Béatrice S Hasler
Biographic Data
| ID | 6697566 |
|---|---|
| NAME | Béatrice S Hasler |
| GIVEN NAMES | Béatrice S |
| FAMILY NAME | Hasler |
| SIGNATURE | HASLER B S |
| AFFILIATIONS | Reichman University |
| ORCID | 0000-0002-3251-4677 |
| VERIFIED | Yes |
| TOTAL WORKS | 10 |
| TOTAL CITATIONS | 3 |
| WORKS AS AUTHOR | 10 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 2007 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 1 |
Immersive technologies and intergroup relations
Immersive technologies, including virtual reality (VR), augmented reality (AR), and other forms of extended realities (XR) are increasingly adopted to study and improve intergroup relations. However, evidence of their effectiveness is mixed, highlighting the need for stronger theoretical integration and greater methodological rigor. This critical review seeks to address the key theoretical questions and methodological challenges facing the field.…
Viewing images of jagged texture in digital artwork affects body sensations
Terrorism, Perceived Threat, and Support for Surveillance
Governments worldwide are increasingly adopting intrusive surveillance measures to counter terrorism. However, the psychological and public health consequences of exposure to terrorism remain underexplored. This study examines how exposure to cyber and conventional terrorism affects perceived national threat and support for surveillance policies, using a controlled virtual reality experiment in which participants were immersed in realistic simula…
Virtual regulation
While emotions are pivotal in intergroup conflicts, individuals are less motivated to feel peace-promoting emotions in extreme conflicts. In the current research, we investigated whether virtual reality (VR) can be harnessed to overcome this limitation by utilizing two of its features: (a) the ability to simulate reality in an immersive way, and (b) to allow people to experience a situation from different perspectives immersively. Two studies don…
Virtual Reality-Based Joy Induction
This study evaluates the effectiveness of virtual reality (VR) as a novel tool for mood induction, specifically for inducing joy, and examines the role of interactivity and prior mood. We conducted an experiment using a 2 × 2 factorial design with 124 participants who were randomly assigned to either a neutral or negative prior mood condition, and an interactive or noninteractive joy induction condition. Prior mood was experimentally manipulated …
Exposure to social suffering in virtual reality boosts compassion and facial synchrony
Virtual reality-based conflict resolution
We present an experimental study conducted in the context of the Israeli–Palestinian conflict that examined the effect of immersive 360° video on inducing a more critical perception of the ingroup’s actions in the conflict. An immersive experience of a simulated conflict scenario filmed from the outgroup’s point of view led to the judgment of the ingroup actors’ behavior as less moral and less justified compared to watching the same scenario as a…
Real-time gesture translation in intercultural communication
Sociocultural Conventions in Avatar-Mediated Nonverbal Communication
We examined whether virtual worlds in which participants interact as avatars could be used as a novel instrument for cross-cultural and intercultural communication research. We explored differences between Asian and European cultures regarding their social spatial behavior (i.e., proxemics) in dyadic avatar interactions. Asian dyads interacted at larger distances than European dyads, which is consistent with the cross-cultural differences typical…
Learner control, cognitive load and instructional animation
In order to investigate the influence of learner‐controlled pacing in educational animation on instructional efficiency, three versions of an audio‐visual computer animation and a narration‐only presentation were used to teach primary school students the determinants of day and night. The animations were either system‐paced using a continuous animation, learner‐paced using discrete segments or learner paced using ‘stop’ and ‘play’ buttons. The tw…
Virtual reality-based conflict resolution
We present an experimental study conducted in the context of the Israeli–Palestinian conflict that examined the effect of immersive 360° video on inducing a more critical perception of the ingroup’s actions in the conflict. An immersive experience of a simulated conflict scenario filmed from the outgroup’s point of view led to the judgment of the ingroup actors’ behavior as less moral and less justified compared to watching the same scenario as a…
Learner control, cognitive load and instructional animation
In order to investigate the influence of learner‐controlled pacing in educational animation on instructional efficiency, three versions of an audio‐visual computer animation and a narration‐only presentation were used to teach primary school students the determinants of day and night. The animations were either system‐paced using a continuous animation, learner‐paced using discrete segments or learner paced using ‘stop’ and ‘play’ buttons. The tw…
Sociocultural Conventions in Avatar-Mediated Nonverbal Communication
We examined whether virtual worlds in which participants interact as avatars could be used as a novel instrument for cross-cultural and intercultural communication research. We explored differences between Asian and European cultures regarding their social spatial behavior (i.e., proxemics) in dyadic avatar interactions. Asian dyads interacted at larger distances than European dyads, which is consistent with the cross-cultural differences typical…
Real-time gesture translation in intercultural communication
Exposure to social suffering in virtual reality boosts compassion and facial synchrony
Virtual reality-based conflict resolution
We present an experimental study conducted in the context of the Israeli–Palestinian conflict that examined the effect of immersive 360° video on inducing a more critical perception of the ingroup’s actions in the conflict. An immersive experience of a simulated conflict scenario filmed from the outgroup’s point of view led to the judgment of the ingroup actors’ behavior as less moral and less justified compared to watching the same scenario as a…
Virtual Reality-Based Joy Induction
This study evaluates the effectiveness of virtual reality (VR) as a novel tool for mood induction, specifically for inducing joy, and examines the role of interactivity and prior mood. We conducted an experiment using a 2 × 2 factorial design with 124 participants who were randomly assigned to either a neutral or negative prior mood condition, and an interactive or noninteractive joy induction condition. Prior mood was experimentally manipulated …
Viewing images of jagged texture in digital artwork affects body sensations
Terrorism, Perceived Threat, and Support for Surveillance
Governments worldwide are increasingly adopting intrusive surveillance measures to counter terrorism. However, the psychological and public health consequences of exposure to terrorism remain underexplored. This study examines how exposure to cyber and conventional terrorism affects perceived national threat and support for surveillance policies, using a controlled virtual reality experiment in which participants were immersed in realistic simula…
Virtual regulation
While emotions are pivotal in intergroup conflicts, individuals are less motivated to feel peace-promoting emotions in extreme conflicts. In the current research, we investigated whether virtual reality (VR) can be harnessed to overcome this limitation by utilizing two of its features: (a) the ability to simulate reality in an immersive way, and (b) to allow people to experience a situation from different perspectives immersively. Two studies don…
Immersive technologies and intergroup relations
Immersive technologies, including virtual reality (VR), augmented reality (AR), and other forms of extended realities (XR) are increasingly adopted to study and improve intergroup relations. However, evidence of their effectiveness is mixed, highlighting the need for stronger theoretical integration and greater methodological rigor. This critical review seeks to address the key theoretical questions and methodological challenges facing the field.…
Computer Science (8 works) · Psychology (7 works) · Virtual Reality Applications and Impacts (7 works) · Human–computer interaction (6 works) · Virtual reality (6 works) · Social Psychology (5 works) · Communication (4 works) · Cognitive psychology (3 works) · Sociology (3 works) · Artificial Intelligence (2 works)