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Designing  digital  experiences  for  posi2ve  change  
  
Persuasive  Technology  2017,  Amsterdam  
Posi%ve  
Technology  
2
About  me…  
Associate  Professor  of  General  Psychology    
Dept.  of  Psychology,  Università  CaColica,  Milan,  Italy  
Senior  Researcher,  Is2tuto  Auxologico  Italiano,  Milan,  Italy  
Posi%ve  technology    
Cyberpsychology  &  cybertherapy  
Human-­‐computer  interac%on  
Interac%on  design  
@gag4all  
www.posi2vetechnology.it  
andrea.gaggioli@unicaC.it  
3
Contents  
01 What  is  Posi-ve  Technology?  
02 Posi-ve  technology  in  prac-ce  
03 Future  direc-ons  
4
What  is  Posi-ve  Technology?  
01
Get  more  global  exposure    
Self  confidence  is  the  first  key  
5
Designing  e-­‐experiences    
for  posi-ve  change  
•  Posi2ve   Technology   aims   at   understanding  
how   interac2ve   technologies   can   increase  
people’s   emo2onal,   psychological   and   social  
wellbeing  
•  It  is  all  about  designing  digital  experiences  (e-­‐
experiences)   that   promote   posi2ve   personal  
change  
•  Scien2fic   findings   from   Posi2ve   Psychology  
can   inform   the   design   of   new   technology-­‐
based   interven2ons   that   support   posi2ve  
emo2ons,  flow,  strengths  and  life  meaning  
  
6
We  are  increasingly  living  in  “digital  ecosystems”    
Computers   have   become   a   pervasive   presence   in   our   lives.   The   use   of   ICTs   is   not  
limited  to  the  long  hours  that  we  spend  at  the  office.  Our  free  2me,  too,  has  been  
increasingly  colonized  by  smartphones,  tablets  and  wearable  devices.    
                                                       However…  
7
…is  technology  making  us  any  happier?  
8
The  challenge  of  Posi-ve  Technology:  can  we  design  
digital  experiences  to  foster  posi-ve  personal  change?  
9
Posi-ve  technology:  an  interdisciplinary  journey  
Posi2ve  psychology  
What  are  the  
determinants  of  posi%ve  
change  and  mental  
wellbeing?  
Interac2on  design  
How  can  we  integrate  
technology  in  wellbeing  
interven%ons?    
!
"
Neuroscience  
What  are  the  
neurocogni%ve  changes  
induced  by  posi%ve  
experiences?  
Art  
What  can  we  learn  from  art  
in  designing  interac%ve  
media  that  induce  posi%ve  
emo%onal  experiences?    
#
10
Posi2ve  emo2ons  
Flow  &  engagement  
$
%
Crea2vity  
Mental  prac2ce  
&
'
Posi-ve  technology:  applica-ons  
Social  well-­‐being  
(
Stress  management  
!    
Gaggioli  A,  Riva  G,  Peters  D,  Calvo  R.  A.  (in  press).  Posi%ve  technology,  compu%ng,  and  design:  Shaping  a  future  in  which  technology  promotes  psychological  
wellbeing.  In:  Jeon  M,  (Ed.).  Affec-ve  sciences  in  human  factors  and  human–computer  interac-on.  Amsterdam:  Elsevier  
11
Posi-ve  Technology  in  prac-ce  
02
Get  more  global  exposure    
Self  confidence  is  the  first  key  
12  
The  INTERSTRESS  project  
12	

Interreality  in  the  Management  and    
Treatment  of  Stress-­‐Related  Disorders    
13
INTERSTRESS:  posi-ve  technologies  for  stress    
assessment  &  management  
Virtual  Reality  
Simulates  stressful  situa2ons  
for  teaching  emo2onal  coping  
skills  
Mobile  apps  
Help  the  par2cipant  prac2cing  
stress  management  
techniques  on  the  go  
Wearable  sensors  
Collect  psycho-­‐physiological  
data  for  objec2ve  assessment    
of  stress  
Machine  learning    
Develop  personalized  stress-­‐
management  interven2ons  based  
on  data  collected  in  real  life  
  
14
Stress:  a  modern  pandemic  
15
Even  minor  daily  stressors  have  a  nega-ve    
impact  on  health…  
There  is  a  causal  rela-onship  between  chronic  
stress  and  physical  and  psychological  disorders  
  
Increased  risk  is  not  only  associated  with  severe  
stressors,  but  also  with  minor  daily  stressors  
16
Key  challenges  in  the  treatment  of  stress  
Pa#ent	
  may	
  be	
  not	
  aware	
  of	
  the	
  
issue	
  or	
  may	
  have	
  problems	
  in	
  
discussing	
  it	
  	
  	
  	
  	
    
Talking  is  not  
enough    
It	
  is	
  related	
  to	
  personal,	
  emo#onal	
  
and	
  social	
  issues	
    
Assessment  of  acute  
stress  is  difficult  
Pa#ent	
  may	
  be	
  aware	
  of	
  the	
  
problems	
  but	
  lack	
  the	
  skills	
  to	
  solve	
  
them	
    
Knowing  is  not  
doing  
?   ?   ?  
17
Key  challenges  in  the  treatment  of  stress  
Pa#ent	
  may	
  be	
  not	
  aware	
  of	
  the	
  
issue	
  or	
  may	
  have	
  problems	
  in	
  
discussing	
  it	
  	
  	
  	
  	
    
Talking  is  not  
enough    
It	
  is	
  related	
  to	
  personal,	
  emo#onal	
  
and	
  social	
  issues	
    
Assessment  of  acute  
stress  is  difficult  
Pa#ent	
  may	
  be	
  aware	
  of	
  the	
  
problems	
  but	
  lack	
  the	
  skills	
  to	
  solve	
  
them	
    
Knowing  is  not  
doing  
?   ?  VR	
  simula#ons	
  of	
  stressful	
  situa#ons	
  
offer	
  controlled	
  emo#onal	
  
experiences	
  that	
  can	
  be	
  used	
  to	
  
assess	
  and	
  empower	
  the	
  pa#ent  
Virtual  Reality  
18Virtual  stressful  scenarios    
for  assessment  and  training  
To  validate  the  concept,  we  developed  VR-­‐stressful  scenarios  for    
two  user  popula-ons:  teachers  and  nurses  
19
Example  of  virtual  stressful  situa-ons  
Gaggioli  A.,  et  al.  (2014)  Experien-al  Virtual  Scenarios  With  Real-­‐Time  Monitoring  (Interreality)  for  the  Management  of  Psychological  Stress:    
A  Block  Randomized  Controlled  Trial.  Journal  of  Medical  Internet  Research  (2014);  16(7):e167  
20
Virtual  stressful  situa-ons:  the  “making  of”  
20	

Videos  were  recorded  with  real  actors  in  professional  studios      
and  then  imported  into  the  virtual  environment  using  NeuroVR  
Watch  demo:  hdps://www.youtube.com/watch?v=vUlQ0JH6awI  
21Automa-c  stress  detec-on  from  cardio-­‐
respiratory  ac-vity  during  VR  exposure  
Tartarisco  G.,  Carbonaro  N.,  Tonacci  A.,  Bernava  G.  M.,  Arnao  A.,  Crifaci  G.,  Cipresso  P.,  Riva  G.,  Gaggioli  A.,  De  Rossi  D.,  Tognej  A.,  Pioggia  G.  Neuro-­‐
Fuzzy  Physiological  Compu-ng  to  Assess  Stress  Levels  in  Virtual  Reality  Therapy.  Interac%ng  with  Computers  (2015)  27  (5):521-­‐533.  
22
Tartarisco  G.,  Carbonaro  N.,  Tonacci  A.,  Bernava  G.  M.,  Arnao  A.,  Crifaci  G.,  Cipresso  P.,  Riva  G.,  Gaggioli  A.,  De  Rossi  D.,  Tognej  A.,  Pioggia  G.  (2015)  
Neuro-­‐Fuzzy  Physiological  Compu-ng  to  Assess  Stress  Levels  in  Virtual  Reality  Therapy.  Interac%ng  with  Computers.  DOI:10.1093/iwc/iwv010  
Automa-c  stress  detec-on  from    
cardio-­‐respiratory  ac-vity  during  VR  exposure  
23
Giakoumis  D,  Drosou  A,  Cipresso  P,  Tzovaras  D,  Gaggioli,  A.  et  al.  (2012)  Using  Ac-vity-­‐Related  Behavioural  
Features  towards  More  Effec-ve  Automa-c  Stress  Detec-on.  PLoS  ONE  7(9):  e43571  
Kinect-­‐based  recogni-on  of    
stress-­‐related  gestures  
24
Key  challenges  in  the  treatment  of  stress  
Pa#ent	
  may	
  be	
  not	
  aware	
  of	
  the	
  
issue	
  or	
  may	
  have	
  problems	
  in	
  
discussing	
  it	
  	
  	
  	
  	
    
Talking  is  not  
enough    
It	
  is	
  related	
  to	
  personal,	
  emo#onal	
  
and	
  social	
  issues	
    
Assessment  of  acute  
stress  is  difficult  
Pa#ent	
  may	
  be	
  aware	
  of	
  the	
  
problems	
  but	
  lack	
  the	
  skills	
  to	
  solve	
  
them	
    
Knowing  is  not  
doing  
?  
Virtual  Reality  
The	
  use	
  of	
  mobile	
  phones	
  and	
  
wearable	
  biosensors	
  allow	
  
automa#c	
  monitoring	
  stress	
  in	
  
naturalis#c	
  environments	
    
Personal  biomonitoring  
VR	
  simula#ons	
  of	
  stressful	
  situa#ons	
  
offer	
  controlled	
  emo#onal	
  
experiences	
  that	
  can	
  be	
  used	
  to	
  
assess	
  and	
  empower	
  the	
  pa#ent  
25
Real-­‐-me  stress  monitoring  in  naturalis-c  environments  
02	
  
03	
  
04	
  
01	
  
Feature    
extrac-on  
HR  sensor  
Stress  
monitoring  
Gaggioli  A.,  Pioggia  G.,  Tartarisco  G.,  Baldus  G.,  Corda  D.,  Cipresso  P.,  Riva  G.    (2013)  A  mobile  data  collec-on  plaporm  for  mental  health  research.  
Personal  and  Ubiquitous  Compu%ng.  17  (2),  pp.  241-­‐251.    
Stress  level  
(feedback)  
Computa-on    
of  stress  levels  
26
Key  challenges  in  the  treatment  of  stress  
Pa#ent	
  may	
  be	
  not	
  aware	
  of	
  the	
  
issue	
  or	
  may	
  have	
  problems	
  in	
  
discussing	
  it	
  	
  	
  	
  	
    
Talking  is  not  
enough    
It	
  is	
  related	
  to	
  personal,	
  emo#onal	
  
and	
  social	
  issues	
    
Assessment  of  acute  
stress  is  difficult  
Pa#ent	
  may	
  be	
  aware	
  of	
  the	
  
problems	
  but	
  lack	
  the	
  skills	
  to	
  solve	
  
them	
    
Knowing  is  not  
doing  
Virtual  Reality   Personal  biomonitoring  
Using	
  mobile	
  apps	
  it	
  is	
  possible	
  to	
  
provide	
  the	
  pa#ent	
  with	
  stress-­‐
management	
  tools,	
  such	
  as	
  guided	
  
relaxa#on	
  and	
  biofeedback  
Real-­‐-me  support    
The	
  use	
  of	
  mobile	
  phones	
  and	
  
wearable	
  biosensors	
  allow	
  
automa#c	
  monitoring	
  stress	
  in	
  
naturalis#c	
  environments	
    
VR	
  simula#ons	
  of	
  stressful	
  situa#ons	
  
offer	
  controlled	
  emo#onal	
  
experiences	
  that	
  can	
  be	
  used	
  to	
  
assess	
  and	
  empower	
  the	
  pa#ent  
27
Mobile  relax  &  3D  biofeedback:  
The  Posi%ve  Technology*  app    
While  exploring  a  3D  virtual  island,  
the  user  can  learn  relaxa-on  skills  by  
visualizing  the  signals  from  his/her  
own  body  (HR)  
Screenshot  of  Posi%ve  Technology  app    
for  3D  biofeedback  &  guided  relaxa-on  
*WSA-­‐mobile  Winner  in  the  category:  m-­‐Environment  &  Health  
28
	
  
	
  
	
  
Randomized  controlled  trial:    
  INTERSTRESS  vs  CBT  vs  no-­‐treatment  
Nurses  (N=60)     Teachers  (N=61)  
Gaggioli  A.,  et  al.  (2014).  Experien-al  Virtual  Scenarios  With  Real-­‐Time  Monitoring  (Interreality)  for  the  Management  of  Psychological  
Stress:  A  Block  Randomized  Controlled  Trial.  Journal  of  Medical  Internet  Research  (2014);  16(7):e167  
29
RCT:  Consort  chart  
Pallavicini  et  al.  Trials  2013,  14:191.  ClinicalTrials.gov  iden-fier:  NCT01683617    
30
•  Both   treatments   (CBT   and   INTERSTRESS)   were   able   to   significantly  
reduce  perceived  stress  (with  a  beCer  outcome  for  INTERSTRESS)    
•  Only   par2cipants   who   received   INTERSTRESS   reported   a   significant  
reduc2on  (17%  vs  0.5%)  in  chronic  “trait”  anxiety  
•  Par2cipants  who  received  INTERSTRESS  reported  a  significant  greater  
increase  (14%  vs  0.3%)  in  the  Emo%onal  Support  than  CBT  
  
Key  findings  
Gaggioli  A.,  et  al.  (2014)  Experien-al  Virtual  Scenarios  With  Real-­‐Time  Monitoring  (Interreality)  for  the  Management  of  Psychological  
Stress:  A  Block  Randomized  Controlled  Trial.  Journal  of  Medical  Internet  Research  (2014);  16(7):e167  
31
Future  direc-ons:  Transforma-ve  experience  design  
03
Get  more  global  exposure    
Self  confidence  is  the  first  key  
32
The  transforma-ve  power  of  awe  and  wonder  
Most  experiences  of  everyday  life  are  mundane  and  tend  to  be  repeated  over  2me.  However,  in  
addi2on  to  these  ordinary  moments,  there  exists  a  special  category  of  experiences  –  transforma5ve  
experiences  –  which  can  result  in  profound  and  longlas2ng  restructura2on  of  our  worldview.    
A  common  characteris2c  of  these  “peak”  experiences  is  that  they  ogen  involve  deep  feelings  of  
awe,  a  complex  emo2on  in  which  fear  is  blended  with  astonishment,  admira2on  and  wonder.    
33
The  psychological  dimensions  of  awe  
Vastness  
•  anything  experienced  as  being  much  larger  than  the  self/
the  self’s  ordinary  frame  of  reference  
•  e.g.  physical  size,  social  size,  or  cogni-ve  ‘grandeur‘  
Need  for  Accomoda-on  
•  challenge  to  (or  nega-on  of)  mental  structures  
•  aden-on  focused  on  devia-ons  from  exis-ng  schemas    
•  crea-on  of  new  (or  upda-ng  of  old)  schemas  
  
Keltner,  D.,  Haidt,  J.  (2003).  Approaching  Awe.  Cogni%on  and  Emo%on  
17(2)  297-­‐314.  
34
•  Binds  us  to  others  (Piff  et  al.,  2015)  
•  Expands  our  percep-on  of  -me  (Rudd  et  al.,  2012)  
•  Elicits  spiritual  beliefs  (Van  Cappellen  &  Saroglou,  2013)  
•  Enhances  the  immune  response  (Stellar  et  al.,  2015)  
Awe  boosts  mental  and    
physical  wellbeing    
35
Can  we  use  technology  to  induce  awe?  
36
Chirico  A.,  Yaden  D.B.,  Riva  G.,  Gaggioli  A.  (2016)  The  Poten-al  of  Virtual  Reality  for  the  Inves-ga-on  of  Awe.  Fron%ers  in  Psychology  7:1766.  10.3389/
fpsyg.2016.01766    
VR  
AWE  
CONTENT  
PRESENCE  
HIGHEST  
INTENSITY  
AWE  
Our  hypothesis:  VR  may  be  a  poten-ally  effec-ve  medium  
for  inducing  more  intense  feelings  of  awe  in  the  lab  
37
Comparing  effec-veness  of    
3D-­‐  and  2D-­‐videos  in  awe  induc-on  
PARTICIPANTS:  42  university  students  (gender-­‐balanced)    
EXPERIMENTAL  DESIGN:  2  (3D  vs  2D  video)  X  2  (awe  vs  neutral  content)    
MEASURES:    
  Psychological:  self-­‐reported  awe;  presence  (ITC-­‐SOPI)  
  Physiological:  HR,  GSR,  Zygoma-c  and  Corrugator  muscular  ac-vity  
NEUTRAL    
38Results:  self-­‐reported  measures  Awe  
Vastness  
Need  for  
accomoda-on  
Chirico,  A.,  Cipresso,  P.,  Yaden,  D.,  Biassoni,  F.,  Riva,  G.,  Gaggioli,  A.  (in  press).  Effec-veness  of  Immersive  Videos  in  Inducing  Awe:  An  Experimental  
Study”.  Scien%fic  Reports  (Nature  Publishing  Group).    
39Results:  physiological  measures  HF  Total  Power  of  HRV  
LF  Total  Power  of  HRV  
Chirico,  A.,  Cipresso,  P.,  Yaden,  D.,  Biassoni,  F.,  Riva,  G.,  Gaggioli,  A.  (in  press).  Effec-veness  of  Immersive  Videos  in  Inducing  Awe:  An  Experimental  
Study”.  Scien%fic  Reports  (Nature  Publishing  Group).    
40
Poten-al  applica-ons  
•  VR  could  be  used  to  design  awe-­‐based  
experien2al  training  for  applica2ons  in  
wellbeing,   empowerment   and  
educa2on  
•  For  example,  we  have  found  that  VR-­‐
induced   awe   can   boost   crea2vity  
performance   (currently   under  
submission)    
  
41
Thank  you!  
Posi-ve  Technology:  designing  digital  experiences  for  posi-ve  change.  Persuasive  Technology  2017,  Amsterdam.  

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Positive technology 2017

  • 1. 1 Designing  digital  experiences  for  posi2ve  change     Persuasive  Technology  2017,  Amsterdam   Posi%ve   Technology  
  • 2. 2 About  me…   Associate  Professor  of  General  Psychology     Dept.  of  Psychology,  Università  CaColica,  Milan,  Italy   Senior  Researcher,  Is2tuto  Auxologico  Italiano,  Milan,  Italy   Posi%ve  technology     Cyberpsychology  &  cybertherapy   Human-­‐computer  interac%on   Interac%on  design   @gag4all   www.posi2vetechnology.it   andrea.gaggioli@unicaC.it  
  • 3. 3 Contents   01 What  is  Posi-ve  Technology?   02 Posi-ve  technology  in  prac-ce   03 Future  direc-ons  
  • 4. 4 What  is  Posi-ve  Technology?   01 Get  more  global  exposure     Self  confidence  is  the  first  key  
  • 5. 5 Designing  e-­‐experiences     for  posi-ve  change   •  Posi2ve   Technology   aims   at   understanding   how   interac2ve   technologies   can   increase   people’s   emo2onal,   psychological   and   social   wellbeing   •  It  is  all  about  designing  digital  experiences  (e-­‐ experiences)   that   promote   posi2ve   personal   change   •  Scien2fic   findings   from   Posi2ve   Psychology   can   inform   the   design   of   new   technology-­‐ based   interven2ons   that   support   posi2ve   emo2ons,  flow,  strengths  and  life  meaning    
  • 6. 6 We  are  increasingly  living  in  “digital  ecosystems”     Computers   have   become   a   pervasive   presence   in   our   lives.   The   use   of   ICTs   is   not   limited  to  the  long  hours  that  we  spend  at  the  office.  Our  free  2me,  too,  has  been   increasingly  colonized  by  smartphones,  tablets  and  wearable  devices.                                              However…  
  • 7. 7 …is  technology  making  us  any  happier?  
  • 8. 8 The  challenge  of  Posi-ve  Technology:  can  we  design   digital  experiences  to  foster  posi-ve  personal  change?  
  • 9. 9 Posi-ve  technology:  an  interdisciplinary  journey   Posi2ve  psychology   What  are  the   determinants  of  posi%ve   change  and  mental   wellbeing?   Interac2on  design   How  can  we  integrate   technology  in  wellbeing   interven%ons?     ! " Neuroscience   What  are  the   neurocogni%ve  changes   induced  by  posi%ve   experiences?   Art   What  can  we  learn  from  art   in  designing  interac%ve   media  that  induce  posi%ve   emo%onal  experiences?     #
  • 10. 10 Posi2ve  emo2ons   Flow  &  engagement   $ % Crea2vity   Mental  prac2ce   & ' Posi-ve  technology:  applica-ons   Social  well-­‐being   ( Stress  management   !     Gaggioli  A,  Riva  G,  Peters  D,  Calvo  R.  A.  (in  press).  Posi%ve  technology,  compu%ng,  and  design:  Shaping  a  future  in  which  technology  promotes  psychological   wellbeing.  In:  Jeon  M,  (Ed.).  Affec-ve  sciences  in  human  factors  and  human–computer  interac-on.  Amsterdam:  Elsevier  
  • 11. 11 Posi-ve  Technology  in  prac-ce   02 Get  more  global  exposure     Self  confidence  is  the  first  key  
  • 12. 12   The  INTERSTRESS  project   12 Interreality  in  the  Management  and     Treatment  of  Stress-­‐Related  Disorders    
  • 13. 13 INTERSTRESS:  posi-ve  technologies  for  stress     assessment  &  management   Virtual  Reality   Simulates  stressful  situa2ons   for  teaching  emo2onal  coping   skills   Mobile  apps   Help  the  par2cipant  prac2cing   stress  management   techniques  on  the  go   Wearable  sensors   Collect  psycho-­‐physiological   data  for  objec2ve  assessment     of  stress   Machine  learning     Develop  personalized  stress-­‐ management  interven2ons  based   on  data  collected  in  real  life    
  • 14. 14 Stress:  a  modern  pandemic  
  • 15. 15 Even  minor  daily  stressors  have  a  nega-ve     impact  on  health…   There  is  a  causal  rela-onship  between  chronic   stress  and  physical  and  psychological  disorders     Increased  risk  is  not  only  associated  with  severe   stressors,  but  also  with  minor  daily  stressors  
  • 16. 16 Key  challenges  in  the  treatment  of  stress   Pa#ent  may  be  not  aware  of  the   issue  or  may  have  problems  in   discussing  it             Talking  is  not   enough     It  is  related  to  personal,  emo#onal   and  social  issues     Assessment  of  acute   stress  is  difficult   Pa#ent  may  be  aware  of  the   problems  but  lack  the  skills  to  solve   them     Knowing  is  not   doing   ?   ?   ?  
  • 17. 17 Key  challenges  in  the  treatment  of  stress   Pa#ent  may  be  not  aware  of  the   issue  or  may  have  problems  in   discussing  it             Talking  is  not   enough     It  is  related  to  personal,  emo#onal   and  social  issues     Assessment  of  acute   stress  is  difficult   Pa#ent  may  be  aware  of  the   problems  but  lack  the  skills  to  solve   them     Knowing  is  not   doing   ?   ?  VR  simula#ons  of  stressful  situa#ons   offer  controlled  emo#onal   experiences  that  can  be  used  to   assess  and  empower  the  pa#ent   Virtual  Reality  
  • 18. 18Virtual  stressful  scenarios     for  assessment  and  training   To  validate  the  concept,  we  developed  VR-­‐stressful  scenarios  for     two  user  popula-ons:  teachers  and  nurses  
  • 19. 19 Example  of  virtual  stressful  situa-ons   Gaggioli  A.,  et  al.  (2014)  Experien-al  Virtual  Scenarios  With  Real-­‐Time  Monitoring  (Interreality)  for  the  Management  of  Psychological  Stress:     A  Block  Randomized  Controlled  Trial.  Journal  of  Medical  Internet  Research  (2014);  16(7):e167  
  • 20. 20 Virtual  stressful  situa-ons:  the  “making  of”   20 Videos  were  recorded  with  real  actors  in  professional  studios       and  then  imported  into  the  virtual  environment  using  NeuroVR   Watch  demo:  hdps://www.youtube.com/watch?v=vUlQ0JH6awI  
  • 21. 21Automa-c  stress  detec-on  from  cardio-­‐ respiratory  ac-vity  during  VR  exposure   Tartarisco  G.,  Carbonaro  N.,  Tonacci  A.,  Bernava  G.  M.,  Arnao  A.,  Crifaci  G.,  Cipresso  P.,  Riva  G.,  Gaggioli  A.,  De  Rossi  D.,  Tognej  A.,  Pioggia  G.  Neuro-­‐ Fuzzy  Physiological  Compu-ng  to  Assess  Stress  Levels  in  Virtual  Reality  Therapy.  Interac%ng  with  Computers  (2015)  27  (5):521-­‐533.  
  • 22. 22 Tartarisco  G.,  Carbonaro  N.,  Tonacci  A.,  Bernava  G.  M.,  Arnao  A.,  Crifaci  G.,  Cipresso  P.,  Riva  G.,  Gaggioli  A.,  De  Rossi  D.,  Tognej  A.,  Pioggia  G.  (2015)   Neuro-­‐Fuzzy  Physiological  Compu-ng  to  Assess  Stress  Levels  in  Virtual  Reality  Therapy.  Interac%ng  with  Computers.  DOI:10.1093/iwc/iwv010   Automa-c  stress  detec-on  from     cardio-­‐respiratory  ac-vity  during  VR  exposure  
  • 23. 23 Giakoumis  D,  Drosou  A,  Cipresso  P,  Tzovaras  D,  Gaggioli,  A.  et  al.  (2012)  Using  Ac-vity-­‐Related  Behavioural   Features  towards  More  Effec-ve  Automa-c  Stress  Detec-on.  PLoS  ONE  7(9):  e43571   Kinect-­‐based  recogni-on  of     stress-­‐related  gestures  
  • 24. 24 Key  challenges  in  the  treatment  of  stress   Pa#ent  may  be  not  aware  of  the   issue  or  may  have  problems  in   discussing  it             Talking  is  not   enough     It  is  related  to  personal,  emo#onal   and  social  issues     Assessment  of  acute   stress  is  difficult   Pa#ent  may  be  aware  of  the   problems  but  lack  the  skills  to  solve   them     Knowing  is  not   doing   ?   Virtual  Reality   The  use  of  mobile  phones  and   wearable  biosensors  allow   automa#c  monitoring  stress  in   naturalis#c  environments     Personal  biomonitoring   VR  simula#ons  of  stressful  situa#ons   offer  controlled  emo#onal   experiences  that  can  be  used  to   assess  and  empower  the  pa#ent  
  • 25. 25 Real-­‐-me  stress  monitoring  in  naturalis-c  environments   02   03   04   01   Feature     extrac-on   HR  sensor   Stress   monitoring   Gaggioli  A.,  Pioggia  G.,  Tartarisco  G.,  Baldus  G.,  Corda  D.,  Cipresso  P.,  Riva  G.    (2013)  A  mobile  data  collec-on  plaporm  for  mental  health  research.   Personal  and  Ubiquitous  Compu%ng.  17  (2),  pp.  241-­‐251.     Stress  level   (feedback)   Computa-on     of  stress  levels  
  • 26. 26 Key  challenges  in  the  treatment  of  stress   Pa#ent  may  be  not  aware  of  the   issue  or  may  have  problems  in   discussing  it             Talking  is  not   enough     It  is  related  to  personal,  emo#onal   and  social  issues     Assessment  of  acute   stress  is  difficult   Pa#ent  may  be  aware  of  the   problems  but  lack  the  skills  to  solve   them     Knowing  is  not   doing   Virtual  Reality   Personal  biomonitoring   Using  mobile  apps  it  is  possible  to   provide  the  pa#ent  with  stress-­‐ management  tools,  such  as  guided   relaxa#on  and  biofeedback   Real-­‐-me  support     The  use  of  mobile  phones  and   wearable  biosensors  allow   automa#c  monitoring  stress  in   naturalis#c  environments     VR  simula#ons  of  stressful  situa#ons   offer  controlled  emo#onal   experiences  that  can  be  used  to   assess  and  empower  the  pa#ent  
  • 27. 27 Mobile  relax  &  3D  biofeedback:   The  Posi%ve  Technology*  app     While  exploring  a  3D  virtual  island,   the  user  can  learn  relaxa-on  skills  by   visualizing  the  signals  from  his/her   own  body  (HR)   Screenshot  of  Posi%ve  Technology  app     for  3D  biofeedback  &  guided  relaxa-on   *WSA-­‐mobile  Winner  in  the  category:  m-­‐Environment  &  Health  
  • 28. 28       Randomized  controlled  trial:      INTERSTRESS  vs  CBT  vs  no-­‐treatment   Nurses  (N=60)     Teachers  (N=61)   Gaggioli  A.,  et  al.  (2014).  Experien-al  Virtual  Scenarios  With  Real-­‐Time  Monitoring  (Interreality)  for  the  Management  of  Psychological   Stress:  A  Block  Randomized  Controlled  Trial.  Journal  of  Medical  Internet  Research  (2014);  16(7):e167  
  • 29. 29 RCT:  Consort  chart   Pallavicini  et  al.  Trials  2013,  14:191.  ClinicalTrials.gov  iden-fier:  NCT01683617    
  • 30. 30 •  Both   treatments   (CBT   and   INTERSTRESS)   were   able   to   significantly   reduce  perceived  stress  (with  a  beCer  outcome  for  INTERSTRESS)     •  Only   par2cipants   who   received   INTERSTRESS   reported   a   significant   reduc2on  (17%  vs  0.5%)  in  chronic  “trait”  anxiety   •  Par2cipants  who  received  INTERSTRESS  reported  a  significant  greater   increase  (14%  vs  0.3%)  in  the  Emo%onal  Support  than  CBT     Key  findings   Gaggioli  A.,  et  al.  (2014)  Experien-al  Virtual  Scenarios  With  Real-­‐Time  Monitoring  (Interreality)  for  the  Management  of  Psychological   Stress:  A  Block  Randomized  Controlled  Trial.  Journal  of  Medical  Internet  Research  (2014);  16(7):e167  
  • 31. 31 Future  direc-ons:  Transforma-ve  experience  design   03 Get  more  global  exposure     Self  confidence  is  the  first  key  
  • 32. 32 The  transforma-ve  power  of  awe  and  wonder   Most  experiences  of  everyday  life  are  mundane  and  tend  to  be  repeated  over  2me.  However,  in   addi2on  to  these  ordinary  moments,  there  exists  a  special  category  of  experiences  –  transforma5ve   experiences  –  which  can  result  in  profound  and  longlas2ng  restructura2on  of  our  worldview.     A  common  characteris2c  of  these  “peak”  experiences  is  that  they  ogen  involve  deep  feelings  of   awe,  a  complex  emo2on  in  which  fear  is  blended  with  astonishment,  admira2on  and  wonder.    
  • 33. 33 The  psychological  dimensions  of  awe   Vastness   •  anything  experienced  as  being  much  larger  than  the  self/ the  self’s  ordinary  frame  of  reference   •  e.g.  physical  size,  social  size,  or  cogni-ve  ‘grandeur‘   Need  for  Accomoda-on   •  challenge  to  (or  nega-on  of)  mental  structures   •  aden-on  focused  on  devia-ons  from  exis-ng  schemas     •  crea-on  of  new  (or  upda-ng  of  old)  schemas     Keltner,  D.,  Haidt,  J.  (2003).  Approaching  Awe.  Cogni%on  and  Emo%on   17(2)  297-­‐314.  
  • 34. 34 •  Binds  us  to  others  (Piff  et  al.,  2015)   •  Expands  our  percep-on  of  -me  (Rudd  et  al.,  2012)   •  Elicits  spiritual  beliefs  (Van  Cappellen  &  Saroglou,  2013)   •  Enhances  the  immune  response  (Stellar  et  al.,  2015)   Awe  boosts  mental  and     physical  wellbeing    
  • 35. 35 Can  we  use  technology  to  induce  awe?  
  • 36. 36 Chirico  A.,  Yaden  D.B.,  Riva  G.,  Gaggioli  A.  (2016)  The  Poten-al  of  Virtual  Reality  for  the  Inves-ga-on  of  Awe.  Fron%ers  in  Psychology  7:1766.  10.3389/ fpsyg.2016.01766     VR   AWE   CONTENT   PRESENCE   HIGHEST   INTENSITY   AWE   Our  hypothesis:  VR  may  be  a  poten-ally  effec-ve  medium   for  inducing  more  intense  feelings  of  awe  in  the  lab  
  • 37. 37 Comparing  effec-veness  of     3D-­‐  and  2D-­‐videos  in  awe  induc-on   PARTICIPANTS:  42  university  students  (gender-­‐balanced)     EXPERIMENTAL  DESIGN:  2  (3D  vs  2D  video)  X  2  (awe  vs  neutral  content)     MEASURES:      Psychological:  self-­‐reported  awe;  presence  (ITC-­‐SOPI)    Physiological:  HR,  GSR,  Zygoma-c  and  Corrugator  muscular  ac-vity   NEUTRAL    
  • 38. 38Results:  self-­‐reported  measures  Awe   Vastness   Need  for   accomoda-on   Chirico,  A.,  Cipresso,  P.,  Yaden,  D.,  Biassoni,  F.,  Riva,  G.,  Gaggioli,  A.  (in  press).  Effec-veness  of  Immersive  Videos  in  Inducing  Awe:  An  Experimental   Study”.  Scien%fic  Reports  (Nature  Publishing  Group).    
  • 39. 39Results:  physiological  measures  HF  Total  Power  of  HRV   LF  Total  Power  of  HRV   Chirico,  A.,  Cipresso,  P.,  Yaden,  D.,  Biassoni,  F.,  Riva,  G.,  Gaggioli,  A.  (in  press).  Effec-veness  of  Immersive  Videos  in  Inducing  Awe:  An  Experimental   Study”.  Scien%fic  Reports  (Nature  Publishing  Group).    
  • 40. 40 Poten-al  applica-ons   •  VR  could  be  used  to  design  awe-­‐based   experien2al  training  for  applica2ons  in   wellbeing,   empowerment   and   educa2on   •  For  example,  we  have  found  that  VR-­‐ induced   awe   can   boost   crea2vity   performance   (currently   under   submission)      
  • 41. 41 Thank  you!   Posi-ve  Technology:  designing  digital  experiences  for  posi-ve  change.  Persuasive  Technology  2017,  Amsterdam.