The use of computer-based simulators in the training of specialists in various fields is becoming more widespread. However, the changes in the physiological state of the operator, throughout the simulator training process, remain unclear. To this end, a study of these changes in the state of the flight simulator operator under normal conditions and extreme weather conditions was conducted. It was found that skin conductance parameters depend on the flight stage and significantly change when flight conditions become more difficult.
The study aimed to reveal the relationship between indicators of performing a creative task (objective and subjective) and the level of neuroticism and preferred coping strategies among student actors. As a creative task, students were offered an original model that is close to the professional activity of actors and contains tasks of two levels of complexity: sequential expressive reading of straight (simple task) and inverted text (difficult task) at equal intervals (1 minute). The number of words read per minute was an objective assessment of tasks. A subjective (expert) assessment of the reading quality was carried out by the course teacher on a 10-point scale according to the following parameters: diction, artistry and content. Firstly, psychological testing of neuroticism and preferred coping strategies was conducted. It was revealed that with an increase in the task complexity, the teacher’s assessments shifted from the creative, artistic component of the actor’s activity to the technical one. There were no correlations between the level of neuroticism, coping strategies of actors and the teacher’s scores for the creative task. The most popular coping were escape-avoidance and confrontation, and the most unpopular — planning and self-control. Thus, the study of acting students showed that neither the level of neuroticism nor the preferred coping strategies affect the teacher’s assessment for a creative task. Statistically, only an objective increase in the level of complexity of this task was associated with the teacher’s assessment. This result emphasizes the need for an individual approach in creative disciplines, as well as changing the criteria for evaluating students’ creative skills when performing tasks of different levels of complexity.
The increasing role of virtual environments in society, especially in the context of the pandemic and evolving metaverse technologies, requires a closer study of the physiological state of humans using virtual reality (VR) for entertainment, work, or learning. Despite the fact that many physiological reactions to the content presented in various modalities under VR conditions have already been described, often these studies do not reflect the full range of changes in the physiological reactions that occur to a person during their immersion in the virtual world. This study was designed to find and compare the most sensitive physiological indicators that change when viewing an emotionally intense video fragment in standard format on screen and in virtual reality conditions (in a VR helmet). The research methodology involved randomly presenting a group of subjects with visual content—a short video clip—first on screen (2D) and then in a virtual reality helmet (3D). A special feature of this study is the use of multimodal physiological state assessment throughout the content presentation, in conjunction with psychological testing of the study participants before and after the start of the study. It has been discovered that the most informative physiological indicators reflecting the subjects’ condition under virtual reality conditions were changes in theta rhythm amplitude, skin conductance, standard deviation of normal RR-intervals (SDRR), and changes in photoplethysmogram (PPG). The study results suggest that in the process of immersion in a virtual environment, the participants develop a complex functional state, different from the state when watching on screen, which is characterised by the restructuring of autonomic regulation and activation of emotion structures of the brain.