AVATAR

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  • 文章类型: Journal Article
    电子健康(eHealth)已广泛用于慢性病管理。先前的研究集中在基于时间的提醒上,作为促进行为改变意图的线索,忽略了通过其他线索类型的自动线索-行为关联的发展。
    因此,这项研究利用化身外观作为基于视觉的提示,以帮助建立外观转换和健康行为之间的自动关联,以形成无意的习惯。
    为了更好地了解用户对应用化身外观变化以发展高血压患者的提示行为关联的态度和经验。在14天的实验中招募了15名参与者。在排除了一名退出实验的参与者之后,其他人被随机分为两组.一组由基于视觉的提示(虚拟植物)和基本行为改变技术(BCT)组成。另一组仅包括基础BCT。态度和经验结果是通过访谈收集的,定性数据采用专题分析法进行分析。
    57%的参与者被诊断患有高血压超过五年,超过50%的参与者有使用移动应用程序或可穿戴设备的经验。66%的参与者每周进行3次以上的体育锻炼。结果表明,定制的基于时间的提醒,血压监测,每日饮食摄入量是最有吸引力的特征。此外,高血压参与者对化身外观持积极态度,作为一种基于视觉的线索来发展线索-行为关联,这增强了自我管理的动机。
    这项研究提出了一种基于视觉的习惯形成线索设计,并进行了一种定性方法来探索高血压患者的感知。这些发现提供了从用户角度对高血压患者对基于视觉的线索的态度以及对化身外观与健康行为之间的联系进行自我管理的感知的见解。随后的讨论提出了从意图形成习惯的电子健康设计指南,自动提示-行为关联,和自我管理的观点。
    UNASSIGNED: Electronic health (eHealth) has been widely adopted in chronic disease management. Prior studies focused on time-based reminders as a cue to facilitate behavior change intentions, ignoring the development of automatic cue-behavior associations via other cue types.
    UNASSIGNED: Hence, this study utilized avatar appearance as a visual-based cue to help establish the automatic association between appearance transformation and health behavior to form habits without intention.
    UNASSIGNED: To better understand users\' attitudes and experiences toward applying changes in avatar appearance to develop cue-behavior associations for hypertensive patients. Fifteen participants were recruited in a 14-day experiment. After excluding one participant who dropped out of the experiment, others were randomly assigned to two groups. One group consisted of a visual-based cue (a virtual plant) and basic behavior change techniques (BCTs). The other group only included basic BCTs. Attitudes and experience outcomes were collected by interview, and qualitative data were analyzed using thematic analysis.
    UNASSIGNED: 57% of participants had been diagnosed with hypertension for more than five years, and more than 50% of participants have experience using mobile apps or wearables. 66% of participants did physical activity more than three times every week. The result shows that tailored time-based reminders, blood pressure monitoring, and daily dietary intake were the most attractive features. Additionally, hypertensive participants have positive attitudes toward avatar appearance as a visual-based cue to develop cue-behavior association, which enhances self-management motivation.
    UNASSIGNED: This study proposes a visual-based cue design for habit formation and conducts a qualitative method to explore hypertensive patients\' perceptions. The findings offer insights from user\'s perspectives into hypertensive patients\' attitudes toward visual-based cues and perception of the connection between avatar appearance and health behavior for self-management. Subsequent discussions present eHealth design guidelines of habit formation from intention, automatic cue-behavior association, and self-management perspectives.
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  • 文章类型: Journal Article
    术语Proteus效应是指由体现的虚拟代理的特征引起的态度和行为的变化。目前尚不清楚这种影响是否可以扩展到道德领域。为了解决这个问题,我们调查了是否包含虚拟代理(即,化身)具有不同特征的人的道德标准有不同的调节。要求参与者在拟人化的外观中体现类似于基督教上帝的化身或控制人类化身,并在虚拟环境中执行基于文本的附带和工具困境。对于每个参与者,我们记录了(1)选择的选项(道义与功利主义),(2)决策次数,(3)决定后的感觉,和(4)生理反应(皮肤电导反应和心率)。我们发现体现上帝与控制化身并没有改变道德困境任务中的表现,表明在我们的实验条件下没有强烈的变形杆菌效应。我们通过检查我们任务的约束和局限性来解释这个结果,推理引发变形杆菌效应的必要条件,并讨论该领域未来的发展和进步。此外,我们提出了关于困境类型的令人信服的影响,选择的选项,人格特质,和宗教信仰,从而支持和扩展有关道德困境中决策的文献。
    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.
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  • 文章类型: Journal Article
    近年来,由于虚拟现实(VR)和人机交互(HCI)研究的普及,随着人们期望理解建立主人翁意识的过程,代理意识,和肢体沉重(在这项研究中,用舒适度代替肢体沉重)将有助于各种医疗康复的发展,在这些领域已经积极开展了各种研究。先前的研究表明,每个感知特征都会随着正延迟而降低。然而,目前尚不清楚每个感知特征如何响应负延迟。因此,这项研究的目的是推断当使用本研究开发的化身操纵某些设置时,感知特征的变化是如何发生的。这项研究使用为这项研究开发的化身系统进行了实验,该系统使用肌电图作为界面。两个独立的实验涉及十二个参与者:一个初步实验和一个主要实验。正如在之前的研究中观察到的,已证实,每个感知特征都会随着正延迟而降低。此外,初步实验的范围不足以达到本研究的目的,这是为了确认负延迟的感知特征,从而证实了进行这个实验的有效性。同时,主要实验表明,所有权意识,代理意识,随着延迟时间的减少,舒适度逐渐降低,(即,此事件是在有意采取行动之前,在之前的研究中无法检查)。这表明脑机接口的控制在速度太快时很难使用。此外,在具有较大延迟的区域中,人类感知特征中最强烈感知的设置的分布更广泛,这表明这可能导致对被认为存在于人类小脑中的内部模型的评估。为这项研究开发的化身可能有可能为感知特征创建新的实验范式。
    In recent years, due to the prevalence of virtual reality (VR) and human-computer interaction (HCI) research, along with the expectation that understanding the process of establishing sense of ownership, sense of agency, and limb heaviness (in this study, limb heaviness is replaced with comfort level) will contribute to the development of various medical rehabilitation, various studies have been actively conducted in these fields. Previous studies have indicated that each perceptual characteristics decrease in response to positive delay. However, it is still unclear how each perceptual characteristic changes in response to negative delay. Therefore, the purpose of this study was to deduce how changes occur in the perceptual characteristics when certain settings are manipulated using the avatar developed in this study. This study conducted experiments using an avatar system developed for this research that uses electromyography as the interface. Two separate experiments involved twelve participants: a preliminary experiment and a main experiment. As observed in the previous study, it was confirmed that each perceptual characteristics decreased for positive delay. In addition, the range of the preliminary experiment was insufficient for the purpose of this study, which was to confirm the perceptual characteristics for negative delay, thus confirming the validity of conducting this experiment. Meanwhile, the main experiment showed that the sense of ownership, sense of agency, and comfort level decreased gradually as delay time decreased, (i.e., this event is prior to action with intention, which could not be examined in the previous study). This suggests that control by the brain-machine interface is difficult to use when it is too fast. In addition, the distribution of the most strongly perceived settings in human perceptual characteristics was wider in regions with larger delays, suggesting this may lead to the evaluation of an internal model believed to exist in the human cerebellum. The avatar developed for this study may have the potential to create a new experimental paradigm for perceptual characteristics.
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  • 文章类型: Journal Article
    本研究探讨了虚拟世界中化身交流的意义,个人可以创造新的身份并建立超越现实世界限制的关系。头像用户参与虚拟互动来满足他们的欲望,享受娱乐,并体验代孕满意度。本研究整合了期望确认模型(ECM)和印象管理理论(IMT),以调查各种化身自我类型对沟通满意度和持续使用意图的影响。使用韩国和美国样本进行了两次调查(n=600)。结果表明,预期确认与感知有用性之间存在显着关系。具体来说,高感知有用性会导致沟通满意度增加。此外,当经验前预期确认较低时,它积极影响沟通满意度。此外,这项研究强调了西方和东方文化背景在化身自我类型表达方面的差异。这项研究有助于理解虚拟互动,通过整合ECM和IMT提供理论见解。讨论了理论和实践意义。
    This research explores the significance of avatar communication in the virtual world, where individuals can create new identities and establish relationships beyond real-world limitations. Avatar users engage in virtual interactions to fulfill their desires, enjoy entertainment, and experience surrogate satisfaction. This study integrates the Expectation Confirmation Model (ECM) and Impression Management Theory (IMT) to investigate the impact of various avatar ego types on communication satisfaction and continued intention to use. Two surveys (n = 600) were administered using South Korean and American samples. The results suggest a significant relationship between expectancy confirmation and perceived usefulness. Specifically, high perceived usefulness leads to increased communication satisfaction. Also, when pre-experience expectancy confirmation is low, it positively affects communication satisfaction. In addition, the study highlights differences between Western and Eastern cultural contexts in avatar ego type\'s expression. This study contributes to the understanding of virtual interactions, offering theoretical insights through the integration of ECM and IMT. Theoretical and practical implications are discussed.
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  • 文章类型: Journal Article
    具有受损情绪识别的人不能正确地识别由其他个体表示的面部表情。本研究的目的是使用沉浸式虚拟现实(IVR)中的动态化身评估健康人群的眼睛注视和面部情感识别。第一次,IVR中每个感兴趣的面部区域的观看是按性别和年龄进行研究的。在健康人中进行这项工作是为了评估IVR在面部表情识别缺陷患者中的未来实用性。74名健康志愿者参与了这项研究。使用的材料是一台笔记本电脑,一个游戏控制器,和头戴式显示器。随机代表六种基本情绪加上中性表情的动态虚拟面孔被用作刺激。在虚拟人表现出一种情感之后,显示了一个带有七个可能选项的响应面板。除了存储命中和未命中,软件程序在内部将面孔划分为不同的兴趣区域(AOI),并记录参与者观看每个AOI的时间。关于参与者回答的总体准确性,点击量从最年轻的下降到中年和老年人。此外,所有三组花在看眼睛上的时间百分比最高,但年轻人的比例最高。同样值得注意的是,与背景相比,对面部的关注随着年龄的增长而下降。此外,男女之间的点击量非常相似,事实上,两者之间没有统计学上的显著差异.总的来说,男人比女人更关注眼睛,但是女性更关注额头和嘴巴。与以前的工作相比,我们的研究表明,男性和女性在面部情感识别方面没有差异。此外,根据以前的工作,年轻人的面部观看时间百分比高于老年人。然而,与早期的研究相反,老年人看眼睛比看嘴巴更多。与其他研究一致,眼睛是观看时间百分比最高的AOI。对于男人来说,最受关注的AOI是命中和错过中所有情绪的眼睛。女人更多的看眼睛的所有情绪,除了欢乐,恐惧,和对点击的愤怒。错过了,除了惊讶和恐惧,他们更多地看着几乎所有的情绪。
    A person with impaired emotion recognition is not able to correctly identify facial expressions represented by other individuals. The aim of the present study is to assess eyes gaze and facial emotion recognition in a healthy population using dynamic avatars in immersive virtual reality (IVR). For the first time, the viewing of each area of interest of the face in IVR is studied by gender and age. This work in healthy people is conducted to assess the future usefulness of IVR in patients with deficits in the recognition of facial expressions. Seventy-four healthy volunteers participated in the study. The materials used were a laptop computer, a game controller, and a head-mounted display. Dynamic virtual faces randomly representing the six basic emotions plus neutral expression were used as stimuli. After the virtual human represented an emotion, a response panel was displayed with the seven possible options. Besides storing the hits and misses, the software program internally divided the faces into different areas of interest (AOIs) and recorded how long participants looked at each AOI. As regards the overall accuracy of the participants\' responses, hits decreased from the youngest to the middle-aged and older adults. Also, all three groups spent the highest percentage of time looking at the eyes, but younger adults had the highest percentage. It is also noteworthy that attention to the face compared to the background decreased with age. Moreover, the hits between women and men were remarkably similar and, in fact, there were no statistically significant differences between them. In general, men paid more attention to the eyes than women, but women paid more attention to the forehead and mouth. In contrast to previous work, our study indicates that there are no differences between men and women in facial emotion recognition. Moreover, in line with previous work, the percentage of face viewing time for younger adults is higher than for older adults. However, contrary to earlier studies, older adults look more at the eyes than at the mouth.Consistent with other studies, the eyes are the AOI with the highest percentage of viewing time. For men the most viewed AOI is the eyes for all emotions in both hits and misses. Women look more at the eyes for all emotions, except for joy, fear, and anger on hits. On misses, they look more into the eyes for almost all emotions except surprise and fear.
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  • 文章类型: Randomized Controlled Trial
    目的:对食物的厌恶情绪和进食的后果是神经性厌食症的核心。暴露疗法可有效减少焦虑和对恐惧刺激的回避。基于抑制性学习框架,这项研究探讨了在神经性厌食症患者中诱导社会支持或积极情绪以增强单次虚拟食物暴露对食物相关焦虑的影响的可行性。
    方法:145名患者被随机分为:(1)虚拟食物暴露(即,基线条件),(2)虚拟食物暴露加积极情绪诱导(即积极的情绪状况),或(3)虚拟食物暴露加社会支持(即,社会支持条件)。他们完成了对虚拟食物焦虑的自我报告评估,一般焦虑,积极的情绪,社会支持,和饥饿,在虚拟食物暴露之前和之后。在虚拟现实曝光期间,记录了眼睛凝视和触摸食物的次数。
    结果:患者在积极情绪状态下对虚拟食物的焦虑程度较低,与基线条件相比[F(2,141)=4.36,p=0.015;中等效应大小]。他们还在基线条件下更频繁地接触食品。没有发现其他显著变化。
    结论:积极的情绪诱导增强的虚拟食物暴露似乎是加强食物暴露对神经性厌食症影响的可行方法。
    这项研究有助于了解如何支持神经性厌食症患者克服食物周围的恐惧和焦虑。虚拟现实使患者能够将自己暴露于困难的情况下(例如,厨房里有各种卡路里含量的食物),同时经历积极的刺激,例如一个充满爱心和善良的宠物或一个支持的化身。
    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.
    METHODS: 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.
    CONCLUSIONS: Virtual food exposure enhanced by positive mood induction seems a feasible approach to strengthen the impact of food exposure in anorexia nervosa.
    UNASSIGNED: 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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  • 文章类型: Randomized Controlled Trial
    背景:针对年轻人严重缺乏体育锻炼的情况,最近已经尝试通过锻炼视频分发鼓励年轻人锻炼。然而,仅仅分发视频并不能提高身体活动水平。隐喻空间,通过化身实现基于网络的交互,允许用户在与其他头像相同的空间中观看运动视频。
    目的:这项研究探讨了使用隐喻空间的运动视频分发是否能有效提高身体活动水平,连同心理健康和机车功能,在年轻人中。
    方法:在本平行组中,使用印刷海报展示招募随机对照试验参与者。共有48名年龄在18至30岁之间的年轻人被分配到3组,每组16人:隐喻,YouTube,和对照组。为了鼓励锻炼,隐喻组每周获得一段运动视频,其中8段视频在隐喻空间传送,负荷约为4-8个代谢任务当量(MET).YouTube组每周都会在YouTube上发送一个URL,以查看与metaverse组内容相同的运动视频。对照组不给予特殊说明。干预期为8周。干预前和干预后的身体活动,幸福,机车综合征风险测试,社会资本被测量。尽管这项研究并没有对参与者视而不见,测量员不知道参与者属于哪个组。进行混合模型重复测量分析和事后Wilcoxon符号秩和检验,以检测干预对所有组的影响。
    结果:混合模型重复测量分析的结果显示,两组之间以及干预前后的总体力活动之间存在显着相互作用(隐喻组:737.1,SD609.5MET/周,1575.4,SD1071.8MET/周;YouTube组:661.7之前,SD710.7MET/周,911.9后,SD1103.3METs/周;对照组:930.6前,SD665.1METs/周,844.7后,标准差701.8MET/周;P=.04),但幸福感指标没有(P=.40),机车功能量表(P=.17),和社会资本(P=0.23)。事后检验显示,干预前后,隐喻组的身体活动显着增加(P=.006)。
    结论:这项研究首次表明,通过隐喻空间提供运动视频可以通过为具有类似运动动机的个人提供聚会空间来增加年轻人的身体活动。这边,与仅在YouTube上分发视频相比,运动过程中的孤立感降低了。在健康促进中使用隐喻空间可能会传播,本研究为其探索提供了有益的参考。
    背景:ClinicalTrials.govNCT06019156;https://ichgcp.net/clinical-trials-registry/NCT06019156。
    BACKGROUND: In response to the serious lack of physical activity among young adults, recent attempts have been made to encourage young people to exercise through exercise video distribution. However, merely distributing videos does not lead to improved physical activity levels. Metaverse space, which enables web-based interaction through avatars, allows users to watch exercise videos in the same space as other avatars.
    OBJECTIVE: This study explored whether exercise video distribution using metaverse space is effective in improving physical activity levels, along with mental health and locomotive function, among young people.
    METHODS: In this parallel-group randomized controlled trial participants were recruited using printed poster displays. A total of 48 young adults aged between 18 and 30 years were assigned to 3 groups of 16 each: the metaverse, YouTube, and control group. To encourage exercise, the metaverse group was given an exercise video each week with a load of around 4-8 metabolic equivalents of tasks (METs) for 8 videos delivered in the metaverse space. The YouTube group was sent a URL on YouTube every week to view exercise videos with the same content as the metaverse group. The control group was given no special instructions. The intervention period was 8 weeks. Pre- and postintervention physical activity, well-being, locomotive syndrome risk tests, and social capital were measured. Although this study was not blinded to the participants, the measurers did not know to which group the participants belonged. Mixed model repeated-measures analyses and a post hoc Wilcoxon signed rank sum test were performed to detect the effects of the intervention in all groups.
    RESULTS: The results of the mixed model repeated-measures analyses showed a significant interaction between groups and before and after the intervention for total physical activity (metaverse group: pre 737.1, SD 609.5 METs/week, post 1575.4, SD 1071.8 METs/week; YouTube group: pre 661.7, SD 710.7 METs/week, post 911.9, SD 1103.3 METs/week; and control group: pre 930.6, SD 665.1 METs/week, post 844.7, SD 701.8 METs/week; P=.04) but none for the indicators of well-being (P=.40), locomotive function scale (P=.17), and social capital (P=.23). A post hoc test showed a significant increase in physical activity in the metaverse group before and after the intervention (P=.006).
    CONCLUSIONS: This study is the first to show that delivering exercise videos through metaverse space can increase physical activity in young adults by providing a gathering space for individuals similarly motivated for exercise practice. This way, the sense of isolation during exercise is reduced compared with merely distributing videos on YouTube. The use of metaverse space in health promotion is likely to spread, and this study provides a useful reference for its exploration.
    BACKGROUND: ClinicalTrials.gov NCT06019156; https://ichgcp.net/clinical-trials-registry/NCT06019156.
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  • 文章类型: Journal Article
    研究表明,抑郁风险与游戏玩家如何与游戏中的代表形象建立关系之间存在联系,叫做阿凡达。这一点得到了文献的支持,即游戏玩家与他们的化身的联系可以为他们的心理健康提供更广泛的见解。因此,有人认为,如果适当检查,一个人和他们的化身之间的联系可能会揭示有关他们目前或潜在的与抑郁的离线斗争的信息。为了检查与个人\'化身的联系是否可能揭示他们患抑郁症的风险,565名成年人/青少年的纵向数据(Mage=29.3岁,SD=10.6)评估两次(间隔六个月)。参与者完成了用户-头像-邦德[UAB]量表和抑郁焦虑压力量表,以测量头像债券和抑郁风险。一系列调整和未调整的人工智能[AI]分类器同时和前瞻性地分析了它们的响应。这允许检查用户与化身之间的联系是否可以提供有关抑郁风险的横截面和预测性信息。研究结果表明,人工智能模型可以学习准确和自动地识别抑郁症风险病例。根据UAB报道的游戏玩家,年龄,以及参与游戏的时间长短,无论是目前还是六个月后。特别是,随机森林的表现优于所有其他AI,而化身沉浸被证明是最强的训练预测因子。研究结果表明,UAB可以转化为准确的,并发,和未来,通过经过训练的人工智能分类器进行抑郁风险预测。评估,预防,并根据这些结果讨论了实践意义。
    Research has shown a link between depression risk and how gamers form relationships with their in-game figure of representation, called avatar. This is reinforced by literature supporting that a gamer\'s connection to their avatar may provide broader insight into their mental health. Therefore, it has been argued that if properly examined, the bond between a person and their avatar may reveal information about their current or potential struggles with depression offline. To examine whether the connection with an individuals\' avatars may reveal their risk for depression, longitudinal data from 565 adults/adolescents (Mage = 29.3 years, SD = 10.6) were evaluated twice (six months apart). Participants completed the User-Avatar-Bond [UAB] scale and Depression Anxiety Stress Scale to measure avatar bond and depression risk. A series of tuned and untuned artificial intelligence [AI] classifiers analyzed their responses concurrently and prospectively. This allowed the examination of whether user-avatar bond can provide cross-sectional and predictive information about depression risk. Findings revealed that AI models can learn to accurately and automatically identify depression risk cases, based on gamers\' reported UAB, age, and length of gaming involvement, both at present and six months later. In particular, random forests outperformed all other AIs, while avatar immersion was shown to be the strongest training predictor. Study outcomes demonstrate that UAB can be translated into accurate, concurrent, and future, depression risk predictions via trained AI classifiers. Assessment, prevention, and practice implications are discussed in the light of these results.
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  • 文章类型: Journal Article
    谈话是一个有时间压力的环境。认识到一种社会行为(言语行为,\'\',例如请求信息的问题)在对话中尽早对于快速理解预期消息并计划及时响应至关重要。对话者之间的快速转弯与回答问题特别相关,因为长时间的差距本身可能是有意义的。人类语言是多模态的,涉及身体的语音和视觉信号,包括脸。但是,人们对会话面部信号如何促进社交行为的交流知之甚少。谈话中一些最突出的面部信号是眉毛运动。以前的研究发现眉毛运动和问题之间有联系,这表明这些面部信号有助于快速识别问题。因此,我们的目的是调查早期眉毛运动(眉毛皱眉或抬高vs.无眉毛运动)便于问题识别。指示参与者观看化身的视频,其中操纵了伴随问题的眉毛运动的存在。他们的任务是尽可能准确和迅速地指出话语是一个问题还是一个陈述。使用在线测试平台Gorilla收集数据。结果显示,对于眉毛皱眉的问题,准确性更高,响应时间更快,暗示眉毛皱眉对问题识别的促进作用。这意味着面部信号可以通过发出特定于社交动作的视觉信息并为说话者的意图提供视觉线索,从而对对话中的社交动作的交流做出重要贡献。
    Conversation is a time-pressured environment. Recognizing a social action (the \'\'speech act,\'\' such as a question requesting information) early is crucial in conversation to quickly understand the intended message and plan a timely response. Fast turns between interlocutors are especially relevant for responses to questions since a long gap may be meaningful by itself. Human language is multimodal, involving speech as well as visual signals from the body, including the face. But little is known about how conversational facial signals contribute to the communication of social actions. Some of the most prominent facial signals in conversation are eyebrow movements. Previous studies found links between eyebrow movements and questions, suggesting that these facial signals could contribute to the rapid recognition of questions. Therefore, we aimed to investigate whether early eyebrow movements (eyebrow frown or raise vs. no eyebrow movement) facilitate question identification. Participants were instructed to view videos of avatars where the presence of eyebrow movements accompanying questions was manipulated. Their task was to indicate whether the utterance was a question or a statement as accurately and quickly as possible. Data were collected using the online testing platform Gorilla. Results showed higher accuracies and faster response times for questions with eyebrow frowns, suggesting a facilitative role of eyebrow frowns for question identification. This means that facial signals can critically contribute to the communication of social actions in conversation by signaling social action-specific visual information and providing visual cues to speakers\' intentions.
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  • 文章类型: Journal Article
    游戏障碍[GD]风险与游戏玩家的视觉表现方式(即,化身)在游戏世界中。更具体地说,游戏玩家与他们的化身的关系已被证明可以在离线生活中提供有关用户的可靠心理健康信息,例如他们当前和未来的GD风险,如果解码得当。
    为了使这方面的知识匮乏,565名玩家(Mage=29.3岁;SD=10.6)进行了两次评估,相隔六个月,使用用户头像邦德量表(UABS)和游戏障碍测试。一系列调整和未调整的人工智能[AI]分类器同时和前瞻性地分析了它们的响应。
    研究结果表明,AI模型学会了准确,自动地识别GD风险案例,根据玩家报告的UABS得分,年龄,以及参与游戏的时间长短,同时和纵向(即,六个月后)。随机森林的表现优于所有其他AI,而化身沉浸被证明是最强的训练预测因子。
    研究结果表明,用户与化身的联系可以转化为准确的,使用经过训练的AI分类器进行并发和未来GD风险预测。评估,预防,并根据这些发现讨论了实践意义。
    UNASSIGNED: Gaming disorder [GD] risk has been associated with the way gamers bond with their visual representation (i.e., avatar) in the game-world. More specifically, a gamer\'s relationship with their avatar has been shown to provide reliable mental health information about the user in their offline life, such as their current and prospective GD risk, if appropriately decoded.
    UNASSIGNED: To contribute to the paucity of knowledge in this area, 565 gamers (Mage = 29.3 years; SD =10.6) were assessed twice, six months apart, using the User-Avatar-Bond Scale (UABS) and the Gaming Disorder Test. A series of tuned and untuned artificial intelligence [AI] classifiers analysed concurrently and prospectively their responses.
    UNASSIGNED: Findings showed that AI models learned to accurately and automatically identify GD risk cases, based on gamers\' reported UABS score, age, and length of gaming involvement, both concurrently and longitudinally (i.e., six months later). Random forests outperformed all other AIs, while avatar immersion was shown to be the strongest training predictor.
    UNASSIGNED: Study outcomes demonstrated that the user-avatar bond can be translated into accurate, concurrent and future GD risk predictions using trained AI classifiers. Assessment, prevention, and practice implications are discussed in the light of these findings.
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