105 research outputs found

    Attention and Social Cognition in Virtual Reality:The effect of engagement mode and character eye-gaze

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    Technical developments in virtual humans are manifest in modern character design. Specifically, eye gaze offers a significant aspect of such design. There is need to consider the contribution of participant control of engagement. In the current study, we manipulated participants’ engagement with an interactive virtual reality narrative called Coffee without Words. Participants sat over coffee opposite a character in a virtual café, where they waited for their bus to be repaired. We manipulated character eye-contact with the participant. For half the participants in each condition, the character made no eye-contact for the duration of the story. For the other half, the character responded to participant eye-gaze by making and holding eye contact in return. To explore how participant engagement interacted with this manipulation, half the participants in each condition were instructed to appraise their experience as an artefact (i.e., drawing attention to technical features), while the other half were introduced to the fictional character, the narrative, and the setting as though they were real. This study allowed us to explore the contributions of character features (interactivity through eye-gaze) and cognition (attention/engagement) to the participants’ perception of realism, feelings of presence, time duration, and the extent to which they engaged with the character and represented their mental states (Theory of Mind). Importantly it does so using a highly controlled yet ecologically valid virtual experience

    Critical Success Factors for Electronic Therapy—A Delphi Study

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    E-therapy employs a cross-section of online psychotherapies that use many of the same traditional face-to-face techniques as psychotherapy by exploiting electronic synchronous communication between a patient and trained therapists (counselors, psychoanalyst’s, or other licensed practitioners). A Delphi study of practicing therapists revealed five critical success factors (CSFs) (technological, managerial, empathic, service quality, and legal) that are important influences in the implementation of e-therapy services. Results suggest that managerial and legal factors hinder wider acceptance of e-therapy services. Secure and effective communication channels and protection of patient data emerge as important themes in the context of the five CSFs as concerns of potential e-therapists in wanting to provide effective care to patients

    Gaming times four: how does customer participation shape consumer brand identification during the new product creation process a conceptual model proposal

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    Consumer participation in the new product development is an old concept, but one that has only recently started to appear more among companies in the gaming industry. This paper proposes a conceptual model focused on understanding what effect consumer’s participation has on Consumer Brand Identification (CBI) through perceived brand attractiveness - conducting a mediating, and brand innovativeness - a moderating role. A research model is constructed together with the possible hypotheses and research design. Also, possible outcomes, future research opportunities and limitations are provided for those who are interested in researching the effect that the consumer’s participation has on CBI in different cultural setups.info:eu-repo/semantics/publishedVersio

    La realidad virtual como entorno fortalecedor para el cambio personal: la contribución del laboratorio de tecnología aplicada a la neuropsicología

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    When we exercise real choice, we gain increased control over our lives and are able to change ourselves. However for many subjects it is not easy to exercise effective choices: patients often don’t have the knowledge, skills, assertiveness, or self esteem needed. In this situation Virtual Reality (VR), an artificial reality that projects the user into a 3D space generated by the computer, may offer a critical advantage to the therapist. The enriched experience and the total level of control on its features, transform VR in an “empowering environment”, where patients can start to explore and act without feeling actually threatened. The attempt of defining, developing and testing VR tools supporting personal empowerment is the main goal of the Applied Technology for Neuro-Psychology Laboratory –ATN-P Lab– at the Istituto Auxologico Italiano. The paper describes the actual work done by the ATN-P Lab. in this area. Specifically, the open source "NeuroVR" system and its potential clinical applications –anxiety disorders, obesity and eating disorders– are presented and discussed.La capacidad de elección nos proporciona control sobre nuestras vidas y nos ofrece posibilidades de cambio. Sin embargo, para muchas personas no es fácil realizar elecciones efectivas; por ejemplo, los pacientes carecen muchas veces del conocimiento, la habilidad, la asertividad o autoestima necesarias. En esas situaciones, la realidad virtual (RV), una realidad artificial que coloca al sujeto en un espacio generado por el ordenador, puede ser para el terapeuta un recurso decisivo. La experiencia enriquecida y el control total sobre todos sus aspectos transforman la RV en un “entorno fortalecedor”, en el que los pacientes pueden comenzar a explorar y actuar sin sentirse amenazados. El principal objetivo del “Applied Technology for Neuro-Psychology Laboratory” (ATN-P Lab), perteneciente al Instituto Auxologico Italiano, es intentar definir, desarrollar y probar aplicaciones basadas en RV que faciliten el fortalecimiento personal. En este artículo se describe el trabajo que se viene realizando sobre este tema en ese laboratorio. Se presenta y discute, específicamente, el sistema de código abierto denominado “NeuroVR”, así como sus aplicaciones clínicas potenciales sobre los trastornos de ansiedad, la obesidad y los trastornos alimentarios

    La realidad virtual como entorno fortalecedor para el cambio personal: la contribución del laboratorio de tecnología aplicada a la neuropsicología

    Get PDF
    When we exercise real choice, we gain increased control over our lives and are able to change ourselves. However for many subjects it is not easy to exercise effective choices: patients often don’t have the knowledge, skills, assertiveness, or self esteem needed. In this situation Virtual Reality (VR), an artificial reality that projects the user into a 3D space generated by the computer, may offer a critical advantage to the therapist. The enriched experience and the total level of control on its features, transform VR in an “empowering environment”, where patients can start to explore and act without feeling actually threatened. The attempt of defining, developing and testing VR tools supporting personal empowerment is the main goal of the Applied Technology for Neuro-Psychology Laboratory –ATN-P Lab– at the Istituto Auxologico Italiano. The paper describes the actual work done by the ATN-P Lab. in this area. Specifically, the open source "NeuroVR" system and its potential clinical applications –anxiety disorders, obesity and eating disorders– are presented and discussed.La capacidad de elección nos proporciona control sobre nuestras vidas y nos ofrece posibilidades de cambio. Sin embargo, para muchas personas no es fácil realizar elecciones efectivas; por ejemplo, los pacientes carecen muchas veces del conocimiento, la habilidad, la asertividad o autoestima necesarias. En esas situaciones, la realidad virtual (RV), una realidad artificial que coloca al sujeto en un espacio generado por el ordenador, puede ser para el terapeuta un recurso decisivo. La experiencia enriquecida y el control total sobre todos sus aspectos transforman la RV en un “entorno fortalecedor”, en el que los pacientes pueden comenzar a explorar y actuar sin sentirse amenazados. El principal objetivo del “Applied Technology for Neuro-Psychology Laboratory” (ATN-P Lab), perteneciente al Instituto Auxologico Italiano, es intentar definir, desarrollar y probar aplicaciones basadas en RV que faciliten el fortalecimiento personal. En este artículo se describe el trabajo que se viene realizando sobre este tema en ese laboratorio. Se presenta y discute, específicamente, el sistema de código abierto denominado “NeuroVR”, así como sus aplicaciones clínicas potenciales sobre los trastornos de ansiedad, la obesidad y los trastornos alimentarios

    Families Healing Together: Exploring a Family Recovery Online Course

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    Family members who are trying to support their loved one are often overburdened with stress, and health issues. Research has shown that families who receive family psychosocial education and support can have a dramatic impact on recovery outcomes and their family’s overall well-being. Family psychoeducation is not common. Families Healing Together (FHT) is an online family mental health recovery program that was developed to address this critical gap in family mental health care services. Using an exploratory case study methodology to understand how the program’s philosophy and practice impacts the program’s participants as well as how the participants perceive the benefits and limitations of the program. Findings suggest that the strengths of the program lie in the individual customization of the program to the consumer as well as the underlying message of hope of the program

    Wyzwania i korzyści płynące z teleterapii i wykorzystania świata cyfrowego w praktyce arteterapeutycznej : przegląd integracyjny

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    Biorąc pod uwagę, że współczesne technologie umożliwiają prowadzenie psychoterapii na odległość, ważna dla jej praktyków staje się dyskusja na temat wad i zalet wykorzystania do tego celu cyberprzestrzeni. Celem niniejszego artykułu jest przedstawienie negatywnych i pozytywnych cech arteterapii w formie online. Tekst bazuje na integracyjnym przeglądzie recenzowanej literatury na temat wykorzystania technologii cyfrowych w psychoterapii i terapii sztuką. Uwzględniono nie tylko badania, które przedstawiały wyniki empiryczne, ale także badania obserwacyjne i jakościowe, w których oceniano skuteczność e-terapii i arteterapii online. Wyniki badań wskazują na wysoką akceptację klientów i terapeutów oraz pozytywne aspekty związane z tą metodą prowadzenia psychoterapii, takie jak przyjemność katartyczna i multimodalne środowisko ekspresji. Niemniej jednak, terapeuci sztuki chcący prowadzić psychoterapię w trybie online napotykają na szereg wyzwań, w tym brak walorów dotykowych oraz trudności w zarządzaniu i radzeniu sobie z sytuacjami kryzysowymi na odległość. Mimo, że cyberprzestrzeń zapewnia wolność ekspresji dla klientów i usług terapii sztuką na całym świecie, potrzeba biegłości technologicznej ogranicza dostęp do terapii. Dodatkowo, istnieją obawy etyczne, polegające na zmniejszonym zaufaniu w relacji terapeutycznej i utracie kontroli nad prowadzeniem sesji psychoterapii kryzysowej w formie online.Objective: Considering that the capabilities of technology to conduct psychotherapy remotely are expanding, practitioners could benefit from discussions on the pros and cons of using cyberspace in art therapy. Thus, the aim of this integrative review is to present and contrast the negative and positive features of online art therapy. Methods: An integrative review of peer-reviewed literature on the use of digital technology in psychotherapy and art therapy was conducted. Not only studies that presented empirical outcomes were included but also observational and qualitative studies in which the effectiveness of e-therapy and online art therapy has been evaluated were considered. Results: The literature review indicates high clients’ and therapists’ acceptance and multiple positive aspects of this method of psychotherapy such as cathartic pleasure and multimodal expression environment. Nevertheless, art therapists wishing to conduct psychotherapy online face some challenges, including lack of tactile qualities and difficulty in managing and handling crisis situations at a distance. Conclusion: Although cyberspace provides the freedom of expression for clients and art therapy services are available around the world, the need of technology proficiency limits the access to this type of therapy. Additionally, ethical concerns include reduced trust in a therapeutic relationship and losing the control over conducting online psychotherapy sessions in crisis. However, reducing clients’ resistance to online therapy can become possible by using convenient technologies. Moreover, participants of online art therapy can be more autonomous, despite the lack of tangible physical engagement with online media that leads clients to disconnecting from social interaction

    Department Publications 2010

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    This publication is a list of books, chapters, journal articles, staff papers, The Food Industry Center publications, International Science & Technology Practice & Policy Center papers, miscellaneous monographs, Center for Farm Financial Management papers, miscellaneous Extension publications, popular press articles, op-ed articles, speeches and unpublished papers, computer software, web pages, abstracts and book reviews and theses authored by members of the University of Minnesota Department of Applied Economics in 2009.Teaching/Communication/Extension/Profession,

    A systematic literature review on cyberstalking. An analysis of past achievements and future promises

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    Individuals’ excessive use of technology-enabled communication platforms, such as social media, has led to scholarly recognition of rising incidences of cyberstalking. Despite considerable studies directed at its examination, the current research on cyberstalking is limited by a lack of clarity on its characterization and prevalence, coupled with a fragmented research focus. To address this limitation, a Systematic Literature Review (SLR) on cyberstalking has been undertaken. Rigorous protocols were applied to identify 49 empirical studies via Scopus and Web of Science, based on specific keywords and article selection criteria. Findings reveal four emergent research themes on characteristics and roles of cyberstalkers, victims, parents, social media, and online service providers, as well as reporting, coping, and prevention strategies discussed in prior studies. Findings imply the need for temporal and cross-cultural validation of measurement scales and prior results by developing sophisticated, theoretically-grounded frameworks. Based on study findings, a research framework is proposed to assist researchers in future examinations of under-investigated associations and constructs. Implications arise for studying potential pre-emptive factors to address cyberstalking at a societal level by disseminating appropriate information to the general public. There is a need to develop stringent legislation and to induce service providers' active participation to prevent cyberstalking.publishedVersio

    Addiction in Players or Massively Multiplayer Online Games? Investigation of Online Game Players' Excessive Gaming Experience

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    With the popularity of online games, the overuse of these games has raised concerns. The literature has mainly conceptualized players' psychosocial characteristics as risk factors for game addiction. However, many studies have confirmed that game structural characteristics play a more important role in players' experience. Similarly, this research investigates how interactive affordances of World of Warcraft motivate players to play the game excessively. We have used two qualitative methods of Think-aloud protocol and in-depth interviews with World of Warcraft players. We recruited 35 World of Warcraft players from Singapore Nanyang Technological University in May 2021. Twenty of them participated in the in-depth interview and 15 of them participated in Think-aloud protocol sessions. We found that strong social ties in persistent groups encourage excessive gaming and causes sleep deficits, bad eating habit and ignoring real-life duties. Intra-group competition for outperformance encourages excessive gaming because players receive powerful items if they spend more time on gaming. Rewards and contingent tasks that are designed in games to encourage playing the game with time encourage players to play the game excessively. Finally, after explaining about gaps in knowledge, we discuss how our findings contribute to the literature. Implications for future research and insights to game addicts are provided
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