11:00 - 12:30
Parallel sessions 5
11:00 - 12:30
Room: HSZ - N9
Chair/s:
Emily Sophie Ufken, Jimpei Hitsuwari
This symposium explores the multifaceted nature of aesthetic experience across neural, cultural, technological, and design domains, offering a comprehensive exploration of how aesthetic judgments emerge from complex interactions between brain, body, culture and context.
Aesthetic perception will be explored across diverse fields of investigation, ranging from man-made artifacts, i.e. art and design domains, to the perception of bodies. The research presented not only enriches theoretical perspectives but also provides empirical insights as well as practical implications. Various experimental methods are used for this purpose. To be specific, the symposium contains mixed-methods research, EEG-fMRI fusion procedures, rating studies as well as cross-cultural studies.
Together, these talks highlight the richness and complexity of aesthetic experience, demonstrating that beauty is not merely a neural response or cultural construct, but a dynamic interplay of perception, meaning, and context. By integrating neuroscience, cultural studies, immersive technology, and empirical design research, this symposium offers a holistic view of how humans engage with beauty in its many forms.
Submission 136
The Effect of VR-Replicas on the Aesthetic Experience of and the Learning About Art
SymposiumTalk-03
Presented by: Maximilian Kenzo Molitor
Maximilian Kenzo MolitorJens MaieroLaura Peiffer-SiebertBirgit BruckerEva SpeckerPeter Gerjets
Leibniz-Institut für Wissensmedien, Tübingen, Germany

This study examined the effectiveness of virtual reality (VR) as an extension of museum exhibitions, exploring its impact on learning and the aesthetic experience of art. Three research questions addressed whether VR-replicas—VR copies of physical exhibition rooms—can achieve learning and aesthetic experiences comparable to physical exhibitions, whether integrating photorealistic 360° images into VR-replicas enhances these experiences, and whether the museum location positively influences them. Two within-subjects studies (N = 81) tested these effects using a highly embodied VR-replica of two physical exhibition rooms of an art-historic museum. Participants subsequently experienced either two VR-replicas with and without 360°-images at a laboratory-location (Study 1) or a physical exhibition room and a VR-replica without 360°-images at the museum-location (Study 2). Dependent variables included knowledge-gains, sense of presence, motivation, situational-interest, motion-sickness and aesthetic experience of art. Results indicated that the VR was able to achieve similar results concerning learning and aesthetic experience of artworks compared to the physical exhibition room. Further, results showed that 360°-images caused significantly worse learning gains in VR when experienced in the first room. It is theorised that a negative novelty effect occurred due to the greater control-complexity in the 360°-VR. Lastly, analyses revealed no significant positive effect of the museum-location on learning and aesthetic experience in VR. The findings provide empirical backing for employing VRs as accessible and remote museum extensions that may be able to deliver museum-like experiences, while identifying further research gaps in confirming why exactly 360°-images had a negative effect on learning in VR.