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This article discusses the experiences of being in an immersive virtual environment and how it affects fear responses and consciousness. It also examines the potential applications of VR in social psychology research.
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Virtual Reality and the Clash Consciousness Jim Blascovich UCSB
Andy Beall ReCVEB
Jack Loomis 1995 ReCVEB
Reaction • Surprisingly to me, while in this immersive virtual environment, I found reasoned suppression of my (intrusively accessible) fear response difficult if not impossible. • Perhaps this was a rivalry or “fame in the brain” competition between processes stemming from my being simultaneously in a physical world and a virtual world. ReCVEB
Another Reaction • Imagine what I could do with this technology as a social psychologist. ReCVEB
www.recveb.ucsb.edu ReCVEB
VR Research Foci • Visual perception • Spatial cognition • Learning and training • Social interaction ReCVEB
VR Research Foci • Visual perception • Spatial cognition • Learning and training • Social interaction Consciousness? ReCVEB
Can VR help us experimentally study the interplay among behavioral processes that are: • Conscious • Unconscious • Metaconscious ? ReCVEB
Overview • Virtual Environments: Nature, history, & technology. • Research Context: Challenge and Threat Motivation • Prototype Study ReCVEB
Virtual Environments: Nature, History, and Technology ReCVEB
What is a virtual environment? • refers to the generation and organization of sensory information that can lead to perceptions of a so-called synthetic (“artificial”) environment as non-synthetic (“natural”) ReCVEB
The nature of virtual environments should not be confounded with any particular “technology” for generating and organizing the sensory information. • All such technologies interact with qualities of the person (e.g., the mind or “piñata”) to produce virtual experiences. ReCVEB
Historically, humans have developed technologies to aid the mind in doing so for a long, long time. ReCVEB
The differences among these technologies are: • Perhaps more quantitative than qualitative. • Obviated in the power they have to immerse individuals within virtual environments (i.e., how fast immersion can happen). ReCVEB
However, humans are neurobiologically capable of creating and inhabiting virtual environments, even quite immersive ones, without any extra-corporeal technology at all. ReCVEB
Dreams ReCVEB
Daydreams ReCVEB
What are virtual environments? A state of mind. ReCVEB
Where are virtual environments? An interesting proposition about virtual reality is that all perceived reality may really be virtual. ReCVEB
Perhaps there is a sort of psychological environmental relativity. • “Grounded environments” form the base comparison for all others. ReCVEB
As a bonus virtual environment tracking technology facilitates: • Behavioral measures • Spatial • Temporal • Spatial-termporal ReCVEB
Research Context: Challenge and Threat Motivation ReCVEB
Key Motivational States • Challenge--when resources roughly equal or outweigh demands • indexed by Dienstbier’s (1989) cardiovascular pattern of physiological toughness • Threat--when demands outweigh resources. • indexed by Dienstbier’s (1989) pattern of physiological weakness
Cardiovascular Markers ReCVEB
Implicit Evaluation Challenge Threat Situation Explicit Evaluation The Biopsychosocial Modelof Challenge and Threat (Blascovich et al., 1996; 2000; in press) ReCVEB
Erving Goffman, 1963 • Individuals are threatened by members of stigmatized groups. ReCVEB
Stigma-Threat Paradigm • Stigma Manipulations • Experimental • Quasi-Experimental • Real Interaction (Perceivers and Bearers) • Meet • Dyadic Performance Situation (cooperative task) • Outcome Measures • Subjective • Behavioral • Physiological
No Stigma Stigma ReCVEB
Cardiac Output (L/m) Pre-ejection Period (sec*-1) Total Peripheral Resistance (Resistance Units) Experiment 1- Word Finding Task Blascovich et al. (2001)
Stigma ReCVEB
Prototype Study ReCVEB
What would happen if we experimentally crossed physical stigma with virtual stigma? ReCVEB
Stigma-Threat Paradigm • Stigma Manipulations • Physical: Birthmark vs. No Birthmark • Real Interaction (Perceivers and Confederate Bearers) • Meet in an immersive virtual environment • Dyadic Performance Situation (cooperative task) Outcome Measures • Measures • Subjective • Behavioral • Physiological
Physical + - + C I Virtual C - I ReCVEB