Sara Ventura

Dr. Sara Ventura

orcid

Research Focus & Metrics

Academic Career Length

9Years (2018-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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1 October 2020 in Cyberpsychology, Behavior, and Social Networking
Verified
Journal Article
Closed access
SVSara Ventura
Sara Ventura
LBLaura Badenes-Ribera
Laura Badenes-Ribera
RHRocio Herrero
Rocio Herrero
ACAusias Cebolla
Ausias Cebolla
Laura GalianaLaura Galiana
Laura Galiana
RBRosa Baños
Rosa Baños
The current meta-analysis aims to investigate and clarify existing research on virtual reality (VR) as a medium to elicit empathy. An exhaustive literature search (updated to February 29, 2020) enabled us to locate seven published articles, yielding a total of nine independent samples. The results reveal statistically significant positive changes in perspective-taking outcomes after VR exposure (d+ = 0.51 [95 percent CI: 0.15–0.88]) but they did not note in empathy (d+ = 0.21 [95 percent confidence interval, CI: −0.37–0.79]). A potential limitation of this work is the low number of studies included. Implications and directions for theoretical development and empirical research are also discussed.

14 November 2019 in Frontiers in Psychology
Verified
Journal Article
Open access
PDF file
SVSara Ventura
Sara Ventura
EBEleonora Brivio
Eleonora Brivio
Giuseppe RivaGiuseppe Riva
Giuseppe Riva
RBRosa M. Baños
Rosa M. Baños
Episodic memory is essential to effectively perform a number of daily activities, as it enables individuals to consciously recall experiences within their spatial and temporal environments. Virtual Reality (VR) serves as an efficacious instrument to assess cognitive functions like attention and memory. Previous studies have adopted computer-simulated VR to assess memory, which realized greater benefits compared to traditional procedures (paper and pencil). One of the most recent trends of immersive VR experiences is the 360° technology. In order to evaluate its capabilities, this study aims to compare memory performance through two tasks: immersive task and non-immersive task. These tasks differ based on the participant’s view of the 360° picture: (1) head-mounted display (HMD) for immersive task and (2) tablet for non-immersive task. This study seeks to compare how memory is facilitated in both the 360° immersive picture as well as the non-immersive 360° picture. A repeated measure design was carried out in a sample of 42 participants, randomized into two groups of 21. Group 1 first observed Picture A (immersive) followed by Picture B (non-immersive) while Group 2 began with Picture B and then looked at Picture A. Each 360° picture contains specific items with some items appearing in both. Memory evaluation is assessed immediately after the exposure (recall task), then again after a 10-min delay (recognition task). Results reveal that Group 1, which began with the immersive task, demonstrated stronger memory performance in the long term as compared to Group 2, which began with the non-immersive task. Preliminary data ultimately supports the efficacy of the 360° technology in evaluating cognitive function.

9 April 2021 in Cyberpsychology, Behavior, and Social Networking
Verified
Journal Article
Closed access
SVSara Ventura
Sara Ventura
GCGeorgina Cardenas
Georgina Cardenas
MMMarta Miragall
Marta Miragall
GRGiuseppe Riva
Giuseppe Riva
RBRosa Baños
Rosa Baños
Sexual harassment (SH) occurs when people—mostly women—are targets of unwanted sexual comments, gestures, or actions associated with a lack of empathy on the part of the offender. Virtual Reality (VR) has been defined as the “ultimate empathy machine” because it allows the user to take other people's perspective. The present work aims to study the effect of a 360°-video-based VR experience (vs. traditional perspective-taking task) on empathy and related concepts (i.e., violent attitude, perspective taking, sense of oneness) toward a female victim of SH in a male sample. A within-subjects design was used with 44 men who experienced both conditions (360° and narrative). Results showed the super i ority of the 360°-video experience over the narrative in increasing empathy, sense of oneness, and perspective taking toward a female victim of SH. Limitations and future directions are discussed.

23 May 2018
Verified
Book Chapter
Open access
PDF file
SVSara Ventura
Sara Ventura
RBRosa Mª Baños
Rosa Mª Baños
CBCristina Botella
Cristina Botella
In the last decades, the applied approach for the use of virtual reality (VR) and augmented reality (AR) on clinical and health psychology has grown exponentially. These technologies have been used to treat several mental disorders, for example, phobias, stress-related disorders, depression, eating disorders, and chronic pain. The importance of VR/AR for the mental health field comes from three main concepts: (1) VR/AR as an imaginal technology, people can feel “as if they are” in a reality that does not exist in external world; (2) VR/AR as an embodied technology, the experience to feel user’s body inside the virtual environment; and (3) VR/AR as connectivity technology, the “end of geography’. In this chapter, we explore the opportunities provided by VR/AR as technologies to improve people’s quality of life and to discuss new frontiers for their application in mental health and psychological well-being promotion.

19 April 2023 in Journal of Clinical Medicine
Verified
Journal Article
Open access
PDF file
SVSara Ventura
Sara Ventura
GOGiovanni Ottoboni
Giovanni Ottoboni
APAlessandro Pappadà
Alessandro Pappadà
ATAlessia Tessari
Alessia Tessari
Acquired motor limits can be provoked by neurological lesions. Independently of the aetiologies, the lesions require patients to develop new coping strategies and adapt to the changed motor functionalities. In all of these occasions, what is defined as an assistive technology (AT) may represent a promising solution. The present work is a systematic review of the scientific AT-related literature published in the PubMed, Cinahl, and Psychinfo databases up to September 2022. This review was undertaken to summarise how the acceptance of AT is assessed in people with motor deficits due to neurological lesions. We review papers that (1) dealt with adults (≥18 years old) with motor deficits due to spinal cord or acquired brain injuries and (2) concerned user acceptance of hard AT. A total of 615 studies emerged, and 18 articles were reviewed according to the criteria. The constructs used to assess users’ acceptance mainly entail people’s satisfaction, ease of use, safety and comfort. Moreover, the acceptance constructs varied as a function of participants’ injury severity. Despite the heterogeneity, acceptability was mainly ascertained through pilot and usability studies in laboratory settings. Furthermore, ad-hoc questionnaires and qualitative methods were preferred to unstandardized protocols of measurement. This review highlights the way in which people living with acquired motor limits greatly appreciate ATs. On the other hand, methodological heterogeneity indicates that evaluation protocols should be systematized and finely tuned.

23 June 2023 in Virtual Reality
Verified
Journal Article
Open access
PDF file
SVSara Ventura
Sara Ventura
PMPierclaudio Marchetti
Pierclaudio Marchetti
RBRosa Baños
Rosa Baños
ATAlessia Tessari
Alessia Tessari
Stroke is the leading cause of motor impairments and generates distortion of body representation. Hence, stroke can modulate the sense of embodiment, namely the feeling of being inside the body (ownership), in the place where the body is located (location), and moving the body according to its own intentions (agency). A growing number of studies have adopted virtual reality (VR) to train motor abilities. However, the impact of the body illusion on the rehabilitation outcome is not fully understood. The present systematic review investigates the modulating role of the body illusion elicited by VR on motor rehabilitation in post-stroke patients after embodying a virtual avatar. The research was led in the main databases—PubMed, Scopus, PsychINFO, and Web of Science—and four studies matched the inclusion criteria (e.g., to have a sample of adult post-stroke patients, to use VR as an instrument for motor rehabilitation, to adopt the paradigm of the body illusion as a modulator for motor rehabilitation, to test the sense of body illusion outcome). Research outcomes demonstrated that two studies adopted the immersive and two the non-immersive embodied VR; three studies focused on the upper limb, and one on lower limb rehabilitation. Two studies compare VR training with traditional therapy, and two are pilot studies with only one experimental group. The studies demonstrated the feasibility of the body illusion as an accelerator for motor rehabilitation compared to the non-embodied condition, and as a positive correlator of the rehabilitation outcome. The finding should be taken with caution due to the limited studies included; however, they are encouraging to justify further research efforts in this area.