On the feeling of fear in the virtual environment: An example of horror-themed experience in the virtual reality (VR) environment
2024
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Advisor: Prof. Dr. Yavuz Ercil
Abstract (EN)
Today, the digital revolution has significantly altered our access to information and our perception. Technologies such as virtual reality (VR) and augmented reality (AR) allow us to immerse ourselves in scenarios that would be otherwise impossible in the physical world. This study delves into how individuals adapt to virtual reality environments and the influence of these environments on our access to information and perception. This study explores how individuals adapt to virtual reality environments and the subsequent impact on users. The research aims to determine whether fear responses in virtual environments differ from those in real-life scenarios. The study sample comprises 39 volunteers, including 25 females and 14 males. Through these experiments with volunteer participants, the study seeks to ascertain whether individuals can differentiate their experiences in virtual environments from their real-life experiences. The study involved the development of a virtual environment (a bunker) with a fear-inducing narrative designed by the researcher, which was integrated with a virtual reality tool to create the experimental environment. Throughout the experiment, participants' physiological responses, including blood pressure and pulse, were measured to gauge their reactions to the virtual environment, while their immediate responses during the experience were recorded. Ultimately, the study seeks to comprehend and evaluate the effects of messages in the augmented reality environment on users, particularly in terms of their immersion with augmented reality tools within the framework of media ecology literature. The study aims to address the following hypotheses: Ho: Fear responses in a virtual reality environment are not significantly different from those in the real world. H1: Fear reactions in the virtual reality environment significantly differ from those in the real world. The effect of the feeling of fear on blood pressure and pulse values in the virtual environment was examined. The results revealed that fear increased systolic blood pressure, but this effect differed by gender. The fact that there is no difference in diastolic blood pressure and pulse measurements between men and women indicates that there is a difference between the virtual environment and real life. Participants' physiological and behavioural responses confirm that fear experiences in the virtual environment create tangible and measurable effects. These findings show that fear-themed emotional triggers in the virtual environment significantly affect participants' physical reactions and behaviours. The study indicates that fear-emphasized messages can be used effectively in many areas, from education to marketing. However, more comprehensive studies are required to increase the generalizability of the findings. The study's findings are crucial for understanding how fear affects people's attitudes and behaviors. The results offer valuable insights for both academic research and practical applications. It can be argued that augmented reality devices in virtual environments create a self-sustaining system for participants. When using VR glasses, participants create an environment for themselves by isolating themselves from their surroundings and only absorbing what is necessary to sustain their existence in the virtual environment. They essentially create a boundary between themselves and the external reality, controlling what enters this system. Within this environment, the boundary between virtual reality and external reality is formed by emotions and the non-verbal language and body language that convey them. Participants' immediate fearful reactions to the virtual reality narrative and their body language and screams can be seen as expressions of the fearful environment in the virtual setting.
Author
Dr. Anıl Bozkurtoğlu
Institution
Baskent University
Radyo-televizyon ve Sinema Bilim Dalı
How to Cite
Anıl Bozkurtoğlu (Master Thesis). On the feeling of fear in the virtual environment: An example of horror-themed experience in the virtual reality (VR) environment, 2024, Baskent University.
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