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      Virtual Reality for Research in Social Neuroscience

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          Abstract

          The emergence of social neuroscience has significantly advanced our understanding of the relationship that exists between social processes and their neurobiological underpinnings. Social neuroscience research often involves the use of simple and static stimuli lacking many of the potentially important aspects of real world activities and social interactions. Whilst this research has merit, there is a growing interest in the presentation of dynamic stimuli in a manner that allows researchers to assess the integrative processes carried out by perceivers over time. Herein, we discuss the potential of virtual reality for enhancing ecological validity while maintaining experimental control in social neuroscience research. Virtual reality is a technology that allows for the creation of fully interactive, three-dimensional computerized models of social situations that can be fully controlled by the experimenter. Furthermore, the introduction of interactive virtual characters—either driven by a human or by a computer—allows the researcher to test, in a systematic and independent manner, the effects of various social cues. We first introduce key technical features and concepts related to virtual reality. Next, we discuss the potential of this technology for enhancing social neuroscience protocols, drawing on illustrative experiments from the literature.

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          Ostracism.

          In this review, I examine the social psychological research on ostracism, social exclusion, and rejection. Being ignored, excluded, and/or rejected signals a threat for which reflexive detection in the form of pain and distress is adaptive for survival. Brief ostracism episodes result in sadness and anger and threaten fundamental needs. Individuals then act to fortify or replenish their thwarted need or needs. Behavioral consequences appear to be split into two general categories: attempts to fortify relational needs (belonging, self-esteem, shared understanding, and trust), which lead generally to prosocial thoughts and behaviors, or attempts to fortify efficacy/existence needs of control and recognition that may be dealt with most efficiently through antisocial thoughts and behaviors. Available research on chronic exposure to ostracism appears to deplete coping resources, resulting in depression and helplessness.
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            From presence to consciousness through virtual reality.

            Immersive virtual environments can break the deep, everyday connection between where our senses tell us we are and where we are actually located and whom we are with. The concept of 'presence' refers to the phenomenon of behaving and feeling as if we are in the virtual world created by computer displays. In this article, we argue that presence is worthy of study by neuroscientists, and that it might aid the study of perception and consciousness.
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              Functional atlas of emotional faces processing: a voxel-based meta-analysis of 105 functional magnetic resonance imaging studies.

              Most of our social interactions involve perception of emotional information from the faces of other people. Furthermore, such emotional processes are thought to be aberrant in a range of clinical disorders, including psychosis and depression. However, the exact neurofunctional maps underlying emotional facial processing are not well defined. Two independent researchers conducted separate comprehensive PubMed (1990 to May 2008) searches to find all functional magnetic resonance imaging (fMRI) studies using a variant of the emotional faces paradigm in healthy participants. The search terms were: "fMRI AND happy faces," "fMRI AND sad faces," "fMRI AND fearful faces," "fMRI AND angry faces," "fMRI AND disgusted faces" and "fMRI AND neutral faces." We extracted spatial coordinates and inserted them in an electronic database. We performed activation likelihood estimation analysis for voxel-based meta-analyses. Of the originally identified studies, 105 met our inclusion criteria. The overall database consisted of 1785 brain coordinates that yielded an overall sample of 1600 healthy participants. Quantitative voxel-based meta-analysis of brain activation provided neurofunctional maps for 1) main effect of human faces; 2) main effect of emotional valence; and 3) modulatory effect of age, sex, explicit versus implicit processing and magnetic field strength. Processing of emotional faces was associated with increased activation in a number of visual, limbic, temporoparietal and prefrontal areas; the putamen; and the cerebellum. Happy, fearful and sad faces specifically activated the amygdala, whereas angry or disgusted faces had no effect on this brain region. Furthermore, amygdala sensitivity was greater for fearful than for happy or sad faces. Insular activation was selectively reported during processing of disgusted and angry faces. However, insular sensitivity was greater for disgusted than for angry faces. Conversely, neural response in the visual cortex and cerebellum was observable across all emotional conditions. Although the activation likelihood estimation approach is currently one of the most powerful and reliable meta-analytical methods in neuroimaging research, it is insensitive to effect sizes. Our study has detailed neurofunctional maps to use as normative references in future fMRI studies of emotional facial processing in psychiatric populations. We found selective differences between neural networks underlying the basic emotions in limbic and insular brain regions.
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                Author and article information

                Contributors
                Role: Academic Editor
                Journal
                Brain Sci
                Brain Sci
                brainsci
                Brain Sciences
                MDPI
                2076-3425
                16 April 2017
                April 2017
                : 7
                : 4
                : 42
                Affiliations
                [1 ]Department of Psychology, University of North Texas, Denton 76203, USA
                [2 ]Computational Neuropsychology and Simulation (CNS) Laboratory, University of North Texas, Denton 76203, USA
                [3 ]Department of Psychology, Università Cattolica del Sacro Cuore, Milan 20123, Italy; andrea.gaggioli@ 123456unicatt.it (A.G.); giuseppe.riva@ 123456unicatt.it (G.R.)
                [4 ]Applied Technology for Neuro-Psychology Laboratory, Istituto Auxologico Italiano, Milan 20145, Italy
                Author notes
                [* ]Correspondence: Thomas.Parsons@ 123456unt.edu ; Tel.: +1-940-565-4329
                Article
                brainsci-07-00042
                10.3390/brainsci7040042
                5406699
                28420150
                218763ce-34b7-40f2-b2a2-4e5adb2a15dd
                © 2017 by the authors.

                Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license ( http://creativecommons.org/licenses/by/4.0/).

                History
                : 14 February 2017
                : 12 April 2017
                Categories
                Article

                social neuroscience,ecological validity,virtual reality,virtual characters,social presence

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