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Social Signal Processing in Affective Virtual Reality: Human-Shaped Agents Increase Electrodermal Activity in an Elicited Negative Environment

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Social Signal Processing in Affective Virtual Reality: Human-Shaped Agents Increase Electrodermal Activity in an Elicited Negative Environment

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dc.contributor.author Torres, Sergio C. es_ES
dc.contributor.author Gracia Laso, Desirée I. es_ES
dc.contributor.author Laso, DIG es_ES
dc.contributor.author Minissi, Maria Eleonora es_ES
dc.contributor.author Maddalon, Luna es_ES
dc.contributor.author Chicchi Giglioli, IA es_ES
dc.contributor.author Chicchi-Giglioli, Irene Alice es_ES
dc.contributor.author Alcañiz, Mariano es_ES
dc.date.accessioned 2024-07-24T18:02:54Z
dc.date.available 2024-07-24T18:02:54Z
dc.date.issued 2024-04-01 es_ES
dc.identifier.issn 2152-2715 es_ES
dc.identifier.uri http://hdl.handle.net/10251/206590
dc.description.abstract [EN] Prior research on affect elicitation indicates that stimuli with social content (pictures or videos) are more arousing than nonsocial stimuli. In particular, they elicit stronger physiological arousal as measured by electrodermal activity (EDA; i.e., social EDA effect). However, it is unclear how this effect applies to virtual reality (VR), which enables an enhanced sense of presence (SoP) and ecological validity. The study here approached this question from a social-emotional VR framework. A sample of N = 72 participants (55 percent women) experienced a set of six virtual environments (VEs) in the form of emotional parks specifically designed to elicit positive, negative, or neutral affectivity. Half of these VEs included human-shaped agents (social context) and the other half omitted these agents (nonsocial context). The results supported the social EDA effect, which in addition was amplified by the reported SoP. Importantly, the VE featuring a social negative content qualified this observed social EDA effect. The finding is discussed in the light of a negativity bias reported in affect literature, through which negative stimuli typically mobilize attention and bodily activation as a mechanism linked to stress responses. The study's implications extend to the use of VR in both research and practical applications, emphasizing the role of social content in influencing affective and physiological responses. es_ES
dc.description.sponsorship This study was funded by the European Union (EU) Horizon 2020 Project ''POTION-Promoting Social Interaction through Emotional Body odors'' (Grant No. 824153). es_ES
dc.language Inglés es_ES
dc.publisher Mary Ann Liebert es_ES
dc.relation.ispartof Cyberpsychology Behavior and Social Networking es_ES
dc.rights Reconocimiento (by) es_ES
dc.subject Social signal processing es_ES
dc.subject Affect elicitation es_ES
dc.subject Virtual reality es_ES
dc.subject Electrodermal activity es_ES
dc.title Social Signal Processing in Affective Virtual Reality: Human-Shaped Agents Increase Electrodermal Activity in an Elicited Negative Environment es_ES
dc.type Artículo es_ES
dc.identifier.doi 10.1089/cyber.2023.0273 es_ES
dc.relation.projectID info:eu-repo/grantAgreement/EC/H2020/824153/EU/Promoting social interaction through emotional body odours/ es_ES
dc.rights.accessRights Abierto es_ES
dc.description.bibliographicCitation Torres, SC.; Gracia Laso, DI.; Laso, D.; Minissi, ME.; Maddalon, L.; Chicchi Giglioli, I.; Chicchi-Giglioli, IA.... (2024). Social Signal Processing in Affective Virtual Reality: Human-Shaped Agents Increase Electrodermal Activity in an Elicited Negative Environment. Cyberpsychology Behavior and Social Networking. 27(4):268-274. https://doi.org/10.1089/cyber.2023.0273 es_ES
dc.description.accrualMethod S es_ES
dc.relation.publisherversion https://doi.org/10.1089/cyber.2023.0273 es_ES
dc.description.upvformatpinicio 268 es_ES
dc.description.upvformatpfin 274 es_ES
dc.type.version info:eu-repo/semantics/publishedVersion es_ES
dc.description.volume 27 es_ES
dc.description.issue 4 es_ES
dc.identifier.pmid 38394167 es_ES
dc.relation.pasarela S\522586 es_ES
dc.contributor.funder European Commission es_ES


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