Andrea Gaggioli

Dr. Andrea Gaggioli

orcid

Research Focus & Metrics

Academic Career Length

26Years (2001-Present)

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

Representative Publications

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28 May 2020 in Nutrients
Verified
Journal Article
Open access
PDF file
Achraf AmmarAchraf Ammar
Achraf Ammar
MBMichael Brach
Michael Brach
Khaled TrabelsiKhaled Trabelsi
Khaled Trabelsi
HCHamdi Chtourou
Hamdi Chtourou
Omar BoukhrisOmar Boukhris
Omar Boukhris
OCOn Behalf of the ECLB-COVID19 Consortium
On Behalf of the ECLB-COVID19 Consortium
Background: Public health recommendations and governmental measures during the COVID-19 pandemic have resulted in numerous restrictions on daily living including social distancing, isolation and home confinement. While these measures are imperative to abate the spreading of COVID-19, the impact of these restrictions on health behaviours and lifestyles at home is undefined. Therefore, an international online survey was launched in April 2020, in seven languages, to elucidate the behavioural and lifestyle consequences of COVID-19 restrictions. This report presents the results from the first thousand responders on physical activity (PA) and nutrition behaviours. Methods: Following a structured review of the literature, the “Effects of home Confinement on multiple Lifestyle Behaviours during the COVID-19 outbreak (ECLB-COVID19)” Electronic survey was designed by a steering group of multidisciplinary scientists and academics. The survey was uploaded and shared on the Google online survey platform. Thirty-five research organisations from Europe, North-Africa, Western Asia and the Americas promoted the survey in English, German, French, Arabic, Spanish, Portuguese and Slovenian languages. Questions were presented in a differential format, with questions related to responses “before” and “during” confinement conditions. Results: 1047 replies (54% women) from Asia (36%), Africa (40%), Europe (21%) and other (3%) were included in the analysis. The COVID-19 home confinement had a negative effect on all PA intensity levels (vigorous, moderate, walking and overall). Additionally, daily sitting time increased from 5 to 8 h per day. Food consumption and meal patterns (the type of food, eating out of control, snacks between meals, number of main meals) were more unhealthy during confinement, with only alcohol binge drinking decreasing significantly. Conclusion: While isolation is a necessary measure to protect public health, results indicate that it alters physical activity and eating behaviours in a health compromising direction. A more detailed analysis of survey data will allow for a segregation of these responses in different age groups, countries and other subgroups, which will help develop interventions to mitigate the negative lifestyle behaviours that have manifested during the COVID-19 confinement.

1 February 2007 in CyberPsychology & Behavior
Verified
Journal Article
Closed access
Giuseppe RivaGiuseppe Riva
Giuseppe Riva
Fabrizia MantovaniFabrizia Mantovani
Fabrizia Mantovani
CCClaret Samantha Capideville
Claret Samantha Capideville
APAlessandra Preziosa
Alessandra Preziosa
Francesca MorgantiFrancesca Morganti
Francesca Morganti
Mariano AlcanizMariano Alcaniz
Mariano Alcaniz
Many studies showed the ability of movies and imagery techniques to elicit emotions. Nevertheless, it is less clear how to manipulate the content of interactive media to induce specific emotional responses. In particular, this is true for the emerging medium virtual reality (VR), whose main feature is the ability to induce a feeling of "presence" in the computer-generated world experienced by the user. The main goal of this study was to analyze the possible use of VR as an affective medium. Within this general goal, the study also analyzed the relationship between presence and emotions. The results confirmed the efficacy of VR as affective medium: the interaction with "anxious" and "relaxing" virtual environments produced anxiety and relaxation. The data also showed a circular interaction between presence and emotions: on one side, the feeling of presence was greater in the "emotional" environments; on the other side, the emotional state was influenced by the level of presence. The significance of these results for the assessment of affective interaction is discussed.

1 February 2012 in Cyberpsychology, Behavior, and Social Networking
Verified
Journal Article
Closed access
Giuseppe RivaGiuseppe Riva
Giuseppe Riva
RBRosa M. Baños
Rosa M. Baños
CBCristina Botella
Cristina Botella
BWBrenda K. Wiederhold
Brenda K. Wiederhold
AGAndrea Gaggioli
Andrea Gaggioli
It is generally assumed that technology assists individuals in improving the quality of their lives. However, the impact of new technologies and media on well-being and positive functioning is still somewhat controversial. In this paper, we contend that the quality of experience should become the guiding principle in the design and development of new technologies, as well as a primary metric for the evaluation of their applications. The emerging discipline of Positive Psychology provides a useful framework to address this challenge. Positive Psychology is the scientific study of optimal human functioning and flourishing. Instead of drawing on a “disease model” of human behavior, it focuses on factors that enable individuals and communities to thrive and build the best in life. In this paper, we propose the “Positive Technology” approach—the scientific and applied approach to the use of technology for improving the quality of our personal experience through its structuring, augmentation, and/or replacement—as a way of framing a suitable object of study in the field of cyberpsychology and human–computer interaction. Specifically, we suggest that it is possible to use technology to influence three specific features of our experience—affective quality, engagement/actualization, and connectedness—that serve to promote adaptive behaviors and positive functioning. In this framework, positive technologies are classified according to their effects on a specific feature of personal experience. Moreover, for each level, we have identified critical variables that can be manipulated to guide the design and development of positive technologies.

16 April 2018 in The Journal of Positive Psychology
Verified
Journal Article
Closed access
DYDavid Bryce Yaden
David Bryce Yaden
SKScott Barry Kaufman
Scott Barry Kaufman
EHElizabeth Hyde
Elizabeth Hyde
ACAlice Chirico
Alice Chirico
AGAndrea Gaggioli
Andrea Gaggioli
DKDacher Keltner
Dacher Keltner
Awe is a complex emotion composed of an appraisal of vastness and a need for accommodation. The purpose of this study was to develop a robust state measure of awe, the Awe Experience Scale (AWE-S), based on the extant experimental literature. In study 1, participants (N = 501) wrote about an intense moment of awe that they had experienced and then completed a survey about their experience. Exploratory factor analysis revealed a 6-factor structure, including: altered time perception (F1); self-diminishment (F2); connectedness (F3); perceived vastness (F4); physical sensations (F5); need for accommodation (F6). Internal consistency was strong for each factor (α ≥ .80). Study 2 confirmed the 6-factor structure (N = 636) using fit indices (CFI = .905; RMSEA = .054). Each factor of the AWE-S is significantly correlated with the awe items of the modified Differential Emotions Scale (mDES) and Dispositional Positive Emotion Scale (D-PES). Triggers, valence, and themes associated with awe experiences are reported.

15 June 2023 in The Journal of Creative Behavior
Verified
Journal Article
Open access
FVFlorent Vinchon
Florent Vinchon
TLTodd Lubart
Todd Lubart
SBSabrina Bartolotta
Sabrina Bartolotta
VGValentin Gironnay
Valentin Gironnay
MBMarion Botella
Marion Botella
AGAndrea Gaggioli
Andrea Gaggioli
With the advent of artificial intelligence (AI), the field of creativity faces new opportunities and challenges. This manifesto explores several scenarios of human–machine collaboration on creative tasks and proposes “fundamental laws of generative AI” to reinforce the responsible and ethical use of AI in the creativity field. Four scenarios are proposed and discussed: “Co‐Cre‐AI‐tion,” “Organic,” “Plagiarism 3.0,” and “Shut down,” each illustrating different possible futures based on the collaboration between humans and machines. In addition, we have incorporated an AI‐generated manifesto that also highlights important themes, ranging from accessibility and ethics to cultural sensitivity. The fundamental laws proposed aim to prevent AIs from generating harmful content and competing directly with humans. Creating labels and laws are also highlighted to ensure responsible use of AIs. The positive future of creativity and AI lies in a harmonious collaboration that can benefit everyone, potentially leading to a new level of creative productivity respecting ethical considerations and human values during the creative process.

1 August 2003 in CyberPsychology & Behavior
Verified
Journal Article
Closed access
Fabrizia MantovaniFabrizia Mantovani
Fabrizia Mantovani
Gianluca CastelnuovoGianluca Castelnuovo
Gianluca Castelnuovo
AGAndrea Gaggioli
Andrea Gaggioli
GRGiuseppe Riva
Giuseppe Riva
Emerging changes in health-care delivery are having a significant impact on the structure of health-care professionals' education. Today it is recognized that medical knowledge doubles every 6–8 years, with new medical procedures emerging everyday. While the half-life of medical information is so short, the average physician practices 30 years and the average nurse 40 years. Continuing education thus represents an important challenge to face. Recent advances in educational technology are offering an increasing number of innovative learning tools. Among these, Virtual Reality represents a promising area with high potential of enhancing the training of health-care professionals. Virtual Reality Training can provide a rich, interactive, engaging educational context, thus supporting experiential learning-by-doing; it can, in fact, contribute to raise interest and motivation in trainees and to effectively support skills acquisition and transfer, since the learning process can be settled within an experiential framework. Current virtual training applications for health-care differ a lot as to both their technological/multimedia sophistication and to the types of skills trained, varying for example from telesurgical applications to interactive simulations of human body and brain, to virtual worlds for emergency training. Other interesting applications include the development of immersive 3D environments for training psychiatrists and psychologists in the treatment of mental disorders. This paper has the main aim of discussing the rationale and main benefits for the use of virtual reality in health-care education and training. Significant research and projects carried out in this field will also be presented, followed by discussion on key issues concerning current limitations and future development directions.