TY - JOUR A1 - Steinhaeusser, Sophia C. A1 - Oberdörfer, Sebastian A1 - von Mammen, Sebastian A1 - Latoschik, Marc Erich A1 - Lugrin, Birgit T1 - Joyful adventures and frightening places – designing emotion-inducing virtual environments JF - Frontiers in Virtual Reality N2 - Virtual environments (VEs) can evoke and support emotions, as experienced when playing emotionally arousing games. We theoretically approach the design of fear and joy evoking VEs based on a literature review of empirical studies on virtual and real environments as well as video games’ reviews and content analyses. We define the design space and identify central design elements that evoke specific positive and negative emotions. Based on that, we derive and present guidelines for emotion-inducing VE design with respect to design themes, colors and textures, and lighting configurations. To validate our guidelines in two user studies, we 1) expose participants to 360° videos of VEs designed following the individual guidelines and 2) immerse them in a neutral, positive and negative emotion-inducing VEs combining all respective guidelines in Virtual Reality. The results support our theoretically derived guidelines by revealing significant differences in terms of fear and joy induction. KW - virtual reality KW - virtual environments KW - immersion KW - emotions KW - design Y1 - 2022 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:bvb:20-opus-284831 SN - 2673-4192 VL - 3 ER - TY - JOUR A1 - Krishna, Anand A1 - Ried, Sophia A1 - Meixner, Marie T1 - State-trait interactions in regulatory focus determine impulse buying behavior JF - PLoS One N2 - Little research has focused on motivational state-trait interactions to explain impulse buying. Although the trait chronic regulatory focus has been linked to impulse buying, no evidence yet exists for an effect of situational regulatory focus and no research has examined whether the fit of chronic and situational regulatory focus can influence impulse buying with actual consumptive consequences rather than purchase intentions. Two laboratory experiments (total N = 250) manipulated situational regulatory focus before providing opportunities for impulse buying. In addition, cognitive constraint was manipulated as a potential boundary condition for regulatory focus effects. Situational promotion focus increased impulse buying relative to situational prevention focus in participants with strong chronic promotion, consistent with regulatory fit theory and independently of cognitive constraint. Surprisingly, situational promotion focus also increased impulse buying in participants with strong chronic prevention, but only under low cognitive constraint. These results may be explained by diverging mediating cognitive processes for promotion vs. prevention focus' effect on impulse buying. Future research must focus more on combining relevant states and traits in predicting consumer behavior. Marketing implications are discussed. KW - behavior KW - cognition KW - cognitive psychology KW - motivation KW - open science KW - emotions KW - marketing KW - owls Y1 - 2021 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:bvb:20-opus-261206 VL - 16 IS - 7 ER - TY - JOUR A1 - Gall, Dominik A1 - Roth, Daniel A1 - Stauffert, Jan-Philipp A1 - Zarges, Julian A1 - Latoschik, Marc Erich T1 - Embodiment in Virtual Reality Intensifies Emotional Responses to Virtual Stimuli JF - Frontiers in Psychology N2 - Modulating emotional responses to virtual stimuli is a fundamental goal of many immersive interactive applications. In this study, we leverage the illusion of illusory embodiment and show that owning a virtual body provides means to modulate emotional responses. In a single-factor repeated-measures experiment, we manipulated the degree of illusory embodiment and assessed the emotional responses to virtual stimuli. We presented emotional stimuli in the same environment as the virtual body. Participants experienced higher arousal, dominance, and more intense valence in the high embodiment condition compared to the low embodiment condition. The illusion of embodiment thus intensifies the emotional processing of the virtual environment. This result suggests that artificial bodies can increase the effectiveness of immersive applications psychotherapy, entertainment, computer-mediated social interactions, or health applications. KW - embodiment KW - virtual body ownership KW - avatars KW - agency KW - immersive interfaces KW - human-computer interaction KW - affective computing KW - emotions Y1 - 2021 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:bvb:20-opus-245624 SN - 1664-1078 VL - 12 ER - TY - JOUR A1 - Muñoz Centifanti, Luna C. A1 - Stickle, Timothy R. A1 - Thomas, Jamila A1 - Falcón, Amanda A1 - Thomson, Nicholas D. A1 - Gamer, Matthias T1 - Reflexive Gaze Shifts and Fear Recognition Deficits in Children with Callous-Unemotional Traits and Impulsivity/Conduct Problems JF - Brain Sciences N2 - The ability to efficiently recognize the emotions on others’ faces is something that most of us take for granted. Children with callous-unemotional (CU) traits and impulsivity/conduct problems (ICP), such as attention-deficit hyperactivity disorder, have been previously described as being “fear blind”. This is also associated with looking less at the eye regions of fearful faces, which are highly diagnostic. Previous attempts to intervene into emotion recognition strategies have not had lasting effects on participants’ fear recognition abilities. Here we present both (a) additional evidence that there is a two-part causal chain, from personality traits to face recognition strategies using the eyes, then from strategies to rates of recognizing fear in others; and (b) a pilot intervention that had persistent effects for weeks after the end of instruction. Further, the intervention led to more change in those with the highest CU traits. This both clarifies the specific mechanisms linking personality to emotion recognition and shows that the process is fundamentally malleable. It is possible that such training could promote empathy and reduce the rates of antisocial behavior in specific populations in the future. KW - callous-unemotional traits KW - eye-tracking KW - emotions KW - conduct problems KW - emotion recognition Y1 - 2021 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:bvb:20-opus-248536 SN - 2076-3425 VL - 11 IS - 10 ER - TY - THES A1 - Filin, Daniel T1 - The Princes’ War in South Germany 1458-1463 T1 - Der Fürstenkrieg in Süddeutschland (1458-1463) N2 - The Princes’ War in South Germany (1458-1463) was the biggest military collision in the German lands in the middle of the fifteenth century. The most prominent princes of southern Germany participated in this struggle. Due to its significant scope, this conflict provides a valuable case study for achieving a better understanding of the conditions at the heart of the Holy Roman Empire at the sunset of the Middle Ages. The purpose of this study was to fill an existing gap in the modern research literature and provide a comprehensive up-to date monograph on the subject. The study was realized mainly on the basis of archival work and primary sources. Thousands of letters and documents exchanged between the princes, their advisors and the city representatives were carefully studied and analysed. Extensive use of printed sources as well as scientific literature also greatly facilitated this research. The first part of the dissertation provides a detailed description of the war itself and the events that led to it. In the initial phase of the struggle, Albrecht Achilles used his position as the imperial captain to advance his own interests. His actions enraged both Duke Ludwig and Elector Friedrich and made the war unavoidable. For more than two years two major coalitions of princes exchanged blows but as the dust settled the status quo ante bellum was restored in the eastern theatre of actions, while at the western front Elector Friedrich forced each of his opponents to make serious concessions. The second part of the dissertation is devoted to honor and reputation. It explores how these two constituents affected the actions and decision-making of the princes. The lack of a powerful arbiter allowed each of the princes to interpret the meaning of “right” and “justice” as most suited him, although they hardly intentionally misused these terms. Thus, more often than not, the important actors seemed to believe in the appropriateness of their deeds. Nevertheless, despite frequent emotional response, in the competition between emotions and cold calculation the latter usually prevailed. The conflict showed the confines of each of its major participants and the modus operandi of the Empire that prevented change and was tuned to keep the old order of things. N2 - Der Fürstenkrieg in Süddeutschland (1458-1463) war die größte militärische Auseinandersetzung in den deutschen Landen in der Mitte des fünfzehnten Jahrhunderts. An diesem Kampf nahmen die bedeutendsten Fürsten Süddeutschlands teil. Aufgrund seines bedeutenden Umfangs stellt dieser Konflikt eine wertvolle Fallstudie dar, um ein besseres Verständnis für die Verhältnisse im Herzen des Heiligen Römischen Reiches am Ausgang des Mittelalters zu erlangen. Das Ziel dieser Studie war es, eine bestehende Lücke in der modernen Forschungsliteratur zu schließen und eine umfassende, aktuelle Monographie zu diesem Thema bereitzustellen. Die Studie wurde hauptsächlich auf der Grundlage von Archivarbeit und Primärquellen realisiert. Tausende von Briefen und Dokumenten, die zwischen den Fürsten, ihren Beratern und den Vertretern der Städte ausgetauscht wurden, wurden sorgfältig studiert und analysiert. Die umfangreiche Nutzung gedruckter Quellen sowie wissenschaftlicher Literatur erleichterte diese Forschung ebenfalls sehr. Der erste Teil der Dissertation liefert eine detaillierte Beschreibung des Krieges selbst und der Ereignisse, die zu ihm führten. In der Anfangsphase des Kampfes nutzte Albrecht Achilles seine Position als kaiserlicher Hauptmann, um seine eigenen Interessen durchzusetzen. Sein Handeln erzürnte sowohl Herzog Ludwig als auch Kurfürst Friedrich und machte den Krieg unausweichlich. Mehr als zwei Jahre lang lieferten sich zwei große Fürstenkoalitionen einen Schlagabtausch, doch als sich der Staub gelegt hatte, wurde auf dem östlichen Kriegsschauplatz der Status quo ante bellum wiederhergestellt, während Kurfürst Friedrich an der Westfront jeden seiner Gegner zu ernsthaften Zugeständnissen zwang. Der zweite Teil der Dissertation ist der Ehre und dem Ansehen gewidmet. Es wird untersucht, wie diese beiden Bestandteile das Handeln und die Entscheidungsfindung der Fürsten beeinflussten. Das Fehlen eines mächtigen Schiedsrichters erlaubte es jedem der Fürsten, die Bedeutung von "Recht" und "Gerechtigkeit" so zu interpretieren, wie es ihm am besten passte, obwohl sie diese Begriffe kaum absichtlich missbrauchten. So schienen die wichtigen Akteure meistens an die Angemessenheit ihrer Taten zu glauben. Dennoch, trotz häufiger emotionaler Ansprache, setzte sich im Wettstreit zwischen Emotionen und kalter Berechnung meist letztere durch. Der Konflikt zeigte die Grenzen der einzelnen Hauptbeteiligten und den Modus Operandi des Imperiums, der Veränderungen verhinderte und auf die Beibehaltung der alten Ordnung der Dinge abgestimmt war. KW - Fürstenkrieg <1458-1463> KW - Bavarian War KW - Bayern KW - Geschichte 1458-1463 KW - conflict KW - honour KW - honor KW - Ludwig der Reiche KW - reputation KW - War in south Germany KW - Emperor Friedrich III KW - 1458-1463 KW - Elector of Brandenburg KW - emotions KW - Princes' War in South Germany KW - Duke Ludwig the Rich KW - the Elector Friedrich KW - Albrecht Achilles KW - Count Ulrich Y1 - 2021 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:bvb:20-opus-231236 ER - TY - JOUR A1 - Lange, Bastian A1 - Pauli, Paul T1 - Social anxiety changes the way we move—A social approach-avoidance task in a virtual reality CAVE system JF - PLoS ONE N2 - Investigating approach-avoidance behavior regarding affective stimuli is important in broadening the understanding of one of the most common psychiatric disorders, social anxiety disorder. Many studies in this field rely on approach-avoidance tasks, which mainly assess hand movements, or interpersonal distance measures, which return inconsistent results and lack ecological validity. Therefore, the present study introduces a virtual reality task, looking at avoidance parameters (movement time and speed, distance to social stimulus, gaze behavior) during whole-body movements. These complex movements represent the most ecologically valid form of approach and avoidance behavior. These are at the core of complex and natural social behavior. With this newly developed task, the present study examined whether high socially anxious individuals differ in avoidance behavior when bypassing another person, here virtual humans with neutral and angry facial expressions. Results showed that virtual bystanders displaying angry facial expressions were generally avoided by all participants. In addition, high socially anxious participants generally displayed enhanced avoidance behavior towards virtual people, but no specifically exaggerated avoidance behavior towards virtual people with a negative facial expression. The newly developed virtual reality task proved to be an ecological valid tool for research on complex approach-avoidance behavior in social situations. The first results revealed that whole body approach-avoidance behavior relative to passive bystanders is modulated by their emotional facial expressions and that social anxiety generally amplifies such avoidance. KW - emotions KW - face KW - behavior KW - social anxiety disorder KW - anxiolytics KW - analysis of variance KW - virtual reality KW - questionnaires Y1 - 2019 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:bvb:20-opus-200528 VL - 14 IS - 12 ER - TY - JOUR A1 - Strack, Fritz A1 - Pauli, Paul A1 - Weyers, Peter T1 - Editorial: Emotion and Behavior JF - Frontiers in Psychology N2 - No abstract available. KW - emotions KW - behavior KW - approach KW - avoidance KW - impulsive behavior Y1 - 2016 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:bvb:20-opus-190177 SN - 1664-1078 VL - 7 IS - 313 ER - TY - JOUR A1 - Riepl, Korbinian A1 - Mussel, Patrick A1 - Osinsky, Roman A1 - Hewig, Johannes T1 - Influences of State and Trait Affect on Behavior, Feedback-Related Negativity, and P3b in the Ultimatum Game JF - PLoS One N2 - The present study investigates how different emotions can alter social bargaining behavior. An important paradigm to study social bargaining is the Ultimatum Game. There, a proposer gets a pot of money and has to offer part of it to a responder. If the responder accepts, both players get the money as proposed by the proposer. If he rejects, none of the players gets anything. Rational choice models would predict that responders accept all offers above 0. However, evidence shows that responders typically reject a large proportion of all unfair offers. We analyzed participants’ behavior when they played the Ultimatum Game as responders and simultaneously collected electroencephalogram data in order to quantify the feedback-related negativity and P3b components. We induced state affect (momentarily emotions unrelated to the task) via short movie clips and measured trait affect (longer-lasting emotional dispositions) via questionnaires. State happiness led to increased acceptance rates of very unfair offers. Regarding neurophysiology, we found that unfair offers elicited larger feedback-related negativity amplitudes than fair offers. Additionally, an interaction of state and trait affect occurred: high trait negative affect (subsuming a variety of aversive mood states) led to increased feedback-related negativity amplitudes when participants were in an angry mood, but not if they currently experienced fear or happiness. We discuss that increased rumination might be responsible for this result, which might not occur, however, when people experience happiness or fear. Apart from that, we found that fair offers elicited larger P3b components than unfair offers, which might reflect increased pleasure in response to fair offers. Moreover, high trait negative affect was associated with decreased P3b amplitudes, potentially reflecting decreased motivation to engage in activities. We discuss implications of our results in the light of theories and research on depression and anxiety. KW - emotions KW - ultimatum game KW - fear KW - happiness KW - behavior KW - decision making KW - electroencephalography KW - event-related potentials Y1 - 2016 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:bvb:20-opus-147386 VL - 7 IS - 11 ER - TY - JOUR A1 - Mussel, Patrick A1 - Göritz, Anja S. A1 - Hewig, Johannes T1 - The value of a smile: Facial expression affects ultimatum-game responses JF - Judgment and Decision Making N2 - In social interaction, the facial expression of an opponent contains information that may influence the interaction. We asked whether facial expression affects decision-making in the ultimatum game. In this two-person game, the proposer divides a sum of money into two parts, one for each player, and then the responder decides whether to accept the offer or reject it. Rejection means that neither player gets any money. Results of a large-sample study support our hypothesis that offers from proposers with a smiling facial expression are more often accepted, compared to a neutral facial expression. Moreover, we found lower acceptance rates for offers from proposers with an angry facial expression. KW - ultimatum game KW - emotions KW - decision-making KW - facial expressions Y1 - 2013 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:bvb:20-opus-129639 VL - 8 IS - 3 ER - TY - JOUR A1 - Kopf, Juliane A1 - Dresler, Thomas A1 - Reicherts, Philipp A1 - Herrmann, Martin J. A1 - Reif, Andreas T1 - The Effect of Emotional Content on Brain Activation and the Late Positive Potential in a Word n-back Task JF - PLoS ONE N2 - Introduction There is mounting evidence for the influence of emotional content on working memory performance. This is particularly important in light of the emotion processing that needs to take place when emotional content interferes with executive functions. In this study, we used emotional words of different valence but with similar arousal levels in an n-back task. Methods We examined the effects on activation in the prefrontal cortex by means of functional near-infrared spectroscopy (fNIRS) and on the late positive potential (LPP). FNIRS and LPP data were examined in 30 healthy subjects. Results Behavioral results show an influence of valence on the error rate depending on the difficulty of the task: more errors were made when the valence was negative and the task difficult. Brain activation was dependent both on the difficulty of the task and on the valence: negative valence of a word diminished the increase in activation, whereas positive valence did not influence the increase in activation, while difficulty levels increased. The LPP also differentiated between the different valences, and in addition was influenced by the task difficulty, the more difficult the task, the less differentiation could be observed. Conclusions Summarized, this study shows the influence of valence on a verbal working memory task. When a word contained a negative valence, the emotional content seemed to take precedence in contrast to words containing a positive valence. Working memory and emotion processing sites seemed to overlap and compete for resources even when words are carriers of the emotional content. KW - analysis of variance KW - electrode recording KW - electroencephalography KW - emotions KW - eyes KW - near-infrared spectroscopy KW - reaction time KW - working memory Y1 - 2013 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:bvb:20-opus-96687 ER -