Exportar Publicação
A publicação pode ser exportada nos seguintes formatos: referência da APA (American Psychological Association), referência do IEEE (Institute of Electrical and Electronics Engineers), BibTeX e RIS.
Miguel Pombal, Arriaga, P., Rosa, P. J., Gamito, P., Morais, D. & Oliveira, J. (2016). Emotional Reality: Virtual Reality Environments as a tool for emotional elicitation. 30th Congress of the European Federation of Psychology Student’s Association.
M. Pombal et al., "Emotional Reality: Virtual Reality Environments as a tool for emotional elicitation", in 30th Congr. of the European Federation of Psychology Student’s Association, Vimeiro, 2016
@misc{pombal2016_1766414365395,
author = "Miguel Pombal and Arriaga, P. and Rosa, P. J. and Gamito, P. and Morais, D. and Oliveira, J.",
title = "Emotional Reality: Virtual Reality Environments as a tool for emotional elicitation",
year = "2016",
howpublished = "Outro",
url = "http://more.efpsa.org/congress2016/ "
}
TY - CPAPER TI - Emotional Reality: Virtual Reality Environments as a tool for emotional elicitation T2 - 30th Congress of the European Federation of Psychology Student’s Association AU - Miguel Pombal AU - Arriaga, P. AU - Rosa, P. J. AU - Gamito, P. AU - Morais, D. AU - Oliveira, J. PY - 2016 CY - Vimeiro UR - http://more.efpsa.org/congress2016/ AB - This study reports the development of multisensorial VR based environments that combine a wide array of methods for emotional elicitation. A convenience sample of 40 participants (26 females, 14 males), aged 18-30 years (M = 22.7; SD=2.72), were asked to report their emotional state (happy or sad; positive and negative affect; valence - pleasure/displeasure, degree of arousal, dominance and presence) after the exposure to one of the VR environments (“happy”, “sad” and neutral environments) in a mixed design. An interaction was found between VR environment (happy/sad) and emotion (happiness/sadness), in the expected way: significantly higher values of happiness in the happy scenario compared to the others, and significantly higher values of sadness in the sad scenario. An interaction between VR environment and valence followed the same pattern of the previous analysis. As expected, the results point towards a congruency between VR environment and reported elicited emotion and valence. ER -
English