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Over the last few decades, several studies have shown the feasibility, acceptability, and efficacy of VR-based instruments in the early evaluation of executive dysfunction (ED) in psychiatric and neurologic conditions. Due to the negative impact of ED in everyday functioning, identifying innovative strategies for evaluating ED allows clinicians to detect executive impairment early and minimize its effects. This work aimed to test the usability and user experience (UX) of EXecutive-functions Innovative Tool 360° (EXIT 360°), a 360°-based tool for assessing ED. Seventy-six healthy subjects underwent an evaluation that involved 1) usability assessment using System Usability Scale and 2) evaluation of UX using the ICT-Sense of Presence and UX Questionnaire. Results showed a satisfactory level of usability (mean = 75.9 ± 12.8), with good scores for usability and learnability. As regards UX, EXIT 360° showed an absence of negative effects (mean = 1.79 ± 0.95) and high scores in ecological validity (mean = 4.32 ± 0.54) and engagement (mean = 3.76 ± 0.56). Moreover, it obtained good scores in efficiency (mean = 1.84 ± 0.84), originality (mean = 2.49 ± 0.71), and attractiveness (mean = 1.93 ± 0.98). Interestingly, demographic characteristics and technological expertise had no impact on the performance (p > 0.05). Overall, EXIT 360° appeared to be a usable, learn-to-use, engaging, and creative tool with irrelevant negative effects. Further studies will be conducted to evaluate these aspects in the clinical population.
Francesca Borgnis; Francesca Baglio; Elisa Pedroli; Federica Rossetto; Sara Isernia; Lidia Uccellatore; Giuseppe Riva; Pietro Cipresso. EXecutive-Functions Innovative Tool (EXIT 360°): A Usability and User Experience Study of an Original 360°-Based Assessment Instrument. Sensors 2021, 21, 5867 .
AMA StyleFrancesca Borgnis, Francesca Baglio, Elisa Pedroli, Federica Rossetto, Sara Isernia, Lidia Uccellatore, Giuseppe Riva, Pietro Cipresso. EXecutive-Functions Innovative Tool (EXIT 360°): A Usability and User Experience Study of an Original 360°-Based Assessment Instrument. Sensors. 2021; 21 (17):5867.
Chicago/Turabian StyleFrancesca Borgnis; Francesca Baglio; Elisa Pedroli; Federica Rossetto; Sara Isernia; Lidia Uccellatore; Giuseppe Riva; Pietro Cipresso. 2021. "EXecutive-Functions Innovative Tool (EXIT 360°): A Usability and User Experience Study of an Original 360°-Based Assessment Instrument." Sensors 21, no. 17: 5867.
Along with deficits in spatial cognition, a decline in body-related information is observed in aging and is thought to contribute to impairments in navigation, memory, and space perception. According to the embodied cognition theories, bodily and environmental information play a crucial role in defining cognitive representations. Thanks to the possibility to involve body-related information, manipulate environmental stimuli, and add multisensory cues, virtual reality is one of the best candidates for spatial memory rehabilitation in aging for its embodied potential. However, current virtual neurorehabilitation solutions for aging and neurodegenerative diseases are in their infancy. Here, we discuss three concepts that could be used to improve embodied representations of the space with virtual reality. The virtual bodily representation is the combination of idiothetic information involved during virtual navigation thanks to input/output devices; the spatial affordances are environmental or symbolic elements used by the individual to act in the virtual environment; finally, the virtual enactment effect is the enhancement on spatial memory provided by actively (cognitively and/or bodily) interacting with the virtual space and its elements. Theoretical and empirical findings will be presented to propose innovative rehabilitative solutions in aging for spatial memory and navigation.
Cosimo Tuena; Silvia Serino; Elisa Pedroli; Marco Stramba-Badiale; Giuseppe Riva; Claudia Repetto. Building Embodied Spaces for Spatial Memory Neurorehabilitation with Virtual Reality in Normal and Pathological Aging. Brain Sciences 2021, 11, 1067 .
AMA StyleCosimo Tuena, Silvia Serino, Elisa Pedroli, Marco Stramba-Badiale, Giuseppe Riva, Claudia Repetto. Building Embodied Spaces for Spatial Memory Neurorehabilitation with Virtual Reality in Normal and Pathological Aging. Brain Sciences. 2021; 11 (8):1067.
Chicago/Turabian StyleCosimo Tuena; Silvia Serino; Elisa Pedroli; Marco Stramba-Badiale; Giuseppe Riva; Claudia Repetto. 2021. "Building Embodied Spaces for Spatial Memory Neurorehabilitation with Virtual Reality in Normal and Pathological Aging." Brain Sciences 11, no. 8: 1067.
The aim of this study is to investigate the effectiveness of a novel self-administered at-home daily virtual reality (VR)-based intervention (COVID Feel Good) for reducing the psychological burden experienced during the COVID-19 lockdown in Italy. A total of 40 individuals who had experienced at least two months of strict social distancing measures followed COVID Feel Good between June and July 2020 for one week. Primary outcome measures were depression, anxiety, and stress symptoms, perceived stress levels, and hopelessness. Secondary outcomes were the experienced social connectedness and the level of fear experienced during the COVID-19 pandemic. Linear mixed-effects models were fitted to evaluate the effectiveness of the intervention. Additionally, we also performed a clinical change analysis on primary outcome measures. As concerning primary outcome measures, participants exhibited improvements from baseline to post-intervention for depression levels, stress levels, general distress, and perceived stress (all p< 0.05) but not for the perceived hopelessness (p = 0.110). Results for the secondary outcomes indicated an increase in social connectedness from T0 to T1 (p = 0.033) but not a significant reduction in the perceived fear of coronavirus (p = 0.412). Among these study variables, these significant improvements were maintained from post-intervention to the 2-week follow-up (p > 0.05). Results indicated that the intervention was associated with good clinical outcomes, low-to-no risks for the treatment, and no adverse effects or risks. Globally, evidence suggests a beneficial effect of the proposed protocol and its current availability in 12 different languages makes COVID Feel Good a free choice for helping individuals worldwide to cope with the psychological distress associated with the COVID-19 crisis, although large scale trials are needed to evaluate its efficacy.
Giuseppe Riva; Luca Bernardelli; Gianluca Castelnuovo; Daniele Di Lernia; Cosimo Tuena; Alex Clementi; Elisa Pedroli; Clelia Malighetti; Francesca Sforza; Brenda Wiederhold; Silvia Serino. A Virtual Reality-Based Self-Help Intervention for Dealing with the Psychological Distress Associated with the COVID-19 Lockdown: An Effectiveness Study with a Two-Week Follow-Up. International Journal of Environmental Research and Public Health 2021, 18, 8188 .
AMA StyleGiuseppe Riva, Luca Bernardelli, Gianluca Castelnuovo, Daniele Di Lernia, Cosimo Tuena, Alex Clementi, Elisa Pedroli, Clelia Malighetti, Francesca Sforza, Brenda Wiederhold, Silvia Serino. A Virtual Reality-Based Self-Help Intervention for Dealing with the Psychological Distress Associated with the COVID-19 Lockdown: An Effectiveness Study with a Two-Week Follow-Up. International Journal of Environmental Research and Public Health. 2021; 18 (15):8188.
Chicago/Turabian StyleGiuseppe Riva; Luca Bernardelli; Gianluca Castelnuovo; Daniele Di Lernia; Cosimo Tuena; Alex Clementi; Elisa Pedroli; Clelia Malighetti; Francesca Sforza; Brenda Wiederhold; Silvia Serino. 2021. "A Virtual Reality-Based Self-Help Intervention for Dealing with the Psychological Distress Associated with the COVID-19 Lockdown: An Effectiveness Study with a Two-Week Follow-Up." International Journal of Environmental Research and Public Health 18, no. 15: 8188.
Executive dysfunction represents a common non-motor symptom in Parkinson’s disease (PD), with a substantial negative impact on daily functioning and quality of life. Assessing executive functions (EFs) with ecological tools is therefore essential. The ecological limitations of traditional neuropsychological tests have led to increased use of virtual reality and 360° environment-based tools for the assessment of EFs in real life. The study aims to evaluate the efficacy and usability of the EXecutive-Functions Innovative Tool 360° (EXIT 360°), a 360°-based tool for the evaluation of EFs in PD. Twenty-five individuals with PD and 25 healthy controls (HC) will be assessed with a conventional neuropsychological battery and EXIT 360° delivered via a head-mounted display. EXIT 360° will show a domestic scenario and seven different subtasks of increasing complexity, and will collect verbal responses, reaction times, and physiological data. We expect that EXIT 360° will be judged usable, engaging, and challenging. Moreover, we expect to find a highly convergent (conventional test and EXIT 360°) and diagnostic validity (individuals with PD vs. HC). The validation of EXIT 360° will allow for the adoption of a fast, ecological, and useful instrument for PD screening, likely transforming the assessment for the clinic and the patient.
Francesca Borgnis; Francesca Baglio; Elisa Pedroli; Federica Rossetto; Mario Meloni; Giuseppe Riva; Pietro Cipresso. EXIT 360°—EXecutive-Functions Innovative Tool 360°—A Simple and Effective Way to Study Executive Functions in Parkinson’s Disease by Using 360° Videos. Applied Sciences 2021, 11, 6791 .
AMA StyleFrancesca Borgnis, Francesca Baglio, Elisa Pedroli, Federica Rossetto, Mario Meloni, Giuseppe Riva, Pietro Cipresso. EXIT 360°—EXecutive-Functions Innovative Tool 360°—A Simple and Effective Way to Study Executive Functions in Parkinson’s Disease by Using 360° Videos. Applied Sciences. 2021; 11 (15):6791.
Chicago/Turabian StyleFrancesca Borgnis; Francesca Baglio; Elisa Pedroli; Federica Rossetto; Mario Meloni; Giuseppe Riva; Pietro Cipresso. 2021. "EXIT 360°—EXecutive-Functions Innovative Tool 360°—A Simple and Effective Way to Study Executive Functions in Parkinson’s Disease by Using 360° Videos." Applied Sciences 11, no. 15: 6791.
When facing a negative event, people implement different strategies to regulate ongoing emotions. Although the previous literature has suggested that the emotional intensity of a negative episode is associated with the characteristics of the subsequent autobiographical memory, it is still unknown whether emotion regulation (ER) moderates this relationship. In the present study, we provided undergraduate students with a smartphone-based diary to report a negative episode immediately after its occurrence and rate the momentary use of two ER strategies: cognitive reappraisal and rumination. To explore autobiographical memory, two “surprise” recall tasks were performed one week and one month after the event. According to the results, cognitive reappraisal was linked with better memory performances, and a tendency to retrospectively underestimate the negativity of highly intense events was observed only in participants adopting high rates of this strategy. Conversely, intense rumination was found to be associated with less detailed memories of emotionally intense events, as well as with higher emotional involvement with negative episodes over time, regardless of their intensity. Together, our results support the maladaptive role of rumination and the adaptive influence of cognitive reappraisal on autobiographical memory.
Desirée Colombo; Silvia Serino; Carlos Suso-Ribera; Javier Fernández-Álvarez; Pietro Cipresso; Azucena García-Palacios; Giuseppe Riva; Cristina Botella. The Moderating Role of Emotion Regulation in the Recall of Negative Autobiographical Memories. International Journal of Environmental Research and Public Health 2021, 18, 7122 .
AMA StyleDesirée Colombo, Silvia Serino, Carlos Suso-Ribera, Javier Fernández-Álvarez, Pietro Cipresso, Azucena García-Palacios, Giuseppe Riva, Cristina Botella. The Moderating Role of Emotion Regulation in the Recall of Negative Autobiographical Memories. International Journal of Environmental Research and Public Health. 2021; 18 (13):7122.
Chicago/Turabian StyleDesirée Colombo; Silvia Serino; Carlos Suso-Ribera; Javier Fernández-Álvarez; Pietro Cipresso; Azucena García-Palacios; Giuseppe Riva; Cristina Botella. 2021. "The Moderating Role of Emotion Regulation in the Recall of Negative Autobiographical Memories." International Journal of Environmental Research and Public Health 18, no. 13: 7122.
Giuseppe Riva; Claudia Carissoli. APRIL: Personal Robots at Your Service. Cyberpsychology, Behavior, and Social Networking 2021, 1 .
AMA StyleGiuseppe Riva, Claudia Carissoli. APRIL: Personal Robots at Your Service. Cyberpsychology, Behavior, and Social Networking. 2021; ():1.
Chicago/Turabian StyleGiuseppe Riva; Claudia Carissoli. 2021. "APRIL: Personal Robots at Your Service." Cyberpsychology, Behavior, and Social Networking , no. : 1.
Giuseppe Riva; Maurizio Mauri. EURYKA: Understanding the Political Empowerment of Young People. Cyberpsychology, Behavior, and Social Networking 2021, 24, 432 -433.
AMA StyleGiuseppe Riva, Maurizio Mauri. EURYKA: Understanding the Political Empowerment of Young People. Cyberpsychology, Behavior, and Social Networking. 2021; 24 (6):432-433.
Chicago/Turabian StyleGiuseppe Riva; Maurizio Mauri. 2021. "EURYKA: Understanding the Political Empowerment of Young People." Cyberpsychology, Behavior, and Social Networking 24, no. 6: 432-433.
Over the last 25 years, virtual reality (VR) has offered innovative solutions for targeting different key symptoms of eating disorders: from craving to negative emotions, from attentional biases to body dissatisfaction. The present narrative review assesses the existing literature in these areas trying to identify their different levels of clinical evidence. Specifically, the review presents four clinical approaches based upon VR and their implications in the treatment of eating disorders: VR cue exposure, VR reference frame shifting, VR for correcting body distortions and attentional biases. In general, existing findings demonstrate the clinical value of VR. On one side, the present review suggests that two VR-based techniques—VR exposure and reference frame shifting—have a significant research support and provide a possible advantage over traditional cognitive-behavioural therapy (CBT) for bulimia nervosa and binge eating disorder. On the other side, two emerging VR applications—multisensory body illusions and the use of VR for the modification of attentional biases—even if supported by preliminary data still need further research.
Giuseppe Riva; Clelia Malighetti; Silvia Serino. Virtual reality in the treatment of eating disorders. Clinical Psychology & Psychotherapy 2021, 28, 477 -488.
AMA StyleGiuseppe Riva, Clelia Malighetti, Silvia Serino. Virtual reality in the treatment of eating disorders. Clinical Psychology & Psychotherapy. 2021; 28 (3):477-488.
Chicago/Turabian StyleGiuseppe Riva; Clelia Malighetti; Silvia Serino. 2021. "Virtual reality in the treatment of eating disorders." Clinical Psychology & Psychotherapy 28, no. 3: 477-488.
The new humanoid robots not only perform tasks, but also can activate interactions and social relationships with other robots and with humans. In this view, the diffusion of humanoid robots with a physical structure reminiscent of the human body, endowed with decision-making abilities, and capable of externalizing and generating emotions, is opening a new line of research with a main objective of understanding the dynamics of social interactions generated by the encounters between robots and humans. However, this process is not easy. To be accepted by society, robots have to “understand” people and to adapt themselves to complex real-life social environments. This goal underlines the importance for research of aspects such as communication, acceptance, and ethics that require the collaboration between multiple disciplines, including psychology, neuroscience, design, mechatronics, computer science, philosophy, sociology, anthropology, biomechanics, and roboethics. This special issue seeks to gather knowledge from these disciplines with respect to human–robot confluence (HRC) in the application of robots in everyday life, including robot training partners and industrial collaborative robots (Cobots). It covers a wide range of topics related to HRC, involving theories, methodologies, technologies, and empirical and experimental studies. The final goal is to support researchers and developers in creating robots that not only have a humanoid body but that are really “humane”: accessible, sympathetic, generous, compassionate, and forbearing.
Giuseppe Riva; Brenda K. Wiederhold. Human–Robot Confluence: Toward a Humane Robotics. Cyberpsychology, Behavior, and Social Networking 2021, 24, 291 -293.
AMA StyleGiuseppe Riva, Brenda K. Wiederhold. Human–Robot Confluence: Toward a Humane Robotics. Cyberpsychology, Behavior, and Social Networking. 2021; 24 (5):291-293.
Chicago/Turabian StyleGiuseppe Riva; Brenda K. Wiederhold. 2021. "Human–Robot Confluence: Toward a Humane Robotics." Cyberpsychology, Behavior, and Social Networking 24, no. 5: 291-293.
Giuseppe Riva; Maurizio Mauri. Factory2Fit: Artificial Intelligence in the Workplace to Empower Workers' Decisions. Cyberpsychology, Behavior, and Social Networking 2021, 24, 362 -363.
AMA StyleGiuseppe Riva, Maurizio Mauri. Factory2Fit: Artificial Intelligence in the Workplace to Empower Workers' Decisions. Cyberpsychology, Behavior, and Social Networking. 2021; 24 (5):362-363.
Chicago/Turabian StyleGiuseppe Riva; Maurizio Mauri. 2021. "Factory2Fit: Artificial Intelligence in the Workplace to Empower Workers' Decisions." Cyberpsychology, Behavior, and Social Networking 24, no. 5: 362-363.
Background: The COVID-19 pandemic is generating extreme psychological stress associated with sadness, grief, irritability, and mood swings. Virtual reality (VR) is an immersive technology that may enhance individuals’ personal efficacy, emotional response, and wellbeing.Objective: We aimed to conduct a single-cohort, controlled trial with a 2:1 (waiting-list – VR protocol) allocation for a self-administered at-home weekly VR-based protocol for reducing the psychological burden experienced during the COVID-19 lockdown in Italy.Methods: A national convenience sample of individuals having experienced at least two months of strict social distancing measures (including the stay-at-home order) experienced the following weekly protocol (“COVID Feel Good”, available online here: www.covidfeelgood.com) consisting of two integrated parts: the first part consists of a 10-minute 360° VR video entitled “Secret Garden” and the second part includes a series of social exercises, with a specific goal for each day of the week. Half of the sample experienced the VR video on the smartphone only, while the other half experienced the VR video using an immersive headset. Primary outcome measures were depressive, anxiety and stress symptoms (measured using the DASS-21, the PSS and the BHS scales). Secondary outcomes were the experienced social connectedness and the level of fear experienced during the COVID-19 pandemic (measured using the SCS and FCOR scales). Analytic methods included different separate linear mixed-effects models.Results: The study sample was 40 adults [18 females; mean age 30.3± 12.00 (range: 21–65)]. Results indicated no significant changes (P=1.000) in study variables between the waiting period (i.e., data collected 7 days before the start of the treatment) and the baseline (i.e., data collected at the beginning of the intervention, T0). Participants exhibited improvement from baseline to postintervention for almost all primary variables (all Ps < 0.05), except for the perceived hopelessness (P=0.1098). Results for the secondary outcomes indicated an increase in social connectedness from T0 to T1 (P=0.0327), but not a significant reduction in the perceived fear of Coronavirus (P=0.4121). Results indicated that treatment positive effects were stable at the 2-weels of follow-up for all study variables, except for depressive symptoms. None of the models were significant on the factor “Immersion”, suggesting that there is no significant effect of the modality (immersive vs non immersive) on the results of the treatment.Conclusions: This pragmatic pilot trial tried to understand if and how a weekly VR self-help protocol can help individuals in overcoming the psychological burden associated with spread of the COVID-19 and the consequent health emergency. The results, even if preliminary, suggest the efficacy of the proposed protocol. Moreover, its current availability in 12 different languages - English, Spanish, French, Brazilian/Portuguese, German, Italian, Turkish Japanese, Korean, Farsi, Romanian and Catalan – make COVID Feel Good a free and effective choice for helping individuals worldwide to cope with the psychological distress related to the COVID-19 crisis.
Giuseppe Riva; Luca Bernardelli; Gianluca Castelnuovo; Alex Clementi; Daniele Di Lernia; Elisa Pedroli; Clelia Malighetti; Francesca Sforza; Brenda K. Wiederhold; Silvia Serino. A Free Weekly Self-Administered at-Home Virtual Reality based Protocol for Overcoming the Psychological Burden of Coronavirus: A Pragmatic Waitlist-Controlled Trial Conducted During COVID-19 lockdown in Italy with 2-week follow-up. 2021, 1 .
AMA StyleGiuseppe Riva, Luca Bernardelli, Gianluca Castelnuovo, Alex Clementi, Daniele Di Lernia, Elisa Pedroli, Clelia Malighetti, Francesca Sforza, Brenda K. Wiederhold, Silvia Serino. A Free Weekly Self-Administered at-Home Virtual Reality based Protocol for Overcoming the Psychological Burden of Coronavirus: A Pragmatic Waitlist-Controlled Trial Conducted During COVID-19 lockdown in Italy with 2-week follow-up. . 2021; ():1.
Chicago/Turabian StyleGiuseppe Riva; Luca Bernardelli; Gianluca Castelnuovo; Alex Clementi; Daniele Di Lernia; Elisa Pedroli; Clelia Malighetti; Francesca Sforza; Brenda K. Wiederhold; Silvia Serino. 2021. "A Free Weekly Self-Administered at-Home Virtual Reality based Protocol for Overcoming the Psychological Burden of Coronavirus: A Pragmatic Waitlist-Controlled Trial Conducted During COVID-19 lockdown in Italy with 2-week follow-up." , no. : 1.
Binge-eating disorder (BED) and bulimia nervosa (BN) have adverse psychological and medical consequences. Innovative interventions, like the integration of virtual reality (VR) with cue-exposure therapy (VR-CET), enhance outcomes for refractory patients compared to cognitive behavior therapy (CBT). Little is known about the feasibility and acceptability of translating VR-CET into real-world settings. To investigate this question, adults previously treated for BED or BN with at least one objective or subjective binge episode/week were recruited from an outpatient university eating disorder clinic to receive up to eight weekly one-hour VR-CET sessions. Eleven of 16 (68.8%) eligible patients were enrolled; nine (82%) completed treatment; and 82% (9/11) provided follow-up data 7.1 (SD = 2.12) months post-treatment. Overall, participant and therapist acceptability of VR-CET was high. Intent-to-treat objective binge episodes (OBEs) decreased significantly from 3.3 to 0.9/week (p < 0.001). Post-treatment OBE 7-day abstinence rate for completers was 56%, with 22% abstinent for 28 days at follow-up. Among participants purging at baseline, episodes decreased from a mean of one to zero/week, with 100% abstinence maintained at follow-up. The adoption of VR-CET into real-world clinic settings appears feasible and acceptable, with a preliminary signal of effectiveness. Findings, including some loss of treatment gains during follow-up may inform future treatment development.
Katherine Nameth; Theresa Brown; Kim Bullock; Sarah Adler; Giuseppe Riva; Debra Safer; Cristin Runfola. Translating Virtual Reality Cue Exposure Therapy for Binge Eating into a Real-World Setting: An Uncontrolled Pilot Study. Journal of Clinical Medicine 2021, 10, 1511 .
AMA StyleKatherine Nameth, Theresa Brown, Kim Bullock, Sarah Adler, Giuseppe Riva, Debra Safer, Cristin Runfola. Translating Virtual Reality Cue Exposure Therapy for Binge Eating into a Real-World Setting: An Uncontrolled Pilot Study. Journal of Clinical Medicine. 2021; 10 (7):1511.
Chicago/Turabian StyleKatherine Nameth; Theresa Brown; Kim Bullock; Sarah Adler; Giuseppe Riva; Debra Safer; Cristin Runfola. 2021. "Translating Virtual Reality Cue Exposure Therapy for Binge Eating into a Real-World Setting: An Uncontrolled Pilot Study." Journal of Clinical Medicine 10, no. 7: 1511.
Giuseppe Riva; Maurizio Mauri. PURE-MAS: Social Intelligent Agents that Perceive their Environment and Act. Cyberpsychology, Behavior, and Social Networking 2021, 24, 288 -288.
AMA StyleGiuseppe Riva, Maurizio Mauri. PURE-MAS: Social Intelligent Agents that Perceive their Environment and Act. Cyberpsychology, Behavior, and Social Networking. 2021; 24 (4):288-288.
Chicago/Turabian StyleGiuseppe Riva; Maurizio Mauri. 2021. "PURE-MAS: Social Intelligent Agents that Perceive their Environment and Act." Cyberpsychology, Behavior, and Social Networking 24, no. 4: 288-288.
Presence, flow, narrative absorption, immersion, transportation, and similar subjective phenomena are studied in many different disciplines, mostly in relation to mediated experiences (books, film, VR, games). Moreover, since real, virtual, or fictional agents are often involved, concepts like identification and state empathy are often linked to engaging media use. Based on a scoping review which identified similarities in the wording of various questionnaire items conceived to measure different phenomena, we categorize items into the most relevant psychological aspects, and use this categorization to propose an interdisciplinary systematization. Then, based on a framework of embodied predictive processing, we present a new cognitive model of presence-related phenomena for mediated and non-mediated experiences, integrating spatial and temporal aspects and also considering the role of fiction and media design. Key processes described within the model are: selective attention, enactment of intentions, and interoception. We claim that presence is the state of perceived successful agency of an embodied mind able to correctly enact its predictions. The difference between real-life and simulated experiences (“book problem,” “paradox of fiction”) lays in the different precision weighing of exteroceptive and interoceptive signals.
Federico Pianzola; Giuseppe Riva; Karin Kukkonen; Fabrizia Mantovani. Presence, flow, and narrative absorption: an interdisciplinary theoretical exploration with a new spatiotemporal integrated model based on predictive processing. Open Research Europe 2021, 1, 28 .
AMA StyleFederico Pianzola, Giuseppe Riva, Karin Kukkonen, Fabrizia Mantovani. Presence, flow, and narrative absorption: an interdisciplinary theoretical exploration with a new spatiotemporal integrated model based on predictive processing. Open Research Europe. 2021; 1 ():28.
Chicago/Turabian StyleFederico Pianzola; Giuseppe Riva; Karin Kukkonen; Fabrizia Mantovani. 2021. "Presence, flow, and narrative absorption: an interdisciplinary theoretical exploration with a new spatiotemporal integrated model based on predictive processing." Open Research Europe 1, no. : 28.
Binge-eating disorder (BED) and bulimia nervosa (BN) have adverse psychological and medical consequences. Novel interventions, like the integration of virtual reality (VR) with cue-exposure therapy (VR-CET), enhance outcomes for refractory patients compared to cognitive behavior therapy (CBT). Little is known about the feasibility and acceptability of translating VR-CET into real-world settings. To investigate this question, adults previously treated for BED or BN with at least one objective or subjective binge episode/week were recruited from an outpatient University eating disorder clinic to receive up to eight weekly one-hour VR-CET sessions. Eleven of 16 (68.8%) eligible patients enrolled; nine (82%) completed treatment; 82% (9/11) provided follow-up data 7.1 (SD=2.12) months post-treatment. Overall, participant and therapist acceptability of VR-CET was high. Intent-to-treat objective binge episodes (OBEs) decreased significantly from 3.3 to 0.9/week (p < .001). Post-treatment OBE 7-day abstinence rate for completers was 56%, with 22% abstinent for 28 days at follow-up. Among participants purging at baseline, episodes decreased from a mean of one to zero/week, with 100% abstinence maintained at follow-up. The adoption of VR-CET into real-world clinic settings appears feasible and acceptable, with a preliminary signal of efficacy. Findings, including some loss of treatment gains during follow-up may inform future treatment development.
Katherine Nameth; Theresa Brown; Kim Bullock; Sarah Adler; Giuseppe Riva; Debra Safer; Cristin Runfola. Translating Virtual Reality Cue Exposure Therapy for Binge Eating into a Real-World Setting: A Pilot Study. 2021, 1 .
AMA StyleKatherine Nameth, Theresa Brown, Kim Bullock, Sarah Adler, Giuseppe Riva, Debra Safer, Cristin Runfola. Translating Virtual Reality Cue Exposure Therapy for Binge Eating into a Real-World Setting: A Pilot Study. . 2021; ():1.
Chicago/Turabian StyleKatherine Nameth; Theresa Brown; Kim Bullock; Sarah Adler; Giuseppe Riva; Debra Safer; Cristin Runfola. 2021. "Translating Virtual Reality Cue Exposure Therapy for Binge Eating into a Real-World Setting: A Pilot Study." , no. : 1.
‘BenEssere Mamma’ app is a mobile self-help intervention containing mindfulness meditations and ‘savoring the present moment’ exercises for use during pregnancy. The goal of this study is to investigate the effectiveness of this app in enhancing the psychological well-being of healthy childbearing women. A quasi-experimental controlled study was conducted with 74 pregnant women randomly assigned to experimental group (APP – mobile app and antenatal care) or control group (routine antenatal care). Participants were assessed on their psychological well-being before, after the 4 weeks of use of the app, and after the childbirth, using Ryff’s Psychological Well-Being Scale. Women’s acceptance and user experience with the app were also assessed through an ad hoc questionnaire. Experimental group reported an increase in sense of autonomy after intervention and after childbirth, and greater self-acceptance after the childbirth compared to the control group. Results are promising and future investigations are needed to understand if a more interactive or a longer intervention could lead to more effective results and if other populations could benefit of this opportunity. Furthermore, to take advantage of potentialities of mobile apps for promoting well-being in pregnant women, the integration of these tools within a wide public health project is encouraged.
Claudia Carissoli; Deborah Gasparri; Giuseppe Riva; Daniela Villani. Mobile well-being in pregnancy: suggestions from a quasi-experimental controlled study. Behaviour & Information Technology 2021, 1 -13.
AMA StyleClaudia Carissoli, Deborah Gasparri, Giuseppe Riva, Daniela Villani. Mobile well-being in pregnancy: suggestions from a quasi-experimental controlled study. Behaviour & Information Technology. 2021; ():1-13.
Chicago/Turabian StyleClaudia Carissoli; Deborah Gasparri; Giuseppe Riva; Daniela Villani. 2021. "Mobile well-being in pregnancy: suggestions from a quasi-experimental controlled study." Behaviour & Information Technology , no. : 1-13.
Cyberpsychology, Behavior, and Social Networking
Giuseppe Riva; Maurizio Mauri. MuMMER: How Robotics Can Reboot Social Interaction and Customer Engagement in Shops and Malls. Cyberpsychology, Behavior, and Social Networking 2021, 1 .
AMA StyleGiuseppe Riva, Maurizio Mauri. MuMMER: How Robotics Can Reboot Social Interaction and Customer Engagement in Shops and Malls. Cyberpsychology, Behavior, and Social Networking. 2021; ():1.
Chicago/Turabian StyleGiuseppe Riva; Maurizio Mauri. 2021. "MuMMER: How Robotics Can Reboot Social Interaction and Customer Engagement in Shops and Malls." Cyberpsychology, Behavior, and Social Networking , no. : 1.
The persistence of the coronavirus-caused respiratory disease (COVID-19) and the related restrictions to mobility and social interactions are forcing a significant portion of students and workers to reorganize their daily activities to accommodate the needs of distance learning and agile work (smart working). What is the impact of these changes on the bosses/teachers' and workers/students' experience?This article uses recent neuroscience research findings to explore how distance learning and smart working impact the following three pillars that reflect the organization of our brain and are at the core of school and office experiences: (a) the learning/work happens in a dedicated physical place; (b) the learning/work is carried out under the supervision of a boss/professor; and (c) the learning/work is distributed between team members/classmates. For each pillar, we discuss its link with the specific cognitive processes involved and the impact that technology has on their functioning. In particular, the use of videoconferencing affects the functioning of Global Positioning System neurons (neurons that code our navigation behavior), mirror neurons, self-attention networks, spindle cells, and interbrain neural oscillations. These effects have a significant impact on many identity and cognitive processes, including social and professional identity, leadership, intuition, mentoring, and creativity. In conclusion, just moving typical office and learning processes inside a videoconferencing platform, as happened in many contexts during the COVID-19 pandemic, can in the long term erode corporate cultures and school communities. In this view, an effective use of technology requires us to reimagine how work and teaching are done virtually, in creative and bold new ways.
Giuseppe Riva; Brenda K. Wiederhold; Fabrizia Mantovani. Surviving COVID-19: The Neuroscience of Smart Working and Distance Learning. Cyberpsychology, Behavior, and Social Networking 2021, 24, 79 -85.
AMA StyleGiuseppe Riva, Brenda K. Wiederhold, Fabrizia Mantovani. Surviving COVID-19: The Neuroscience of Smart Working and Distance Learning. Cyberpsychology, Behavior, and Social Networking. 2021; 24 (2):79-85.
Chicago/Turabian StyleGiuseppe Riva; Brenda K. Wiederhold; Fabrizia Mantovani. 2021. "Surviving COVID-19: The Neuroscience of Smart Working and Distance Learning." Cyberpsychology, Behavior, and Social Networking 24, no. 2: 79-85.
Cyberpsychology, Behavior, and Social Networking
Giuseppe Riva; Maurizio Mauri. Co4Robots: Achieving High Levels of Coordination Between Interacting Robots and Between Humans and Robots. Cyberpsychology, Behavior, and Social Networking 2021, 24, 145 -146.
AMA StyleGiuseppe Riva, Maurizio Mauri. Co4Robots: Achieving High Levels of Coordination Between Interacting Robots and Between Humans and Robots. Cyberpsychology, Behavior, and Social Networking. 2021; 24 (2):145-146.
Chicago/Turabian StyleGiuseppe Riva; Maurizio Mauri. 2021. "Co4Robots: Achieving High Levels of Coordination Between Interacting Robots and Between Humans and Robots." Cyberpsychology, Behavior, and Social Networking 24, no. 2: 145-146.
The large-scale diffusion of tablets and smartphones in the last decades offered new opportunities to broaden educational strategies. In particular, the Mobile-Assisted Language Learning (MALL) emerged as a promising approach leveraging the widespread availability of portable devices. In this study we investigated the feasibility and efficacy of a self-administered MALL homework training based on immersive 360° videos, compared to a training based on not-immersive standard videos showing the same visual content and enriched by an auditory description of the environment. The knowledge of target words was assessed before and after the training. In addition, students’ attitudes toward the technology were assessed before the training. Results indicated that students with a more positive attitude toward technology watched the videos more than those with a less positive attitude. Furthermore, students who underwent the training with 360°videos learned more words than students belonging to the control group, even after controlling for the number of videos views.
Claudia Repetto; Anna Flavia Di Natale; Daniela Villani; Stefano Triberti; Serena Germagnoli; Giuseppe Riva. The use of immersive 360° videos for foreign language learning: a study on usage and efficacy among high-school students. Interactive Learning Environments 2021, 1 -16.
AMA StyleClaudia Repetto, Anna Flavia Di Natale, Daniela Villani, Stefano Triberti, Serena Germagnoli, Giuseppe Riva. The use of immersive 360° videos for foreign language learning: a study on usage and efficacy among high-school students. Interactive Learning Environments. 2021; ():1-16.
Chicago/Turabian StyleClaudia Repetto; Anna Flavia Di Natale; Daniela Villani; Stefano Triberti; Serena Germagnoli; Giuseppe Riva. 2021. "The use of immersive 360° videos for foreign language learning: a study on usage and efficacy among high-school students." Interactive Learning Environments , no. : 1-16.