Faculty of Health, University of Technology Sydney Graduate School of Health, Sydney, NSW, Australia.
Int J Lang Commun Disord. 2023 Nov-Dec;58(6):2049-2061. doi: 10.1111/1460-6984.12914. Epub 2023 Jun 26.
BACKGROUND: Narrative discourse is central to effective participation in conversations. When discourse is assessed in people with communication disability, structured tasks (e.g., picture descriptions) provide experimental control, while unstructured tasks (e.g., personal narratives) represent more natural communication. Immersive virtual reality (VR) technology may provide a solution by creating standardized experiences for narrative retell, therefore balancing ecological validity and experimental control in discourse assessment. Research is needed to understand how VR immersion affects narrative retell, first for adults with no communication disability, before application with adults with aphasia or related communication disability. AIMS: To assess (1) the effects of VR immersion on the linguistic content and structure of narrative retells in a healthy adult population; and (2) whether VR immersion can influence the way a narrative is retold so that the speaker conveys their own experience, rather than the experience of the characters they are watching. METHODS & PROCEDURES: In this pilot cohort study, 13 healthy adult participants with no reported communication disability watched an animated short film and a comparable immersive VR short film in a randomized order. Participants were asked to retell the events of the story after each condition in as much detail as possible. OUTCOMES & RESULTS: Mean length of utterance (in morphemes) was significantly higher in the video condition compared with the VR condition. Significantly more first-person pronouns were used in the VR condition compared with the video condition. No other measures of linguistic content or structure were significantly different between the VR and video conditions. CONCLUSIONS & IMPLICATIONS: Increased morpho-syntactic length and complexity in the video condition may suggest effects of elicitation stimulus on the narrative produced. The larger number of first-person pronouns in the VR condition may reflect that participants experienced a sense of presence in the virtual environment, and therefore were able to retell their communication experience rather than narrating the experiences of characters from an external perspective. Given the increasing need for more functional assessment of discourse in people with communication disability, further research is needed to validate these findings. WHAT THIS PAPER ADDS: What is already known on this subject As an ecologically valid tool, discourse analysis is often used to assess daily communicative exchanges in adults with acquired communication disability. Clinicians and researchers using narrative discourse assessment must balance the experimental control and diagnostic reference sample capabilities of structured tasks with the ecological validity and real-life transferability of unstructured personal narratives. What this study adds to existing knowledge This study explores the use of immersive VR technologies to create standardized, replicable, immersive experiences as a foundation for narrative discourse assessment. It highlights how the 'sense of presence' in a virtual world can prompt healthy adult speakers to retell a narrative of a personal experience that can be replicated for many different participants. The results suggest that immersive VR narrative assessment for adults with communication disability may balance ecological validity with measurement reliability in discourse assessment. What are the potential or actual clinical observations of this work? Immersion in VR resulted in the production of narratives with morpho-syntactic features that aligned with typical narrative generation, rather than retell. Participants used more first-person pronouns, suggesting retelling of personal experience. Though further study is needed, these preliminary findings suggest clinicians can use immersive VR stimuli to generate structured story generations that balance experimental and diagnostic control with ecological validity in narrative discourse assessment for adults with communication disability.
背景:叙事话语是有效参与对话的核心。在有沟通障碍的人群中评估话语时,结构任务(例如图片描述)提供了实验控制,而非结构任务(例如个人叙事)则代表了更自然的沟通。沉浸式虚拟现实 (VR) 技术可以通过为叙事复述创建标准化的体验来提供解决方案,从而在话语评估中平衡生态有效性和实验控制。需要研究 VR 沉浸度如何影响叙事复述,首先是在没有沟通障碍的成年人中,然后再在患有失语症或相关沟通障碍的成年人中进行应用。
目的:评估 (1) VR 沉浸度对健康成年人群体叙事复述的语言内容和结构的影响;(2) VR 沉浸度是否可以影响叙事复述的方式,使说话者传达自己的体验,而不是他们所观看角色的体验。
方法和程序:在这项试点队列研究中,13 名没有报告沟通障碍的健康成年参与者以随机顺序观看了一部动画短片和一部可比的沉浸式 VR 短片。参与者被要求在每种情况下尽可能详细地复述故事的事件。
结果和结论:与视频条件相比,VR 条件下的平均话语长度(以词素计)显着增加。与视频条件相比,VR 条件下使用的第一人称代词显着更多。VR 和视频条件之间没有其他语言内容或结构的衡量标准存在显着差异。
结论和意义:视频条件下的形态句法长度和复杂性增加可能表明诱发刺激对产生的叙事的影响。VR 条件下更多的第一人称代词可能反映出参与者在虚拟环境中体验到存在感,因此能够复述他们的沟通体验,而不是从外部视角讲述角色的体验。鉴于人们对沟通障碍患者的话语进行更具功能性评估的需求不断增加,需要进一步研究来验证这些发现。
这篇论文增加了什么:关于这个主题已经知道了什么:作为一种生态有效工具,话语分析通常用于评估成人后天沟通障碍患者的日常交流。使用叙事话语评估的临床医生和研究人员必须平衡结构化任务的实验控制和诊断参考样本能力与非结构化个人叙事的生态有效性和现实生活可转移性。这篇研究增加了什么:这项研究探讨了使用沉浸式 VR 技术创建标准化、可复制、沉浸式体验作为叙事话语评估的基础。它强调了虚拟世界中的“存在感”如何促使健康的成年演讲者复述个人经历的叙述,并且可以为许多不同的参与者复制。结果表明,用于沟通障碍成年人的沉浸式 VR 叙事评估可能在话语评估中平衡生态有效性和测量可靠性。这项工作有哪些潜在或实际的临床观察?在 VR 中沉浸会产生与典型叙事生成一致的形态句法特征的叙述,而不是复述。参与者使用更多的第一人称代词,表明他们在复述个人经历。尽管还需要进一步研究,但这些初步发现表明,临床医生可以使用沉浸式 VR 刺激来生成结构故事生成,从而在沟通障碍成年人的叙事话语评估中平衡实验和诊断控制与生态有效性。
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