University of Southern California, Department of Psychology, Los Angeles, CA 90089-1061, United States.
Int J Psychophysiol. 2010 Nov;78(2):107-14. doi: 10.1016/j.ijpsycho.2010.06.028. Epub 2010 Jun 22.
As the popularity of virtual reality as an exposure therapy increases, it is important to validate the use of computer-generated stimuli in comparison to standardized images of "real" phobic objects, such as those of the International Affective Picture System (IAPS). The present study examined physiological and subjective measures of negative affect when viewing static IAPS images, static computer-generated images and moving videos of computer-generated images of feared stimuli and other negative stimuli which were not specifically feared. For example, a picture of a spider would be a "feared" stimulus for a spider fearful participant, whereas a picture of a snake would be categorized as a "negative" stimulus for that participant. Eighteen participants scoring high (high fear (HF) cohort) on questionnaires assessing specific fears of spiders or snakes and 20 participants scoring low (low fear (LF) cohort) on the questionnaires viewed the stimuli. The computer-generated videos elicited greater physiological (skin conductance and startle eyeblink potentiation) and self-report arousal responses than the IAPS images and the computer-generated static images. Computer-generated stills and IAPS images did not differ in eliciting emotional responses. Additionally, HF participants showed greater heart rate acceleration and larger skin conductance responses to their feared stimulus than to the negative stimulus, especially when viewing computer-generated moving videos. The results demonstrate the importance of motion in eliciting fear and the usefulness of computer-generated stimuli in the study of emotion.
随着虚拟现实作为暴露疗法的普及,将计算机生成的刺激物与“真实”恐惧症物体的标准化图像(如国际情感图片系统 (IAPS) 的图像)进行比较的用途进行验证变得尤为重要。本研究考察了观看静态 IAPS 图像、静态计算机生成图像和移动计算机生成图像的视频时,负面情绪的生理和主观测量,这些图像是恐惧刺激物和其他非特定恐惧的负面刺激物。例如,对于一个害怕蜘蛛的参与者来说,一张蜘蛛的图片就是“恐惧”刺激物,而对于该参与者来说,一张蛇的图片则归类为“负面”刺激物。18 名在评估对蜘蛛或蛇的特定恐惧的问卷中得分较高(高恐惧 (HF) 组)的参与者和 20 名在问卷中得分较低(低恐惧 (LF) 组)的参与者观看了这些刺激物。计算机生成的视频比 IAPS 图像和计算机生成的静态图像引起更大的生理(皮肤电导和惊跳眨眼增强)和自我报告唤醒反应。计算机生成的静态图像和 IAPS 图像在引起情绪反应方面没有差异。此外,HF 参与者对他们恐惧的刺激物的心率加速和皮肤电导反应大于对负面刺激物的反应,尤其是在观看计算机生成的移动视频时。结果表明运动在引起恐惧方面的重要性以及计算机生成的刺激物在情感研究中的有用性。