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Although large language models (LLMs) and other artificial intelligence systems demonstrate cognitive skills similar to humans, such as concept learning and language acquisition, the way they process information fundamentally differs from biological cognition. To better understand these differences, this article introduces Psychomatics, a multidisciplinary framework bridging cognitive science, linguistics, and computer science. It aims to delve deeper into the high-level functioning of LLMs, focusing specifically on how LLMs acquire, learn, remember, and use information to produce their outputs. To achieve this goal, Psychomatics will rely on a comparative methodology, starting from a theory-driven research question-is the process of language development and use different in humans and LLMs?-drawing parallels between LLMs and biological systems. Our analysis shows how LLMs can map and manipulate complex linguistic patterns in their training data. Moreover, LLMs can follow Grice's Cooperative principle to provide relevant and informative responses. However, human cognition draws from multiple sources of meaning, including experiential, emotional, and imaginative facets, which transcend mere language processing and are rooted in our social and developmental trajectories. Moreover, current LLMs lack physical embodiment, reducing their ability to make sense of the intricate interplay between perception, action, and cognition that shapes human understanding and expression. Ultimately, Psychomatics holds the potential to yield transformative insights into the nature of language, cognition, and intelligence, both artificial and biological. Moreover, by drawing parallels between LLMs and human cognitive processes, Psychomatics can inform the development of more robust and human-like artificial intelligence systems.
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BACKGROUND: Immersive Virtual Reality (IVR) has shown promise in the assessment, understanding, and treatment of eating disorders (EDs), providing a dynamic platform for clinical innovation. This scoping review aims to synthesize the recent advancements and applications of IVR in addressing these complex psychological disorders. METHODS: This review followed the Preferred Reporting Items for Systematic Reviews and Meta-analysis Protocols, focusing on studies published in the past five years. It included peer-reviewed papers that used IVR for ED assessment, examination, or treatment. A comprehensive database search provided a selection of relevant articles, which were then methodically screened and analyzed. RESULTS: Twenty studies met the inclusion criteria, with a primary focus on Anorexia Nervosa (AN), Bulimia Nervosa (BN), and Binge Eating Disorder (BED). The application of IVR was categorized into three areas: assessment, understanding, and treatment. IVR was found to be an effective tool in assessing body image distortions and emotional responses to food, providing insights that are less accessible through traditional methods. Furthermore, IVR offers innovative treatment approaches by facilitating exposure therapy, modifying body-related biases, and enabling emotional regulation through embodied experiences. The studies demonstrate IVR's potential to improve body image accuracy, reduce food-related anxieties, and support behavioral changes in ED patients. CONCLUSION: IVR stands out as a transformative technology in the field of EDs, offering comprehensive benefits across diagnostic, therapeutic, and experiential domains. The IVR's ability to simulate the brain's predictive coding mechanisms provides a powerful avenue for delivering embodied, experiential interventions that can help recalibrate distorted body representations and dysfunctional affective predictive models implicated in EDs. Future research should continue to refine these applications, ensuring consistent methodologies and wider clinical trials to fully harness IVR's potential in clinical settings.
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Transtornos da Alimentação e da Ingestão de Alimentos , Humanos , Transtornos da Alimentação e da Ingestão de Alimentos/terapia , Realidade Virtual , Terapia de Exposição à Realidade Virtual/métodos , Bulimia Nervosa/terapiaRESUMO
This article investigates the attribution of mental state (AMS) to an anthropomorphic robot by humans in a strategic interaction. We conducted an experiment in which human subjects are paired with either a human or an anthropomorphic robot to play an iterated Prisoner's Dilemma game, and we tested whether AMS is dependent on the robot "consistency," that is, the correspondence between the robot's verbal reaction and its behavior after a nonoptimal social outcome of the game is obtained. We find that human partners are attributed a higher mental state level than robotic partners, regardless of the partner's consistency between words and actions. Conversely, the level of AMS assigned to the robot is significantly higher when the robot is consistent in its words and actions. This finding is robust to the inclusion of psychological factors such as risk attitude and trust, and it holds regardless of subjects' initial beliefs about the adaptability of the robot. Finally, we find that when the robot apologizes for its behavior and defects in the following stage, the epistemic component of the AMS significantly increases.
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Robótica , Humanos , Masculino , Dilema do Prisioneiro , Feminino , Adulto , Confiança/psicologia , Relações Interpessoais , Percepção SocialRESUMO
Over the last two decades, awe has attracted the attention of an increasing number of researchers. The use of virtual reality has been identified as one of the most effective techniques for eliciting awe, in addition to more personalized methods for inducing emotion, such as autobiographical recall. However, previous measures of awe were unable to uncover the hidden structure of this experience. Awe experience scale (AWE-S) has been validated as a comprehensive measure of contingent awe in English, providing new opportunities for analysis. In this two-phases study, we investigated whether the latent structure of the experience of awe evoked by the autobiographical recall technique (Study 1) overlapped with that induced by exposing participants to a validated virtual reality awe-eliciting training (Study 2). The original English AWE-S structure held both in autobiographical recall induction and virtual reality-based elicitation. Despite evidence of overlap between English and Italian structures, low correlations were found between Italian trait measures used to test the concurrent validity of the AWE-S in the Italian sample and AWE-S state dimensions. This study highlights cultural differences in awe experience, trait, and state variations, and provides new insights into the standardized induction of this emotion through simulated environments.
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Emoções , Memória Episódica , Rememoração Mental , Realidade Virtual , Humanos , Feminino , Rememoração Mental/fisiologia , Masculino , Adulto , Emoções/fisiologia , Adulto Jovem , ItáliaRESUMO
PURPOSE OF REVIEW: We review the first pilot studies applying metaverse-related technologies in psychiatric patients and discuss the rationale for using this complex federation of technologies to treat mental diseases. Concerning previous virtual-reality applications in medical care, metaverse technologies provide the unique opportunity to define, control, and shape virtual scenarios shared by multi-users to exploit the "synchronized brains" potential exacerbated by social interactions. RECENT FINDINGS: The application of an avatar-based sexual therapy program conducted on a metaverse platform has been demonstrated to be more effective concerning traditional sexual coaching for treating female orgasm disorders. Again, a metaverse-based social skills training program has been tested on children with autism spectrum disorders, demonstrating a significant impact on social interaction abilities. Metaverse-related technologies could enable us to develop new reliable approaches for treating diseases where behavioral symptoms can be addressed using socio-attentive tasks and social-interaction strategies.
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Transtornos Mentais , Humanos , Transtornos Mentais/terapia , Interação Social , Realidade Virtual , Transtorno do Espectro Autista/terapiaRESUMO
The ubiquity of human art prompted evolutionary psychologists to explore its origins as a potential adaptation to the environment. Here we focus on emotionally charged art and posit that affective affordances embedded into some artworks play a pivotal role in explaining why these artworks are enjoyed from an evolutionary perspective. Such features, recurring in various art forms, are interpreted as cues to the emotional state of others, enabling art consumers to engage in empathetic experiences and vicarious emotions. We explore the adaptive value of deriving pleasure from vicarious emotions, while also addressing the seemingly counterintuitive enjoyment of artworks that evoke negative emotions. We discuss the appreciation of vicarious emotions irrespective of their valence and maintain this appreciation to hold adaptive significance for three key reasons. Firstly, it aids art consumers in refining their interpretational schemes of internal states, potentially enhancing emotional regulation skills. Secondly, it contributes to a deeper understanding of the emotions of others, thereby fostering emotional intelligence and empathy. Lastly, the enjoyment of affectively charged artworks reinforces social cohesion by harmonizing the emotions of group members. This perspective provides a comprehensive framework for understanding the evolutionary underpinnings of the human capacity for art appreciation and emotional engagement.
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BACKGROUND: Virtual Reality (VR) has already emerged as an effective instrument for simulating realistic interactions, across various domains. In the field of User Experience (UX), VR has been used to create prototypes of real-world products. Here, the question is to what extent the users' experience of a virtual prototype can be equivalent to that of its real counterpart (the real product). This issue particularly concerns the perceptual, cognitive and affective dimensions of users' experiences. METHODS: This exploratory study aims to address this issue by comparing the users' experience of a well-known product, i.e., the Graziella bicycle, presented either in Sumerian or Sansar VR platform, or in a physical setting. Participants' Emotional Engagement, Sense of Presence, Immersion, and Perceived Product Quality were evaluated after being exposed to the product in all conditions (i.e., Sumerian, Sansar and Physical). RESULTS: The findings indicated significantly higher levels of Engagement and Positive Affect in the virtual experiences when compared to their real-world counterparts. Additionally, the sole notable distinction among the VR platforms was observed in terms of Realism. CONCLUSIONS: This study suggests the feasibility and potential of immersive VR environments as UX evaluation tools and underscores their effectiveness in replicating genuine real-world experiences.
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Emoções , Realidade Virtual , Humanos , CogniçãoRESUMO
[This corrects the article DOI: 10.1016/j.heliyon.2022.e11762.].
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Virtual nature exposure has emerged as an effective method for promoting pro-environmental attitudes and behaviors, also due to the increased emotional connection with nature itself. However, the role played by complex emotions elicited by virtual nature, such as awe, needs to be fully elucidated. Awe is an emotion stemming from vast stimuli, including nature, and virtual reality (VR) emerged as an effective medium to elicit it. One hundred nineteen participants were exposed to either one of four VR environments: (a) an awe-inspiring virtual nature, (b) a non-natural awe-inspiring virtual scenario, (c) a non-awe-inspiring virtual nature, (d) a non-natural non-awe-inspiring scenario. Pro-environmental attitudes, intentions, discrete emotions, and affect were measured and compared across the different conditions. Two ad hoc tasks were developed to measure two pro-environmental behaviors after each VR exposure. Participants were invited to sign a real petition against plastic production, consumption, and in favor of plastic recycling (a personally engaging behavior), and to take flyers to spread the word on the petition to friends and acquaintances (a socially engaging behavior). Awe-inspiring virtual nature resulted in a significantly increased number of flyers taken by participants (vs. control). Disposition toward the protection of the environment, positive emotional affect, and condition significantly correlated with the number of flyers taken. These results indicated that awe-inspiring virtual nature can influence socially engaging pro-environmental attitudes and behaviors but not personally engaging ones.
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Emoções , Realidade Virtual , Humanos , AmigosRESUMO
Empirical research has explored the potential of the emotion of awe to shape creativity, while theoretical work has sought to understand the link between this emotion and transformation in terms of imagining new possible worlds. This branch of study relies on the transformative potential of virtual reality (VR) to examine and invite cognitive and emotional components of transformative experiences (TEs) within the interdisciplinary model of Transformative Experience Design (TED) and the Appraisal-Tendency Framework (ATF). TED suggests using the epistemic and emotional affordances of interactive technologies, such as VR, to invite TEs. The ATF can provide insight into the nature of these affordances and their relationship. This line of research draws on empirical evidence of the awe-creativity link to broaden the discourse and consider the potential impact of this emotion on core beliefs about the world. The combination of VR with these theoretical and design-oriented approaches may enable a new generation of potentially transformative experiences that remind people that they can aspire to more and inspire them to work toward imagining and creating a new possible world.
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Imaginação , Realidade Virtual , Humanos , EmoçõesRESUMO
As ubiquitous technology is increasingly mediating our relationships with the world and others, we argue that the sublime is struggling to find room in product design primarily aimed at commercial and transactional goals such as speed and efficiency. We suggest a new category of products to promote deeper and more meaningful experiences, specifically those offering liminality, transcendence, and personal transformation. This paper introduces a conceptual framework and three-step design approach looking at narrative participation in design through abstractions to promote, hold and deepen more complex emotions. We explore implications from a theoretical point of view and suggest product examples for how the model might be applied in practice.
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Since Mark Zuckerberg's announcement about the development of new three-dimensional virtual worlds for social communication, a great debate has been raised about the promise of such a technology. The metaverse, a term formed by combining meta and universe, could open a new era in mental health, mainly in psychological disorders, where the creation of a full-body illusion via digital avatar could promote healthcare and personal well-being. Patients affected by body dysmorphism symptoms (i.e., eating disorders), social deficits (i.e. autism) could greatly benefit from this kind of technology. However, it is not clear which advantage the metaverse would have in treating psychological disorders with respect to the well-known and effective virtual reality (VR) exposure therapy. Indeed, in the last twenty years, a plethora of studies have demonstrated the effectiveness of VR technology in reducing symptoms of pain, anxiety, stress, as well as, in improving cognitive and social skills. We hypothesize that the metaverse will offer more opportunities, such as a more complex, virtual realm where sensory inputs, and recurrent feedback, mediated by a "federation" of multiple technologies - e.g., artificial intelligence, tangible interfaces, Internet of Things and blockchain, can be reinterpreted for facilitating a new kind of communication overcoming self-body representation. However, nowadays a clear starting point does not exist. For this reason, it is worth defining a theoretical framework for applying this new kind of technology in a social neuroscience context for developing accurate solutions to mental health in the future.
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[This corrects the article DOI: 10.2196/36405.].
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Research shows that reduced exposure to natural contexts is associated with an increase in psychophysical disorders. Recent evidence suggests that even a brief experience in natural scenarios can positively affect people's health and well-being. However, natural contexts are not always easily accessible. This study investigates the effects of natural and indoor virtual environments (VREs) on psychophysiological and cognitive responses. Following a within-subject design, 34 healthy participants were exposed to two VREs (i.e., a forest and a living room) in a counterbalanced order through a head-mounted display (Oculus Rift). Participants were asked to explore the scenarios and execute a modified version of the Paced Auditory Serial Addition Test. Physiological parameters (heart rate, skin conductance level [SCL], and respiration rate) were recorded during the whole session. After the exposure to VREs, participants filled a set of visual analog scales to rate their subjective experience of presence, relaxation, and stress. Participants reported a higher perceived sense of relaxation in the virtual forest. Moreover, their SCLs were significantly higher in this environment, showing that the forest elicited higher physiological arousal than the living room. Furthermore, their SCLs were significantly higher during the attentional task in the virtual living room. The results suggest that a natural virtual environment can make people feel more relaxed and physiologically engaged than an indoor scenario. The latter instead can be linked to a performing venue, as reported for real contexts. However, these changes were not related to modulations of attentional performance.
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Atenção , Emoções , Humanos , Frequência Cardíaca , Meio Ambiente , CogniçãoRESUMO
Mindfulness is one of the most popular psychotherapeutic techniques that help to promote good mental and physical health. Combining mindfulness with immersive virtual reality (VR) has been proven to be especially effective for a wide range of mood disorders for which traditional mindfulness has proven valuable. However, the vast majority of immersive VR-enhanced mindfulness applications have focused on clinical settings, with little evidence on healthy subjects. This narrative review evaluates the real effectiveness of state-of-the-art mindfulness interventions mediated by VR systems in influencing mood and physiological status in non-clinical populations. Only studies with an RCT study design were considered. We conclude that most studies were characterized by one single meditation experience, which seemed sufficient to induce a significant reduction in negative mood states (anxiety, anger, depression, tension) combined with increased mindfulness skills. However, physiological correlates of mindfulness practices have scarcely been investigated. The application of VR-enhanced mindfulness-based interventions in non-clinical populations is in its infancy since most studies have several limitations, such as the poor employment of the RCT study design, the lack of physiological measurements (i.e., heart rate variability), as well as the high heterogeneity in demographical data, technological devices, and VR procedures. We thus concluded that before applying mindfulness interventions mediated by VR in clinical populations, more robust and reliable methodological procedures need to be defined.