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1.
IEEE Trans Image Process ; 33: 5740-5754, 2024.
Artigo em Inglês | MEDLINE | ID: mdl-39356598

RESUMO

We study the visual quality judgments of human subjects on digital human avatars (sometimes referred to as "holograms" in the parlance of virtual reality [VR] and augmented reality [AR] systems) that have been subjected to distortions. We also study the ability of video quality models to predict human judgments. As streaming human avatar videos in VR or AR become increasingly common, the need for more advanced human avatar video compression protocols will be required to address the tradeoffs between faithfully transmitting high-quality visual representations while adjusting to changeable bandwidth scenarios. During transmission over the internet, the perceived quality of compressed human avatar videos can be severely impaired by visual artifacts. To optimize trade-offs between perceptual quality and data volume in practical workflows, video quality assessment (VQA) models are essential tools. However, there are very few VQA algorithms developed specifically to analyze human body avatar videos, due, at least in part, to the dearth of appropriate and comprehensive datasets of adequate size. Towards filling this gap, we introduce the LIVE-Meta Rendered Human Avatar VQA Database, which contains 720 human avatar videos processed using 20 different combinations of encoding parameters, labeled by corresponding human perceptual quality judgments that were collected in six degrees of freedom VR headsets. To demonstrate the usefulness of this new and unique video resource, we use it to study and compare the performances of a variety of state-of-the-art Full Reference and No Reference video quality prediction models, including a new model called HoloQA. As a service to the research community, we publicly releases the metadata of the new database at https://live.ece.utexas.edu/research/LIVE-Meta-rendered-human-avatar/index.html.


Assuntos
Algoritmos , Processamento de Imagem Assistida por Computador , Gravação em Vídeo , Realidade Virtual , Humanos , Gravação em Vídeo/métodos , Processamento de Imagem Assistida por Computador/métodos , Avatar
2.
JMIR Form Res ; 8: e56704, 2024 Oct 22.
Artigo em Inglês | MEDLINE | ID: mdl-39437383

RESUMO

BACKGROUND: In gaming, the embodied interaction experience of avatars serves as a key to emotional sublimation in artistic creation. This presents the emotional expression of art in a more vivid form, which is a critical factor in the high attractiveness of virtual reality (VR) games to players. Intertwined with players' physiological and psychological responses, immersion is an essential element for enhancing gaming attractiveness. OBJECTIVE: This study aims to explore how to help players establish a sense of identity with their embodied avatars in VR game environments and enhance the attractiveness of games to players through the mediating effect of immersion. METHODS: We conducted a structured questionnaire survey refined through repeated validation. A total of 402 VR users were publicly recruited through the internet from March 22, 2024, to April 13, 2024. Statistical analysis was conducted using the SPSS and Amos tools, including correlation analysis, regression analysis, and mediation effect verification. We divided the self-differentiation theory into 4 dimensions to validate their impact on avatar identification. Subsequently, we correlated the effects of avatar identification, game immersion, and game attractiveness and proposed a hypothetical mediating model. RESULTS: Regression analysis of the predictor variables and the dependent variable indicated a significant positive predictive effect (P<.001); the variance inflation factor values for each independent variable were all <5. In the hypothesis testing of the mediating effect, the total mediating effect was significant (P<.001). Regarding the direct impact, both the effect of avatar identification on immersion and the effect of immersion on game attractiveness were significant (P<.001). However, the direct effect of avatar identification on game attractiveness was not significant (P=.28). Regarding the indirect impact, the effect of avatar identification on game attractiveness was significant (P<.001). The results indicate a significant positive correlation between different dimensions of the self-differentiation theory and identification with avatars. Moreover, immersion in the game fully mediated the relationship between identification with avatars and game attractiveness. CONCLUSIONS: This study underscores that the embodiment of avatar identification is influenced by dimensions of self-differentiation, and the impact of identification with avatars on game attractiveness is contingent upon full mediation by immersion. These findings deepen our understanding of the role of avatar identification in VR gaming.


Assuntos
Jogos de Vídeo , Realidade Virtual , Humanos , Jogos de Vídeo/psicologia , Feminino , Masculino , Inquéritos e Questionários , Adulto , Adulto Jovem , Adolescente , Avatar
3.
IEEE Trans Vis Comput Graph ; 30(11): 7408-7418, 2024 Nov.
Artigo em Inglês | MEDLINE | ID: mdl-39250390

RESUMO

Matching avatar characteristics to a user can impact sense of embodiment (SoE) in YR. However, few studies have examined how participant demographics may interact with these matching effects. We recruited a diverse and racially balanced sample of 78 participants to investigate the differences among participant groups when embodying both demographically matched and unmatched avatars. We found that participant ethnicity emerged as a significant factor, with Asian and Black participants reporting lower total SoE compared to Hispanic participants. Furthermore, we found that user ethnicity significantly influences ownership (a subscale of SoE), with Asian and Black participants exhibiting stronger effects of matched avatar ethnicity compared to White participants. Additionally, Hispanic participants showed no significant differences, suggesting complex dynamics in ethnic-racial identity. Our results also reveal significant main effects of matched avatar ethnicity and gender on SoE, indicating the importance of considering these factors in VR experiences. These findings contribute valuable insights into understanding the complex dynamics shaping VR experiences across different demographic groups.


Assuntos
Gráficos por Computador , Etnicidade , Realidade Virtual , Adolescente , Adulto , Feminino , Humanos , Masculino , Adulto Jovem , Avatar , Interface Usuário-Computador , Asiático , Negro ou Afro-Americano , Brancos
4.
Compr Psychiatry ; 135: 152529, 2024 Nov.
Artigo em Inglês | MEDLINE | ID: mdl-39241374

RESUMO

BACKGROUND: A core feature of body dysmorphic disorder (BDD) is body image disturbance. Many with BDD misperceive and are dissatisfied with the sizes and shapes of body parts, but detailed quantification and analysis of this has not yet been performed. To address this gap, we applied Somatomap 3D, a digital avatar tool, to quantify body image disturbances by assessing body size estimation (BSE) accuracy and body dissatisfaction. METHODS: Sixty-one adults (31 with BDD, 30 healthy controls) created avatars to reflect their perceived current body and ideal body by altering 23 body part sizes and lengths using Somatomap 3D. Physical measurements of corresponding body parts were recorded for comparison. BSE accuracy (current minus actual) and body dissatisfaction (ideal minus current) were compared between groups and in relation to BDD symptom severity using generalized estimating equations. RESULTS: Individuals with BDD significantly over- and under-estimated certain body parts compared to healthy controls. Individuals with BDD overall desired significantly thinner body parts compared to healthy controls. Moreover, those with worse BSE accuracy had greater body dissatisfaction and poorer insight. CONCLUSION: In sum, this digital avatar tool revealed disturbances in body image in individuals with BDD that may have perceptual and cognitive/affective components.


Assuntos
Insatisfação Corporal , Transtornos Dismórficos Corporais , Imagem Corporal , Tamanho Corporal , Humanos , Transtornos Dismórficos Corporais/psicologia , Feminino , Adulto , Masculino , Insatisfação Corporal/psicologia , Imagem Corporal/psicologia , Adulto Jovem , Pessoa de Meia-Idade , Avatar
5.
Sci Rep ; 14(1): 22176, 2024 09 27.
Artigo em Inglês | MEDLINE | ID: mdl-39333568

RESUMO

Philips Visual Patient Avatar is an innovative approach to patient monitoring. Computer-based simulation studies have shown that it can improve diagnostic accuracy and confidence while reducing perceived workload. Following its integration into clinical practice, we conducted a single-centre qualitative study at the University Hospital Zurich to explore the views of anaesthesia, post-anaesthesia and intensive care providers on their experience with the technology. We used an online survey to assess its contributions in different clinical situations. We analysed the data thematically to identify key themes. Of the 510 healthcare providers contacted, 131 (25.7%) completed the survey and 154 comments were collected. Key themes included the detection of specific vital sign changes, focusing on temperature and oxygen saturation (41.9%, 34/81 comments in the operating room; 38.6%, 17/44 comments in the intensive care unit; 10.3%, 3/29 comments in the post-anaesthesia care unit). Additionally, the technology was perceived to support daily routines and situational awareness (28.4%, 23/81 comments in the OR; 9.1%, 4/44 comments in the ICU; 10.3%, 3/29 comments in the PACU). The study provides early, but strong evidence that the Philips Visual Patient Avatar assists healthcare providers in specific clinical situations in the perioperative and critical care settings.


Assuntos
Pesquisa Qualitativa , Humanos , Inquéritos e Questionários , Interface Usuário-Computador , Unidades de Terapia Intensiva , Masculino , Monitorização Fisiológica/métodos , Monitorização Fisiológica/instrumentação , Feminino , Pessoal de Saúde/psicologia , Avatar
6.
Sci Rep ; 14(1): 21198, 2024 09 11.
Artigo em Inglês | MEDLINE | ID: mdl-39261561

RESUMO

Gait guidance systems that synchronize the gait rhythm with an avatar in a mixed reality (MR) environment are attracting attention owing to their rehabilitation applications. More effective gait guidance can be achieved by changing body sensations for the sense of embodiment (SoE), which refers to the feeling of owning, controlling, and being inside a body in MR. This study investigated full-body synchronous motion between a human and a virtual avatar to enhance the SoE in walking with actual position changes in the real world. The full-body motion and gait rhythm were measured using body-worn inertial measurement units and a visual avatar was provided through a transparent head-mounted display. The results showed that the SoE of the participants was enhanced under higher synchronization conditions. In addition, questionnaire results showed that the SoE in the synchronous condition was significantly higher than that in the asynchronous condition, and the SoE in the self-avatar condition was significantly higher than that in the other-avatar condition. This indicates that a higher synchronization level with the appearance of an avatar leads to a stronger SoE in the human perception mechanism, which is important for potential application in medical or other fields.


Assuntos
Caminhada , Humanos , Caminhada/fisiologia , Masculino , Feminino , Adulto , Adulto Jovem , Marcha/fisiologia , Realidade Virtual , Interface Usuário-Computador , Realidade Aumentada , Avatar
7.
IEEE Trans Vis Comput Graph ; 30(11): 7386-7396, 2024 Nov.
Artigo em Inglês | MEDLINE | ID: mdl-39269805

RESUMO

Our work investigates the influence of self-related cues in the design of virtual humans on body perception in virtual reality. In a $2\times 2$ mixed design, 64 participants faced photorealistic virtual humans either as a motion-synchronized embodied avatar or as an autonomous moving agent, appearing subsequently with a personalized and generic texture. Our results unveil that self-related cues through embodiment and personalization yield an individual and complemented increase in participants' sense of embodiment and self-identification towards the virtual human. Different body weight modification and estimation tasks further showed an impact of both factors on participants' body weight perception. Additional analyses revealed that the participant's body mass index predicted body weight estimations in all conditions and that participants' self-esteem and body shape concerns correlated with different body weight perception results. Hence, we have demonstrated the occurrence of double standards through induced self-related cues in virtual human perception, especially through embodiment.


Assuntos
Sinais (Psicologia) , Realidade Virtual , Humanos , Feminino , Adulto , Masculino , Adulto Jovem , Imagem Corporal/psicologia , Gráficos por Computador , Autoimagem , Interface Usuário-Computador , Avatar
8.
Sci Rep ; 14(1): 18543, 2024 08 09.
Artigo em Inglês | MEDLINE | ID: mdl-39122843

RESUMO

The broad spread of cooperative robots into many application domains has resulted in a demand for intuitive and effective solutions for teleoperated control. A relevant role in teleoperation has been assumed by impedance controllers, that allow the increase of stability and accuracy during interaction. This paper aims to test a teleoperation method based on an impedance controller, namely tele-impedance control, that is usable in unstructured environments since it relies only on wearable sensors. The proposed solution maps the joint stiffness and position of the human user, computed through six EMG and two M-IMU sensors, into the remote system to be teleoperated. We developed a 2-DoFs virtual task involving virtual physical interactions to compare the performance of our solution with the one of a traditional position-based controller. The study has been conducted on five healthy participants, who experienced both controllers in two different sessions. The tele-impedance approach has proved to be less physically demanding and more intuitive than the position-based one. Experimental data also allow us to investigate the strategy employed by the volunteers in the case of remote interactions, while using the two controllers. Of note, even though with the position controller the variation of subject impedance has no effect on the virtual arm, participants still tend to regulate both impedance and position of their own arm.


Assuntos
Avatar , Impedância Elétrica , Eletromiografia , Adulto , Feminino , Humanos , Masculino , Eletromiografia/métodos , Robótica/métodos , Interface Usuário-Computador
9.
Sci Rep ; 14(1): 19659, 2024 08 23.
Artigo em Inglês | MEDLINE | ID: mdl-39179742

RESUMO

The Proteus effect is a phenomenon found in over 60 studies where people tend to conform behaviorally to their avatars' identity characteristics, especially in virtual reality. This study extends research on the Proteus effect to consider organization-representing avatars and misogynistic behavioral outcomes. Male participants (N = 141) in a lab experiment embodied a set of pretested avatars which varied in level of association with a university mascot (i.e., color and body type) in a bespoke virtual reality simulation designed to elicit misogynistic behavior. Namely, participants were directed to place a hand on virtual agents' body parts, including the buttocks (i.e., a transgressive misogynistic act). Time delay in complying with directions to touch the agents' buttocks served as an implicit measure of resistance to this misogynistic behavior. Results suggest that within moderately masculine body-size avatar users, those who embodied a university-color-associated avatar exhibited more misogynistic behaviors (i.e., faster buttocks-touching). Unexpectedly, this effect of avatar color was not apparent within the hypermasculine body-size avatars, and within the university-associated color condition, hypermasculine body-type was associated with less misogynistic behavior. These findings suggest that organization-representing avatars may induce behavioral conformity to implicit attitudes associated with the organization, such as misogyny.


Assuntos
Realidade Virtual , Humanos , Masculino , Adulto , Adulto Jovem , Esportes/psicologia , Adolescente , Masculinidade , Avatar
10.
Behav Brain Res ; 472: 115154, 2024 08 24.
Artigo em Inglês | MEDLINE | ID: mdl-39038519

RESUMO

INTRODUCTION: This research evaluated the feasibility of a hybrid SSVEP + P300 brain computer interface (BCI) for controlling the movement of an avatar in a virtual reality (VR) gaming environment (VR + BCI). Existing VR + BCI gaming environments have limitations, such as visual fatigue, a lower communication rate, minimum accuracy, and poor system comfort. Hence, there is a need for an optimized hybrid BCI system that can simultaneously evoke the strongest P300 and SSVEP potentials in the cortex. METHODS: A BCI headset was coupled with a VR headset to generate a VR + BCI environment. The author developed a VR game in which the avatar's movement is controlled using the user's cortical responses with the help of a BCI headset. Specifically designed visual stimuli were used in the proposed system to elicit the strongest possible responses from the user's brain. The proposed system also includes an auditory feedback mechanism to facilitate precise avatar movement. RESULTS AND CONCLUSIONS: Conventional P300 BCI and SSVEP BCI were also used to control the movements of the avatar, and their performance metrics were compared to those of the proposed system. The results demonstrated that the hybrid SSVEP + P300 BCI system was superior to the other systems for controlling avatar movement.


Assuntos
Avatar , Interfaces Cérebro-Computador , Eletroencefalografia , Potenciais Evocados P300 , Jogos de Vídeo , Adulto , Feminino , Humanos , Masculino , Adulto Jovem , Potenciais Evocados P300/fisiologia , Movimento/fisiologia , Desempenho Psicomotor/fisiologia
11.
Rev Esp Anestesiol Reanim (Engl Ed) ; 71(8): 592-600, 2024 10.
Artigo em Inglês | MEDLINE | ID: mdl-38987020

RESUMO

INTRODUCTION: Postoperative pulmonary complications (PPCs) vary amongst different surgical techniques. We aim to compare the incidence of PPCs after laparoscopic non-robotic versus laparoscopic robotic abdominal surgery. METHODS AND ANALYSIS: LapRas (Risk Factors for PPCs in Laparoscopic Non-robotic vs Laparoscopic robotic abdominal surgery) incorporates harmonized data from 2 observational studies on abdominal surgery patients and PPCs: 'Local ASsessment of VEntilatory management during General Anaesthesia for Surgery' (LAS VEGAS), and 'Assessment of Ventilation during general AnesThesia for Robotic surgery' (AVATaR). The primary endpoint is the occurrence of one or more PPCs in the first five postoperative days. Secondary endpoints include the occurrence of each individual PPC, hospital length of stay and in-hospital mortality. Logistic regression models will be used to identify risk factors for PPCs in laparoscopic non-robotic versus laparoscopic robotic abdominal surgery. We will investigate whether differences in the occurrence of PPCs between the two groups are driven by differences in duration of anesthesia and/or the intensity of mechanical ventilation. ETHICS AND DISSEMINATION: This analysis will address a clinically relevant research question comparing laparoscopic and robotic assisted surgery. No additional ethical committee approval is required for this metanalysis. Data will be shared with the scientific community by abstracts and original articles submitted to peer-reviewed journals. REGISTRATION: The registration of this post-hoc analysis is pending; individual studies that were merged into the used database were registered at clinicaltrials.gov: LAS VEGAS with identifier NCT01601223, AVATaR with identifier NCT02989415.


Assuntos
Abdome , Laparoscopia , Complicações Pós-Operatórias , Procedimentos Cirúrgicos Robóticos , Laparoscopia/métodos , Procedimentos Cirúrgicos Robóticos/efeitos adversos , Humanos , Complicações Pós-Operatórias/epidemiologia , Fatores de Risco , Abdome/cirurgia , Pneumopatias/epidemiologia , Pneumopatias/etiologia , Respiração Artificial/estatística & dados numéricos , Anestesia Geral , Tempo de Internação/estatística & dados numéricos , Incidência , Avatar
12.
J Nutr Educ Behav ; 56(10): 719-727, 2024 Oct.
Artigo em Inglês | MEDLINE | ID: mdl-39033458

RESUMO

OBJECTIVE: Examine the appeal of a virtual avatar-led nutrition education program among youth-serving community partners in North Carolina. METHODS: We surveyed community partners using the Diffusion of Innovation Theory constructs of relative advantage, compatibility, and complexity. Logistic regression evaluated the appeal and likelihood of the program's future use. RESULTS: Community partners (n = 100) agreed that the program was an innovative (87%) and convenient (85%) way for youth and parents to learn about nutrition. Partners who perceived the program as a relative advantage to current programs had significantly higher odds of future use intention (P = 0.005). Those who found it compatible with organizational and personal values had significantly higher odds of future use (P < 0.001). CONCLUSIONS AND IMPLICATIONS: A nutrition education virtual avatar program is of interest to youth-engaged community partners. Future research examining the potential integration of this type of program within community organizations is warranted.


Assuntos
Educação em Saúde , Humanos , North Carolina , Adolescente , Feminino , Educação em Saúde/métodos , Masculino , Ciências da Nutrição/educação , Criança , Avatar
13.
Sci Rep ; 14(1): 15417, 2024 07 04.
Artigo em Inglês | MEDLINE | ID: mdl-38965334

RESUMO

Virtual reality self-counseling (VR-SC) is considered an effective approach for addressing mental health problems. Previous studies have shown the effectiveness of VR-SC using Sigmund Freud's avatar as the counselor. However, considering that virtual reality (VR) enables embodied perspective-taking of another person, VR-SC using the avatar of a person who cares about the participant (an intimate person), such as a family member or friend, is considered effective because it could create warm attitudes toward the participants themselves. In this study, 60 undergraduate and graduate students were split into three conditions: VR-SC with intimate persons, VR-SC with Freud, and a control group. The intervention effects were then compared. The results showed that VR-SC with an intimate person was the most effective in improving anxiety symptoms. These results may be attributed to accepting and affirming oneself from the perspective of the intimate person's avatar and counseling oneself. This study is significant in that it is the first to conduct VR-SC with the avatar of an intimate person and compare the effects with Freud's avatar. More importantly, it showed that the same VR-SC method could have different effects depending on the avatar of the counseling partner.


Assuntos
Aconselhamento , Realidade Virtual , Humanos , Feminino , Masculino , Aconselhamento/métodos , Adulto , Ansiedade/psicologia , Adulto Jovem , Avatar
15.
PLoS One ; 19(7): e0308063, 2024.
Artigo em Inglês | MEDLINE | ID: mdl-39083487

RESUMO

OBJECTIVES: Though the rise of big data in the field of occupational health offers new opportunities especially for cross-cutting research, they raise the issue of privacy and security of data, especially when linking sensitive data from the field of insurance, occupational health or compensation claims. We aimed to validate a large, blinded synthesized database developed from the CONSTANCES cohort by comparing associations between three independently selected outcomes, and various exposures. METHODS: From the CONSTANCES cohort, a large synthetic dataset was constructed using the avatar method (Octopize) that is agnostic to the data primary or secondary data uses. Three main analyses of interest were chosen to compare associations between the raw and avatar dataset: risk of stroke (any stroke, and subtypes of stroke), risk of knee pain and limitations associated with knee pain. Logistic models were computed, and a qualitative comparison of paired odds ratio (OR) was made. RESULTS: Both raw and avatar datasets included 162,434 observations and 19 relevant variables. On the 172 paired raw/avatar OR that were computed, including stratified analyses on sex, more than 77% of the comparisons had a OR difference ≤0.5 and less than 7% had a discrepancy in the statistical significance of the associations, with a Cohen's Kappa coefficient of 0.80. CONCLUSIONS: This study shows the flexibility and the multiple usage of a synthetic database created with the avatar method in the particular field of occupational health, which can be shared in open access without risking re-identification and privacy issues and help bring new insights for complex phenomenon like return to work.


Assuntos
Bases de Dados Factuais , Acidente Vascular Cerebral , Humanos , Masculino , Feminino , Estudos de Coortes , Pessoa de Meia-Idade , Adulto , Artralgia/epidemiologia , Articulação do Joelho , Saúde Ocupacional , Avatar
17.
Cyberpsychol Behav Soc Netw ; 27(7): 482-489, 2024 Jul.
Artigo em Inglês | MEDLINE | ID: mdl-38860338

RESUMO

The term Proteus effect refers to the changes in attitudes and behavior induced by the characteristics of an embodied virtual agent. Whether the effect can extend to the moral sphere is currently unknown. To deal with this issue, we investigated if embodying virtual agents (i.e., avatars) with different characteristics modulate people's moral standards differentially. Participants were requested to embody an avatar resembling the Christian God in His anthropomorphic appearance or a control human avatar and to perform a text-based version of incidental and instrumental dilemmas in a virtual environment. For each participant, we recorded (1) chosen options (deontological vs. utilitarian), (2) decision times, (3) postdecision feelings, and (4) physiological reactions (skin conductance response and heart rate). We found that embodying God vs. a control avatar did not change the performance in the moral dilemma task, indicating that no strong Proteus effect was at play in our experimental conditions. We interpreted this result by examining the constraints and limitations of our task, reasoning about the necessary conditions for eliciting the Proteus effect, and discussing future developments and advances in the field. Moreover, we presented compelling effects concerning dilemma type, chosen option, personality traits, and religion affiliation, thus supporting and extending literature on decision making in moral dilemmas.


Assuntos
Tomada de Decisões , Princípios Morais , Realidade Virtual , Humanos , Masculino , Feminino , Adulto , Adulto Jovem , Resposta Galvânica da Pele/fisiologia , Frequência Cardíaca/fisiologia , Emoções , Avatar
19.
Sci Rep ; 14(1): 11332, 2024 05 23.
Artigo em Inglês | MEDLINE | ID: mdl-38783020

RESUMO

The Proteus effect, which occurs when using an avatar in virtual reality, influences user behavior, changes attitudes, and improves physical performance. Here, we show that human pain perception can be alleviated by the Proteus effect. To investigate the pain alleviation effect of using an avatar in a virtual environment, we conducted two experiments using a head-mounted display and a thermal pain stimulator to induce acute pain. The first experiment involved 20 adult participants, while the second experiment involved 44 adult participants. Experimental results show that participants reported significantly lower pain scores (15.982% reduction), as measured by the Pain Assessment Scale (PAS), when using a muscular avatar than when using a normal avatar. The experiments also revealed several significant gender factors. For example, participants reported significantly lower pain scores when using a gender-congruent avatar. In addition, the use of a muscular avatar was particularly effective for male participants. In contrast, female participants consistently reported lower pain scores when using the avatar regardless of its body type (muscular/normal). To further our understanding, we also measured participants' gender-related pain stereotypes using the Gender Role Expectations of Pain (GREP) questionnaire, as well as participants' sense of embodiment. The results of these questionnaires are consistent with the results of the PAS, suggesting possible relationships between stereotypes and the Proteus effect on pain perception, and between the degree of immersion in an avatar and the user's perception of pain.


Assuntos
Percepção da Dor , Realidade Virtual , Humanos , Feminino , Masculino , Percepção da Dor/fisiologia , Adulto , Fatores Sexuais , Adulto Jovem , Medição da Dor , Inquéritos e Questionários , Dor/psicologia , Interface Usuário-Computador , Avatar
20.
Acta Psychol (Amst) ; 246: 104298, 2024 Jun.
Artigo em Inglês | MEDLINE | ID: mdl-38701623

RESUMO

Research has supported that a gamer's attachment to their avatar can offer significant insights about their mental health, including anxiety. To assess this hypothesis, longitudinal data from 565 adult and adolescent participants (Mage = 29.3 years, SD = 10.6) was analyzed at two points, six months apart. Respondents were assessed using the User-Avatar Bond (UAB) scale and the Depression Anxiety Stress Scale (DASS) to measure their connection with their avatar and their risk for anxiety. The records were processed using both untuned and tuned artificial intelligence [AI] classifiers to evaluate present and future anxiety. The findings indicated that AI models are capable of accurately and autonomously discerning cases of anxiety risk based on the gamers' self-reported UAB, age, and duration of gaming, both at present and after six months. Notably, random forest algorithms surpassed other AI models in effectiveness, with avatar compensation emerging as the most significant factor in model training for prospective anxiety. The implications for assessment, prevention, and clinical practice are discussed.


Assuntos
Ansiedade , Inteligência Artificial , Humanos , Masculino , Feminino , Adulto , Adolescente , Jogos de Vídeo , Adulto Jovem , Estudos Longitudinais , Apego ao Objeto , Avatar
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