English
 
Help Privacy Policy Disclaimer
  Advanced SearchBrowse

Item

ITEM ACTIONSEXPORT
 
 
DownloadE-Mail
  Introducing the Wunderkammer as a tool for emotion research: Unconstrained gaze and movement patterns in three emotionally evocative virtual worlds

McCall, C., Hildebrandt, L. K., Hartmann, R., Baczkowski, B., & Singer, T. (2016). Introducing the Wunderkammer as a tool for emotion research: Unconstrained gaze and movement patterns in three emotionally evocative virtual worlds. Computers in Human Behavior, 59, 93-107. doi:10.1016/j.chb.2016.01.028.

Item is

Files

show Files

Locators

show

Creators

show
hide
 Creators:
McCall, Cade1, Author           
Hildebrandt, Lea K.1, Author           
Hartmann , Ralf1, Author
Baczkowski, Blazej2, 3, Author           
Singer, Tania1, Author           
Affiliations:
1Department Social Neuroscience, MPI for Human Cognitive and Brain Sciences, Max Planck Society, ou_634552              
2Max Planck Research Group Neuroanatomy and Connectivity, MPI for Human Cognitive and Brain Sciences, Max Planck Society, ou_1356546              
3Institute of Psychology, Adam Mickiewicz University in Poznan, Poland, ou_persistent22              

Content

show
hide
Free keywords: Virtual reality; Threat; Affect; Emotion; Emotion regulation; Behavioral methods
 Abstract: Here we introduce the “Wunderkammer”, a suite of immersive virtual worlds with different types of emotionally-charged content. We use these worlds to examine the effects of affective context on unconstrained gaze and movement. In the Affect Gallery, participants freely explored a virtual art museum filled with objects that varied in valence and arousal. Participants approached and gazed more at positively valenced objects. This preference was amplified by more arousing objects and was strongest among individuals with resilient emotion regulation tendencies. This bias of avoiding negative valence did not emerge in The Crowded Room, an environment in which participants encountered virtual humans expressing different emotions. Instead, participants gazed more at negative than neutral emotional displays although they physically avoided angry (but not sad or neutral) agents. When placed inside Room 101, an unpredictable environment filled with a series of disturbing events, frightened participants became relatively immobile in terms of both gaze and movement. This freezing-type response was particularly strong among dispositionally resilient individuals. Together these results demonstrate that distinct affective contexts elicit unique patterns in unconstrained gaze and movement. They further illustrate the benefits of using virtual reality to study affect as it naturally emerges.

Details

show
hide
Language(s): eng - English
 Dates: 2016-01-202015-10-012016-01-222016-02-062016-06
 Publication Status: Issued
 Pages: -
 Publishing info: -
 Table of Contents: -
 Rev. Type: -
 Identifiers: DOI: 10.1016/j.chb.2016.01.028
 Degree: -

Event

show

Legal Case

show

Project information

show

Source 1

show
hide
Title: Computers in Human Behavior
Source Genre: Journal
 Creator(s):
Affiliations:
Publ. Info: New York, NY, USA : Pergamon
Pages: - Volume / Issue: 59 Sequence Number: - Start / End Page: 93 - 107 Identifier: ISSN: 0747-5632
CoNE: https://pure.mpg.de/cone/journals/resource/0747-5632