Victoria University of Wellington
American (moved to NZ in 2014)
PhD from VUW earned in 2018
Post-doc in Affective Neuroscience with Gina Grimshaw
Founded the VR Lab at the School of Psychology in 2018
Current Research interests:
Why do humans feel that we are “present” in reality?
Can people actually down-regulate intense fear responses?
Do different emotional states improve or impair mental faculties necessary for decision making?
Why VR is the perfect tool for experimental psychological science
Inducing Emotions with VR
Basics of Emotion Theory (their form and function)
The hard reality about the science of emotion (in 2024)
How to measure (and not measure) emotions
Debunking myths about emotions
Best Practices for creating (and validating) emotional VR
The study of how the brain creates, processes, and/or responds to emotions
Simpler: The study of emotions
a person’s “affect” = a collection of behaviours that describes their emotional state
“affect” (a verb) = to produce a change in (to produce an effect upon)
“effect” (a noun) = some change that has been caused
Question: What would need to happen for science to say “okay we’re all done now” ?
When we are able to use knowledge from previous studies (i.e., models) to make accurate predictions about all behaviours and outcomes that occur in the world.
Predictive Validity: The extent to which findings are able to inform accurate predictions.
The goal of laboratory science is to gain insights about phenomena that occur in the real world (not just laboratory phenomena)
VR provides limitless experimental control without trading ecological validity!
Ecological Validity: the extent to which results from a study generalize to real-life behaviour
Verisimilitude: The extent to which a study’s testing conditions matches the conditions of real-life
Emotion Induction in traditional cognitive psychology (IAPS images)
How ALL cognitive psychology experiments usually look
Measuring emotions requires multiple measurements (i.e., within-subjects manipulation)
Timepoint 1 = Baseline or Neutral
Timepoint 2+ = When you think users would be feeling a specific emotion
You are predicting the change from Time 1 to Time 2!
What if people are just scared in VR?
What if people are scared of falling off the plank in the real-room instead of the VR location?
What if people always become more present over time in VR?
What if people became more present because of the plank under their feet, not because of the fear?
It does NOT follow that a computer vision algorithm that accurately detects smiles on a face can accurately detect happiness or joy.
Conflating an observation and an inference
People differ from others in the way they express emotions using facial patterns (i.e., variability between people)
People differ from themselves in the way they express emotions using facial patterns (variability within people)
Physiological responses are non-specific
Increasing Heart Rate or skin conductance is not “Fear”
Could be excitement, sexual arousal, caffeine, circadian rhythm, interest/novelty, anticipation, or caused by any movement
Need to properly control for extraneous variables when making inferences from physiological measures
Physiological activity differs from person to person!
10% of the population are considered non-responders in skin conductance!
Therefore, important to collect a “resting baseline” for each participant and subtract this value from subsequent timepoints
One physiological measure cannot tell you what emotion a person is feeling
There are no shortcuts:
Questionnaires are (like most things) good and bad.
Upside: You can make questionnaires that can measure pretty much anything!
Downside: Questionnaires are retrospective and human memory SUCKS
Sometimes there are alternatives that are way better than questionnaires
Online (i.e., in-the-moment) verbal ratings
Upside: they tell you about how people felt (subjectively) at a specific moment
Upside: by collecting ratings as multiple points you can assess emotional change across time
downside: they pull people’s attention from the simulation
Measuring physio is fine, but you need to make sure you are interpreting your findings accurately/appropriately
Heart rate increasing is not fear; it is arousal
Skin conductance level increasing is not anxiety; it is arousal
You need to also control for the other reasons physio could change
Heat
Movement
Behavioural measures (e.g., Motion Capture) are usually context specific!
The most important innovation in our heights simulation is a piece of wood….
Note to Chris to talk about the Disgust induction
We know more than nothing about emotions, but we definitely do not (yet) know everything about emotions. And we are DEFINITELY closer to knowing nothing than we are to knowing everything.
When it comes to how people express emotions, assume that variability is the norm!
AI/Machine Learning may one day be able to help us figure out how people are feeling (but facial expressions are not going to be the way)
Measuring emotions in physiological responses is extremely delicate and challenging (and requires multiple carefully chosen dependent measures and a well-thought out experimental design)
Emotions cannot be captured in a snapshot; they unfold across time
Emotions are embodied
In VR, people need to feel present in order to feel emotional