首页> 外文期刊>Frontiers in Human Neuroscience >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
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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

机译:情感和反应性虚拟代理如何以及为何对精神分裂症的社会认知障碍带来新见解?虚拟纸牌游戏范例说明

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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.
机译: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,这些障碍影响关键要素,例如情感的认知,心智理论,归因方式​​和元认知。大多数研究单独调查每个结构,从而排除了对现实情况的互动性和沉浸性的分析。正在对一系列专门的测试进行评估,以评估社会认知度,现在认为这是神经认知障碍与功能受损之间的联系。但是,此链接仅占实际功能差异的一部分。为了填补这一空白,虚拟现实和情感计算的进步使得在受控条件下以良好的可重复性进行自然主义社会认知的实验研究成为可能。通过基于原始虚拟纸牌游戏的新范式的描述来说明此方法,其中,受试者从女性虚拟特工解释情感显示并破译她的帮助意图。操纵有关情绪表达的效价和强度的自变量。我们展示了如何从单个实验中提取几个有用的因变量,从经典的实验心理学数据到元认知或主观经验记录。考虑了有关浸入模拟主体间情况的方法论问题。关于社会神经科学中公认的许多构造,这种新的灵活实验环境的例子构成了一个原理,可以专注于标准化测试与现实功能之间的这种潜在的中间联系,也可以将其用作认知的创新媒体补救措施。

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