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Related Concept Videos

Virtual Work01:20

Virtual Work

1.6K
The principle of virtual work states that if a body is in static and dynamic equilibrium, then the sum of all the virtual work done by all external forces and couple moments for any given virtual displacement must be zero.
In static equilibrium, a body can experience an imaginary or virtual movement, such as displacement or rotation. The virtual work done by a force is equal to the dot product of force and virtual displacement in the direction of the force. When it comes to virtually rotating a...
1.6K
Virtual Work for a System of Connected Rigid Bodies01:06

Virtual Work for a System of Connected Rigid Bodies

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Virtual work is a powerful method used to solve problems involving several connected rigid bodies. When the system is in equilibrium, virtual work is zero. This allows the calculation of the resulting forces when a system undergoes a virtual displacement. When attempting to analyze such a system, first, use a free-body diagram, where an independent coordinate represents the configuration of the links, and mark its deflected position resulting from the positive virtual displacement.
Next,...
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A virtual reality environment to study work-related objectification.

Giulio Puzella1, Antonio Sterlicchio1, Cristina Baldissarri1

  • 1University of Milano Bicocca, Department of Psychology, Mind and Behavior Technological Center, Italy.

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This study introduces the ACME virtual reality (VR) paradigm to investigate workplace objectification. The VR approach effectively elicited higher self-objectification in repetitive tasks, demonstrating its utility for psychological research.

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Area of Science:

  • Psychology
  • Human-Computer Interaction
  • Occupational Health

Background:

  • Traditional lab methods for studying workplace objectification lack real-world applicability.
  • Virtual Reality (VR) offers a solution by creating realistic yet controlled experimental environments.
  • Investigating self-objectification requires methods with high ecological validity.

Purpose of the Study:

  • To introduce and validate the ACME VR paradigm for studying work-related objectification.
  • To assess the paradigm's ability to elicit self-objectification under different task conditions.
  • To explore the impact of task characteristics on self-objectification and perceptions of objectifying activity.

Main Methods:

  • Developed two VR scenarios: an objectifying assembly line task and a non-objectifying woodworking control task.
  • Assessed usability, interaction quality, and user experience in a preliminary study.
  • Conducted a main study to measure self-objectification, self-perception as instruments, and attribution of mental states.

Main Results:

  • The ACME VR paradigm demonstrated satisfactory usability and user experience.
  • The assembly line scenario significantly increased self-objectification and perceptions of objectifying activity compared to the control.
  • Participants in the objectifying scenario showed instrument-like self-perception and reduced attribution of mental states.

Conclusions:

  • The ACME VR paradigm is a reliable and validated tool for experimental research on workplace objectification.
  • VR effectively replicates complex workplace dynamics and allows for manipulation of key variables.
  • The study confirms the influence of task characteristics on psychological mechanisms of objectification.