Recent advancements in memory research indicate that virtual reality (VR) experiences are more vividly memorized as compared to conventional laboratory events. In contrast to the latter, VR experiences are highly immersive, simulating the multimodality, vividness and inclusiveness of real-life experiences. Therefore, VR might enable researchers to identify memory processes underlying events which participants have actually experienced, in contrast to conventional on-screen experiences. To differentiate the electrophysiological correlates of memory processes underlying VR experiences as compared to conventional laboratory experiences, participants watched videos either in a PC condition or in a VR condition, followed by an unannounced recognition memory test. As hypothesized, we replicated the well-established theta old/new effect for the PC condition, but remarkably, this effect was absent in the VR condition. Additionally, the latter was accompanied by significantly lower alpha activity as compared to the PC condition. As increases in theta-band responses are related to top-down control on, and memory load during retrieval, the observed theta responses might rather relate to retrieval effort than to retrieval success per se. Congruently, higher alpha activity measured over occipital sensor areas in the PC condition reflect visually guided search processes within episodic memory. The VR condition comes in with lower alpha activity, reflecting immediate and effortless memory access. Hence, our findings indicate that the retrieval of VR experiences promotes autobiographical retrieval mechanisms, whereas recalling conventional laboratory events comes in with higher effort, which might not reflect the mechanisms of everyday memory.
Virtual reality is a promising tool for experimental psychology, enhancing the ecological validity of psychological science. The advantage of VR is that it enables researchers to study emotional and cognitive processes under realistic conditions while maintaining strict experimental control. To make it easier for scientists to get into the world of VR research and to improve the comparability of scientific results, we have created and validated a standardized set of 3D/360° videos and photos. Study 1 investigated the electrophysiological differences between motivational and emotional reactions exhibited under immersive VR and conventional 2D conditions. The obtained frontal alpha asymmetries show diverge patterns between the two conditions giving rise to further speculations that associated psychological processes exhibit more natural functional properties under immersive conditions. The feeling of being at the center of a realistic VR environment creates a sense of self-relevance. In VR, motivational tendencies and emotional reactions are related to objects or persons within the vicinity of the participant and not to the stimuli presented on a screen. Study 2, investigating the memory performance for VR videos as opposed to a conventional 2D screen presentation, provides evidence that memory formed under immersive conditions created more profound memory traces. This so-called memory superiority effect for the VR conditions might again result from the feeling of being in a scene, thus facilitating the formation of autobiographical memory. The implementation of VR experiments using the database is straightforward as it does neither require much technical equipment nor a high level of VR expertise.
Fear is an evolutionary adaption to a hazardous environment, linked to numerous complex behavioral responses, e.g., the fight-or-flight response, suiting their respective environment. However, for the sake of experimental control, fear is mainly investigated under rather artificial laboratory conditions. The latter transform these evolutionary adaptions into artificial responses, like keystrokes. The immersive, multidimensional character of virtual reality (VR) enables realistic behavioral responses, overcoming aforementioned limitations. To investigate authentic fear responses from a holistic perspective, participants explored either a negative or a neutral VR cave. To promote real-life behavior, we built a physical replica of the cave, providing haptic sensations. Electrophysiological correlates of fear-related approach and avoidance tendencies, i.e., frontal alpha asymmetries (FAA) were evaluated. To our knowledge, this is the first study to simultaneously capture complex behavior and associated electrophysiological correlates under highly immersive conditions. Participants in the negative condition exhibited a broad spectrum of realistic fear behavior and reported intense negative affect as opposed to participants in the neutral condition. Despite these affective and behavioral differences, the groups could not be distinguished based on the FAAs for the greater part of the cave exploration. Taking the specific behavioral responses into account, the obtained FAAs could not be reconciled with well-known FAA models. Consequently, putting laboratory-based models to the test under realistic conditions shows that they may not unrestrictedly predict realistic behavior. As the VR environment facilitated non-mediated and realistic emotional and behavioral responses, our results demonstrate VR’s high potential to increase the ecological validity of scientific findings (video abstract: https://www.youtube.com/watch?v=qROsPOp87l4&feature=youtu.be).
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