Mariano Alcaniz
Biographic Data
| ID | 3783399 |
|---|---|
| NAME | Mariano Alcaniz |
| GIVEN NAMES | Mariano |
| FAMILY NAME | Alcaniz |
| SIGNATURE | ALCAÑIZ M |
| AFFILIATIONS | Universitat Politècnica de València |
| ORCID | 0000-0001-9207-0636 |
| VERIFIED | Yes |
| TOTAL WORKS | 8 |
| TOTAL CITATIONS | 15 |
| WORKS AS AUTHOR | 8 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 2004 |
| LATEST PUBLICATION YEAR | 2025 |
| H-INDEX | 1 |
Detecting inhibition and activation tendencies in organizational behavior
Can immersive technologies sustain green brand image? An empirical investigation on the role of virtual nature experiences
In response to the global environmental challenges, consumers have become increasingly focused on sustainability, prompting companies to adopt eco-friendly practices. Despite these efforts, effectively communicating their environmental commitment through green advertising is not straightforward. This study explores how immersive technologies can enhance the green brand image by leveraging emotional communication of green benefits. An experiment w…
Social Signal Processing in Affective Virtual Reality
Prior research on affect elicitation indicates that stimuli with social content (pictures or videos) are more arousing than nonsocial stimuli. In particular, they elicit stronger physiological arousal as measured by electrodermal activity (EDA; i.e., social EDA effect). However, it is unclear how this effect applies to virtual reality (VR), which enables an enhanced sense of presence (SoP) and ecological validity. The study here approached this q…
The Virtual Cooking Task
Alcohol use disorder (AUD) is a major global problem. Neuropsychological studies have shown that AUD causes deficits in executive functions (EFs), a set of higher order cognitive skills that govern individual behavior in everyday situations. Many standardized neuropsychological tests are used to evaluate EF. These are reliable and valid but have limitations in predicting real-life performance. To address this, we present a preliminary study to te…
The Spheres & Shield Maze Task
Risk taking (RT) is an essential component in decision-making process that depicts the propensity to make risky decisions. RT assessment has traditionally focused on self-report questionnaires. These classical tools have shown clear distance from real-life responses. Behavioral tasks assess human behavior with more fidelity, but still show some limitations related to transferability. A way to overcome these constraints is to take advantage from v…
The Past, Present, and Future of Virtual and Augmented Reality Research
The recent appearance of low cost virtual reality (VR) technologies - like the Oculus Rift, the HTC Vive and the Sony PlayStation VR - and Mixed Reality Interfaces (MRITF) - like the Hololens - is attracting the attention of users and researchers suggesting it may be the next largest stepping stone in technological innovation. However, the history of VR technology is longer than it may seem: the concept of VR was formulated in the 1960s and the f…
Affective Interactions Using Virtual Reality
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 t…
Immersion and Emotion
The present study is designed to test the role of immersion and media content in the sense of presence. Specifically, we are interested in the affective valence of the virtual environments. This paper describes an experiment that compares three immersive systems (a PC monitor, a rear projected video wall, and a head-mounted display) and two virtual environments, one involving emotional content and the other not. The purpose of the experiment was …
The Past, Present, and Future of Virtual and Augmented Reality Research
The recent appearance of low cost virtual reality (VR) technologies - like the Oculus Rift, the HTC Vive and the Sony PlayStation VR - and Mixed Reality Interfaces (MRITF) - like the Hololens - is attracting the attention of users and researchers suggesting it may be the next largest stepping stone in technological innovation. However, the history of VR technology is longer than it may seem: the concept of VR was formulated in the 1960s and the f…
Immersion and Emotion
The present study is designed to test the role of immersion and media content in the sense of presence. Specifically, we are interested in the affective valence of the virtual environments. This paper describes an experiment that compares three immersive systems (a PC monitor, a rear projected video wall, and a head-mounted display) and two virtual environments, one involving emotional content and the other not. The purpose of the experiment was …
Affective Interactions Using Virtual Reality
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 t…
The Past, Present, and Future of Virtual and Augmented Reality Research
The recent appearance of low cost virtual reality (VR) technologies - like the Oculus Rift, the HTC Vive and the Sony PlayStation VR - and Mixed Reality Interfaces (MRITF) - like the Hololens - is attracting the attention of users and researchers suggesting it may be the next largest stepping stone in technological innovation. However, the history of VR technology is longer than it may seem: the concept of VR was formulated in the 1960s and the f…
The Spheres & Shield Maze Task
Risk taking (RT) is an essential component in decision-making process that depicts the propensity to make risky decisions. RT assessment has traditionally focused on self-report questionnaires. These classical tools have shown clear distance from real-life responses. Behavioral tasks assess human behavior with more fidelity, but still show some limitations related to transferability. A way to overcome these constraints is to take advantage from v…
The Virtual Cooking Task
Alcohol use disorder (AUD) is a major global problem. Neuropsychological studies have shown that AUD causes deficits in executive functions (EFs), a set of higher order cognitive skills that govern individual behavior in everyday situations. Many standardized neuropsychological tests are used to evaluate EF. These are reliable and valid but have limitations in predicting real-life performance. To address this, we present a preliminary study to te…
Social Signal Processing in Affective Virtual Reality
Prior research on affect elicitation indicates that stimuli with social content (pictures or videos) are more arousing than nonsocial stimuli. In particular, they elicit stronger physiological arousal as measured by electrodermal activity (EDA; i.e., social EDA effect). However, it is unclear how this effect applies to virtual reality (VR), which enables an enhanced sense of presence (SoP) and ecological validity. The study here approached this q…
Detecting inhibition and activation tendencies in organizational behavior
Can immersive technologies sustain green brand image? An empirical investigation on the role of virtual nature experiences
In response to the global environmental challenges, consumers have become increasingly focused on sustainability, prompting companies to adopt eco-friendly practices. Despite these efforts, effectively communicating their environmental commitment through green advertising is not straightforward. This study explores how immersive technologies can enhance the green brand image by leveraging emotional communication of green benefits. An experiment w…
Psychology (6 works) · Virtual reality (6 works) · Human–computer interaction (5 works) · Virtual Reality Applications and Impacts (5 works) · Computer Science (4 works) · Social Psychology (4 works) · Action Observation and Synchronization (3 works) · Cognitive psychology (3 works) · Neural and Behavioral Psychology Studies (3 works) · Behavioral Health and Interventions (2 works)