated the emotional content of a realistic virtual scenario with a dynamic scene in order to introduce a novel approach to investigate the effect of environments in human feeling based on the Emotional Narrative Virtual Environment (ENVE) paradigm. A sample of 36 subjects experimented 3 ENVEs with a Fear, Disgust and Happy emotional content, made to live with a social narratives, in an immersive VR setup. Results showed the ability of ENVE to elicit specific emotional state in participants and corroborate the idea that the ENVE approach can be used in environmental psychology or to treat persons with mental disease.

Keywords

Virtual Reality Virtual environment Emotion perception Emotional virtual reality Environment perception 

References

  1. 1.
    Cherniss, C., Extein, M., Goleman, D., Weissberg, R.P.: Emotional intelligence: what does the research really indicate? Educ. Psychol. 41, 239–245 (2006)CrossRefGoogle Scholar
  2. 2.
    Palmer, B., Donaldson, C., Stough, C.: Emotional intelligence and life satisfaction. Pers. Individ. Differ. 33, 1091–1100 (2002)CrossRefGoogle Scholar
  3. 3.
    Proshansky, H.M., Ittelson, W.H., Rivlin, L.G.: Environmental Psychology: Man and his Physical Setting. Holt, Rinehart and Winston, New York (1970)Google Scholar
  4. 4.
    Valdesolo, P., DeSteno, D.: Manipulations of emotional context shape moral judgment. Psychol. Sci. 17, 476–477 (2006)CrossRefGoogle Scholar
  5. 5.
    Erk, S., Kiefer, M., Grothe, J., Wunderlich, A.P., Spitzer, M., Walter, H.: Emotional context modulates subsequent memory effect. Neuroimage 18, 439–447 (2003)CrossRefGoogle Scholar
  6. 6.
    Gregg, L., Tarrier, N.: Virtual reality in mental health. Soc. Psychiatry Psychiatr. Epidemiology 42, 343–354 (2007)CrossRefGoogle Scholar
  7. 7.
    Vanni, F., Conversano, C., Del Debbio, A., Landi, P., Carlini, M., Fanciullacci, C., DellOsso, L.: A survey on virtual environment applications to fear of public speaking. Eur. Rev. Med. Pharmacol. Sci. 17, 1561–1568 (2013)Google Scholar
  8. 8.
    Faita, C., Vanni, F., Lorenzini, C., Carrozzino, M., Tanca, C., Bergamasco, M.: Perception of basic emotions from facial expressions of dynamic virtual avatars. In: De Paolis, L.T., Mongelli, A. (eds.) AVR 2015. LNCS, vol. 9254, pp. 409–419. Springer, Heidelberg (2015)Google Scholar
  9. 9.
    Krumhuber, E.G., Kappas, A., Manstead, A.S.: Effects of dynamic aspects of facial expressions: a review. Emot. Rev. 5, 41–46 (2013)CrossRefGoogle Scholar
  10. 10.
    Riva, G., Mantovani, F., Capideville, C.S., Preziosa, A., Morganti, F., Villani, D., Gaggioli, A., Botella, C., Alcañiz, M.: Affective interactions using virtual reality: the link between presence and emotions. CyberPsychol. Behav. 10, 45–56 (2007)CrossRefGoogle Scholar
  11. 11.
    Baños, R., Botella, C., Liaño, V., Guerrero, B., Rey, B., Alcañiz, M.: Sense of presence in emotional virtual environments. In: Proceedings of Presence, pp. 156–159 (2004)Google Scholar
  12. 12.
    Baños, R.M., Botella, C., Alcañiz, M., Liaño, V., Guerrero, B., Rey, B.: Immersion and emotion: their impact on the sense of presence. CyberPsychol. Behav. 7, 734–741 (2004)CrossRefGoogle Scholar
  13. 13.
    Gutiérrez-Maldonado, J., Ferrer-García, M., Caqueo-Urízar, A., Letosa-Porta, A.: Assessment of emotional reactivity produced by exposure to virtual environments in patients with eating disorders. CyberPsychol. Behav. 9, 507–513 (2006)CrossRefGoogle Scholar
  14. 14.
    Aylett, R., Louchart, S.: Towards a narrative theory of virtual reality. Virtual Reality 7, 2–9 (2003)CrossRefGoogle Scholar
  15. 15.
    Clandinin, D.J.: Narrative and story in teacher education. In: Russell, T., Munby, H. (eds.) Teachers and Teaching: From Classroom to Reflection, pp. 124–137. Falmer Press, London (1992)Google Scholar
  16. 16.
    McCoy, J., Treanor, M., Samuel, B., Tearse, B., Mateas, M., Wardrip-Fruin, N.: Authoring game-based interactive narrative using social games and comme il faut. In: Proceedings of the 4th International Conference & Festival of the Electronic Literature Organization: Archive & Innovate, Citeseer (2010)Google Scholar
  17. 17.
    Lorenzini, C., Faita, C., Carrozzino, M., Tecchia, F., Bergamasco, M.: VR-based serious game designed for medical ethics training. In: De Paolis, L.T., Mongelli, A. (eds.) AVR 2015. LNCS, vol. 9254, pp. 220–232. Springer, Heidelberg (2015)Google Scholar
  18. 18.
    Lorenzini, C., Faita, C., Barsotti, M., Carrozzino, M., Tecchia, F., Bergamasco, M.: Aditho–a serious game for training and evaluating medical ethicsskills. In: Chorianopoulos, K., Divitini, M., Hauge, J.B., Jaccheri, L., Malaka, R. (eds.) Entertainment Computing-ICEC 2015. LNCS, vol. 9353, pp. 59–71. Springer, Heidelberg (2015)CrossRefGoogle Scholar
  19. 19.
    Ruffaldi, E., Evangelista, C., Neri, V., Carrozzino, M., Bergamasco, M.: Design of information landscapes for cultural heritage content. In: Proceedings of the 3rd International Conference on Digital Interactive Media in Entertainment and Arts, pp. 113–119. ACM (2008)Google Scholar
  20. 20.
    Carrozzino, M., Bruno, N., Bergamasco, M.: Designing interaction metaphors for Web3D cultural dissemination. J. Cult. Heritage 14, 146–155 (2013)CrossRefGoogle Scholar
  21. 21.
    Slater, M., Frisoli, A., Tecchia, F., Guger, C., Lotto, B., Steed, A., Pfurtscheller, G., Leeb, R., Reiner, M., Sanchez-Vives, M.V., et al.: Understanding and realizing presence in the presenccia project. IEEE Comput. Graph. Appl. 27, 90–93 (2007)CrossRefGoogle Scholar
  22. 22.
    Normand, J.M., Spanlang, B., Tecchia, F., Carrozzino, M., Swapp, D., Slater, M.: Full body acting rehearsal in a networked virtual environment a case study. Presence: Teleoperators Virtual Environ. 21, 229–243 (2012)CrossRefGoogle Scholar
  23. 23.
    Lang, P.J., Bradley, M.M., Cuthbert, B.N.: International affective picture system (iaps): Technical manual and affective ratings. NIMH Center for the Study of Emotion and Attention, pp. 39–58 (1997)Google Scholar
  24. 24.
    Baños, R.M., Botella, C., Garcia-Palacios, A., Villa, H., Perpiñá, C., Alcaniz, M.: Presence and reality judgment in virtual environments: a unitary construct? CyberPsychol. Behav. 3, 327–335 (2000)CrossRefGoogle Scholar
  25. 25.
    Zimmerman, D.W., Zumbo, B.D.: Relative power of the wilcoxon test, the friedman test, and repeated-measures anova on ranks. J. Exp. Educ. 62, 75–86 (1993)CrossRefGoogle Scholar
  26. 26.
    Mauchly, J.W.: Significance test for sphericity of a normal n-variate distribution. Ann. Math. Stat. 11, 204–209 (1940)MathSciNetCrossRefMATHGoogle Scholar
  27. 27.
    Šidák, Z.: Rectangular confidence regions for the means of multivariate normal distributions. J. Am. Stat. Assoc. 62, 626–633 (1967)MathSciNetMATHGoogle Scholar

Copyright information

© Springer International Publishing Switzerland 2016

Authors and Affiliations

  • Claudia Faita
    • 1
  • Camilla Tanca
    • 1
  • Andrea Piarulli
    • 1
  • Marcello Carrozzino
    • 1
  • Franco Tecchia
    • 1
  • Massimo Bergamasco
    • 1
  1. 1.PERCRO Perceptual Robotics Laboratory, Institute of Communication Information and Perception TechnologiesScuola Superiore Sant’AnnaPisaItaly

Personalised recommendations