2017 IEEE Symposium on 3D User Interfaces (3DUI) 2017
DOI: 10.1109/3dui.2017.7893343
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Awestruck: Natural interaction with virtual reality on eliciting awe

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Cited by 16 publications
(20 citation statements)
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“…Moreover, this study is in line with findings from Reinerman-Jones et al (2013) , Gallagher et al (2014 , 2015) , Quesnel and Riecke (2017) who demonstrated that VR was able to generate awe through one of the most prototypical experiences of this emotion, that is, the overview effect (i.e., the experience of viewing landscapes from far above, which includes the Earth view as the “quintessential version of this experience”; Yaden et al, 2016 , p.2). Here, we showed that the overview effect, when displayed in VR, can be considered closer to natural-based VR experiences.…”
Section: Discussionsupporting
confidence: 89%
“…Moreover, this study is in line with findings from Reinerman-Jones et al (2013) , Gallagher et al (2014 , 2015) , Quesnel and Riecke (2017) who demonstrated that VR was able to generate awe through one of the most prototypical experiences of this emotion, that is, the overview effect (i.e., the experience of viewing landscapes from far above, which includes the Earth view as the “quintessential version of this experience”; Yaden et al, 2016 , p.2). Here, we showed that the overview effect, when displayed in VR, can be considered closer to natural-based VR experiences.…”
Section: Discussionsupporting
confidence: 89%
“…Connection: Users can feel a sense of belonging and relatedness through telepresence and communication (Garau et al, 2003 ; Angelini et al, 2015 ; Sakamoto et al, 2015 ; Seaborn, 2016 ; Bernal and Maes, 2017 ; Quesnel and Riecke, 2017 ).…”
Section: Resultsmentioning
confidence: 99%
“…Movement: Users physically moved their bodies in order to interact with the system. Movement was used as a way to promote health (Eubanks, 2011 ; Seaborn, 2016 ) and also further immerse the user in the virtual space through embodiment (Davies and Harrison, 1996 ; Bal, 2013 ; Sakamoto et al, 2015 ; Quesnel and Riecke, 2017 ).…”
Section: Resultsmentioning
confidence: 99%
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“…Among those clues is the sensation of "chills" (also seen in literature as "shivers, " "frisson, " "tingles"), and often their concurrence with visual piloerection, or commonly known as goose bumps ("goose flesh") (Keltner and Haidt, 2003;Grewe et al, 2009;Benedek and Kaernbach, 2011;Nusbaum and Silvia, 2011;Stellar et al, 2017). Among the studies by Benedek and Kaernbach (2011), Quesnel and Riecke (2017), Sumpf et al (2015), and Wassiliwizky et al (2017), there is overall a 40% rate of goose bump elicitation in participants who watched moving/awe-inspiring videos or VR as stimuli. The consistency of this rate means goose bumps (with concurring chills or not) may be experienced by some people but not others, or that lab-induced stimuli may elicit less-intense awe experiences, theorized by Benedek and Kaernbach (2011), Silvia (2012), and Silvia et al (2015).…”
Section: Experiential Components and Outcomes Of Overview Effectmentioning
confidence: 99%