11 research outputs found

    Building on Mobile towards Better Stuttering Awareness to Improve Speech Therapy

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    This paper describes the project I Aware my Stuttering , which is a system with a focus on a mobile application for smartphones directed to people who stutter. This software will allow users to register their stuttering related situations, registering, for example, the contexts in which they occur, the interlocutors and their reactions to the situations, and the emotions felt. The application provides a reporting module that includes charts to help visualizing how stuttering situations evolve according to several features. It will help promote daily self-monitoring of speech as a means of controlling stuttering, being personalized according to the user profile. The system also offers a module for the speech therapist, which can monitor and receive reports related to users which are her/his patients. This collected data will improve the therapeutic process by enhancing discussion about registers performed immediately after a real context situation. Additionally, this paper presents a first user study conducted to assess and validate the project’s purpose and the central module for registration of stuttering related situations.Com o apoio RAADRI

    Virtual Reality in Current and Future Psychiatry

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    Virtual reality technology is now being used in neuropsychological assessment and real-world applications of many psychiatric disorders, including anxiety disorders, schizophrenia, child psychiatric disorders, dementia, and substance related disorders. These applications are growing rapidly due to recent evolution in both hardware and software of virtual reality. In this paper, we review these current applications and discuss the future work of clinical, ethical, and technological aspects needed to refine and expand these applications to psychiatry.ope

    Development and evaluation of an interactive virtual audience for a public speaking training application

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    Einleitung: Eine der häufigsten sozialen Ängste ist die Angst vor öffentlichem Sprechen. Virtual-Reality- (VR-) Trainingsanwendungen sind ein vielversprechendes Instrument, um die Sprechangst zu reduzieren und die individuellen Sprachfähigkeiten zu verbessern. Grundvoraussetzung hierfür ist die Implementierung eines realistischen und interaktiven Sprecher-Publikum-Verhaltens. Ziel: Die Studie zielte darauf ab, ein realistisches und interaktives Publikum für eine VR-Anwendung zu entwickeln und zu bewerten, welches für die Trainingsanwendung von öffentlichem Sprechen angewendet wird. Zunächst wurde eine Beobachtungsstudie zu den Verhaltensmustern von Sprecher und Publikum durchgeführt. Anschließend wurden die identifizierten Muster in eine VR-Anwendung implementiert. Die Wahrnehmung der implementierten Interaktionsmuster wurde in einer weiteren Studie aus Sicht der Nutzer evaluiert. Beobachtungsstudie (1): Aufgrund der nicht ausreichenden Datengrundlage zum realen interaktiven Verhalten zwischen Sprecher und Publikum lautet die erste Forschungsfrage "Welche Sprecher-Publikums-Interaktionsmuster können im realen Umfeld identifiziert werden?". Es wurde eine strukturierte, nicht teilnehmende, offene Beobachtungsstudie durchgeführt. Ein reales Publikum wurde auf Video aufgezeichnet und die Inhalte analysiert. Die Stichprobe ergab N = 6484 beobachtete Interaktionsmuster. Es wurde festgestellt, dass Sprecher mehr Dialoge als das Publikum initiieren und wie die Zuschauer auf Gesichtsausdrücke und Gesten der Sprecher reagieren. Implementierungsstudie (2): Um effiziente Wege zur Implementierung der Ergebnisse der Beobachtungsstudie in die Trainingsanwendung zu finden, wurde die Forschungsfrage wie folgt formuliert: "Wie können Interaktionsmuster zwischen Sprecher und Publikum in eine virtuelle Anwendung implementiert werden?". Das Hardware-Setup bestand aus einer CAVE, Infitec-Brille und einem ART Head-Tracking. Die Software wurde mit 3D-Excite RTT DeltaGen 12.2 realisiert. Zur Beantwortung der zweiten Forschungsfrage wurden mehrere mögliche technische Lösungen systematisch untersucht, bis effiziente Lösungen gefunden wurden. Infolgedessen wurden die selbst erstellte Audioerkennung, die Kinect-Bewegungserkennung, die Affectiva-Gesichtserkennung und die selbst erstellten Fragen implementiert, um das interaktive Verhalten des Publikums in der Trainingsanwendung für öffentliches Sprechen zu realisieren. Evaluationsstudie (3): Um herauszufinden, ob die Implementierung interaktiver Verhaltensmuster den Erwartungen der Benutzer entsprach, wurde die dritte Forschungsfrage folgendermaßen formuliert: “Wie beeinflusst die Interaktivität einer virtuellen Anwendung für öffentliches Reden die Benutzererfahrung?”. Eine experimentelle Benutzer-Querschnittsstudie wurde mit N = 57 Teilnehmerinnen (65% Männer, 35% Frauen; Durchschnittsalter = 25.98, SD = 4.68) durchgeführt, die entweder der interaktiven oder nicht-interaktiven VR-Anwendung zugewiesen wurden. Die Ergebnisse zeigten, dass, es einen signifikanten Unterschied in der Wahrnehmung zwischen den beiden Anwendungen gab. Allgemeine Schlussfolgerungen: Interaktionsmuster zwischen Sprecher und Publikum, die im wirklichen Leben beobachtet werden können, wurden in eine VR-Anwendung integriert, die Menschen dabei hilft, Angst vor dem öffentlichen Sprechen zu überwinden und ihre öffentlichen Sprechfähigkeiten zu trainieren. Die Ergebnisse zeigten eine hohe Relevanz der VR-Anwendungen für die Simulation öffentlichen Sprechens. Obwohl die Fragen des Publikums manuell gesteuert wurden, konnte das neu gestaltete Publikum mit den Versuchspersonen interagieren. Die vorgestellte VR-Anwendung zeigt daher einen hohen potenziellen Nutzen, Menschen beim Trainieren von Sprechfähigkeiten zu unterstützen. Die Fragen des Publikums wurden immer noch manuell von einem Bediener reguliert und die Studie wurde mit Teilnehmern durchgeführt, die nicht unter einem hohen Grad an Angst vor öffentlichem Sprechen leiden. Bei zukünftigen Studien sollten fortschrittlichere Technologien eingesetzt werden, beispielsweise Spracherkennung, 3D-Aufzeichnungen oder 3D-Livestreams einer realen Person und auch Teilnehmer mit einem hohen Grad an Angst vor öffentlichen Ansprachen beziehungsweise Sprechen in der Öffentlichkeit.Introduction: Fear of public speaking is the most common social fear. Virtual reality (VR) training applications are a promising tool to improve public speaking skills. To be successful, applications should feature a high scenario fidelity. One way to improve it is to implement realistic speaker-audience interactive behavior. Objective: The study aimed to develop and evaluate a realistic and interactive audience for a VR public speaking training application. First, an observation study on real speaker-audience interactive behavior patterns was conducted. Second, identified patterns were implemented in the VR application. Finally, an evaluation study identified users’ perceptions of the training application. Observation Study (1): Because of the lack of data on real speaker-audience interactive behavior, the first research question to be answered was “What speaker-audience interaction patterns can be identified in real life?”. A structured, non-participant, overt observation study was conducted. A real audience was video recorded, and content analyzed. The sample resulted in N = 6,484 observed interaction patterns. It was found that speakers, more often than audience members, initiate dialogues and how audience members react to speakers’ facial expressions and gestures. Implementation Study (2): To find efficient ways of implementing the results of the observation study in the training application, the second research question was formulated as: “How can speaker-audience interaction patterns be implemented into the virtual public speaking application?”. The hardware setup comprised a CAVE, Infitec glasses, and ART head tracking. The software was realized with 3D-Excite RTT DeltaGen 12.2. To answer the second research question, several possible technical solutions were explored systematically, until efficient solutions were found. As a result, self-created audio recognition, Kinect motion recognition, Affectiva facial recognition, and manual question generation were implemented to provide interactive audience behavior in the public speaking training application. Evaluation Study (3): To find out if implementing interactive behavior patterns met users’ expectations, the third research question was formulated as “How does interactivity of a virtual public speaking application affect user experience?”. An experimental, cross-sectional user study was conducted with (N = 57) participants (65% men, 35% women; Mage = 25.98, SD = 4.68) who used either an interactive or a non-interactive VR application condition. Results revealed that there was a significant difference in users’ perception of the two conditions. General Conclusions: Speaker-audience interaction patterns that can be observed in real life were incorporated into a VR application that helps people to overcome the fear of public speaking and train their public speaking skills. The findings showed a high relevance of interactivity for VR public speaking applications. Although questions from the audience were still regulated manually, the newly designed audience could interact with the speakers. Thus, the presented VR application is of potential value in helping people to train their public speaking skills. The questions from the audience were still regulated manually by an operator and we conducted the study with participants not suffering from high degrees of public speaking fear. Future work may use more advanced technology, such as speech recognition, 3D-records, or live 3D-streams of an actual person and include participants with high degrees of public speaking fear

    Tractament per a la por a parlar en públic mitjançant la realitat virtual: estudi de validació

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    Curs 2014-2015En aquest projecte de validació ens centrarem en validar si un sistema de realitat virtual de baix cost pot ser capaç de provocar en estudiants (en el nostre cas Universitat de Vic - Universitat Central de Catalunya) amb por a parlar en públic, una alta activació emocional. Per a portar-ho a terme, s’ha administrat un qüestionari referent a la por a parlar en públic als estudiants, per a conèixer el percentatge d’estudiants que pateixen por a parlar en públic. També s’ha portat a terme una sessió de immersió en realitat virtual (RV) a una mostra reduïda de subjectes, controlada per a pre-tests i post-tests per a poder-ne copsar l’activació emocional. Els resultats ens mostren quins són els aspectes que faran que la persona pugui experimentar més o menys por al parlar en públic, i si realment l’entorn que hem utilitzar pot provocar o no en la persona una elevada activació emocional. Pensem que si haguéssim disposat d’una major mostra, haurien hagut més resultats estadísticament significatius.This project will focus on validation system to validate if a low cost virtual reality may be able to provoke students (in our case University of Vic - Central University of Catalonia) fear of public speaking, a high emotional arousal. To carry it out, we administered a questionnaire about fear of public speaking to students to know the percentage of students who suffer from fear of public speaking. It has also conducted a session of immersion in virtual reality (VR) to a small sample of subjects, controlled by pre-tests and post-tests to be able to capture the emotional arousal. The results show which aspects that will make the person can experience more or less afraid to speak in public, and if really the environment that we use can result in the person or not a high emotional arousal. We think that if we had arranged a major exhibition should have more statistically significant results

    "Siinä oli se mikki ja kaikki tuijotti, niin kyllä mä mietin, että voi saakeli mihin mä oon joutunu" : Todistajien sosiaalisen jännittämisen ilmeneminen todistamiskertomuksissa

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    Tutkimuksessa selvitettiin mitä todistamiskertomukset kertovat todistajien sosiaalisesta jännittämisestä. Tarkemmin ottaen haluttiin selvittää miten sosiaalinen jännittäminen ilmeni todistamiskokemuksen yhteydessä sekä mitkä tekijät olivat yhteydessä todistajien sosiaaliseen jännittämiseen todistamiskertomusten mukaan. Näihin kysymyksiin etsittiin vastausta laadullisen tutkimuksen keinoin: Tutkimuksen aineistona toimi valmis haastattelumateriaali, joka koostui 31 todistajan teemahaastattelusta. Tutkimusta varten haastatellut todistajat valikoituvat satunnaisotannalla ja he olivat todistamassa joko käräjäoikeuden tai hovioikeuden istunnossa, riita- tai rikosasiassa. Haastattelut toteutettiin kahden tutkijan toimesta osana Tampereen yliopiston Viestinnän, median ja teatterin yksikön sekä Vaasan hovioikeuden yhteistä tutkimusprojektia. Tämän tutkimuksen tekijä oli toinen haastattelijoista. 31 teemahaastattelua juonennettiin todistamiskertomuksiksi, jotka analysoitiin kertomuksen analyysin avulla. Tutkimusta varten haastatellut todistajat oli mahdollista jaotella karkeasti viiteen kategoriaan sen perusteella mitä he kertoivat todistamisesta sekä siihen liittyvästä jännittämisestä: A) paljon jännittävät todistajat, B) todistamiseen normaalisti suhtautuvat, hieman jännittävä todistajat, C) asiantuntijatodistajat, jotka eivät jännittäneet D) todistamista jännittäneet asiantuntijatodistajat sekä E) todistamiseen neutraalisti suhtautuvat ei-jännittäjät. Tutkimuksen tuloksista selvisi, että todistajien sosiaalinen jännittäminen ilmeni tajunnallisesti tunteina ja ajatuksina sekä kehollisesti fysiologisina oireina. Jännitys aiheutti puhe- ja keskittymisvaikeuksia kuten sanoissa sekoilua, ajattelun hitautta tai muistamattomuutta. Jännitys ilmeni myös korostuneena itsekriittisyytenä sekä negatiivisina tuntemuksina sekä todistajaa itseään että tehtävää kohtaan. Jotkut todistajista kertoivat jännityksen aiheuttaneen stressin ohella pelkotiloja, hermostuneisuutta tai esimerkiksi univaikeuksia. Lisäksi monen todistajan kohdalla jännitys ilmeni esimerkiksi ennakkojännittämisen ohella esiintymisjännityksenä. Haastateltavien kertomuksien mukaan sosiaaliseen jännittämiseen yhteydessä olevia tekijöitä olivat: Puutteellinen tiedonsaanti valmistautumisen yhteydessä, vääristynyt tai virheellinen ennakkokäsitys, aiemman kokemuksen puute, todistamisen tehtävän institutionaalinen luonne, läsnäolijoiden vaikutus, arvioinnin pelko sekä huoli onnistumisesta, tilanteen outous tai uutuus, sekä yksilölliset tekijät

    Spatial cognition in virtual environments

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    Since the last decades of the past century, Virtual Reality (VR) has been developed also as a methodology in research, besides a set of helpful applications in medical field (trainings for surgeons, but also rehabilitation tools). In science, there is still no agreement if the use of this technology in research on cognitive processes allows us to generalize results found in a Virtual Environment (VE) to the human behavior or cognition in the real world. This happens because of a series of differences found in basic perceptual processes (for example, depth perception) suggest a big difference in visual environmental representation capabilities of Virtual scenarios. On the other side, in literature quite a lot of studies can be found, which give a proof of VEs reliability in more than one field (trainings and rehabilitation, but also in some research paradigms). The main aim of this thesis is to investigate if, and in which cases, these two different views can be integrated and shed a new light and insights on the use of VR in research. Through the many experiments conducted in the "Virtual Development and Training Center" of the Fraunhofer Institute in Magdeburg, we addressed both low-level spatial processes (within an "evaluation of distances paradigm") and high-level spatial cognition (using a navigation and visuospatial planning task, called "3D Maps"), trying to address, at the same time, also practical problems as, for example, the use of stereoscopy in VEs or the problem of "Simulator Sickness" during navigation in immersive VEs. The results obtained with our research fill some gaps in literature about spatial cognition in VR and allow us to suggest that the use of VEs in research is quite reliable, mainly if the investigated processes are from the higher level of complexity. In this case, in fact, human brain "adapts" pretty well even to a "new" reality like the one offered by the VR, providing of course a familiarization period and the possibility to interact with the environment; the behavior will then be “like if” the environment was real: what is strongly lacking, at the moment, is the possibility to give a completely multisensorial experience, which is a very important issue in order to get the best from this kind of “visualization” of an artificial world. From a low-level point of view, we can confirm what already found in literature, that there are some basic differences in how our visual system perceives important spatial cues as depth and relationships between objects, and, therefore, we cannot talk about "similar environments" talking about VR and reality. The idea that VR is a "different" reality, offering potentially unlimited possibilities of use, even overcoming some physical limits of the real world, in which this "new" reality can be acquired by our cognitive system just by interacting with it, is therefore discussed in the conclusions of this work

    Spatial cognition in virtual environments

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    Since the last decades of the past century, Virtual Reality (VR) has been developed also as a methodology in research, besides a set of helpful applications in medical field (trainings for surgeons, but also rehabilitation tools). In science, there is still no agreement if the use of this technology in research on cognitive processes allows us to generalize results found in a Virtual Environment (VE) to the human behavior or cognition in the real world. This happens because of a series of differences found in basic perceptual processes (for example, depth perception) suggest a big difference in visual environmental representation capabilities of Virtual scenarios. On the other side, in literature quite a lot of studies can be found, which give a proof of VEs reliability in more than one field (trainings and rehabilitation, but also in some research paradigms). The main aim of this thesis is to investigate if, and in which cases, these two different views can be integrated and shed a new light and insights on the use of VR in research. Through the many experiments conducted in the "Virtual Development and Training Center" of the Fraunhofer Institute in Magdeburg, we addressed both low-level spatial processes (within an "evaluation of distances paradigm") and high-level spatial cognition (using a navigation and visuospatial planning task, called "3D Maps"), trying to address, at the same time, also practical problems as, for example, the use of stereoscopy in VEs or the problem of "Simulator Sickness" during navigation in immersive VEs. The results obtained with our research fill some gaps in literature about spatial cognition in VR and allow us to suggest that the use of VEs in research is quite reliable, mainly if the investigated processes are from the higher level of complexity. In this case, in fact, human brain "adapts" pretty well even to a "new" reality like the one offered by the VR, providing of course a familiarization period and the possibility to interact with the environment; the behavior will then be “like if” the environment was real: what is strongly lacking, at the moment, is the possibility to give a completely multisensorial experience, which is a very important issue in order to get the best from this kind of “visualization” of an artificial world. From a low-level point of view, we can confirm what already found in literature, that there are some basic differences in how our visual system perceives important spatial cues as depth and relationships between objects, and, therefore, we cannot talk about "similar environments" talking about VR and reality. The idea that VR is a "different" reality, offering potentially unlimited possibilities of use, even overcoming some physical limits of the real world, in which this "new" reality can be acquired by our cognitive system just by interacting with it, is therefore discussed in the conclusions of this work

    Anxiety activating virtual environments for investigating social phobias

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    Social phobia has become one of the commonest manifestations of fear in any society. This fear is often accompanied by major depression or social disabilities. With the awareness that fear can be aggravated in social situations, virtual reality researchers and psychologists have investigated the feasibility of a virtual reality system as a psychotherapeutic intervention to combat social phobia. Virtual reality technology has rapidly improved over the past few years, making for better interactions. Nevertheless, the field of virtual reality exposure therapy for social phobia is still in its infancy and various issues have yet to be resolved or event uncovered. The key concept of virtual reality exposure therapy in the treatment of social phobia is based on its characteristic of perceptual illusion - the sense of presence - as an anxiety-activating system, instead of conventional imaginal or in-vivo exposure techniques. Therefore, in order to provoke a significant level of anxiety in virtual environments, it is very important to understand the impact of perceptual presence factors in virtual reality exposure therapy. Hence, this research mainly aims to investigate all the aspects of the correlation between anxiety and the components of the virtual environment in a computer-generated social simulation. By understanding this, this thesis aims to provide a framework for the construction of effective virtual reality exposure therapy for social phobia care which enables anxiety stimuli to be controlled in a gradual manner as a conventional clinical approach. This thesis presents a series of experimental studies that have been conducted with a common theme: the function of 3D inhabitants and visual apparatus in anxiety-activating virtual social simulation, a job-interview. However, each study is conducted using different research objectives. The experimental results are presented in this thesis, with psycho-physiological approach, revealing a variation of the distribution of participants' anxiety states across various VR conditions. The overall conclusion of this research is that an appropriate realism of VR stimuli is essential in sustaining the state of anxiety over the course of VR exposure. The high fidelity of virtual environment generally provoke a greater degree of anxiety, but this research also shows that aspects of VR fidelity is more related to the mental representation of individuals to the context of the stressful situation rather than any technology that is being used

    Anxiety activating virtual environments for investigating social phobias

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    Social phobia has become one of the commonest manifestations of fear in any society. This fear is often accompanied by major depression or social disabilities. With the awareness that fear can be aggravated in social situations, virtual reality researchers and psychologists have investigated the feasibility of a virtual reality system as a psychotherapeutic intervention to combat social phobia. Virtual reality technology has rapidly improved over the past few years, making for better interactions. Nevertheless, the field of virtual reality exposure therapy for social phobia is still in its infancy and various issues have yet to be resolved or event uncovered. The key concept of virtual reality exposure therapy in the treatment of social phobia is based on its characteristic of perceptual illusion - the sense of presence - as an anxiety-activating system, instead of conventional imaginal or in-vivo exposure techniques. Therefore, in order to provoke a significant level of anxiety in virtual environments, it is very important to understand the impact of perceptual presence factors in virtual reality exposure therapy. Hence, this research mainly aims to investigate all the aspects of the correlation between anxiety and the components of the virtual environment in a computer-generated social simulation. By understanding this, this thesis aims to provide a framework for the construction of effective virtual reality exposure therapy for social phobia care which enables anxiety stimuli to be controlled in a gradual manner as a conventional clinical approach. This thesis presents a series of experimental studies that have been conducted with a common theme: the function of 3D inhabitants and visual apparatus in anxiety-activating virtual social simulation, a job-interview. However, each study is conducted using different research objectives. The experimental results are presented in this thesis, with psycho-physiological approach, revealing a variation of the distribution of participants' anxiety states across various VR conditions. The overall conclusion of this research is that an appropriate realism of VR stimuli is essential in sustaining the state of anxiety over the course of VR exposure. The high fidelity of virtual environment generally provoke a greater degree of anxiety, but this research also shows that aspects of VR fidelity is more related to the mental representation of individuals to the context of the stressful situation rather than any technology that is being used.EThOS - Electronic Theses Online ServiceGBUnited Kingdo

    Simulating interactions with virtual characters for the treatment of social phobia

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    Virtual Reality (VR) has nowadays become a very useful tool for therapists in the treatment of phobias. Indeed, it allows the simulation of scenarios which are difficult to reproduce in real life. It also allows for a situation to be repeated as much as one wants. Moreover, it allows for a complete control over the situation. The simulation can be stopped if the patient cannot handle it. It can also be tweaked for gradual exposure. Virtual Reality Exposure Therapy (VRET) has proven to be efficient in the context of phobias such as acrophobia or the fear of flying. Social phobia, however, are much harder to deal with. Indeed, as humans, we are experts in human representations and behaviors; it makes it much harder to obtain credible and immersive environments. In this thesis, we describe a set of tools and applications which we have developed to be used in VRET of social phobia and agoraphobia with crowds. We first describe how we create different scenarios for VRET of social phobia. We then expose the application we have developed which allows for elaborate interactions between a user and virtual characters. In particular, we have designed and implemented a software which allows for virtual characters to change behavior depending on the user's eye contact behavior. It allows them to seem interested when being looked at and distracted when not. We then describe the model we have implemented to simulate gaze attention behaviors for crowds of virtual characters. This consists of a method that automatically detects where and when each virtual character in a crowd should look. Secondly, it consists of a dedicated gaze Inverse Kinematics (IK) solver in order for the virtual characters to satisfy the constraints defined by the automatically detected points to be looked at. This allows for the characters to perform the looking motion in a natural and human like way. We then describe the architecture we have developed to combine the work we have done in the domain of social phobia and this model of attention behaviors for crowd characters. We thus use our model of looking behaviors to allow for crowd characters to look at each other. We also use eye-tracking and optical motion capture to determine where a user is looking in a CAVE environment. The virtual characters then respond by either looking at the user, looking at what the user is looking at, or looking at other characters in the crowd. We thus obtain an immersive and interactive environment for VRET in the domain of agoraphobia with crowds. The third part of this thesis describes various experiments we have conducted in order to validate our applications. Our first study consists of using VR in a head-mounted display (HMD) for the treatment of social phobia. In this study, we also use eye-tracking in order to analyze eye contact avoidance behaviors before and after therapy. We then discuss the use of eye-tracking as a tool to help assess and diagnose social phobia. Since eye contact avoidance behaviors are frequent in people suffering from such phobias, eye-tracking can certainly be a helpful tool. We describe an experiment in which we tested eye-tracking as a diagnosis and assessment tool on a phobic population and on a control group. We also describe an experiment to evaluate the potential of our proposed interaction loop in the context of social phobia. Finally, we describe the experiment we have conducted to evaluate our application in the context of agoraphobia with crowds
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