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1.
Sensors (Basel) ; 22(14)2022 Jul 21.
Artigo em Inglês | MEDLINE | ID: mdl-35891144

RESUMO

We examined the influence of groups of agents and the type of avatar on movement interference. In addition, we studied the synchronization of the subject with the agent. For that, we conducted experiments utilizing human subjects to examine the influence of one, two, or three agents, as well as human or robot avatars, and finally, the agent moving biologically or linearly. We found the main effect on movement interference was the number of agents; namely, three agents had significantly more influence on movement interference than one agent. These results suggest that the number of agents is more influential on movement interference than other avatar characteristics. For the synchronization, the main effect of the type of the agent was revealed, showing that the human agent kept more synchronization compared to the robotic agent. In this experiment, we introduced an additional paradigm on the interference which we called synchronization, discovering that a group of agents is able to influence this behavioral level as well.


Assuntos
Movimento , Robótica , Humanos
2.
J Med Internet Res ; 23(9): e25837, 2021 09 29.
Artigo em Inglês | MEDLINE | ID: mdl-34586074

RESUMO

BACKGROUND: Digital health agents - embodied conversational agents designed specifically for health interventions - provide a promising alternative or supplement to behavioral health services by reducing barriers to access to care. OBJECTIVE: Our goals were to (1) develop an expressive, speech-enabled digital health agent operating in a 3-dimensional virtual environment to deliver a brief behavioral health intervention over the internet to reduce alcohol use and to (2) understand its acceptability, feasibility, and utility with its end users. METHODS: We developed an expressive, speech-enabled digital health agent with facial expressions and body gestures operating in a 3-dimensional virtual office and able to deliver a brief behavioral health intervention over the internet to reduce alcohol use. We then asked 51 alcohol users to report on the digital health agent acceptability, feasibility, and utility. RESULTS: The developed digital health agent uses speech recognition and a model of empathetic verbal and nonverbal behaviors to engage the user, and its performance enabled it to successfully deliver a brief behavioral health intervention over the internet to reduce alcohol use. Descriptive statistics indicated that participants had overwhelmingly positive experiences with the digital health agent, including engagement with the technology, acceptance, perceived utility, and intent to use the technology. Illustrative qualitative quotes provided further insight about the potential reach and impact of digital health agents in behavioral health care. CONCLUSIONS: Web-delivered interventions delivered by expressive, speech-enabled digital health agents may provide an exciting complement or alternative to traditional one-on-one treatment. They may be especially helpful for hard-to-reach communities with behavioral workforce shortages.


Assuntos
Alcoolismo , Entrevista Motivacional , Consumo de Bebidas Alcoólicas , Estudos de Viabilidade , Humanos , Fala
3.
J Med Internet Res ; 23(9): e25486, 2021 09 14.
Artigo em Inglês | MEDLINE | ID: mdl-34519653

RESUMO

BACKGROUND: Regular physical activity (PA) is crucial for well-being; however, healthy habits are difficult to create and maintain. Interventions delivered via conversational agents (eg, chatbots or virtual agents) are a novel and potentially accessible way to promote PA. Thus, it is important to understand the evolving landscape of research that uses conversational agents. OBJECTIVE: This mixed methods systematic review aims to summarize the usability and effectiveness of conversational agents in promoting PA, describe common theories and intervention components used, and identify areas for further development. METHODS: We conducted a mixed methods systematic review. We searched seven electronic databases (PsycINFO, PubMed, Embase, CINAHL, ACM Digital Library, Scopus, and Web of Science) for quantitative, qualitative, and mixed methods studies that conveyed primary research on automated conversational agents designed to increase PA. The studies were independently screened, and their methodological quality was assessed using the Mixed Methods Appraisal Tool by 2 reviewers. Data on intervention impact and effectiveness, treatment characteristics, and challenges were extracted and analyzed using parallel-results convergent synthesis and narrative summary. RESULTS: In total, 255 studies were identified, 7.8% (20) of which met our inclusion criteria. The methodological quality of the studies was varied. Overall, conversational agents had moderate usability and feasibility. Those that were evaluated through randomized controlled trials were found to be effective in promoting PA. Common challenges facing interventions were repetitive program content, high attrition, technical issues, and safety and privacy concerns. CONCLUSIONS: Conversational agents hold promise for PA interventions. However, there is a lack of rigorous research on long-term intervention effectiveness and patient safety. Future interventions should be based on evidence-informed theories and treatment approaches and should address users' desires for program variety, natural language processing, delivery via mobile devices, and safety and privacy concerns.


Assuntos
Comunicação , Exercício Físico , Computadores de Mão , Atenção à Saúde , Humanos , Processamento de Linguagem Natural
4.
BMC Med Inform Decis Mak ; 21(1): 196, 2021 06 22.
Artigo em Inglês | MEDLINE | ID: mdl-34158046

RESUMO

BACKGROUND: Understanding how older, minoritized patients attend to cues when interacting with web-based health messages may provide opportunities to improve engagement with novel health technologies. We assess acceptance-promoting and acceptance-inhibiting cues of a web-based, intervention promoting colorectal cancer (CRC) screening with a home stool test among Black women. MATERIALS AND METHODS: Focus group and individual interview data informed iterative changes to a race- and gender-concordant virtual health assistant (VHA). A user-centered design approach was used across 3 iterations to identify changes needed to activate cues described as important; such as portraying authority and expertise. Questionnaire data were analyzed using non-parametric tests for perceptions of cues. Analysis was guided by the Technology Acceptance Model. RESULTS: Perceptions of interactivity, social presence, expertise, and trust were important cues in a VHA-delivered intervention promoting CRC screening. Features of the web-based platform related to ease of navigation and use were also discussed. Participant comments varied across the 3 iterations and indicated acceptance of or a desire to improve source cues for subsequent iterations. We highlight the specific key changes made at each of three iterative versions of the interactive intervention in conjunction with user perception of changes. DISCUSSION: Virtual agents can be adapted to better meet patient expectations such as being a trustworthy and expert source. Across three evolving versions of a Black, VHA, cues for social presence were particularly important. Social presence cues helped patients engage with CRC screening messages delivered in this novel digital context. CONCLUSIONS: When using a VHA to disseminate health information, cues associated with acceptability can be leveraged and adapted as needed for diverse audiences. Patient characteristics (age, identity, health status) are important to note as they may affect perceptions of a novel health technologies ease of use and relevancy according to the leading models.


Assuntos
Neoplasias Colorretais , Detecção Precoce de Câncer , Neoplasias Colorretais/diagnóstico , Feminino , Grupos Focais , Humanos , Sangue Oculto , Tecnologia
5.
Sensors (Basel) ; 21(8)2021 Apr 09.
Artigo em Inglês | MEDLINE | ID: mdl-33918868

RESUMO

Virtual agents have been widely used in human-agent collaboration work. One important problem with human-agent collaboration is the attribution of responsibility as perceived by users. We focused on the relationship between the appearance of a virtual agent and the attribution of perceived responsibility. We conducted an experiment with five agents: an agent without an appearance, a human-like agent, a robot-like agent, a dog-like agent, and an angel-like agent. We measured the perceived agency and experience for each agent, and we conducted an experiment involving a sound-guessing game. In the game, participants listened to a sound and guessed what the sound was with an agent. At the end of the game, the game finished with failure, and the participants did not know who made the mistake, the participant or the agent. After the game, we asked the participants how they perceived the agents' trustworthiness and to whom they attributed responsibility. As a result, participants attributed less responsibility to themselves when interacting with a robot-like agent than interacting with an angel-like robot. Furthermore, participants perceived the least trustworthiness toward the robot-like agent among all conditions. In addition, the agents' perceived experience had a correlation with the attribution of perceived responsibility. Furthermore, the agents that made the participants feel their attribution of responsibility to be less were not trusted. These results suggest the relationship between agents' appearance and perceived attribution of responsibility and new methods for designs in the creation of virtual agents for collaboration work.


Assuntos
Emoções , Robótica , Realidade Virtual , Animais , Humanos , Percepção
6.
Sensors (Basel) ; 21(18)2021 Sep 21.
Artigo em Inglês | MEDLINE | ID: mdl-34577529

RESUMO

Recently, robot services have been widely applied in many fields. To provide optimum service, it is essential to maintain good acceptance of the robot for more effective interaction with users. Previously, we attempted to implement facial expressions by synchronizing an estimated human emotion on the face of a robot. The results revealed that the robot could present different perceptions according to individual preferences. In this study, we considered individual differences to improve the acceptance of the robot by changing the robot's expression according to the emotion of its interacting partner. The emotion was estimated using biological signals, and the robot changed its expression according to three conditions: synchronized with the estimated emotion, inversely synchronized, and a funny expression. During the experiment, the participants provided feedback regarding the robot's expression by choosing whether they "like" or "dislike" the expression. We investigated individual differences in the acceptance of the robot expression using the Semantic Differential scale method. In addition, logistic regression was used to create a classification model by considering individual differences based on the biological data and feedback from each participant. We found that the robot expression based on inverse synchronization when the participants felt a negative emotion could result in impression differences among individuals. Then, the robot's expression was determined based on the classification model, and the Semantic Differential scale on the impression of the robot was compared with the three conditions. Overall, we found that the participants were most accepting when the robot expression was calculated using the proposed personalized method.


Assuntos
Expressão Facial , Robótica , Atitude , Emoções , Retroalimentação , Humanos
7.
J Exp Child Psychol ; 191: 104740, 2020 03.
Artigo em Inglês | MEDLINE | ID: mdl-31855829

RESUMO

Is infants' word learning boosted by nonhuman social agents? An on-screen virtual agent taught infants word-object associations in a setup where the presence of contingent and referential cues could be manipulated using gaze contingency. In the study, 12-month-old Japanese-learning children (N = 36) looked significantly more to the correct object when it was labeled after exposure to a contingent and referential display versus a noncontingent and nonreferential display. These results show that communicative cues can augment learning even for a nonhuman agent, a finding highly relevant for our understanding of the mechanisms through which the social environment supports language acquisition and for research on the use of interactive screen media.


Assuntos
Aprendizagem por Associação/fisiologia , Comunicação , Sinais (Psicologia) , Desenvolvimento da Linguagem , Aprendizado Social/fisiologia , Feminino , Humanos , Lactente , Masculino
8.
J Med Internet Res ; 22(2): e14058, 2020 02 06.
Artigo em Inglês | MEDLINE | ID: mdl-32022693

RESUMO

BACKGROUND: Embodied conversational agents (ECAs) are animated computer characters that simulate face-to-face counseling. Owing to their capacity to establish and maintain an empathic relationship, they are deemed to be a promising tool for starting and maintaining a healthy lifestyle. OBJECTIVE: This review aimed to identify the current practices in designing and evaluating ECAs for coaching people in a healthy lifestyle and provide an overview of their efficacy (on behavioral, knowledge, and motivational parameters) and use (on usability, usage, and user satisfaction parameters). METHODS: We used the Arksey and O'Malley framework to conduct a scoping review. PsycINFO, Medical Literature Analysis and Retrieval System Online, and Scopus were searched with a combination of terms related to ECA and lifestyle. Initially, 1789 unique studies were identified; 20 studies were included. RESULTS: Most often, ECAs targeted physical activity (n=16) and had the appearance of a middle-aged African American woman (n=13). Multiple behavior change techniques (median=3) and theories or principles (median=3) were applied, but their interpretation and application were usually not reported. ECAs seemed to be designed for the end user rather than with the end user. Stakeholders were usually not involved. A total of 7 out of 15 studies reported better efficacy outcomes for the intervention group, and 5 out of 8 studies reported better use-related outcomes, as compared with the control group. CONCLUSIONS: ECAs are a promising tool for persuasive communication in the health domain. This review provided valuable insights into the current developmental processes, and it recommends the use of human-centered, stakeholder-inclusive design approaches, along with reporting on the design activities in a systematic and comprehensive manner. The gaps in knowledge were identified on the working mechanisms of intervention components and the right timing and frequency of coaching.


Assuntos
Estilo de Vida Saudável/fisiologia , Tutoria/métodos , Telemedicina/métodos , Feminino , Humanos , Masculino
9.
J Med Internet Res ; 22(12): e24268, 2020 12 18.
Artigo em Inglês | MEDLINE | ID: mdl-33264099

RESUMO

BACKGROUND: The COVID-19 crisis and consequent confinement restrictions have caused significant psychosocial stress and reports of sleep complaints, which require early management, have increased during recent months. To help individuals concerned about their sleep, we developed a smartphone-based app called KANOPEE that allows users to interact with a virtual agent dedicated to autonomous screening and delivering digital behavioral interventions. OBJECTIVE: Our objective was to assess the feasibility of this app, in terms of inclusion rate, follow-up rate, perceived trust and acceptance of the virtual agent, and effects of the intervention program, in the context of COVID-19 confinement in France. METHODS: The virtual agent is an artificial intelligence program using decision tree architecture and interacting through natural body motion and natural voice. A total of 2069 users aged 18 years and above downloaded the free app during the study period (April 22 to May 5, 2020). These users first completed a screening interview based on the Insomnia Severity Index (ISI) conducted by the virtual agent. If the users were positive for insomnia complaints (ISI score >14), they were eligible to join the 2-stage intervention program: (1) complete an electronic sleep diary for 1 week and (2) follow personalized sleep recommendations for 10 days. We collected and analyzed the following measures: sociodemographic information, ISI scores and sleep/wake schedules, and acceptance and trust of the agent. RESULTS: Approximately 76% (1574/2069) of the app users completed the screening interview with the virtual agent. The virtual agent was well accepted by 27.4% (431/1574) of the users who answered the acceptance and trust questionnaires on its usability, satisfaction, benevolence, and credibility. Of the 773 screened users who reported sleep complaints (ISI score >14), 166 (21.5%) followed Step 1 of the intervention, and only 47 of those (28.3%) followed Step 2. Users who completed Step 1 found that their insomnia complaints (baseline mean ISI score 18.56, mean ISI score after Step 1 15.99; P<.001) and nocturnal sleep quality improved significantly after 1 week. Users who completed Step 2 also showed an improvement compared to the initial measures (baseline mean ISI score 18.87, mean ISI score after Step 2 14.68; P<.001). Users that were most severely affected (ISI score >21) did not respond to either intervention. CONCLUSIONS: These preliminary results suggest that the KANOPEE app is a promising solution to screen populations for sleep complaints and that it provides acceptable and practical behavioral advice for individuals reporting moderately severe insomnia.


Assuntos
COVID-19/epidemiologia , Terapia Cognitivo-Comportamental/métodos , Distúrbios do Início e da Manutenção do Sono/terapia , Smartphone , Isolamento Social/psicologia , Adolescente , Adulto , Idoso , Inteligência Artificial , Árvores de Decisões , Estudos de Viabilidade , Feminino , França , Humanos , Masculino , Pessoa de Meia-Idade , Aplicativos Móveis , Estudo de Prova de Conceito , Quarentena , Sono , Estresse Psicológico/complicações , Inquéritos e Questionários , Telemedicina , Adulto Jovem
10.
J Med Internet Res ; 22(9): e17809, 2020 09 24.
Artigo em Inglês | MEDLINE | ID: mdl-32969827

RESUMO

BACKGROUND: The rapid increase of the aging population is pushing many national governments to reshape retirement legislation in order to extend older adults' working life. Once retired, older adults can be invaluable resources for the community as family carers, as volunteers, or by returning to work. Healthy aging is one of the main conditions for being able to work longer and being active after retirement. The latter, indeed, represents a very sensitive life transition, which can entail psychological and social difficulties. Interventions for promoting older workers' health and well-being and supporting the transition to retirement are on the top of the policy agenda of most European countries. Recently, computer-based and digital health interventions have been seen as promising means to reach this purpose. OBJECTIVE: This systematic literature review aimed to explore studies on digital health coaching programs for older workers that followed a user-centered design approach and evaluated their effectiveness in providing older adults with guidance for adopting a healthy lifestyle and being active in the community. METHODS: The search identified 1931 papers, and 2 relevant articles were selected by applying specific eligibility criteria. RESULTS: To our knowledge, only few digital health coaching programs have targeted the population of older workers to date; there is an insufficient number of studies on the efficacy of such programs. The results show the difficulties of assessing the efficacy of digital coaching itself and with respect to older employees. The 2 studies suggest that digital health programs for workplaces can improve various aspects of older employees' well-being; however, they considered health mainly from a physical perspective and neglected contextual, social, psychological, and cultural factors that can influence older workers' health and general well-being. Future digital health coaching programs should adopt the healthy aging paradigm as a multidimensional lens for interpreting the impact of eHealth technology on aging and retirement. The literature around this issue remains at an embryonic state, and this gap needs to be filled by further investigations that apply a user-centered approach for designing the technology, test innovative research methodologies, and adopt new technical solutions for high-quality interaction design. CONCLUSIONS: Further digital health coaching programs aimed at supporting healthy and active living for older workers and retirees are necessary. The user-centered design approach is recommended in order to fully address the users' health needs and the technological requirements throughout development. Moreover, the healthy aging perspective allows inclusion of physical, social, and psychological factors influencing the transition from work to retirement, as well as the experiences and interactions of individuals with the technology.

11.
J Med Syst ; 41(8): 125, 2017 Aug.
Artigo em Inglês | MEDLINE | ID: mdl-28699083

RESUMO

Although post-traumatic stress disorder (PTSD) is well treatable, many people do not get the desired treatment due to barriers to care (such as stigma and cost). This paper presents a system that bridges this gap by enabling patients to follow therapy at home. A therapist is only involved remotely, to monitor progress and serve as a safety net. With this system, patients can recollect their memories in a digital diary and recreate them in a 3D WorldBuilder. Throughout the therapy, a virtual agent is present to inform and guide patients through the sessions, employing an ontology-based question module for recollecting traumatic memories to further elicit a detailed memory recollection. In a usability study with former PTSD patients (n = 4), these questions were found useful for memory recollection. Moreover, the usability of the whole system was rated positively. This system has the potential to be a valuable addition to the spectrum of PTSD treatments, offering a novel type of home therapy assisted by a virtual agent.


Assuntos
Transtornos de Estresse Pós-Traumáticos , Humanos
12.
JMIR Ment Health ; 11: e48537, 2024 Jan 12.
Artigo em Inglês | MEDLINE | ID: mdl-38214958

RESUMO

BACKGROUND: Virtual reality (VR) psychological therapy has the potential to increase access to evidence-based mental health interventions by automating their delivery while maintaining outcomes. However, it is unclear whether these more automated therapies are acceptable to potential users of mental health services. OBJECTIVE: The main aim of this study was to develop a new, validated questionnaire to measure public perceptions of VR therapy (VRT) guided by a virtual coach. We also aimed to explore these perceptions in depth and test how aspects such as familiarity with VR and mental health are associated with these perceptions, using both quantitative and qualitative approaches. METHODS: We used a cross-sectional mixed methods design and conducted an exploratory factor analysis of a questionnaire that we developed, the Attitudes Towards Virtual Reality Therapy (AVRT) Scale, and a qualitative content analysis of the data collected through free-text responses during completion of the questionnaire. RESULTS: We received 295 responses and identified 4 factors within the AVRT Scale, including attitudes toward VRT, expectation of presence, preference for VRT, and cost-effectiveness. We found that being more familiar with VR was correlated with more positive attitudes toward VRT (factor 1), a higher expectation of presence (factor 2), a preference for VRT over face-to-face therapy (factor 3), and a belief that VRT is cost-effective (factor 4). Qualitative data supported the factors we identified and indicated that VRT is acceptable when delivered at home and guided by a virtual coach. CONCLUSIONS: This study is the first to validate a scale to explore attitudes toward VRT guided by a virtual coach. Our findings indicate that people are willing to try VRT, particularly because it offers increased access and choice, and that as VR becomes ubiquitous, they will also have positive attitudes toward VRT. Future research should further validate the AVRT Scale.


Assuntos
Terapia de Exposição à Realidade Virtual , Realidade Virtual , Humanos , Terapia de Exposição à Realidade Virtual/métodos , Estudos Transversais , Opinião Pública , Inquéritos e Questionários
13.
PeerJ Comput Sci ; 10: e1926, 2024.
Artigo em Inglês | MEDLINE | ID: mdl-38660207

RESUMO

Recent advancements in tele-operated avatars, both on-screen and robotic, have expanded opportunities for human interaction that exceed spatial and physical limitations. While numerous studies have enhanced operator control and improved the impression left on remote users, one area remains underexplored: the experience of operators during touch interactions between an avatar and a remote interlocutor. Touch interactions have become commonplace with avatars, especially those displayed on or integrated with touchscreen interfaces. Although the need for avatars to exhibit human-like touch responses has been recognized as beneficial for maintaining positive impressions on remote users, the sensations and experiences of the operators behind these avatars during such interactions remain largely uninvestigated. This study examines the sensations felt by an operator when their tele-operated avatar is touched remotely. Our findings reveal that operators can perceive a sensation of discomfort when their on-screen avatar is touched. This feeling is intensified when the touch is visualized and the avatar reacts to it. Although these autonomous responses may enhance the human-like perceptions of remote users, they might also lead to operator discomfort. This situation underscores the importance of designing avatars that address the experiences of both remote users and operators. We address this issue by proposing a tele-operated avatar system that minimizes unwarranted touch interactions from unfamiliar interlocutors based on social intimacy.

14.
Front Artif Intell ; 6: 1302277, 2023.
Artigo em Inglês | MEDLINE | ID: mdl-37899960

RESUMO

[This corrects the article DOI: 10.3389/frai.2022.862997.].

15.
Medicina (B Aires) ; 83 Suppl 2: 48-52, 2023 Mar.
Artigo em Inglês | MEDLINE | ID: mdl-36820483

RESUMO

Individuals with autism spectrum disorder may present social-communicative and behavioral deficits. Recently, research on treatment and diagnosis has shifted its focus to the application of new technologies. Among them is virtual reality, which guarantees a high sense of realism to the experience and allows the implementation of a virtual agent that facilitates the use of the application. In social skills interventions, it has been mostly chosen to implement a virtual agent with a human appearance. Virtual humans guide the user-system interaction through the use of verbal and nonverbal language. They can be equipped with responsiveness: the ability to provide responses to the user based on data recorded during the use of the technology. Responsiveness is functional when the goal is to create an interaction similar to that of everyday life, as it allows for behavioral responses and, at a more sophisticated level, vocal responses. Considering virtual agents capable of holding a conversation with the user, to date three different methods have been implemented that make communication more or less realistic. This brief review proposes a synopsis of relevant virtual humans' features and highlights some key ASD research areas wherein virtual humans are implemented for diagnosis and treatment. A total of 11 studies were selected and their analysis was summarized into 7 main categories. Finally, the clinical and technological implications of the results found were discussed.


Los individuos con trastorno del espectro autista pueden presentar déficits socio-comunicativos y conductuales. Recientemente, la investigación sobre el tratamiento y el diagnóstico se ha centrado en la aplicación de nuevas tecnologías. Entre ellas se encuentra la realidad virtual, que garantiza un alto sentido de realismo a la experiencia y permite la implementación de un agente virtual que facilite el uso de la aplicación. En las intervenciones de habilidades sociales, se ha optado mayoritariamente por implementar un agente virtual con apariencia humana. Los humanos virtuales guían la interacción usuario-sistema mediante el uso de lenguaje verbal y no verbal. Estos pueden estar dotados de responsividad: la capacidad de proporcionar respuestas al usuario basadas en los datos registrados durante el uso de la tecnología. La responsividad es funcional cuando el objetivo es crear una interacción similar a la de la vida cotidiana, ya que permite dar respuestas conductuales y, a un nivel más sofisticado, respuestas vocales. Considerando los agentes virtuales capaces de mantener una conversación con el usuario, hasta la fecha se han implementado tres métodos diferentes que hacen que la comunicación sea más o menos realista. Esta breve revisión propone una sinopsis de las características de los humanos virtuales relevantes y destaca algunas áreas de investigación clave del TEA en las que se implementan humanos virtuales para el diagnóstico y el tratamiento. Se seleccionó un total de 11 estudios y su análisis se resumió en 7 categorías principales. Por último, se discuten las implicaciones clínicas y tecnológicas de los resultados encontrados.


Assuntos
Transtorno do Espectro Autista , Humanos , Comunicação , Habilidades Sociais , Idioma , Motivação
16.
J Telemed Telecare ; : 1357633X231174484, 2023 Jun 07.
Artigo em Inglês | MEDLINE | ID: mdl-37287248

RESUMO

INTRODUCTION: Telecare can be an effective way to deliver healthcare to patients' homes. Avatar or virtual agent-equipped technologies have the potential to increase user engagement and adherence to telecare. This study aimed to identify telecare interventions assisted by avatars/virtual agents, reflect the concepts of telecare and give an overview on its outcomes. METHODS: A scoping review guided by the PRISMA-ScR checklist was conducted. MEDLINE, CINAHL, PsycINFO and grey literature were searched through 12 July 2022. Studies were included if patients were remotely cared for by healthcare professionals and received telecare interventions assisted by avatars/virtual agents in their homes. Studies underwent quality appraisal, and were synthesized along the dimensions 'study characteristics', 'intervention' and 'outcomes'. RESULTS: Out of 535 records screened, 14 studies were included, reporting the effects of avatar/virtual agent-assisted telecare interventions, tailored to specific patient groups. Telecare interventions mainly focused on teletherapy and telemonitoring. Telecare services were rehabilitative, preventive, palliative, promotive and curative. Modes of communication were asynchronous, synchronous or a mix of both. Tasks of the implemented avatars/virtual agents comprised delivering health interventions, monitoring, assessment, guidance and strengthening agency. Telecare interventions led to improved clinical outcomes and higher adherence. Most studies reported sufficient system usability and high satisfaction among participants. CONCLUSIONS: Telecare interventions were overall target group related and integrated in a service model. This combined with the use of avatars and virtual agents leads to improved adherence to telecare in the home setting. Further studies could account for relatives' experiences with telecare.

17.
Front Psychol ; 14: 1195059, 2023.
Artigo em Inglês | MEDLINE | ID: mdl-37546466

RESUMO

Virtual reality (VR) environments are increasingly popular for various applications, and the appearance of virtual characters is a critical factor that influences user behaviors. In this study, we aimed to investigate the impact of avatar and agent appearances on pre-touch proxemics in VR. To achieve this goal, we designed experiments utilizing three user avatars (man/woman/robot) and three virtual agents (man/woman/robot). Specifically, we measured the pre-touch reaction distances to the face and body, which are the distances at which a person starts to feel uncomfortable before being touched. We examined how these distances varied based on the appearances of avatars, agents, and user gender. Our results revealed that the appearance of avatars and agents significantly impacted pre-touch reaction distances. Specifically, those using a female avatar tended to maintain larger distances before their face and body to be touched, and people also preferred greater distances before being touched by a robot agent. Interestingly, we observed no effects of user gender on pre-touch reaction distances. These findings have implications for the design and implementation of VR systems, as they suggest that avatar and agent appearances play a significant role in shaping users' perceptions of pre-touch proxemics. Our study highlights the importance of considering these factors when creating immersive and socially acceptable VR experiences.

18.
JMIR Hum Factors ; 10: e41017, 2023 Feb 01.
Artigo em Inglês | MEDLINE | ID: mdl-36724004

RESUMO

BACKGROUND: The rising adoption of telehealth provides new opportunities for more effective and equitable health care information mediums. The ability of chatbots to provide a conversational, personal, and comprehendible avenue for learning about health care information make them a promising tool for addressing health care inequity as health care trends continue toward web-based and remote processes. Although chatbots have been studied in the health care domain for their efficacy for smoking cessation, diet recommendation, and other assistive applications, few studies have examined how specific design characteristics influence the effectiveness of chatbots in providing health information. OBJECTIVE: Our objective was to investigate the influence of different design considerations on the effectiveness of an educational health care chatbot. METHODS: A 2×3 between-subjects study was performed with 2 independent variables: a chatbot's complexity of responses (eg, technical or nontechnical language) and the presented qualifications of the chatbot's persona (eg, doctor, nurse, or nursing student). Regression models were used to evaluate the impact of these variables on 3 outcome measures: effectiveness, usability, and trust. A qualitative transcript review was also done to review how participants engaged with the chatbot. RESULTS: Analysis of 71 participants found that participants who received technical language responses were significantly more likely to be in the high effectiveness group, which had higher improvements in test scores (odds ratio [OR] 2.73, 95% CI 1.05-7.41; P=.04). Participants with higher health literacy (OR 2.04, 95% CI 1.11-4.00, P=.03) were significantly more likely to trust the chatbot. The participants engaged with the chatbot in a variety of ways, with some taking a conversational approach and others treating the chatbot more like a search engine. CONCLUSIONS: Given their increasing popularity, it is vital that we consider how chatbots are designed and implemented. This study showed that factors such as chatbots' persona and language complexity are two design considerations that influence the ability of chatbots to successfully provide health care information.

19.
JMIR Hum Factors ; 9(1): e35358, 2022 Mar 29.
Artigo em Inglês | MEDLINE | ID: mdl-35348468

RESUMO

BACKGROUND: Social skills training by human trainers is a well-established method to provide appropriate social interaction skills and strengthen social self-efficacy. In our previous work, we attempted to automate social skills training by developing a virtual agent that taught social skills through interaction. Previous research has not investigated the visual design of virtual agents for social skills training. Thus, we investigated the effect of virtual agent visual design on automated social skills training. OBJECTIVE: The 3 main purposes of this research were to investigate the effect of virtual agent appearance on automated social skills training, the relationship between acceptability and other measures (eg, likeability, realism, and familiarity), and the relationship between likeability and individual user characteristics (eg, gender, age, and autistic traits). METHODS: We prepared images and videos of a virtual agent, and 1218 crowdsourced workers rated the virtual agents through a questionnaire. In designing personalized virtual agents, we investigated the acceptability, likeability, and other impressions of the virtual agents and their relationship to individual characteristics. RESULTS: We found that there were differences between the virtual agents in all measures (P<.001). A female anime-type virtual agent was rated as the most likeable. We also confirmed that participants' gender, age, and autistic traits were related to their ratings. CONCLUSIONS: We confirmed the effect of virtual agent design on automated social skills training. Our findings are important in designing the appearance of an agent for use in personalized automated social skills training.

20.
JMIR Aging ; 5(2): e32473, 2022 Apr 25.
Artigo em Inglês | MEDLINE | ID: mdl-35468084

RESUMO

BACKGROUND: Older adults often have increasing memory problems (amnesia), and approximately 50 million people worldwide have dementia. This syndrome gradually affects a patient over a period of 10-20 years. Intelligent virtual agents may support people with amnesia. OBJECTIVE: This study aims to identify state-of-the-art experimental studies with virtual agents on a screen capable of verbal dialogues with a target group of older adults with amnesia. METHODS: We conducted a systematic search of PubMed, SCOPUS, Microsoft Academic, Google Scholar, Web of Science, and CrossRef on virtual agent and amnesia on papers that describe such experiments. Search criteria were (Virtual Agent OR Virtual Assistant OR Virtual Human OR Conversational Agent OR Virtual Coach OR Chatbot) AND (Amnesia OR Dementia OR Alzheimer OR Mild Cognitive Impairment). Risk of bias was evaluated using the QualSyst tool (University of Alberta), which scores 14 study quality items. Eligible studies are reported in a table including country, study design type, target sample size, controls, study aims, experiment population, intervention details, results, and an image of the agent. RESULTS: A total of 8 studies was included in this meta-analysis. The average number of participants in the studies was 20 (SD 12). The verbal interactions were generally short. The usability was generally reported to be positive. The human utterance was seen in 7 (88%) out of 8 studies based on short words or phrases that were predefined in the agent's speech recognition algorithm. The average study quality score was 0.69 (SD 0.08) on a scale of 0 to 1. CONCLUSIONS: The number of experimental studies on talking about virtual agents that support people with memory problems is still small. The details on the verbal interaction are limited, which makes it difficult to assess the quality of the interaction and the possible effects of confounding parameters. In addition, the derivation of the aggregated data was difficult. Further research with extended and prolonged dialogues is required.

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