基于情感主体的帮助识别和元认知的虚拟现实研究

A. Oker, M. Courgeon, E. Prigent, Victoria Eyharabide, N. Bazin, M. Urbach, C. Passerieux, Jean-Claude Martin, M. Amorim, E. Brunet-Gouet
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引用次数: 4

摘要

在心理健康治疗目的中使用虚拟情感代理的进展开辟了一条研究途径,以改善患者将他人的行为解释为有益而不是威胁的方式。在这里,作者提出了一个基于情感计算和虚拟现实技术的原始范式,需要评估帮助意图以及自我监控元认知。16名健康受试者与虚拟情感代理MARC一起玩了38轮纸牌游戏,其间他们必须在两张牌之间猜测哪张牌的颜色与另一张牌的颜色匹配。他们的猜测可能是由代理人的情感表现引导的。在每次试验后,用百分比模拟量表记录三个主观评分:乐于助人、自我监督和同情。帮助识别和自我监控元认知评分提出了在精神病学人群的治疗情况下提高这两个组成部分的重要性的问题。总的来说,这项研究体现了虚拟现实环境在医学心理学领域未来研究中的应用前景。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
A Virtual Reality Study of Help Recognition and Metacognition with an Affective Agent
Advances in the use of virtual affective agents for therapeutic purposes in mental health opened a research avenue to improve the way patients interpret other's behavior as helpful instead of menacing. Here, the authors propose an original paradigm based on affective computing and virtual reality technologies requiring the assessment of helping intentions as well as self-monitoring metacognition. Sixteen healthy subjects played a 38-turns card games with a virtual affective agent MARC during which they had to guess between two cards the one that would be color-matched with another card. Their guesses could be oriented by the agent's emotional displays. Three subjective ratings on a percentage analog scale were recorded after each trial: helpfulness, self-monitoring, and sympathy. Help recognition and self-monitoring metacognitive ratings raise the question of the importance to enhance both components in therapeutic situations within psychiatric populations. Overall, this study exemplifies the promising use of virtual reality settings for future studies in the medical psychology field.
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