1,123 research outputs found

    Influence of Selected Factors on a Counselor\u27s Attention Level to and Counseling Performance with a Virtual Human in a Virtual Counseling Session

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    Virtual humans serve as role-players in social skills training environments simulating situational face-to-face conversations. Previous research indicates that virtual humans in instructional roles can increase a learner\u27s engagement and motivation towards the training. Left unaddressed is if the learner is looking at the virtual human as one would in a human-to-human, face-to-face interaction. Using a modified version of the Emergent Leader Immersive Training Environment (ELITE-Lite), this study tracks visual attention and other behavior of 120 counselor trainees counseling a virtual human role-playing counselee. Specific study elements include: (1) the counselor\u27s level of visual attention toward the virtual counselee; (2) how changes to the counselor\u27s viewpoint may influence the counselor\u27s visual focus; and (3) how levels of the virtual human\u27s behavior may influence the counselor\u27s visual focus. Secondary considerations include aspects of learner performance, acceptance of the virtual human, and impacts of age and rank. Result highlights indicate that counselor visual attentional behavior could be separated into two phases: when the virtual human was speaking and when not speaking. When the virtual human is speaking, the counselor\u27s primary visual attention is on the counselee, but is also split toward pre-scripted responses required for the training session. During the non-speaking phase, the counselor\u27s visual focus was on pre-scripted responses required for training. Some of the other findings included that participants did not consider this to be like a conversation with a human, but they indicated acceptance of the virtual human as a partner with the training environment and they considered the simulation to be a useful experience. Additionally, the research indicates behavior may differ due to age or rank. Future study and design considerations for enhancements to social skills training environments are provided

    The Effects of Instructor-Avatar Immediacy in Second Life, an Immersive and Interactive 3D Virtual Environment

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    Growing interest of educational institutions in desktop 3D graphic virtual environments for hybrid and distance education prompts questions on the efficacy of such tools. Virtual worlds, such as Second Life®, enable computer-mediated immersion and interactions encompassing multimodal communication channels including audio, video, and text-. These are enriched by avatar-mediated body language and physical manipulation of the environment. In this para-physical world, instructors and students alike employ avatars to establish their social presence in a wide variety of curricular and extra-curricular contexts. As a proxy for the human body in synthetic 3D environments, an avatar represents a \u27real\u27 human computer user and incorporates default behavior patterns (e.g., autonomous gestures such as changes in body orientation or movement of hands) as well as expressive movements directly controlled by the user through keyboard \u27shortcuts.\u27 Use of headset microphones and various stereophonic effects allows users to project their speech directly from the apparent location of their avatar. In addition, personalized information displays allow users to share graphical information, including text messages and hypertext links. These \u27channels\u27 of information constituted an integrated and dynamic framework for projecting avatar \u27immediacy\u27 behaviors (including gestures, intonation, and patterns of interaction with students), that may positively or negatively affect the degree to which other observers of the virtual world perceive the user represented by the avatar as \u27socially present\u27 in the virtual world. This study contributes to the nascent research on educational implementations of Second Life in higher education. Although education researchers have investigated the impact of instructor immediacy behaviors on student perception of instructor social presence, students\u27 satisfaction, motivation, and learning, few researchers have examined the effects of immediacy behaviors in a 3D virtual environment or the effects of immediacy behaviors manifested by avatars representing instructors. The study employed a two-factor experimental design to investigate the relationship between instructor avatars\u27 immediacy behaviors (high vs. low) and students\u27 perception of instructor immediacy, instructor social presence, student avatars co-presence and learning outcomes in Second Life. The study replicates and extends aspects of an earlier study conducted by Maria Schutt, Brock S. Allen, and Mark Laumakis, including components of the experimental treatments that manipulated the frequency of various types of immediacy behaviors identified by other researchers as potentially related to perception of social presence in face-to-face and mediated instruction. Participants were 281 students enrolled in an introductory psychology course at San Diego State University who were randomly assigned to one of four groups. Each group viewed a different version of the 28-minute teaching session in Second Life on current perspective in psychology. Data were gathered from student survey responses and tests on the lesson content. Analysis of variance revealed significant differences between the treatment groups (F (3,113) = 6.5,p = .000). Students who viewed the high immediacy machinimas (Group 1 HiHi and Group 2 HiLo) rated the immediacy behaviors of the instructor-avatar more highly than those who viewed the low-immediacy machinimas (Group 3 LoHi and Group 4 LoLo). Findings also demonstrate strong correlations between students\u27 perception of instructor avatar immediacy and instructor social presence (r = .769). These outcomes in the context of a 3D virtual world are consistent with findings on instructor immediacy and social presence literature in traditional and online classes. Results relative to learning showed that all groups tested higher after viewing the treatment, with no significant differences between groups. Recommendations for current and future practice of using instructor-avatars include paralanguage behaviors such as voice quality, emotion and prosodic features and nonverbal behaviors such as proxemics and gestures, facial expression, lip synchronization and eye contact

    Proceedings of the Fifth Mediterranean Conference on Information Systems: Professional Development Consortium

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    Collection of position statements of doctoral students and junior faculty in the Professional Development Consortium at the the Fifth Mediterranean Conference on Information Systems, Tel Aviv - Yafo

    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

    Gesture Assessment of Teachers in an Immersive Rehearsal Environment

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    Interactive training environments typically include feedback mechanisms designed to help trainees improve their performance through either guided- or self-reflection. When the training system deals with human-to-human communications, as one would find in a teacher, counselor, enterprise culture or cross-cultural trainer, such feedback needs to focus on all aspects of human communication. This means that, in addition to verbal communication, nonverbal messages must be captured and analyzed for semantic meaning. The goal of this dissertation is to employ machine-learning algorithms that semi-automate and, where supported, automate event tagging in training systems developed to improve human-to-human interaction. The specific context in which we prototype and validate these models is the TeachLivE teacher rehearsal environment developed at the University of Central Florida. The choice of this environment was governed by its availability, large user population, extensibility and existing reflection tools found within the AMITIES framework underlying the TeachLivE system. Our contribution includes accuracy improvement of the existing data-driven gesture recognition utility from Microsoft; called Visual Gesture Builder. Using this proposed methodology and tracking sensors, we created a gesture database and used it for the implementation of our proposed online gesture recognition and feedback application. We also investigated multiple methods of feedback provision, including visual and haptics. The results from the conducted user studies indicate the positive impact of the proposed feedback applications and informed body language in teaching competency. In this dissertation, we describe the context in which the algorithms have been developed, the importance of recognizing nonverbal communication in this context, the means of providing semi- and fully-automated feedback associated with nonverbal messaging, and a series of preliminary studies developed to inform the research. Furthermore, we outline future research directions on new case studies, and multimodal annotation and analysis, in order to understand the synchrony of acoustic features and gestures in teaching context

    Methodological and Practical Considerations in Rapid Qualitative Research: Lessons Learned From a Team-Based Global Study During COVID-19 Pandemic

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    Rapid qualitative research (RQR) studies are increasingly employed to inform decision-making in public health emergencies. Despite this trend, there remains a lack of clarity around what these studies actually involve in terms of methodological processes and practical considerations or challenges. Our team conducted a global RQR study during the COVID-19 pandemic. In this article, we provide a detailed account of our methodological processes and decisions taken related to ethics, study design, and analysis. We describe how we navigated limitations on time and resources. We draw attention to several elements that operated as facilitators to the rapid launch and completion of this study. Rendering methodological considerations and rationales for specific RQR studies explicit and available for consideration by others can contribute to the validity of RQR, support further discussion and development of RQR methods, and make findings for particular studies more credible

    Virtual Patient Simulation: Training Pre-Health Professionals in Suicide Risk Prevention

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    The use of simulators and simulation training has become standard practice for students in medical and pre-health programs, including but not limited to, clinical and counseling disciplines in pre-health education. Students train and sharpen their skills using this technology to prepare them for real-life encounters with future patients (Berman, Durning, Fischer, Huwendiek, & Triola, 2016). One possible encounter, a suicidal patient, is a challenge that most counselors or therapists are not prepared for, causing stress and affecting their confidence. The literature describes how treating clients/patients with suicidal ideation and behavior is stressful for even the most experienced mental health professional (Farberow, 2005; Foster & McAdams, 1999; Gulfi et al., 2010; Mirick et al., 2016; Osteen et al., 2014; Smith et al., 2015). This challenge has been addressed by education programs using standardized patients to recreate similar encounters, which can lead to an increase in confidence and self-efficacy (Fallucco, Hanson, & Glowinski, 2010). However, the use of standardized patients is not feasible in all cases. One solution is virtual patient simulation as a complement to traditional face-to-face lectures and training. The purpose of this study is to understand the impact of virtual patient simulation on self-efficacy levels when students are faced with a suicide risk scenario. This quantitative study relied on the collection of data from pre-health professional students (n=111) and involved the testing of hypotheses following published self-efficacy and education literature. The hypotheses were tested using a factorial analysis of variance (ANOVA), a factorial analysis of covariance (ANCOVA), and a bivariate correlation analysis among the intervention groups. The results of the ANOVA and ANCOVA did not indicate a significant result for differences amongst the intervention groups. However, the results of the bivariate correlation analysis indicated a significant relationship (

    Online psychotherapy practice in public teachers training colleges in the lake region, Kenya

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    Introduction of Information Communication and technology in particular internet aimed at widening access to flexible distance education in institutions of learning. This included the practice of online psychotherapy in learning institutions. In developed countries online psychotherapy has been practiced for many years. However there is less information on whether it has taken root in public teacher training colleges in Kenya. The purpose of this study was to examine Online Psychotherapy practice in Public Teacher Training Colleges in the Lake Region, Kenya. The Objectives of this study were to establish the attitude of tutors and trainees towards online psychotherapy practice, identify resources available for online psychotherapy practice, determine the trainees’ level of usage of online services, to find out advantages and disadvantages of online psychotherapy practice and to find out the factors that contribute to online psychotherapeutic relationship in teacher training colleges in the Lake Region, Kenya. The study utilized the Person Centered Theory and Technology Acceptance model for conceptual framework. Questionnaire for the tutors and trainees and in depth interview for lead counselors based on the objectives were used to collect data. The study population comprised 2200 and a sample size of 327 from the five teachers training colleges. The study adopted purposive sampling procedure to select 40 tutor counselors from the five teacher training colleges. Sampling techniques used to select trainees were stratified and simple random sampling procedures. Streams were identified as strata and 287 trainees were selected from the eight streams from each of the five colleges. The streams were further sub divided according to gender then followed by simple random sampling procedure for each gender to obtain averagely 7 cases from each second year class totaling to 57 trainees from each college and 287 from the five teachers training colleges. The research supervisors of Rongo University viewed the instruments of research to ascertain their validity. Reliability of the instrument was established by test retest procedure and a reliability co-efficient of +0.6 was reported. The study utilized descriptive survey design and data was analyzed using descriptive statistics with the aid of computer program that is Statistical Package for Social Sciences (SPSS) version 20. The findings of the study revealed that the respondents had a positive attitude towards online psychotherapy practice. The study also established that online resources are available and this provides a platform for online psychotherapy practice in teachers training colleges. The results further found that there was high level of usage of online services among tutors and trainees. The study findings challenged trainees and tutor counselors to embrace technology integration policy in teachers training colleges. Therefore, the Ministry of Education should allocate more resources for the development of online psychotherapy practice in Teachers Training Colleges. There is also need for the Ministry of Education to ensure that similar future research is carried out in all the teachers training colleges in Kenya

    A study on the effect of virtual communication skills education with a cognitive-behavioral approach on communication skills of midwifery personnel in healthcare centers

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    Background and aims: Effective communication between caregivers and clients is necessary for high-quality healthcare, and The ability to communicate with midwife caregivers is associated with better management of reproductive health problems in middle-aged women. This study aimed to investigate the effectiveness of communication skills training with a cognitive-behavioral approach to the communication skills of midwives in these people in the city of Shahrekord and the suburbs. Methods: This quasi-experimental single-group study was designed in a pretest-posttest approach, participating 51 midwife caregivers working on a questionnaire and Barton’s standard communication skills questionnaire filled by the research units in the Porsline webpage before, immediately after the intervention, and one month later. The intervention included teaching communication skills with a cognitive-behavioral approach using virtual education packages weekly during six sessions through WhatsApp messenger. Where appropriate, data were analyzed using the parametric repeated measure ANOVA or Friedman test. Statistical significance was defined as P0.05). Conclusion: Despite a positive effect on the midwives’ communication skills, virtual education of communication skills with a cognitive-behavioral approach could not significantly change the field. Therefore, it is necessary to conduct further studies in the field to determine effective educational methods for retraining healthcare providers
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