Are You Awed Yet? How Virtual Reality Gives Us Awe and Goose Bumps

被引:79
|
作者
Quesnel, Denise [1 ]
Riecke, Bernhard E. [1 ]
机构
[1] Simon Fraser Univ, Sch Interact Arts & Technol, iSpaceLab, Surrey, BC, Canada
来源
FRONTIERS IN PSYCHOLOGY | 2018年 / 9卷
基金
加拿大自然科学与工程研究理事会;
关键词
positive technology; virtual reality; immersive technologies; emotions; emotion induction; awe; experience design; SELF; CHILLS; EMOTION; MUSIC; ENVIRONMENTS; PERSONALITY; EXPERIENCES; RESPONSES; ABSORPTION; ELICITORS;
D O I
10.3389/fpsyg.2018.02158
中图分类号
B84 [心理学];
学科分类号
04 ; 0402 ;
摘要
"Awe" is a category of emotion within the spectrum of self-transcendent experiences. Awe has wellness benefits, with feelings of social interconnectivity and increased life satisfaction. However, awe experiences remain rare in our everyday lives, and rarer in lab environments. We posit that Virtual Reality (VR) may help to make self-transcendent and potentially transformative experiences of awe more accessible to individuals. Here, we investigated how interactive VR as a positive technology may elicit awe, and how features of aesthetic beauty/ scale, familiarity, and personalization (self-selection of travel destinations) may induce awe. In this mixed-methods study, participants used an interactive VR system to explore Earth from ground and orbit. We collected: introspective interviews and self-report questionnaires with participants' experience of awe; information on personality traits and gender; and we recorded physiological goose bumps on the skin (using an arm-mounted goose bump camera instrument), which is a documented marker of an awe experience. Results showed that on a scale of 0-100for self-reported awe, four different interactive VR environments yielded an average awe rating of 79.7, indicating that interactive VR can indeed induce awe. 43.8% of participants experienced goose bumps: awe ratings positively correlated with the occurrence of goose bumps with those who experienced goose bumps having showed significantly higher ratings of awe than those who did not. Most (64%) of the goose bumps occurred when participants self-selected their VR environment. Participant statements from the interviews were characteristic of an awe-inspiring experience, revealed themes of social connection, and usability problems with the VR interface. Personality traits yielded no clear correlation to awe ratings, and females appear to experience more goose bumps than males. In summary: (1) Interactive VR can elicit awe, especially within familiar, self-selected environments; (2) Physiological goose bumps can be recorded to provide reliable, non-intrusive indications of awe; (3) Care must be taken to design interaction interfaces that do not impede awe; and (4) While personality traits are not correlated to awe ratings, goose bumps were experienced more frequently among females. We aim to conduct future studies using custom VR environments, interfaces, and additional physiological measures to provide further insight into awe.
引用
收藏
页数:22
相关论文
共 12 条
  • [1] How awe affects value co-creation in virtual reality tourism experience
    Zhao, Jun Wei
    Park, Hyun Jung
    Li, Chen Chen
    Wang, Xue Ru
    Chen, Ying
    ASIA PACIFIC JOURNAL OF TOURISM RESEARCH, 2024, 29 (11) : 1323 - 1332
  • [2] How Does Awe Fuel Information Seeking? A Mixed-methods, Virtual Reality Study
    Urban A.
    Proceedings of the Association for Information Science and Technology, 2022, 59 (01) : 818 - 820
  • [3] Do You Notice Me? How Bystanders Affect the Cognitive Load in Virtual Reality
    Rettinger, Maximilian
    Schmaderer, Christoph
    Rigoll, Gerhard
    2022 IEEE CONFERENCE ON VIRTUAL REALITY AND 3D USER INTERFACES (VR 2022), 2022, : 77 - 82
  • [4] How Cyberpsychology and Virtual Reality Can Help Us to Overcome the Psychological Burden of Coronavirus
    Riva, Giuseppe
    Wiederhold, Brenda K.
    CYBERPSYCHOLOGY BEHAVIOR AND SOCIAL NETWORKING, 2020, 23 (05) : 277 - 279
  • [5] Exploring colour in context using Virtual Reality: Does a room change how you feel?
    Lipson-Smith, Ruby
    Bernhardt, Julie
    Zamuner, Edoardo
    Churilov, Leonid
    Busietta, Nick
    Moratti, Damian
    VIRTUAL REALITY, 2021, 25 (03) : 631 - 645
  • [6] How to Get There When You Are There Already? Defining Presence in Virtual Reality and the Importance of Perceived Realism
    Weber, Stefan
    Weibel, David
    Mast, Fred W.
    FRONTIERS IN PSYCHOLOGY, 2021, 12
  • [7] Exploring colour in context using Virtual Reality: Does a room change how you feel?
    Ruby Lipson-Smith
    Julie Bernhardt
    Edoardo Zamuner
    Leonid Churilov
    Nick Busietta
    Damian Moratti
    Virtual Reality, 2021, 25 : 631 - 645
  • [8] Virtual Reality Technology: How Can It Help Us Understand Decision-Making in Sport?
    Craig, Cathy
    PERCEPTION, 2019, 48 : 185 - 185
  • [9] EmoFoot: Can Your Foot Tell How You Feel when Playing Virtual Reality Games?
    Somarathna, Rukshani
    Li, Xingjian
    Bamdad, Mahdi
    Mohammadi, Gelareh
    PUBLICATION OF THE 26TH ACM INTERNATIONAL CONFERENCE ON MOBILE HUMAN-COMPUTER INTERACTION, MOBILEHCI 2024 ADJUNCT PROCEEDINGS, 2024,
  • [10] Here's Looking At You Anyway! How Important is Realistic Gaze Behavior in Co-located Social Virtual Reality Games?
    Seele, Sven
    Misztal, Sebastian
    Buhler, Helmut
    Herpers, Rainer
    Schild, Jonas
    CHI PLAY'17: PROCEEDINGS OF THE ANNUAL SYMPOSIUM ON COMPUTER-HUMAN INTERACTION IN PLAY, 2017, : 531 - 540