Lecture 9 vr

Milgram & Kishino(1994)

Reality augemneted reality aurmented virtuality  Virtuality

Application for VR:

Entertainment

social

training and education

Health

Work

Journalism

Psychology of Vr: presence

Spatial presence: waar ben ik

Social presence: waar zijn wij

Self presence: dit be ik en mijn ligaam

Improving Well-being: Virtual Reality Exposure Therapy

Is redelijk moeilijk te bepalen omdat in de controle ruimtes niks gebeurde.

Subjective well-being

  • 30-40 life satisfactory with life
    
  • material needs: 31% of variability in life satisfaction
    
  • What is left is Psychological well-being
    

take home messages:

  • VR/XR (or the metaverse) is about feeling present.
  • Feeling present helps building effective VR exposure therapy applications. That’s one way how VR supports wellbeing.
  • Feelings of spatial, social, and self-presence in social VR can also facilitate psychological outcomes (e.g., relatedness, perception of social support) with a positive impact on users.