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Cyberpsychology

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Cyberpsychology (also known as Internet psychology , web psychology , or digital psychology ) is a scientific inter-disciplinary domain that focuses on the psychological phenomena which emerge as a result of the human interaction with digital technology , particularly the Internet .

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132-466: Cyberpsychology is a broadly used term for inter-disciplinary research that commonly describes how humans interact with others over technology, how human behavior and psychological states are affected by technology, and how technology can be optimally developed for human needs. While not explicitly defined as cyberpsychology, previous research into the impacts of virtual reality on human behavior has been identified by cyberpsychologists and leveraged to guide

264-451: A 3D virtual world, a binaural audio system, positional and rotational real-time head tracking for six degrees of movement. Options include motion controls with haptic feedback for physically interacting within the virtual world in an intuitive way with little to no abstraction and an omnidirectional treadmill for more freedom of physical movement allowing the user to perform locomotive motion in any direction. Augmented reality (AR)

396-452: A 90-degree field of vision that was previously unseen in the consumer market at the time. Luckey eliminated distortion issues arising from the type of lens used to create the wide field of vision using software that pre-distorted the rendered image in real-time. This initial design would later serve as a basis from which the later designs came. In 2012, the Rift is presented for the first time at

528-413: A PC-powered virtual reality headset that same year. In 1999, entrepreneur Philip Rosedale formed Linden Lab with an initial focus on the development of VR hardware. In its earliest form, the company struggled to produce a commercial version of "The Rig", which was realized in prototype form as a clunky steel contraption with several computer monitors that users could wear on their shoulders. The concept

660-593: A certain amount of cognitive processing of information has been accomplished. In this view, such affective reactions as liking, disliking, evaluation, or the experience of pleasure or displeasure each result from a different prior cognitive process that makes a variety of content discriminations and identifies features, examines them to find value, and weighs them according to their contributions (Brewin, 1989). Some scholars (e.g. Lerner and Keltner 2000) argue that affect can be both pre- and post-cognitive: initial emotional responses produce thoughts, which produce affect. In

792-412: A certain information goal, they assess the information that they can extract from any candidate source of information relative to the cost involved in extracting that information and choose one or several candidate sources so that they maximize the ratio. From a social standpoint, the internet is a breeding ground for creating a space for relationships, roles, and a new sense of self. One survey found that

924-520: A collection of essays, Le Théâtre et son double . The English translation of this book, published in 1958 as The Theater and its Double , is the earliest published use of the term "virtual reality". The term " artificial reality ", coined by Myron Krueger , has been in use since the 1970s. The term "virtual reality" was first used in a science fiction context in The Judas Mandala , a 1982 novel by Damien Broderick . Widespread adoption of

1056-403: A college sample. Other researchers have also explored the manifestation of factitious disorder and dissociative identity disorder among recurrent users of social media platforms like TikTok. Several positive psychological outcomes are related to Facebook use. People can derive a sense of social connectedness and belongingness in the online environment. Importantly, this online social connectedness

1188-434: A colored box, but the participants did not know that they would eventually be asked what color box the word appeared in. Motivation intensity refers to the strength of urge to move toward or away from a particular stimulus. Anger and fear affective states, induced via film clips, resulted in more selective attention on a flanker task compared to controls as indicated by reaction times that were not very different, even when

1320-598: A dedicated Cyberpsychology Section which was founded in 2018. Likewise the American Psychological Association has a dedicated division for Media Psychology & Technology. First published in 2007, Masaryk University in the Czech Republic has published Cyberpsychology: Journal of Psychosocial Research on Cyberspace , an open access, web-based, peer-reviewed scholarly journal that focused on social science research about cyberspace. It

1452-594: A factor in depression, especially among teenage users. A study concluded that frequent Facebook use invoked feelings of depression and inadequacy. Social psychologist Ethan Kross , the lead author of the study, stated that the research tracked (on a moment-to-moment basis throughout the day) how a person's mood fluctuated during time spent on Facebook and whether or not they modified their Facebook usage. Results suggest that as participants spent more time on Facebook, their feelings of well-being decreased and feelings of depression increased. Another study found that participants in

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1584-427: A faster reaction to name the smaller letters within the larger letter. A source-monitoring paradigm can also be used to measure how much contextual information is perceived: for instance, participants are tasked to watch a screen which serially displays words to be memorized for 3 seconds each, and also have to remember whether the word appeared on the left or the right half of the screen. The words were also encased in

1716-433: A flanker attention task to figure out whether cognitive scope is broadened or narrowed. For example, using the letters "H" and "N" participants need to identify as quickly as possible the middle letter of 5 when all the letters are the same (e.g. "HHHHH") and when the middle letter is different from the flanking letters (e.g. "HHNHH"). Broadened cognitive scope would be indicated if reaction times differed greatly from when all

1848-442: A further iteration, some scholars argue that affect is necessary for enabling more rational modes of cognition (e.g. Damasio 1994). A divergence from a narrow reinforcement model of emotion allows other perspectives about how affect influences emotional development. Thus, temperament , cognitive development, socialization patterns, and the idiosyncrasies of one's family or subculture might interact in nonlinear ways. For example,

1980-540: A growing number of researchers in the US and UK gives strong evidence to the efficacy (and sometimes superiority) of Internet-facilitated, computer-assisted treatments relative to 'traditional' in-office-only approaches. The UK's National Health Service now recognizes CCBT (computerized cognitive behavioral therapy ) as the preferred method of treatment for mild-to-moderate presentations of anxiety and depression. Applications in psychology and medicine also include such innovations as

2112-426: A high level of Facebook usage is associated with adverse relationship outcomes (such as divorce and breaking up) and that these negative outcomes are mediated by conflict about high levels of Facebook use. However, this was only true for those who are or have been, in relatively newer relationships of three years or less. To cope with the uncertainty of a suspected romantic relationship, partner surveillance on Facebook

2244-527: A logical and consistent framework for research. Researchers can predict a person's actions by assuming effort refers to the energy investment. The motivational intensity theory is used to show how changes in goal attractiveness and energy investment correlate. Mood , like emotion, is an affective state. However, an emotion tends to have a clear focus (i.e., its cause is self-evident), while mood tends to be more unfocused and diffuse. Mood, according to Batson, Shaw and Oleson (1992), involves tone and intensity and

2376-503: A much different way than kids who are, say, running around on a playground... Recent studies have shown that playing computer games only builds very short-term attention that needs to be rewarded frequently." Several studies have suggested that young college-aged adults with mental disorders may experience negative outcomes as a result of using short video platforms such as TikTok . For example, one Chinese study found negative cognition tendencies that may result in negative emotions, based on

2508-513: A multi-agent system—a system that contains multiple agents interacting with each other and/or with their environments over time. The outcomes of individual agents' behaviors are interdependent: Each agent's ability to achieve its goals depends on not only what it does but also what other agents do. Emotions are one of the main sources for the interaction. Emotions of an individual influence the emotions, thoughts and behaviors of others; others' reactions can then influence their future interactions with

2640-501: A narrowed attentional scope. The experimenters further increased the narrowed attentional scope in appetitive stimuli by telling participants they would be allowed to consume the desserts shown in the pictures. The results revealed that their hypothesis was correct, in that the broad attentional scope led to quicker detection of global letters, while narrowed attentional scope led to quicker detection of local letters. Researchers Bradley, Codispoti, Cuthbert and Lang wanted to further examine

2772-408: A nation of 'Online-A-Holics'. On average, Britons spend 16 minutes in bed socially networking with pals each night – the peak chatting time being 9:45 pm. This time spent social networking may be affecting Britons' sleep quota as, on average, respondents reported they are getting just six hours and 21 minutes of sleep per night. 65% of respondents stated the last thing they do before nodding off at night

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2904-411: A note should be considered on the differences between affect and emotion. Arousal is a basic physiological response to the presentation of stimuli. When this occurs, a non-conscious affective process takes the form of two control mechanisms: one mobilizing and the other immobilizing. Within the human brain, the amygdala regulates an instinctual reaction initiating this arousal process, either freezing

3036-459: A real video. Users can select their own type of participation based on the system capability. In projector-based virtual reality, modeling of the real environment plays a vital role in various virtual reality applications, including robot navigation, construction modeling, and airplane simulation. Image-based virtual reality systems have been gaining popularity in computer graphics and computer vision communities. In generating realistic models, it

3168-434: A research article about affect tolerance written by psychiatrist Jerome Sashin, "Affect tolerance can be defined as the ability to respond to a stimulus which would ordinarily be expected to evoke affects by the subjective experiencing of feelings." Essentially it refers to one's ability to react to emotions and feelings. One who is low in affect tolerance would show little to no reaction to emotion and feeling of any kind. This

3300-589: A result, an internationally reliable short-form, the I-PANAS-SF, has been developed and validated comprising two 5-item scales with internal reliability, cross-sample and cross-cultural factorial invariance, temporal stability, convergent and criterion-related validities. Mroczek and Kolarz have also developed another set of scales to measure positive and negative affect. Each of the scales has 6 items. The scales have shown evidence of acceptable validity and reliability across cultures. In relation to perception,

3432-754: A sad picture, participants were faster to identify the larger letter in a Navon attention task, suggesting more global or broadened cognitive scope. Sadness is thought to sometimes have low motivational intensity. But, after seeing a disgusting picture, participants were faster to identify the component letters, indicative of a localized and narrower cognitive scope. Disgust has high motivational intensity. Affects which are high in motivational intensity narrow one's cognitive scope, enabling people to focus more on central information, whereas affects which are low in motivational intensity broadened cognitive scope, allowing for faster global interpretation. The changes in cognitive scope associated with different affective states

3564-461: A service that shows panoramic views of an increasing number of worldwide positions such as roads, indoor buildings and rural areas. It also features a stereoscopic 3D mode, introduced in 2010. In 2010, Palmer Luckey designed the first prototype of the Oculus Rift . This prototype, built on a shell of another virtual reality headset, was only capable of rotational tracking. However, it boasted

3696-524: A shared experience. While internet memes can appear to be simple pop culture references, they can also allow a glimpse into the formation of culture and language. Psychotherapy in cyberspace is also known as cybertherapy or e-therapy. The first instance of this practice did not include interaction with a human, but rather a program called ELIZA , which was designed by Joseph Weizenbaum to answer questions and concerns with basic Rogerian responses. ELIZA proved to be so convincing that many people either mistook

3828-503: A stereoscopic image with a field-of-view wide enough to create a convincing sense of space. The users of the system have been impressed by the sensation of depth ( field of view ) in the scene and the corresponding realism. The original LEEP system was redesigned for NASA's Ames Research Center in 1985 for their first virtual reality installation, the VIEW (Virtual Interactive Environment Workstation) by Scott Fisher . The LEEP system provides

3960-585: A strong motivation to consume alcohol. The researchers tested the participants by exposing them to alcohol and neutral pictures. After the picture was displayed on a screen, the participants finished a test evaluating attentional focus. The findings proved that exposure to alcohol-related pictures led to a narrowing of attentional focus to individuals who were motivated to use alcohol. However, exposure to neutral pictures did not correlate with alcohol-related motivation to manipulate attentional focus. The Alcohol Myopia Theory (AMT) states that alcohol consumption reduces

4092-501: A structured set of beliefs about general expectations of a future experience of pleasure or pain, or of positive or negative affect in the future. Unlike instant reactions that produce affect or emotion, and that change with expectations of future pleasure or pain, moods, being diffuse and unfocused and thus harder to cope with, can last for days, weeks, months or even years (Schucman, 1975). Moods are hypothetical constructs depicting an individual's emotional state. Researchers typically infer

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4224-446: A tool in strengthening and reaffirming a relationship, as it allows for positive expressions of trust, affection, and commitment. A byproduct of social media use can be the "fear of missing out", or FOMO. This fear develops from a user's repetitive and obsessive status-checking of "friend" status updates and posts related to social events or celebrations resulting in a feeling of being "left out" if these events are not experienced. There

4356-479: A type of non-conscious affect may be separate from the cognitive processing of environmental stimuli. A monohierarchy of perception, affect and cognition considers the roles of arousal , attention tendencies, affective primacy (Zajonc, 1980), evolutionary constraints (Shepard, 1984; 1994), and covert perception (Weiskrantz, 1997) within the sensing and processing of preferences and discriminations. Emotions are complex chains of events triggered by certain stimuli. There

4488-599: A user's physical presence in a virtual environment. A person using virtual reality equipment is able to look around the artificial world, move around in it, and interact with virtual features or items. The effect is commonly created by VR headsets consisting of a head-mounted display with a small screen in front of the eyes, but can also be created through specially designed rooms with multiple large screens. Virtual reality typically incorporates auditory and video feedback , but may also allow other types of sensory and force feedback through haptic technology . " Virtual " has had

4620-637: A virtual environment. This addresses a key risk area in rotorcraft operations, where statistics show that around 20% of accidents occur during training flights. In 2022, Meta released the Meta Quest Pro . This device utilised a thinner, visor-like design that was not fully enclosed, and was the first headset by Meta to target mixed reality applications using high-resolution colour video passthrough. It also included integrated face and eye tracking , pancake lenses , and updated Touch Pro controllers with on-board motion tracking. In 2023, Sony released

4752-468: A year later) initially required users to log in with a Facebook account in order to use the new headset. In 2021 the Oculus Quest 2 accounted for 80% of all VR headsets sold. In 2021, EASA approved the first Virtual Reality-based Flight Simulation Training Device. The device, made by Loft Dynamics for rotorcraft pilots, enhances safety by opening up the possibility of practicing risky maneuvers in

4884-408: Is a construct that is closely related to motivational intensity, they differ in that motivation necessarily implies action while arousal does not. Affect is sometimes used to mean affect display , which is "a facial, vocal, or gestural behavior that serves as an indicator of affect" (APA 2006). In psychology, affect defines the organisms ' interaction with stimuli . It can influence the scope of

5016-443: Is a fundamental aspect of human experience and plays a central role in many psychological theories and studies. It can be understood as a combination of three components: emotion, mood (enduring, less intense emotional states that are not necessarily tied to a specific event), and affectivity (an individual's overall disposition or temperament , which can be characterized as having a generally positive or negative affect). In psychology,

5148-447: Is a result of an anticipated, experienced, or imagined outcome of an adaptational transaction between organism and environment, therefore cognitive appraisal processes are keys to the development and expression of an emotion (Lazarus, 1982). Affective states vary along three principal dimensions: valence , arousal, and motivational intensity . It is important to note that arousal is different from motivational intensity. While arousal

5280-408: Is a type of virtual reality technology that blends what the user sees in their real surroundings with digital content generated by computer software. The additional software-generated images with the virtual scene typically enhance how the real surroundings look in some way. AR systems layer virtual information over a camera live feed into a headset or smartglasses or through a mobile device giving

5412-501: Is also the closely related fear of being missed (FOBM), or the fear of invisibility. This fear involves an obsessive need to provide constant status updates on one's own personal, day-to-day life, movements, travel, events, etc. unable to "un-plug". Evidence suggests this type of anxiety is a mediating factor in increased social media use and decreased self-esteem. Social media at use can lead to lower quality sleep. A study commissioned by Travelodge hotels concluded that Britain has become

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5544-542: Is becoming more popular. However, skepticism between couples may inevitably cause the end of a relationship. These findings do not demonstrate causality: relationship maintenance behaviors, such as surveillance and monitoring, are indicators of current levels of trust within the relationship. This suggests that certain behaviors on social media may be predicting negative outcomes, rather than causing them. When it comes to technology lot of people do not know when something has gone wrong until it goes wrong. Further, Facebook can be

5676-552: Is check their mobile phone for text messages. On average, Britons will spend around nine minutes every night texting before falling asleep, and four out of ten adults reported they have a regular text communication with friends in bed every night. Studies have shown a connection between online social media, such as Facebook use, to addictive behaviors, emotion regulation , impulse control, and substance abuse. This may be because people are learning to access and process information more rapidly and to shift attention quickly from one task to

5808-474: Is closely related to alexithymia . "Alexithymia is a subclinical phenomenon involving a lack of emotional awareness or, more specifically, difficulty in identifying and describing feelings and in distinguishing feelings from the bodily sensations of emotional arousal" At its core, alexithymia is an inability for an individual to recognize what emotions they are feeling—as well as an inability to describe them. According to Dalya Samur < Archived 2022-01-09 at

5940-454: Is essential to accurately register acquired 3D data; usually, a camera is used for modeling small objects at a short distance. Desktop-based virtual reality involves displaying a 3D virtual world on a regular desktop display without use of any specialized VR positional tracking equipment. Many modern first-person video games can be used as an example, using various triggers, responsive characters, and other such interactive devices to make

6072-400: Is evolutionarily adaptive because high motivational intensity affects elicited by stimuli that require movement and action should be focused on, in a phenomenon known as goal-directed behavior. For example, in early times, seeing a lion (a fearful stimulus) probably elicited a negative but highly motivational affective state (fear) in which the human being was propelled to run away. In this case

6204-436: Is given a complete sensation of reality, i.e. moving three dimensional images which may be in colour, with 100% peripheral vision, binaural sound, scents and air breezes." In 1968, Harvard Professor Ivan Sutherland , with the help of his students including Bob Sproull , created what was widely considered to be the first head-mounted display system for use in immersive simulation applications, called The Sword of Damocles . It

6336-493: Is increasingly used to combine several high-resolution photographs for the creation of detailed 3D objects and environments in VR applications. Affect (psychology) Affect , in psychology , is the underlying experience of feeling , emotion , attachment , or mood . It encompasses a wide range of emotional states and can be positive (e.g., happiness, joy, excitement) or negative (e.g., sadness, anger, fear, disgust). Affect

6468-860: Is instead branded as a “ spatial computer ”. In 2024, the Federal Aviation Administration approved its first virtual reality flight simulation training device: Loft Dynamics' virtual reality Airbus Helicopters H125 FSTD —the same device EASA qualified. As of September 2024, Loft Dynamics remains the only VR FSTD qualified by EASA and the FAA. Modern virtual reality headset displays are based on technology developed for smartphones including: gyroscopes and motion sensors for tracking head, body, and hand positions ; small HD screens for stereoscopic displays; and small, lightweight and fast computer processors. These components led to relative affordability for independent VR developers, and led to

6600-617: Is no way to completely describe an emotion by knowing only some of its components. Verbal reports of feelings are often inaccurate because people may not know exactly what they feel, or they may feel several different emotions at the same time. There are also situations that arise in which individuals attempt to hide their feelings, and there are some who believe that public and private events seldom coincide exactly, and that words for feelings are generally more ambiguous than are words for objects or events. Therefore, non-conscious emotions need to be measured by measures circumventing self-report such as

6732-432: Is separate from the reward of food itself. Therefore, earning the reward and anticipating the reward are separate processes and both create an excitatory influence of reward-related cues. Both processes are dissociated at the level of the amygdala, and are functionally integrated within larger neural systems. Cognitive scope can be measured by tasks involving attention, perception, categorization and memory. Some studies use

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6864-539: Is strongly linked to social activity. Recent research suggests that high functional support is related to higher levels of positive affect. In his work on negative affect arousal and white noise, Seidner found support for the existence of a negative affect arousal mechanism regarding the devaluation of speakers from other ethnic origins. The exact process through which social support is linked to positive affect remains unclear. The process could derive from predictable, regularized social interaction, from leisure activities where

6996-555: Is the Positive and Negative Affect Schedule (PANAS). The PANAS is a lexical measure developed in a North American setting and consisting of 20 single-word items, for instance excited , alert , determined for positive affect, and upset , guilty , and jittery for negative affect. However, some of the PANAS items have been found either to be redundant or to have ambiguous meanings to English speakers from non-North American cultures. As

7128-553: The E3 video game trade show by John Carmack . In 2014, Facebook (later Meta) purchased Oculus VR for what at the time was stated as $ 2 billion but later revealed that the more accurate figure was $ 3 billion. This purchase occurred after the first development kits ordered through Oculus' 2012 Kickstarter had shipped in 2013 but before the shipping of their second development kits in 2014. ZeniMax , Carmack's former employer, sued Oculus and Facebook for taking company secrets to Facebook;

7260-728: The Meta Quest 3 , the successor to the Quest 2. It features the pancake lenses and mixed reality features of the Quest Pro, as well as an increased field of view and resolution compared to Quest 2. In 2024, Apple released the Apple Vision Pro . The device is a fully enclosed mixed reality headset that strongly utilises video passthrough. While some VR experiences are available on the device, it lacks standard VR headset features such as external controllers or support for OpenXR and

7392-461: The Navon letters . The Navon task included a neutral affect comparison condition. Typically, neutral states cause broadened attention with a neutral stimulus. They predicted that a broad attentional scope could cause faster detection of global (large) letters, whereas a narrow attentional scope could cause faster detection of local (small) letters. The evidence proved that the appetitive stimuli produced

7524-632: The PlayStation VR ), a virtual reality headset for the PlayStation 4 video game console. The Chinese headset AntVR was released in late 2014; it was briefly competitive in the Chinese market but ultimately unable to compete with the larger technology companies. In 2015, Google announced Cardboard , a do-it-yourself stereoscopic viewer: the user places their smartphone in the cardboard holder, which they wear on their head. Michael Naimark

7656-468: The PlayStation VR2 , a follow-up to their 2016 headset. The device includes inside-out tracking, eye-tracked foveated rendering , higher-resolution OLED displays, controllers with adaptive triggers and haptic feedback, 3D audio , and a wider field of view. While initially exclusive for use with the PlayStation 5 console, a PC adapter is scheduled for August 2024. Later in 2023, Meta released

7788-497: The Power Glove , an early affordable VR device, released in 1989. That same year Broderbund 's U-Force was released. Atari, Inc. founded a research lab for virtual reality in 1982, but the lab was closed after two years due to the video game crash of 1983 . However, its hired employees, such as Scott Fisher , Michael Naimark , and Brenda Laurel , kept their research and development on VR-related technologies. In 1988,

7920-673: The Sega VR headset for the Mega Drive home console. It used LCD screens in the visor, stereo headphones, and inertial sensors that allowed the system to track and react to the movements of the user's head. In the same year, Virtuality launched and went on to become the first mass-produced, networked, multiplayer VR entertainment system that was released in many countries, including a dedicated VR arcade at Embarcadero Center . Costing up to $ 73,000 per multi-pod Virtuality system, they featured headsets and exoskeleton gloves that gave one of

8052-527: The Sensorama in 1962, along with five short films to be displayed in it while engaging multiple senses (sight, sound, smell, and touch). Predating digital computing, the Sensorama was a mechanical device . Heilig also developed what he referred to as the "Telesphere Mask" (patented in 1960). The patent application described the device as "a telescopic television apparatus for individual use... The spectator

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8184-712: The VR-1 motion simulator ride attraction in Joypolis indoor theme parks, as well as the Dennou Senki Net Merc arcade game . Both used an advanced head-mounted display dubbed the "Mega Visor Display" developed in conjunction with Virtuality; it was able to track head movement in a 360-degree stereoscopic 3D environment, and in its Net Merc incarnation was powered by the Sega Model 1 arcade system board . Apple released QuickTime VR , which, despite using

8316-627: The Valve Index . Notable features include a 130° field of view, off-ear headphones for immersion and comfort, open-handed controllers which allow for individual finger tracking, front facing cameras, and a front expansion slot meant for extensibility. In 2020, Oculus released the Oculus Quest 2 , later renamed the Meta Quest 2. Some new features include a sharper screen, reduced price, and increased performance. Facebook (which became Meta

8448-851: The Wayback Machine > and colleagues, persons with alexithymia have been shown to have correlations with increased suicide rates, mental discomfort, and deaths. Affect tolerance factors, including anxiety sensitivity, intolerance of uncertainty, and emotional distress tolerance , may be helped by mindfulness . Mindfulness is a mental state achieved by focusing one's awareness on the present moment, while calmly acknowledging and accepting one's feelings, thoughts, and bodily sensations without judgment. The practice of Intention, Attention, & Attitude. Mindfulness has been shown to produce "increased subjective well-being, reduced psychological symptoms and emotional reactivity, and improved behavioral regulation." The affective domain represents one of

8580-416: The stereoscope invented by Sir Charles Wheatstone were both precursors to virtual reality. The first references to the more modern-day concept of virtual reality came from science fiction . Morton Heilig wrote in the 1950s of an "Experience Theatre" that could encompass all the senses in an effective manner, thus drawing the viewer into the onscreen activity. He built a prototype of his vision dubbed

8712-413: The virtual fixtures system at the U.S. Air Force 's Armstrong Labs using a full upper-body exoskeleton , enabling a physically realistic mixed reality in 3D. The system enabled the overlay of physically real 3D virtual objects registered with a user's direct view of the real world, producing the first true augmented reality experience enabling sight, sound, and touch. By July 1994, Sega had released

8844-456: The "Virtual Patient" and other virtual/augmented reality programs which can provide trainees with simulated intake sessions while also providing a means for supplementing clinical supervision. Many controversies related to e-therapy have arisen in the context of ethical guidelines and considerations. Virtual reality Virtual reality ( VR ) is a simulated experience that employs 3D near-eye displays and pose tracking to give

8976-566: The 19th century with Wilhelm Wundt . The word comes from the German Gefühl , meaning "feeling". A number of experiments have been conducted in the study of social and psychological affective preferences (i.e., what people like or dislike). Specific research has been done on preferences, attitudes , impression formation , and decision-making . This research contrasts findings with recognition memory (old-new judgments), allowing researchers to demonstrate reliable distinctions between

9108-466: The 2012 Oculus Rift Kickstarter offering the first independently developed VR headset. Independent production of VR images and video has increased alongside the development of affordable omnidirectional cameras , also known as 360-degree cameras or VR cameras, that have the ability to record 360 interactive photography , although at relatively low resolutions or in highly compressed formats for online streaming of 360 video . In contrast, photogrammetry

9240-682: The Cyberspace Project at Autodesk was the first to implement VR on a low-cost personal computer. The project leader Eric Gullichsen left in 1990 to found Sense8 Corporation and develop the WorldToolKit virtual reality SDK, which offered the first real time graphics with Texture mapping on a PC, and was widely used throughout industry and academia. The 1990s saw the first widespread commercial releases of consumer headsets. In 1992, for instance, Computer Gaming World predicted "affordable VR by 1994". In 1991, Sega announced

9372-477: The Implicit Positive and Negative Affect Test (IPANAT; Quirin, Kazén, & Kuhl, 2009). Affective responses, on the other hand, are more basic and may be less problematic in terms of assessment. Brewin has proposed two experiential processes that frame non-cognitive relations between various affective experiences: those that are prewired dispositions (i.e. non-conscious processes), able to "select from

9504-427: The amount of information available in memory, which also narrows attention so only the most proximal items or striking sources are encompassed in attentional scope. This narrowed attention leads intoxicated persons to make more extreme decisions than they would when sober. Researchers provided evidence that substance-related stimuli capture the attention of individuals when they have high and intense motivation to consume

9636-749: The basis for most of the modern virtual reality headsets. By the late 1980s, the term "virtual reality" was popularized by Jaron Lanier , one of the modern pioneers of the field. Lanier had founded the company VPL Research in 1984. VPL Research has developed several VR devices like the DataGlove , the EyePhone, the Reality Built For Two (RB2), and the AudioSphere. VPL licensed the DataGlove technology to Mattel , which used it to make

9768-406: The cognitive processes. Initially, researchers had thought that positive affects broadened the cognitive scope, whereas negative affects narrowed it. Thereafter, evidences suggested that affects high in motivational intensity narrow the cognitive scope, whereas affects low in motivational intensity broaden it. The construct of cognitive scope could be valuable in cognitive psychology. According to

9900-415: The color of the box the word was in compared to nondepressed students. Sadness (low motivational intensity) is usually associated with depression, so the more broad focus on contextual information of sadder students supports that affects high in motivational intensity narrow cognitive scope whereas affects low in motivational intensity broaden cognitive scope. The motivational intensity theory states that

10032-472: The common pitfalls of technology use." Although many factors contribute to ADHD (including genes, teratogens, parenting styles, etc.), a sedentary lifestyle centered on television, computer games, and mobile devices may increase the risk for ADHD. In the view of Dr. Robert Melillo, founder of the Brain Balance Program , "When kids play computer games, their minds are processing information in

10164-446: The consumer headsets including separate 1K displays per eye, low persistence, positional tracking over a large area, and Fresnel lenses . HTC and Valve announced the virtual reality headset HTC Vive and controllers in 2015. The set included tracking technology called Lighthouse, which utilized wall-mounted "base stations" for positional tracking using infrared light. In 2014, Sony announced Project Morpheus (its code name for

10296-427: The difficulty of a task combined with the importance of success determine the energy invested by an individual. The theory has three main layers. The innermost layer says human behavior is guided by the desire to conserve as much energy as possible. Individuals aim to avoid wasting energy so they invest only the energy that is required to complete the task. The middle layer focuses on the difficulty of tasks combined with

10428-418: The driver the impression of actually driving a vehicle by predicting vehicular motion based on the driver's input and providing corresponding visual, motion, and audio cues. With avatar image -based virtual reality, people can join the virtual environment in the form of real video as well as an avatar. One can participate in the 3D distributed virtual environment in the form of either a conventional avatar or

10560-410: The effect of appetitive stimuli on narrowed attention. They also tested whether individual dissimilarities in approach motivation are associated with attentional narrowing. In order to test the hypothesis, the researchers used the same Navon task with appetitive and neutral pictures in addition to having the participants indicate how long since they had last eaten in minutes. To examine neural activation,

10692-604: The emotional reactions in picture priming. Instead of using an appetitive stimulus they used stimulus sets from the International Affective Picture System (IAPS). The image set includes various unpleasant pictures such as snakes, insects, attack scenes, accidents, illness, and loss. They predicted that an unpleasant picture would stimulate a defensive motivational intensity response, which would produce strong emotional arousal such as skin gland responses and cardiac deceleration. Participants rated

10824-452: The existence of moods from a variety of behavioral referents (Blechman, 1990). Habitual negative affect and negative mood is characteristic of high neuroticism. Positive affect and negative affect ( PANAS ) represent independent domains of emotion in the general population, and positive affect is strongly linked to social interaction. Positive and negative daily events show independent relationships to subjective well-being, and positive affect

10956-572: The first "immersive" VR experiences. That same year, Carolina Cruz-Neira , Daniel J. Sandin and Thomas A. DeFanti from the Electronic Visualization Laboratory created the first cubic immersive room, the Cave automatic virtual environment (CAVE). Developed as Cruz-Neira's PhD thesis, it involved a multi-projected environment, similar to the holodeck , allowing people to see their own bodies in relation to others in

11088-492: The first artist to produce navigable virtual worlds at NASA 's Jet Propulsion Laboratory (JPL) from 1977 to 1984. The Aspen Movie Map , a crude virtual tour in which users could wander the streets of Aspen in one of the three modes (summer, winter, and polygons ), was created at MIT in 1978. In 1979, Eric Howlett developed the Large Expanse, Extra Perspective (LEEP) optical system. The combined system created

11220-618: The first major commercial release of sensor-based tracking, allowing for free movement of users within a defined space. A patent filed by Sony in 2017 showed they were developing a similar location tracking technology to the Vive for PlayStation VR, with the potential for the development of a wireless headset. In 2019, Oculus released the Oculus Rift S and a standalone headset, the Oculus Quest . These headsets utilized inside-out tracking compared to external outside-in tracking seen in previous generations of headsets. Later in 2019, Valve released

11352-403: The flanking letters were different from the middle target letter. Both anger and fear have high motivational intensity because propulsion to act would be high in the face of an angry or fearful stimulus, like a screaming person or coiled snake. Affects which are high in motivational intensity, and thus are narrow in cognitive scope, enable people to focus more on target information. After seeing

11484-463: The focus is on relaxation and positive mood, or from the enjoyment of shared activities. The techniques used to shift a negative mood to a positive one are called mood repair strategies . Affect display is a critical facet of interpersonal communication . Evolutionary psychologists have advanced the hypothesis that hominids have evolved with sophisticated capability of reading affect displays. Emotions are portrayed as dynamic processes that mediate

11616-461: The global COVID-19 pandemic. These research areas also include the positive impact on the human psychological state regarding interaction with social artificial intelligence . Research areas also include the influence of cyberpsychology on other fields; in research by Scott M. Debb, cyberpsychology is discussed as having interdependency with the discipline of Cybersecurity , specifically regarding human subjects. The British Psychological Society has

11748-414: The goal orientation of the athletes were significantly associated with alcohol use but not alcohol-related problems. In terms of psychopathological implications and applications, college students showing depressive symptoms were better at retrieving seemingly "nonrelevant" contextual information from a source monitoring paradigm task. Namely, the students with depressive symptoms were better at identifying

11880-478: The goal would be to avoid getting killed. Moving beyond just negative affective states, researchers wanted to test whether or not negative or positive affective states varied between high and low motivational intensity. To evaluate this theory, Harmon-Jones, Gable and Price created an experiment using appetitive picture priming and the Navon task, which would allow them to measure the attentional scope with detection of

12012-410: The highest quartile for social media site visits per week were at an increased likelihood of experiencing depression. Excessive social media usage increases feelings of social isolation , as virtual relationships replace authentic social interactions. Additionally, one study found that social rejection or ostracism in an immersive virtual environment has a negative impact on affect (emotion), in

12144-423: The importance of success and how this affects energy conservation. It focuses on energy investment in situations of clear and unclear task difficulty. The last layer looks at predictions for energy invested by a person when they have several possible options to choose at different task difficulties. The person is free to choose among several possible options of task difficulty. The motivational intensity theory offers

12276-479: The individual expressing the original emotion, as well as that individual's future emotions and behaviors. Emotion operates in cycles that can involve multiple people in a process of reciprocal influence. Affect, emotion, or feeling is displayed to others through facial expressions , hand gestures , posture, voice characteristics , and other physical manifestation. These affect displays vary between and within cultures and are displayed in various forms ranging from

12408-437: The individual or accelerating mobilization. The arousal response is illustrated in studies focused on reward systems that control food-seeking behavior (Balleine, 2005). Researchers have focused on learning processes and modulatory processes that are present while encoding and retrieving goal values. When an organism seeks food, the anticipation of reward based on environmental events becomes another influence on food seeking that

12540-433: The individual's relation to a continually changing social environment. In other words, emotions are considered to be processes of establishing, maintaining, or disrupting the relation between the organism and the environment on matters of significance to the person. Most social and psychological phenomena occur as the result of repeated interactions between multiple individuals over time. These interactions should be seen as

12672-516: The joyous or entertaining experiences in a friend's life and compares them to their own lesser experiences. Underestimating peers negative experiences correlates with greater loneliness and lower overall life satisfaction . Inviting constant comparisons inevitably lowers self-esteem and feelings of self-worth; hence, Facebook and other social media accounts appear to exploit a vulnerability in human nature. Decreased self-esteem can increase depression. Studies have shown that Facebook in particular can be

12804-461: The left frontal-central region due to frustration. This statement was proved false because the research showed that dessert pictures increased positive affect even in hungry individuals. The findings revealed that narrowed cognitive scope has the ability to assist us in goal accomplishment. Later on, researchers connected motivational intensity to clinical applications and found that alcohol-related pictures caused narrowed attention for persons who had

12936-454: The letters were the same compared to when the middle letter is different. Other studies use a Navon attention task to measure difference in cognitive scope. A large letter is composed of smaller letters, in most cases smaller "L"'s or "F"'s that make up the shape of the letter "T" or "H" or vice versa. Broadened cognitive scope would be suggested by a faster reaction to name the larger letter, whereas narrowed cognitive scope would be suggested by

13068-452: The meaning of "being something in essence or effect, though not actually or in fact" since the mid-1400s. The term "virtual" has been used in the computer sense of "not physically existing but made to appear by software " since 1959. In 1938, French avant-garde playwright Antonin Artaud described the illusory nature of characters and objects in the theatre as "la réalité virtuelle" in

13200-472: The most discrete of facial expressions to the most dramatic and prolific gestures. Observers are sensitive to agents' emotions, and are capable of recognizing the messages these emotions convey. They react to and draw inferences from an agent's emotions. The emotion an agent displays may not be an authentic reflection of their actual state (See also Emotional labor ). Agents' emotions can have effects on four broad sets of factors: Emotion may affect not only

13332-434: The next. All this access and vast selection is causing some entertainment seekers to develop the constant need for instant gratification with a loss of patience. Results from a survey of university undergraduates showed that almost 10% met criteria for what investigators describe as "disordered social networking use". Respondents who met criteria for "Facebook addiction" also reported statistically significant symptoms similar to

13464-471: The one-to-many communication pattern, allowing users to share information about their lives, including social activities and photographs. This feature was enhanced in 2012, when Facebook Messenger was implemented to allow users more one-on-one communication merging with the Facebook Chat feature. Facebook users enjoy the sense of being connected. Social media can be deceptive when the user sees only

13596-430: The overall association between Internet addiction and attention deficit is more significant in females. Clinical psychologist Michelle Frank stated, "The ADHD brain is already one that struggles with motivation, activation, organizing behaviors, managing time, and maintaining focus...Technology, left un-managed, makes these struggles considerably more difficult. The unique challenges that result are prime vulnerabilities to

13728-522: The parameters of research areas. The importance of cyberpsychology as an independent and defined field from existing studies has been proposed by researchers such as Bruno Emond and Robert L West, suggesting the field should include cognitive modeling. While cyberpsychology remains broad, recent research has commonly been emerging on social media 's impact on personality disorders , computer addiction , video game addiction , and online anxiety. The effects of virtual therapy have also been identified due to

13860-532: The person at whom it was directed, but also third parties who observe an agent's emotion. Moreover, emotions can affect larger social entities such as a group or a team. Emotions are a kind of message and therefore can influence the emotions, attributions and ensuing behaviors of others, potentially evoking a feedback process to the original agent. Agents' feelings evoke feelings in others by two suggested distinct mechanisms: People may not only react emotionally, but may also draw inferences about emotive agents such as

13992-551: The pictures based on valence , arousal and dominance on the Self-Assessment Manikin (SAM) rating scale. The findings were consistent with the hypothesis and proved that emotion is organized motivationally by the intensity of activation in appetitive or defensive systems. Prior to research in 2013, Harmon-Jones and Gable performed an experiment to examine whether neural activation related to approach-motivation intensity (left frontal-central activity) would trigger

14124-504: The program for human, or became emotionally attached to it. In online counseling , a person e-mails or chats online with a therapist. There are also new applications of technology within psychology and healthcare which utilize augmented and virtual reality components—for example in pain management treatment, PTSD treatment, use of avatars in virtual environments, and self- and clinician-guided computerized cognitive behavior therapies. The voluminous work of Azy Barak ( University of Haifa ) and

14256-862: The quality of life. Many countries in Asia (particularly China, South Korea, and Japan) have raised public concern over the recent rise in internet addictions. Some studies have found a correlation between social media use and disordered eating . In women college students, social media use predicts disordered-eating symptomatology and other related variables (such as the drive for thinness and body dissatisfaction). For men, media use predicted endorsement of personal thinness and dieting. An emerging body of research suggests that internet addiction and unhealthy social media activity may be more prevalent in ADHD individuals. Male college students are more likely than women college students to be screened positively for adult ADHD; however,

14388-420: The researchers used electroencephalography and recorded eye movements in order to detect what regions of the brain were being used during approach motivation. The results supported the hypothesis that the left frontal-central brain region is related to approach-motivational processes and narrowed attentional scope. Some psychologists were concerned that the individuals who were hungry had an increase in activity in

14520-431: The room. Antonio Medina, a MIT graduate and NASA scientist, designed a virtual reality system to "drive" Mars rovers from Earth in apparent real time despite the substantial delay of Mars-Earth-Mars signals. In 1992, Nicole Stenger created Angels , the first real-time interactive immersive movie where the interaction was facilitated with a dataglove and high-resolution goggles. That same year, Louis Rosenberg created

14652-469: The same way, that ostracism negatively impacts emotions in real life contexts. The size of an individual's online social network is closely linked to brain structure associated with social cognition. Because of the access people have had to internet technologies, some behaviors can be characterized as information foraging. Information foraging is the theory of how people navigate the web to satisfy an informational need. It essentially says that, when users have

14784-674: The substance. Motivational intensity and cue-induced narrowing of attention has a unique role in shaping people's initial decision to consume alcohol. In 2013, psychologists from the University of Missouri investigated the connection between sport achievement orientation and alcohol outcomes. They asked varsity athletes to complete a Sport Orientation Questionnaire which measured their sport-related achievement orientation on three scales—competitiveness, win orientation, and goal orientation. The participants also completed assessments of alcohol use and alcohol-related problems. The results revealed that

14916-402: The symptoms of addiction, such as tolerance (increased Facebook use over time), withdrawal (irritability when unable to access Facebook), and cravings to access the site. "Our findings suggest that there may be shared mechanisms underlying both substance and behavioral addictions," Hormes added. The prevalence of internet addiction varies considerably between countries and is inversely related to

15048-443: The temperament of a highly reactive/low self-soothing infant may "disproportionately" affect the process of emotion regulation in the early months of life (Griffiths, 1997). Some other social sciences, such as geography or anthropology , have adopted the concept of affect during the last decade. In French psychoanalysis a major contribution to the field of affect comes from André Green . The focus on affect has largely derived from

15180-447: The term affect is often used interchangeably with several related terms and concepts, though each term may have slightly different nuances. These terms encompass: emotion, feeling, mood, emotional state, sentiment, affective state, emotional response, affective reactivity, disposition . Researchers and psychologists may employ specific terms based on their focus and the context of their work. The modern conception of affect developed in

15312-587: The term "VR", was unable to represent virtual reality, and instead displayed 360-degree interactive panoramas . Nintendo 's Virtual Boy console was released in 1995. A group in Seattle created public demonstrations of a "CAVE-like" 270 degree immersive projection room called the Virtual Environment Theater, produced by entrepreneurs Chet Dagit and Bob Jacobson. Forte released the VFX1 ,

15444-411: The term "virtual reality" in the popular media is attributed to Jaron Lanier , who in the late 1980s designed some of the first business-grade virtual reality hardware under his firm VPL Research , and the 1992 film Lawnmower Man , which features use of virtual reality systems. One method of realizing virtual reality is through simulation -based virtual reality. For example, driving simulators give

15576-513: The three divisions described in modern psychology : the other two being the behavioral , and the cognitive . Classically, these divisions have also been referred to as the "ABC's of psychology", However, in certain views, the cognitive may be considered as a part of the affective, or the affective as a part of the cognitive; it is important to note that "cognitive and affective states … [are] merely analytic categories." "Affect" can mean an instinctual reaction to stimulation that occurs before

15708-484: The total stimulus array those stimuli that are causally relevant, using such criteria as perceptual salience, spatiotemporal cues, and predictive value in relation to data stored in memory" (Brewin, 1989, p. 381), and those that are automatic (i.e. subconscious processes), characterized as "rapid, relatively inflexible and difficult to modify... (requiring) minimal attention to occur and... (capable of being) activated without intention or awareness" (1989 p. 381). But

15840-420: The two. Affect-based judgments and cognitive processes have been examined with noted differences indicated, and some argue affect and cognition are under the control of separate and partially independent systems that can influence each other in a variety of ways ( Zajonc , 1980). Both affect and cognition may constitute independent sources of effects within systems of information processing. Others suggest emotion

15972-526: The typical cognitive processes considered necessary for the formation of a more complex emotion. Robert B. Zajonc asserts this reaction to stimuli is primary for human beings and that it is the dominant reaction for non-human organisms. Zajonc suggests that affective reactions can occur without extensive perceptual and cognitive encoding and be made sooner and with greater confidence than cognitive judgments (Zajonc, 1980). Many theorists (e.g. Lazarus, 1982) consider affect to be post-cognitive: elicited only after

16104-622: The user an immersive feel of a virtual world. Applications of virtual reality include entertainment (particularly video games ), education (such as medical, safety or military training) and business (such as virtual meetings). VR is one of the key technologies in the reality-virtuality continuum . As such, it is different from other digital visualization solutions, such as augmented virtuality and augmented reality . Currently, standard virtual reality systems use either virtual reality headsets or multi-projected environments to generate some realistic images, sounds and other sensations that simulate

16236-475: The user feel as though they are in a virtual world. A common criticism of this form of immersion is that there is no sense of peripheral vision , limiting the user's ability to know what is happening around them. A head-mounted display (HMD) more fully immerses the user in a virtual world. A virtual reality headset typically includes two small high resolution OLED or LCD monitors which provide separate images for each eye for stereoscopic graphics rendering

16368-625: The user the ability to view three-dimensional images. Mixed reality (MR) is the merging of the real world and virtual worlds to produce new environments and visualizations where physical and digital objects co-exist and interact in real time. A cyberspace is sometimes defined as a networked virtual reality. Simulated reality is a hypothetical virtual reality as truly immersive as the actual reality , enabling an advanced lifelike experience or even virtual eternity. The development of perspective in Renaissance European art and

16500-445: The verdict was in favour of ZeniMax, settled out of court later. In 2013, Valve discovered and freely shared the breakthrough of low-persistence displays which make lag-free and smear-free display of VR content possible. This was adopted by Oculus and was used in all their future headsets. In early 2014, Valve showed off their SteamSight prototype, the precursor to both consumer headsets released in 2016. It shared major features with

16632-520: The work of Deleuze and brought emotional and visceral concerns into such conventional discourses as those on geopolitics, urban life and material culture. Affect has also challenged methodologies of the social sciences by emphasizing somatic power over the idea of a removed objectivity and therefore has strong ties with the contemporary non-representational theory . Affect has been found across cultures to comprise both positive and negative dimensions. The most commonly used measure in scholarly research

16764-513: Was appointed Google's first-ever 'resident artist' in their new VR division. The Kickstarter campaign for Gloveone, a pair of gloves providing motion tracking and haptic feedback, was successfully funded, with over $ 150,000 in contributions. Also in 2015, Razer unveiled its open source project OSVR . By 2016, there were at least 230 companies developing VR-related products. Amazon , Apple, Facebook, Google, Microsoft , Sony and Samsung all had dedicated AR and VR groups. Dynamic binaural audio

16896-601: Was around the turn of the millennium that the United States broke the 50 percent mark in Internet use, personal computer use, and cell phone use. The relevance of human–computer interaction (HCI) research within the field of cyberpsychology may become more visible and necessary in understanding the current modern lifestyles of many people. Facebook , the leading online social media platform globally, affects users' psychological status in multiple ways. Facebook follows

17028-461: Was associated with lower levels of depression and anxiety, and greater levels of subjective well-being. Messaging can also be used to express trust, affection, and commitment, thus strengthening personal relationships. Internet users sometimes relate to one another through seemingly ridiculous images and text: specifically, internet memes . Creating and using internet memes can help people to interact successfully with other people online and to build

17160-470: Was common to most headsets released that year. However, haptic interfaces were not well developed, and most hardware packages incorporated button-operated handsets for touch-based interactivity. Visually, displays were still of a low-enough resolution and frame rate that images were still identifiable as virtual. In 2016, HTC shipped its first units of the HTC Vive SteamVR headset. This marked

17292-536: Was later adapted into the personal computer-based, 3D virtual world program Second Life . The 2000s were a period of relative public and investment indifference to commercially available VR technologies. In 2001, SAS Cube (SAS3) became the first PC-based cubic room, developed by Z-A Production ( Maurice Benayoun , David Nahon), Barco, and Clarté. It was installed in Laval , France. The SAS library gave birth to Virtools VRPack. In 2007, Google introduced Street View ,

17424-639: Was primitive both in terms of user interface and visual realism, and the HMD to be worn by the user was so heavy that it had to be suspended from the ceiling, which gave the device a formidable appearance and inspired its name. Technically, the device was an augmented reality device due to optical passthrough. The graphics comprising the virtual environment were simple wire-frame model rooms. The virtual reality industry mainly provided VR devices for medical, flight simulation, automobile industry design, and military training purposes from 1970 to 1990. David Em became

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