Shinrin-yoku or forest bathing refers to a therapeutic, immersive nature experience that aids to improve well-being. The goal of the current research was to compare the effects of a physical urban nature versus virtual nature experience on stress, affect, vitality, and restoration. Previous research suggested that an immersive nature experience—such as shinrin-yoku—can be beneficial for health, but direct comparisons between physical and virtual reality (VR) experiences are scarce. In the current study, fifty participants navigated self-paced through a forest scene that was either an urban physical forest or an immersive VR forest with similar characteristics as the physical one. Before and after the intervention, we measured positive and negative affect, subjective vitality, and perceived daily stress. After the intervention, we measured perceived restorative outcomes. Results revealed that both VR and physical nature experience resulted in expected effects on well-being indicators: Affect was more positive and less negative, subjective vitality increased slightly, and stress decreased slightly after both interventions. There were no significant differences between the two settings on any of the variables, but slightly stronger effect sizes over time within the physical condition. Overall, these findings suggest that immersive VR nature experiences can have restoration effects similar to physical nature experiences, suggesting intervention strategies when physical nature options are scarce.
Virtual nature experiences can improve physiological and psychological well-being. Although there is ample research on the positive effects of nature, both in virtual and physical settings, we know little about potential moderators of restoration effects in virtual reality settings. According to theories of needs and control beliefs, it is plausible to assume that control over one’s actions affects how people respond to nature experiences. In this virtual reality (VR) experiment, 64 participants either actively navigated through a VR landscape or they were navigated by the experimenter. We measured their perceived stress, mood, and vitality before and after the VR experience as well as the subjective restoration outcome and the perceived restorativeness of the landscape afterwards. Results revealed that participants’ positive affective states increased after the VR experience, regardless of control. There was a main effect such that participants reported lower stress after the VR experience; however, this was qualified by an interaction showing that this result was only the case in the no control condition. These results unexpectedly suggest that active VR experiences may be more stressful than passive ones, opening pathways for future research on how handling of and navigating in VR can attenuate the effects of virtual nature.
We investigated whether low-level processed image properties that are shared by natural scenes and artworks – but not veridical face photographs – affect the perception of facial attractiveness and age. Specifically, we considered the slope of the radially averaged Fourier power spectrum in a log-log plot. This slope is a measure of the distribution of special frequency power in an image. Images of natural scenes and artworks possess – compared to face images – a relatively shallow slope (i.e., increased high spatial frequency power). Since aesthetic perception might be based on the efficient processing of images with natural scene statistics, we assumed that the perception of facial attractiveness might also be affected by these properties. We calculated Fourier slope and other beauty-associated measurements in face images and correlated them with ratings of attractiveness and age of the depicted persons (Study 1). We found that Fourier slope – in contrast to the other tested image properties – did not predict attractiveness ratings when we controlled for age. In Study 2A, we overlaid face images with random-phase patterns with different statistics. Patterns with a slope similar to those in natural scenes and artworks resulted in lower attractiveness and higher age ratings. In Studies 2B and 2C, we directly manipulated the Fourier slope of face images and found that images with shallower slopes were rated as more attractive. Additionally, attractiveness of unaltered faces was affected by the Fourier slope of a random-phase background (Study 3). Faces in front of backgrounds with statistics similar to natural scenes and faces were rated as more attractive. We conclude that facial attractiveness ratings are affected by specific image properties. An explanation might be the efficient coding hypothesis.
6 April 2022 in Journal of Environmental Psychology