1,821 research outputs found

    Embodied strategies for public speaking anxiety: evaluation of the Corp-Oral program

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    Producción CientíficaBackground: Public speaking is an indispensable skill that can profoundly influence success in both professional and personal spheres. Regrettably, managing anxiety during a speech poses a significant challenge for many of the population. This research assessed the impacts of a Corp-Oral program, designed to manage public speaking anxiety in university students, based on, body awareness, embodied message techniques, simulation, embodied visualization, body transformation, and gesture enhancement. Methods: Thirty-six students (61% women; Mage = 20.22, SD = 1.23 years) were randomly assigned to either an experimental group (n = 18), which underwent the Corp-Oral program, or a control group (n = 18). Self-perceived anxiety, heart rate, and electroencephalography were measured in a pre-test and a post-test. Results: The study reveals that the Corp-Oral program significantly (p < 0.005) reduced both physiological responses (heart rate) and self-reported measures of anxiety. The alteration was more noticeable in self-reported anxiety measures (a decrease of 33.217%) than in heart rate (a decrease of 4.659%). During the speech, the experimental group exhibited increased cortical activation in areas related to emotional regulation, consciousness, sensorimotor integration, and movement control. A significant increase in frontal alpha asymmetry was observed for the experimental group in the post-test, but there were no significant variations in the theta/beta ratio. Conclusion: These findings underline the benefit of managing public speaking anxiety not merely by reducing it but by channeling it through embodied strategies. These strategies could lead to greater action awareness that would cushion the physiological effect of the anxiety response and help generate a better self-perception of the anxiety state

    Voice Analysis for Stress Detection and Application in Virtual Reality to Improve Public Speaking in Real-time: A Review

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    Stress during public speaking is common and adversely affects performance and self-confidence. Extensive research has been carried out to develop various models to recognize emotional states. However, minimal research has been conducted to detect stress during public speaking in real time using voice analysis. In this context, the current review showed that the application of algorithms was not properly explored and helped identify the main obstacles in creating a suitable testing environment while accounting for current complexities and limitations. In this paper, we present our main idea and propose a stress detection computational algorithmic model that could be integrated into a Virtual Reality (VR) application to create an intelligent virtual audience for improving public speaking skills. The developed model, when integrated with VR, will be able to detect excessive stress in real time by analysing voice features correlated to physiological parameters indicative of stress and help users gradually control excessive stress and improve public speaking performanceComment: 41 pages, 7 figures, 4 table

    Smartphone Apps for the Treatment of Mental Disorders: Systematic Review

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    Background: Smartphone apps are an increasingly popular means for delivering psychological interventions to patients suffering from a mental disorder. In line with this popularity, there is a need to analyze and summarize the state of the art, both from a psychological and technical perspective. Objective: This study aimed to systematically review the literature on the use of smartphones for psychological interventions. Our systematic review has the following objectives: (1) analyze the coverage of mental disorders in research articles per year; (2) study the types of assessment in research articles per mental disorder per year; (3) map the use of advanced technical features, such as sensors, and novel software features, such as personalization and social media, per mental disorder; (4) provide an overview of smartphone apps per mental disorder; and (5) provide an overview of the key characteristics of empirical assessments with rigorous designs (ie, randomized controlled trials [RCTs]). Methods: The Preferred Reporting Items for Systematic Reviews and Meta-Analyses guidelines for systematic reviews were followed. We performed searches in Scopus, Web of Science, American Psychological Association PsycNET, and Medical Literature Analysis and Retrieval System Online, covering a period of 6 years (2013-2018). We included papers that described the use of smartphone apps to deliver psychological interventions for known mental disorders. We formed multidisciplinary teams, comprising experts in psychology and computer science, to select and classify articles based on psychological and technical features. Results: We found 158 articles that met the inclusion criteria. We observed an increasing interest in smartphone-based interventions over time. Most research targeted disorders with high prevalence, that is, depressive (31/158,19.6%) and anxiety disorders (18/158, 11.4%). Of the total, 72.7% (115/158) of the papers focused on six mental disorders: depression, anxiety, trauma and stressor-related, substance-related and addiction, schizophrenia spectrum, and other psychotic disorders, or a combination of disorders. More than half of known mental disorders were not or very scarcely (<3%) represented. An increasing number of studies were dedicated to assessing clinical effects, but RCTs were still a minority (25/158, 15.8%). From a technical viewpoint, interventions were leveraging the improved modalities (screen and sound) and interactivity of smartphones but only sparingly leveraged their truly novel capabilities, such as sensors, alternative delivery paradigms, and analytical methods. Conclusions: There is a need for designing interventions for the full breadth of mental disorders, rather than primarily focusing on most prevalent disorders. We further contend that an increasingly systematic focus, that is, involving RCTs, is needed to improve the robustness and trustworthiness of assessments. Regarding technical aspects, we argue that further exploration and innovative use of the novel capabilities of smartphones are needed to fully realize their potential for the treatment of mental health disorders

    Affective reactions towards socially interactive agents and their computational modeling

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    Over the past 30 years, researchers have studied human reactions towards machines applying the Computers Are Social Actors paradigm, which contrasts reactions towards computers with reactions towards humans. The last 30 years have also seen improvements in technology that have led to tremendous changes in computer interfaces and the development of Socially Interactive Agents. This raises the question of how humans react to Socially Interactive Agents. To answer these questions, knowledge from several disciplines is required, which is why this interdisciplinary dissertation is positioned within psychology and computer science. It aims to investigate affective reactions to Socially Interactive Agents and how these can be modeled computationally. Therefore, after a general introduction and background, this thesis first provides an overview of the Socially Interactive Agent system used in this work. Second, it presents a study comparing a human and a virtual job interviewer, which shows that both interviewers induce shame in participants to the same extent. Thirdly, it reports on a study investigating obedience towards Socially Interactive Agents. The results indicate that participants obey human and virtual instructors in similar ways. Furthermore, both types of instructors evoke feelings of stress and shame to the same extent. Fourth, a stress management training using biofeedback with a Socially Interactive Agent is presented. The study shows that a virtual trainer can teach coping techniques for emotionally challenging social situations. Fifth, it introduces MARSSI, a computational model of user affect. The evaluation of the model shows that it is possible to relate sequences of social signals to affective reactions, taking into account emotion regulation processes. Finally, the Deep method is proposed as a starting point for deeper computational modeling of internal emotions. The method combines social signals, verbalized introspection information, context information, and theory-driven knowledge. An exemplary application to the emotion shame and a schematic dynamic Bayesian network for its modeling are illustrated. Overall, this thesis provides evidence that human reactions towards Socially Interactive Agents are very similar to those towards humans, and that it is possible to model these reactions computationally.In den letzten 30 Jahren haben Forschende menschliche Reaktionen auf Maschinen untersucht und dabei das “Computer sind soziale Akteure”-Paradigma genutzt, in dem Reaktionen auf Computer mit denen auf Menschen verglichen werden. In den letzten 30 Jahren hat sich ebenfalls die Technologie weiterentwickelt, was zu einer enormen Veränderung der Computerschnittstellen und der Entwicklung von sozial interaktiven Agenten geführt hat. Dies wirft Fragen zu menschlichen Reaktionen auf sozial interaktive Agenten auf. Um diese Fragen zu beantworten, ist Wissen aus mehreren Disziplinen erforderlich, weshalb diese interdisziplinäre Dissertation innerhalb der Psychologie und Informatik angesiedelt ist. Sie zielt darauf ab, affektive Reaktionen auf sozial interaktive Agenten zu untersuchen und zu erforschen, wie diese computational modelliert werden können. Nach einer allgemeinen Einführung in das Thema gibt diese Arbeit daher, erstens, einen Überblick über das Agentensystem, das in der Arbeit verwendet wird. Zweitens wird eine Studie vorgestellt, in der eine menschliche und eine virtuelle Jobinterviewerin miteinander verglichen werden, wobei sich zeigt, dass beide Interviewerinnen bei den Versuchsteilnehmenden Schamgefühle in gleichem Maße auslösen. Drittens wird eine Studie berichtet, in der Gehorsam gegenüber sozial interaktiven Agenten untersucht wird. Die Ergebnisse deuten darauf hin, dass Versuchsteilnehmende sowohl menschlichen als auch virtuellen Anleiterinnen ähnlich gehorchen. Darüber hinaus werden durch beide Instruktorinnen gleiche Maße von Stress und Scham hervorgerufen. Viertens wird ein Biofeedback-Stressmanagementtraining mit einer sozial interaktiven Agentin vorgestellt. Die Studie zeigt, dass die virtuelle Trainerin Techniken zur Bewältigung von emotional herausfordernden sozialen Situationen vermitteln kann. Fünftens wird MARSSI, ein computergestütztes Modell des Nutzeraffekts, vorgestellt. Die Evaluation des Modells zeigt, dass es möglich ist, Sequenzen von sozialen Signalen mit affektiven Reaktionen unter Berücksichtigung von Emotionsregulationsprozessen in Beziehung zu setzen. Als letztes wird die Deep-Methode als Ausgangspunkt für eine tiefer gehende computergestützte Modellierung von internen Emotionen vorgestellt. Die Methode kombiniert soziale Signale, verbalisierte Introspektion, Kontextinformationen und theoriegeleitetes Wissen. Eine beispielhafte Anwendung auf die Emotion Scham und ein schematisches dynamisches Bayes’sches Netz zu deren Modellierung werden dargestellt. Insgesamt liefert diese Arbeit Hinweise darauf, dass menschliche Reaktionen auf sozial interaktive Agenten den Reaktionen auf Menschen sehr ähnlich sind und dass es möglich ist diese menschlichen Reaktion computational zu modellieren.Deutsche Forschungsgesellschaf

    Investigating the Effects of Physiology-driven Vibro-tactile Biofeedback for Mitigating State Anxiety during Public Speaking

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    For some, public speaking can cause heightened moments of stress while giving a speech or presentation. These moments are quantifiable through one’s physiology and vocal characteristics, measurable through sensor-enabled smart technology. Through these measurements, we can assess the current state of the individual to determine opportune moments to deliver interventions that alleviate symptoms of stressful moments. Recent work in wrist-worn vibrotactile biofeedback suggests that it is a promising intervention towards reducing state-based anxiety for public speaking. However, since the vibrotactile stimulus is delivered constantly, adaptation could risk diminishing relieving effects. Therefore, we administer vibrotactile biofeedback as a just-in-time adaptive intervention during in-the-moment heightened levels of stress. We evaluate two types of vibrotactile feedback delivery mechanisms in a between-subjects design – one that delivers stimulus randomly and one that delivers stimulus during moments of heightened physiological reactivity, as determined by changes in electrodermal activity. The results from these interventions indicate that vibrotactile biofeedback administered during high physiological arousal appears to improve stress-related measures early on, but these effects diminish over time. However, we also observe no significant differences in self-reported state anxiety scores between experiment groups. In the latter half of this thesis, we will explore methods for personalizing machine learning models that detect the onset of heightened moments of stress in real-time. Results indicate that baseline-norming, fine-tuning on participant-specific data, and providing individual-specific trait information are all helpful techniques for improving stress detection performance

    Live Biofeedback as a User Interface Design Element: A Review of the Literature

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    With the advances in sensor technology and real-time processing of neurophysiological data, a growing body of academic literature has begun to explore how live biofeedback can be integrated into information systems for everyday use. While researchers have traditionally studied live biofeedback in the clinical domain, the proliferation of affordable mobile sensor technology enables researchers and practitioners to consider live biofeedback as a user interface element in contexts such as decision support, education, and gaming. In order to establish the current state of research on live biofeedback, we conducted a literature review on studies that examine self and foreign live biofeedback based on neurophysiological data for healthy subjects in an information systems context. By integrating a body of highly fragmented work from computer science, engineering and technology, information systems, medical science, and psychology, this paper synthesizes results from existing research, identifies knowledge gaps, and suggests directions for future research. In this vein, this review can serve as a reference guide for researchers and practitioners on how to integrate self and foreign live biofeedback into information systems for everyday use
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