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情感性和反应性虚拟代理如何以及为何会为精神分裂症的社会认知障碍带来新的见解?以虚拟纸牌游戏范式为例进行说明。

How and why affective and reactive virtual agents will bring new insights on social cognitive disorders in schizophrenia? An illustration with a virtual card game paradigm.

作者信息

Oker Ali, Prigent Elise, Courgeon Matthieu, Eyharabide Victoria, Urbach Mathieu, Bazin Nadine, Amorim Michel-Ange, Passerieux Christine, Martin Jean-Claude, Brunet-Gouet Eric

机构信息

HANDIReSP EA4047, Université de Versailles Saint-Quentin , Versailles , France.

CIAMS EA4532, UFR STAPS, Université Paris-Sud , Orsay , France.

出版信息

Front Hum Neurosci. 2015 Mar 30;9:133. doi: 10.3389/fnhum.2015.00133. eCollection 2015.

Abstract

In recent decades, many studies have shown that schizophrenia is associated with severe social cognitive impairments affecting key components, such as the recognition of emotions, theory of mind, attributional style, and metacognition. Most studies investigated each construct separately, precluding analysis of the interactive and immersive nature of real-life situation. Specialized batteries of tests are under investigation to assess social cognition, which is thought now as a link between neurocognitive disorders and impaired functioning. However, this link accounts for a limited part of the variance of real-life functioning. To fill this gap, advances in virtual reality and affective computing have made it possible to carry out experimental investigations of naturalistic social cognition, in controlled conditions, with good reproducibility. This approach is illustrated with the description of a new paradigm based on an original virtual card game in which subjects interpret emotional displays from a female virtual agent, and decipher her helping intentions. Independent variables concerning emotional expression in terms of valence and intensity were manipulated. We show how several useful dependant variables, ranging from classic experimental psychology data to metacognition or subjective experiences records, may be extracted from a single experiment. Methodological issues about the immersion into a simulated intersubjective situation are considered. The example of this new flexible experimental setting, with regards to the many constructs recognized in social neurosciences, constitutes a rationale for focusing on this potential intermediate link between standardized tests and real-life functioning, and also for using it as an innovative media for cognitive remediation.

摘要

近几十年来,许多研究表明,精神分裂症与严重的社会认知障碍有关,这些障碍影响着关键组成部分,如情绪识别、心理理论、归因风格和元认知。大多数研究分别调查了每个结构,排除了对现实生活情境的互动性和沉浸性的分析。专门的测试组合正在研究中,以评估社会认知,目前认为社会认知是神经认知障碍与功能受损之间的联系。然而,这种联系在现实生活功能差异中所占的比例有限。为了填补这一空白,虚拟现实和情感计算的进展使得在可控条件下、具有良好可重复性地对自然主义社会认知进行实验研究成为可能。通过描述一种基于原创虚拟纸牌游戏的新范式来说明这种方法,在该游戏中,受试者解读女性虚拟代理的情感展示,并解读她的帮助意图。操纵了与情绪表达的效价和强度相关的自变量。我们展示了如何从单个实验中提取几个有用的因变量,从经典实验心理学数据到元认知或主观体验记录。考虑了关于沉浸在模拟主体间情境中的方法学问题。就社会神经科学中认可的许多结构而言,这种新的灵活实验设置的例子构成了关注标准化测试与现实生活功能之间这种潜在中间联系的理由,也构成了将其用作认知修复创新媒介的理由。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/ce03/4378306/26204f9e131c/fnhum-09-00133-g001.jpg

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