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OBJECTIVE: Aversive emotions toward food and the consequences of eating are at the core of anorexia nervosa. Exposure therapy is effective to reduce anxiety and avoidance toward feared stimuli. Based on the inhibitory learning framework, this study examined the feasibility to induce social support or positive mood to enhance the impact of a single session virtual food exposure on food-related anxiety in anorexia nervosa. METHOD: One hundred and forty-five patients were randomized to: (1) virtual food exposure (i.e., baseline condition), (2) virtual food exposure plus positive mood induction (i.e., positive mood condition), or (3) virtual food exposure plus social support (i.e., social support condition). They completed self-report assessments of anxiety toward virtual foods, general anxiety, positive mood, social support, and hunger, before and after virtual food exposure. Number of eye gazes and touches toward foods were recorded during the virtual reality exposure. RESULTS: Patients had lower levels of anxiety toward virtual foods in the positive mood condition, compared to the baseline condition [F(2,141) = 4.36, p = .015; medium effect size]. They also touched food items more often in the baseline condition. No other significant changes were found. DISCUSSION: Virtual food exposure enhanced by positive mood induction seems a feasible approach to strengthen the impact of food exposure in anorexia nervosa. PUBLIC SIGNIFICANCE: This research contributes to the understanding of how patients with anorexia nervosa can be supported to overcome fear and anxiety around food. Virtual reality enables patients to expose themselves to difficult situations (e.g., kitchen with foods of various calorie contents) while experiencing positive stimuli, such as a loving and kind pet or a supportive avatar.
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Anorexia Nerviosa , Humanos , Anorexia Nerviosa/terapia , Anorexia Nerviosa/psicología , Estudios de Factibilidad , Ansiedad/etiología , Ansiedad/terapia , Ansiedad/psicología , Emociones , Apoyo SocialRESUMEN
BACKGROUND AND OBJECTIVE: Mental health treatment for psychosexual problems is effective, but treatment rates are low. Metaverse-based therapy offers one solution to increase overall treatment rates. Understanding attitudes towards this novel approach could lead to wider adoption of metaverse-based therapy, resulting in higher treatment rates for psychosexual problems. METHODS: Twenty-one participants across three focus groups of different ages shared their perceptions and attitudes about metaverse-based therapy broadly and for treating sexual disorders. A content analysis of the transcribed text from the focus groups using qualitative data analysis software was conducted. RESULTS: Participants identified several perceived benefits of metaverse-based intervention, including avoiding the perceived embarrassment of going to a clinic and accessing patients (a) with diverse physical or mental functionality, (b) living in remote areas and/or (c) balancing different family/work obligations or duties. The two main concerns with metaverse-based therapy were the fear of online therapy being less personal than traditional therapy and the technological fluency needed. Clarifying their acceptance of the therapy, participants reported that they would be more likely to engage in metaverse-based therapy if they trusted their therapist. Also, although it might be effective for mild and moderate disorders, participants were more reluctant about its use for severe mental illness. CONCLUSIONS: Results suggest that attitudes towards metaverse-based intervention are mainly positive, since it removes some barriers that hinder access to psychological treatment in general and, specifically, for problems of a sexual nature. PATIENT AND PUBLIC CONTRIBUTION: During the design stage, a person with sexual difficulties was consulted to understand the patient's perspective. Members of the public advised the implementation of the focus groups. Three potential service users were involved in the coding of the text during the content analysis.
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Grupos Focales , Investigación Cualitativa , Humanos , Femenino , Masculino , Adulto , Persona de Mediana Edad , Disfunciones Sexuales Psicológicas/terapia , Disfunciones Sexuales Psicológicas/psicología , Anciano , Adulto Joven , Psicoterapia/métodosRESUMEN
It is a common view that artificial systems could play an important role in dealing with the shortage of caregivers due to demographic change. One argument to show that this is also in the interest of care-dependent persons is that artificial systems might significantly enhance user autonomy since they might stay longer in their homes. This argument presupposes that the artificial systems in question do not require permanent supervision and control by human caregivers. For this reason, they need the capacity for some degree of moral decision-making and agency to cope with morally relevant situations (artificial morality). Machine ethics provides the theoretical and ethical framework for artificial morality. This article scrutinizes the question how artificial moral agents that enhance user autonomy could look like. It discusses, in particular, the suggestion that they should be designed as moral avatars of their users to enhance user autonomy in a substantial sense.
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The Memorytalk online platform allows users to upload animated human stories. They may also choose to display related photos/characters and construct scenarios. Memorytalk may thus constitute a useful collaborative format for survivors of the Great East Japan Earthquake, especially evacuees from the town of Namie, who are now relocated in different areas across Japan, particularly as they are hesitant to talk about where they are from. This study examined various narrated animations created by Namie high school students within the Memorytalk platform, specifically for the purpose of investigating their storytelling methods based on Erving Goffman's role-distance theory. Memorytalk not only allows avatars that provide users with anonymity when expressing a wide range of memories, it also creates (1) opportunities for face-to-face workshops in the context of computer-mediated communication and (2) the therapeutic benefits of being humorous. In sum, the platform may provide users with a form of role distancing in which people in the diaspora can more freely express themselves and also store valuable local memories.
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Terremotos , Accidente Nuclear de Fukushima , Humanos , Avatar , Comunicación , Migración HumanaRESUMEN
BACKGROUND: Autism spectrum disorder (ASD) is a complex neurodevelopmental disorder that affects a significant proportion of the world's population, particularly children and adolescents. The sensory processing issues can be an evidence-based target for therapeutic/corrective interventions by controlling the intensity and targeted replacement of maladaptive sensory stimuli with neutral stimuli using virtual reality or augmented reality. SUBJECTS AND METHODS: We searched for articles on Pubmed. The search query included ((VR or virtual reality) or (AR or augmented reality)) and (children or adolescents) and (ASD or autism spectrum disorder or autism). RESULTS: Our criteria were met by 25 articles. 19 articles used VR, 5 articles used AR and 1 article used MR. Most interventions offer children and adolescents with ASD individualized tasks. Immersive VR games developed collaborative skills. Other systems encourage and teach directed facial gaze. Evaluation of the effectiveness of learning in VR/AR environment is carried out by means of different scales, qualitative analysis of surveys, questionnaires and interviews, studying the number and duration of eye contacts between the participant and the avatar. It should be noted that almost all studies were conducted on small samples, so their results allow us to draw only preliminary conclusions about the effectiveness of VR /AR. CONCLUSIONS: The following key areas of VR/AR technologies for children and adolescents with high-functioning ASD can be identified: communicating with an avatar, including answering its questions, tracking the child's gaze and encouraging the child to look at the face, placing it in social situations close to real life, practicing common everyday situations, learning to recognize emotions. A VR/AR-based therapy approach may help children with autism spectrum disorder without cognitive impairment to develop higher levels of adaptation in terms of social and communication skills. However, more research is needed to evaluate the effectiveness of different methods.
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Trastorno del Espectro Autista , Realidad Virtual , Humanos , Trastorno del Espectro Autista/terapia , Adolescente , Niño , Realidad Aumentada , Habilidades Sociales , ComunicaciónRESUMEN
Virtual Reality (VR) applications are increasingly being utilized for research, healthcare, and education. Despite their benefits, many VR users report motion sickness-like sensations (cybersickness), such as headache, disorientation, or nausea. Previous studies suggest that the sense of presence ("being there") in the virtual world may contribute to the severity of cybersickness; however, results have been contradictory, with some studies reporting a negative and some reporting a positive relationship between the two. The goal of the current study was to further investigate how presence and cybersickness are related. Participants (N = 54) were exposed to a VR scene presented on a head-mounted display showing a 15-minute-long passive movement through space. The level of presence was manipulated by including an avatar (astronaut suit with hand-tracking) or no avatar in the virtual environment. Results showed that the avatar group reported significantly less severe cybersickness compared to the no-avatar group. We also found significant, negative correlations between some of the presence metrics (immersion, sensory fidelity) and cybersickness, indicating that cybersickness severity decreased as the level of presence increased. These findings suggest that more immersive VR experiences using an avatar may potentially reduce the risk of experiencing cybersickness.
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Ebola virus disease (EVD) is a complex infectious disease characterized by high inflammation, multiorgan failure, the dysregulation of innate and adaptive immune responses, and coagulation abnormalities. Evidence accumulated over the last 2 decades indicates that, during fatal EVD, the infection of antigen-presenting cells (APC) and the dysregulation of T cell immunity preclude a successful transition between innate and adaptive immunity, which constitutes a key disease checkpoint. In order to better understand the contribution of the APC-T cell crosstalk to EVD pathophysiology, we have developed avatar mice transplanted with human, donor-specific APCs and T cells. Here, we show that the transplantation of T cells and APCs from Ebola virus (EBOV)-naive individuals into avatar mice results in severe disease and death and that this phenotype is dependent on T cell receptor (TCR)-major histocompatibility complex (MCH) recognition. Conversely, avatar mice were rescued from death induced by EBOV infection after the transplantation of both T cells and plasma from EVD survivors. These results strongly suggest that protection from EBOV reinfection requires both cellular and humoral immune memory responses. IMPORTANCE The crosstalk between dendritic cells and T cells marks the transition between innate and adaptive immune responses, and it constitutes an important checkpoint in EVD. In this study, we present a mouse avatar model in which T cell and dendritic cell interactions from a specific donor can be studied during EVD. Our findings indicate that T cell receptor-major histocompatibility complex-mediated T cell-dendritic cell interactions are associated with disease severity, which mimics the main features of severe EVD in these mice. Resistance to an EBOV challenge in the model was achieved via the transplantation of both survivor T cells and plasma.
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Comunicación Celular , Células Dendríticas , Ebolavirus , Fiebre Hemorrágica Ebola , Animales , Comunicación Celular/inmunología , Células Dendríticas/inmunología , Ebolavirus/inmunología , Fiebre Hemorrágica Ebola/inmunología , Fiebre Hemorrágica Ebola/fisiopatología , Humanos , Ratones , Sobrevivientes , Linfocitos T/inmunología , Linfocitos T/virologíaRESUMEN
OBJECTIVES: In the digital age, the metaverse has emerged with impressive potential for many segments of society. The metaverse could be presented as a parallel dimension able to enhance the physical world as well as our actions and decisions in it with the objective to use a coalition between the natural and virtual worlds for value creation. Our aim was to elaborate on the impact of the metaverse on laboratory medicine. METHODS: Based on the available evidence, literature and reports, we analyzed the different perspectives of the metaverse on laboratory medicine and the needs for an efficient transition. RESULTS: The convergence and integration of technologies in the metaverse will participate to the reimagination of laboratory medicine services with augmented services, users' experiences, efficiency, and personalized care. The revolution around the metaverse offers different opportunities for laboratory medicine but also open multiple related challenges that are presented in this article. CONCLUSIONS: Scientific societies, multidisciplinary teams and specialists in laboratory medicine must prepare the integration metaverse and meta-medical laboratories, raise the awareness, educate, set guidance to obtain a maximum of value and mitigate potential adverse consequences.
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Unidades Hospitalarias , Laboratorios , Humanos , Sociedades CientíficasRESUMEN
BACKGROUND: Emotional responses are an important component of psychotherapeutic processes. Avatar therapy (AT) is a virtual reality-based therapy currently being developed and studied for patients suffering from treatment resistant schizophrenia. Considering the importance of identifying emotions in therapeutical processes and their impact on the therapeutic outcome, an exploration of such emotions is needed. METHODS: The aim of this study is to identify the underlying emotions at the core of the patient-Avatar interaction during AT by content analysis of immersive sessions transcripts and audio recordings. A content analysis of AT transcripts and audio recordings using iterative categorization was conducted for 16 patients suffering from TRS who underwent AT between 2017 and 2022 (128 transcripts and 128 audio recordings). An iterative categorization technique was conducted to identify the different emotions expressed by the patient and the Avatar during the immersive sessions. RESULTS: The following emotions were identified in this study: Anger, Contempt/ Disgust, Fear, Sadness, Shame/ Embarrassment, Interest, Surprise, Joy and Neutral. Patients expressed mostly neutral, joy and anger emotions whereas the Avatar expressed predominantly interest, disgust/contempt, and neutral emotions. CONCLUSIONS: This study portrays a first qualitative insight on the emotions that are expressed in AT and serves as a steppingstone for further investigation in the role of emotions in the therapeutic outcomes of AT.
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Esquizofrenia , Terapia de Exposición Mediante Realidad Virtual , Humanos , Esquizofrenia Resistente al Tratamiento , Emociones , IraRESUMEN
OBJECTIVES: Ageism is defined as stereotypes, prejudice, and discrimination towards people because of their age. Although ageism can be directed towards people of any age group, most research has focused on ageism towards older people. Ageism towards older people is known to have a significant impact on their health and wellbeing and to even result in higher healthcare costs. The present study evaluated the use of virtual embodiment (VE) to reduce self- and other-directed ageism. DESIGN, SETTING, AND PARTICIPANTS: We randomized 80 individuals between the ages of 18 and 35 years to one of two conditions: VE as an older or a younger avatar. RESULTS: No differences were found on explicit measures of ageism. Once multiple comparisons were accounted for, a nonsignificant reduction in implicit age bias following exposure to the older avatar (Cohen's d = .75, p = .02) also was found. CONCLUSIONS: Past research has established the effectiveness of VE in relation to implicit measures. However, once both explicit and implicit measures are included and multiple comparisons are accounted for, neither explicit nor implicit measures of ageism show a significant effect. Given the multidimensional nature of ageism, further research is needed to establish the effectiveness of VE once multiple measures of ageism are considered.
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Ageísmo , Humanos , AncianoRESUMEN
Evidential interviewing is often used to gather important information, which can determine the outcome of a criminal case. An interviewer's facial features, however, may impact reporting during this task. Here, we investigated adults' interview performance using a novel tool-a faceless avatar interviewer-designed to minimize the impact of an interviewer's visual communication signals, potentially enhancing memory performance. Adults were interviewed about the details of a video by (1) a human-appearing avatar or a human interviewer (Experiment 1; N = 105) or (2) a human-appearing avatar or a faceless avatar interviewer (Experiment 2; N = 109). Participants assigned to the avatar interviewer condition were (1) asked whether they thought the interviewer was either computer or human operated (Experiment 1) or (2) explicitly told that the interviewer was either computer or human operated (Experiment 2). Adults' memory performance was statistically equivalent when they were interviewed by a human-appearing avatar or a human interviewer, but, relative to the human-appearing avatar, adults who were interviewed by a faceless avatar reported more correct (but also incorrect) details in response to free-recall questions. Participants who indicated that the avatar interviewer was computer operated-as opposed to human operated-provided more accurate memory reports, but specifically telling participants that the avatar was computer operated or human operated had no influence on their memory reports. The present study introduced a novel interviewing tool and highlighted the possible cognitive and social influences of an interviewer's facial features on adults' report of a witnessed event.
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Cognición , Recuerdo Mental , Humanos , AdultoRESUMEN
BACKGROUND: Guidelines recommend using viscoelastic coagulation tests to guide coagulation management, but interpreting the results remains challenging. Visual Clot, a 3D animated blood clot, facilitates interpretation through a user-centered and situation awareness-oriented design. OBJECTIVE: This study aims to compare the effects of Visual Clot versus conventional viscoelastic test results (rotational thrombelastometry [ROTEM] temograms) on the coagulation management performance of anesthesia teams in critical bleeding situations. METHODS: We conducted a prospective, randomized, high-fidelity simulation study in which anesthesia teams (consisting of a senior anesthesiologist, a resident anesthesiologist, and an anesthesia nurse) managed perioperative bleeding scenarios. Teams had either Visual Clot or ROTEM temograms available to perform targeted coagulation management. We analyzed the 15-minute simulations with post hoc video analysis. The primary outcome was correct targeted coagulation therapy. Secondary outcomes were time to targeted coagulation therapy, confidence, and workload. In addition, we have conducted a qualitative survey on user acceptance of Visual Clot. We used Poisson regression, Cox regression, and mixed logistic regression models, adjusted for various potential confounders, to analyze the data. RESULTS: We analyzed 59 simulations. Teams using Visual Clot were more likely to deliver the overall targeted coagulation therapy correctly (rate ratio 1.56, 95% CI 1.00-2.47; P=.05) and administer the first targeted coagulation product faster (hazard ratio 2.58, 95% CI 1.37-4.85; P=.003). In addition, participants showed higher decision confidence with Visual Clot (odds ratio 3.60, 95% CI 1.49-8.71; P=.005). We found no difference in workload (coefficient -0.03, 95% CI -3.08 to 2.88; P=.99). CONCLUSIONS: Using Visual Clot led to a more accurate and faster-targeted coagulation therapy than using ROTEM temograms. We suggest that relevant viscoelastic test manufacturers consider augmenting their complex result presentation with intuitive, easy-to-understand visualization to ease users' burden from unnecessary cognitive load and enhance patient care.
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Enseñanza Mediante Simulación de Alta Fidelidad , Trombosis , Humanos , Tromboelastografía/métodos , Estudios Prospectivos , Coagulación Sanguínea , Trombosis/terapiaRESUMEN
PURPOSE: We developed and evaluated a training comprising a didactic and virtual practice session with human-guided patient avatars to increase pediatric residents' competence to identify and assess non-suicidal self-injury (NSSI) and suicide risk. METHODS: Thirty pediatric residents at three children's hospitals in Florida participated in the training and completed pre-, one-month post-, and three-months post-training surveys. One-way repeated measures ANOVA with post-hoc comparisons determined changes in confidence, comfort, behavioral intentions, attitudes, knowledge, and behavior over time. Qualitative responses provided feedback on the training, especially the novel practice session with adolescent patient avatars. RESULTS: Three-months post-training residents expressed significantly greater confidence in talking to adolescents who self-injure, applying the SOARS method to assess self-injury, and assessing functions/reasons for self-injury; reported feeling significantly more comfortable asking about self-injury, well-equipped to handle the emotional aspects of self-injury, and comfortable treating adolescents who self-injure; reported greater behavioral intentions to talk to adolescents about self-injury, assess an adolescent's stage of change for stopping self-injury, and provide brief interventions for adolescents who self-injure; and used SOARS to evaluate current NSSI with a greater proportion of adolescent patients. Qualitative feedback expressed positive perceptions, especially related to the virtual-reality role-play session. CONCLUSIONS: Incorporating an interactive, human-guided virtual experience using role-playing and feedback with patient avatars represents a viable option comparable to using typical standardized patients to expand the scalability of NSSI trainings for pediatric residents, especially when they occur virtually.
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Recent advances in extended reality (XR) technology have opened the possibility of significantly improving telemedicine systems. This is primarily achieved by transferring 3D information about patient state, which is utilized to create more immersive experiences on VR/AR headsets. In this paper, we propose an XR-based telemedicine collaboration system in which the patient is represented as a 3D avatar in an XR space shared by local and remote clinicians. The proposed system consists of an AR client application running on Microsoft HoloLens 2 used by a local clinician, a VR client application running on the HTC vive Pro used by a remote clinician, and a backend part running on the server. The patient is captured by a camera on the AR side, and the 3D body pose estimation is performed on frames from this camera stream to form a 3D patient avatar. Additionally, the AR and VR sides can interact with the patient avatar via virtual hands, and annotations can be performed on a 3D model. The main contribution of our work is the use of 3D body pose estimation for the creation of a 3D patient avatar. In this way, 3D body reconstruction using depth cameras is avoided, which reduces system complexity and hardware and network resources. Another contribution is the novel architecture of the proposed system, where audio and video streaming are realized using WebRTC protocol. The performance evaluation showed that the proposed system ensures high frame rates for both AR and VR client applications, while the processing latency remains at an acceptable level.
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Carrera , Telemedicina , Humanos , Avatar , Mano , PacientesRESUMEN
The study of visuomotor adaptation (VMA) capabilities has been encompassed in various experimental protocols aimed at investigating human motor control strategies and/or cognitive functions. VMA-oriented frameworks can have clinical applications, primarily in the investigation and assessment of neuromotor impairments caused by conditions such as Parkinson's disease or post-stroke, which affect the lives of tens of thousands of people worldwide. Therefore, they can enhance the understanding of the specific mechanisms of such neuromotor disorders, thus being a potential biomarker for recovery, with the aim of being integrated with conventional rehabilitative programs. Virtual Reality (VR) can be entailed in a framework targeting VMA since it allows the development of visual perturbations in a more customizable and realistic way. Moreover, as has been demonstrated in previous works, a serious game (SG) can further increase engagement thanks to the use of full-body embodied avatars. Most studies implementing VMA frameworks have focused on upper limb tasks and have utilized a cursor as visual feedback for the user. Hence, there is a paucity in the literature about VMA-oriented frameworks targeting locomotion tasks. In this article, the authors present the design, development, and testing of an SG-based framework that addresses VMA in a locomotion activity by controlling a full-body moving avatar in a custom VR environment. This workflow includes a set of metrics to quantitatively assess the participants' performance. Thirteen healthy children were recruited to evaluate the framework. Several quantitative comparisons and analyses were run to validate the different types of introduced visuomotor perturbations and to evaluate the ability of the proposed metrics to describe the difficulty caused by such perturbations. During the experimental sessions, it emerged that the system is safe, easy to use, and practical in a clinical setting. Despite the limited sample size, which represents the main limitation of the study and can be compensated for with future recruitment, the authors claim the potential of this framework as a useful instrument for quantitatively assessing either motor or cognitive impairments. The proposed feature-based approach gives several objective parameters as additional biomarkers that can integrate the conventional clinical scores. Future studies might investigate the relation between the proposed biomarkers and the clinical scores for specific disorders such as Parkinson's disease and cerebral palsy.
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Enfermedad de Parkinson , Accidente Cerebrovascular , Realidad Virtual , Niño , Humanos , Enfermedad de Parkinson/diagnóstico , Interfaz Usuario-Computador , LocomociónRESUMEN
BACKGROUND: Virtual reality (VR) enables immersion in an interactive digital world with realistic experiences, that can be applied for controlled and personalized interventions. This review summarizes the current research on VR in the treatment of mental disorders. METHODS: Selective literature search in PubMed and Google Scholar. RESULTS: An increasing number of publications report the therapeutic application of VR for the treatment of mental disorders. Most VR applications are based on established therapy approaches, such as exposure therapy. According to meta-analytic data, virtual exposure therapy (VRET) for specific phobia and agoraphobia with panic disorder is as effective as traditional in vivo exposure therapy. VRET for the treatment of social phobia is significantly more effective than waitlist and placebo control groups with, however, currently inconsistent metanalytic results when compared to in vivo exposure therapy. VRET for the treatment of posttraumatic stress disorder (PTSD) is similar in effectiveness compared to active psychotherapy. For psychosis, positive results have been reported for the VR-based treatment of auditory verbal hallucinations. For patients with a substance use disorder, VR can induce craving, with still unverified diagnostic and therapeutic relevance. CONCLUSIONS: VRET can broaden the psychotherapy options for anxiety disorders. Encouraging results of VR-based treatments for psychosis and PTSD indicate the need for further research concerning its effectiveness and safety. In the field of substance use disorders, evaluation of clinical-orientated VR applications is needed.
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Trastorno de Pánico , Trastornos Fóbicos , Trastornos por Estrés Postraumático , Terapia de Exposición Mediante Realidad Virtual , Realidad Virtual , Humanos , Trastornos Fóbicos/diagnóstico , Trastornos Fóbicos/terapia , Trastornos de Ansiedad/terapia , Trastorno de Pánico/terapia , Trastornos por Estrés Postraumático/terapiaRESUMEN
Enfacement illusions are traditionally elicited by visuo-tactile stimulation, but more active paradigms become possible through the usage of virtual reality techniques. For instance, virtual mirrors have been recently proposed to induce enfacement by visuo-motor stimulation. In a virtual mirror experiment, participants interact with an avatar that imitates their facial movements. The active control over the avatar greatly enhances the sense of agency, which is an important ingredient for successful enfacement illusion induction. Due to technological challenges, most virtual mirrors so far were limited to the imitation of the participant's head pose, i.e., its location and rotation. However, stronger experiences of agency can be expected by an increase in the avatar's mimicking abilities. We here present a new open-source framework for virtual mirror experiments, which we call the Open Virtual Mirror Framework (OVMF). The OVMF can track and imitate a large range of facial movements, including pose and expressions. It has been designed to run on standard computer hardware and easily interfaces with existing toolboxes for psychological experimentation, while satisfying the requirement of a tightly controlled experimental setup. Further, it is designed to enable convenient extension of its core functionality such that it can be flexibly adjusted to many different experimental paradigms. We demonstrate the usage of the OVMF and experimentally validate its ability to elicit experiences of agency over an avatar, concluding that the OVMF can serve as a reference for future experiments and that it provides high potential to stimulate new directions in enfacement research and beyond.
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Ilusiones , Realidad Virtual , Humanos , Expresión Facial , Ilusiones/fisiología , Movimiento/fisiologíaRESUMEN
ABSTRACTObjective This study compared metaverse counseling with in-person counseling, using in-person counseling as a comparison group. To achieve this, we assessed whether metaverse counseling, a novel treatment approach, is comparable to traditional in-person counseling. Method: A total of 60 participants voluntarily participated in the study. Among the participants, 28 preferred in-person counseling, whereas 32 selected metaverse counseling as their preferred treatment option. Results and Conclusion: The findings indicated no statistically significant differences in the psychological symptom change patterns between the two counseling modalities. Both metaverse and in-person counseling demonstrated a common pattern of reduced symptom levels from pre-to post-session (Metaverse counseling Cohen's d = 1.04, In-person counseling Cohen's d = .62), which remained stable from post-session to follow-up regardless of the chosen counseling modality. Furthermore, the study revealed that the metaverse counseling group exhibited a higher level of working alliances than the in-person counseling group. Additionally, there was a slight tendency toward higher levels of counseling satisfaction in the metaverse counseling group than in the in-person counseling group. The results of this study support the use of synchronous metaverse programs to treat college students. The implications and limitations of this study are discussed. (195 words).
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Trust and trustworthiness are essential for good healthcare, especially in mental healthcare. New technologies, such as mobile health apps, can affect trust relationships. In mental health, some apps need the trust of their users for therapeutic efficacy and explicitly ask for it, for example, through an avatar. Suppose an artificial character in an app delivers healthcare. In that case, the following questions arise: Whom does the user direct their trust to? Whether and when can an avatar be considered trustworthy? Our study aims to analyze different dimensions of trustworthiness in the context of mobile health app use. We integrate O'Neill's account of autonomy, trust, and trustworthiness into a model of trustworthiness as a relational concept with four relata: B is trustworthy with respect to A regarding the performance of Z because of C. Together with O'Neill's criteria of trustworthiness (honesty, competence, and reliability), this four-sided model is used to analyze different dimensions of trustworthiness in an exemplary case of mobile health app use. Our example focuses on an app that uses an avatar and is intended to treat sleep difficulties. The conceptual analysis shows that interpreting trust and trustworthiness in health app use is multi-layered and involves a net of interwoven universal obligations. At the same time, O'Neill's approach to autonomy, trust, and trustworthiness offers a normative account to structure and analyze these complex relations of trust and trustworthiness using mobile health apps.
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Aplicaciones Móviles , Telemedicina , Humanos , Salud Mental , Reproducibilidad de los Resultados , ConfianzaRESUMEN
AVATAR is an elegant and effective way to split clauses in a saturation prover using a SAT solver. But is it refutationally complete? And how does it relate to other splitting architectures? To answer these questions, we present a unifying framework that extends a saturation calculus (e.g., superposition) with splitting and that embeds the result in a prover guided by a SAT solver. The framework also allows us to study locking, a subsumption-like mechanism based on the current propositional model. Various architectures are instances of the framework, including AVATAR, labeled splitting, and SMT with quantifiers.