17 research outputs found

    T-Pattern Analysis and Cognitive Load Manipulation to Detect Low-Stake Lies: An Exploratory Study

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    Deception has evolved to become a fundamental aspect of human interaction. Despite the prolonged efforts in many disciplines, there has been no definite finding of a univocally ‚Äúdeceptive‚ÄĚ signal. This work proposes an approach to deception detection combining cognitive load manipulation and T-pattern methodology with the objective of: (a) testing the efficacy of dual task-procedure in enhancing differences between truth tellers and liars in a low-stakes situation; (b) exploring the efficacy of T-pattern methodology in discriminating truthful reports from deceitful ones in a low-stakes situation; (c) setting the experimental design and procedure for following research. We manipulated cognitive load to enhance differences between truth tellers and liars, because of the low-stakes lies involved in our experiment. We conducted an experimental study with a convenience sample of 40 students. We carried out a first analysis on the behaviors‚Äô frequencies coded through the observation software, using SPSS (22). The aim was to describe shape and characteristics of behavior‚Äôs distributions and explore differences between groups. Datasets were then analyzed with Theme 6.0 software which detects repeated patterns (T-patterns) of coded events (non-verbal behaviors) that regularly or irregularly occur within a period of observation. A descriptive analysis on T-pattern frequencies was carried out to explore differences between groups. An in-depth analysis on more complex patterns was performed to get qualitative information on the behavior structure expressed by the participants. Results show that the dual-task procedure enhances differences observed between liars and truth tellers with T-pattern methodology; moreover, T-pattern detection reveals a higher variety and complexity of behavior in truth tellers than in liars. These findings support the combination of cognitive load manipulation and T-pattern methodology for deception detection in low-stakes situations, suggesting the testing of directional hypothesis on a larger probabilistic sample of populationThe authors are gratefully acknowledge the support of two Spanish government projects (Ministerio de Econom√≠a y Competitividad): (1) La Actividad F√≠sica y el Deporte Como Potenciadores del Estilo de Vida Saludable: Evaluaci√≥n del Comportamiento Deportivo Desde Metodolog√≠as No Intrusivas [Grant No. DEP2015-66069-P, MINECO/FEDER, UE]; (2) Avances Metodol√≥gicos y Tecnol√≥gicos en el Estudio Observacional del Comportamiento Deportivo [Grant No. PSI2015-71947-REDP, MINECO/FEDER, UE]. In addition, they thank the support of the Generalitat de Catalunya Research Group, GRUP DE RECERCA I INNOVACI√ď EN DISSENYS (GRID). Tecnolog√≠a i Aplicaci√≥ Multimedia i Digital als Dissenys Observacionals [Grant No. 2017 SGR 1405]. Lastly, MTA also acknowledge the support of University of Barcelona (Vice-Chancellorship of Doctorate and Research Promotion).Peer Reviewe

    A telerehabilitation platform for cognitive, physical and behavioural rehabilitation in elderly patients affected by dementia

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    Dementia is one of the main causes of disability in elderly people and its treatment becomes, year after year, an increasingly compelling priority for the public health system. In the last years, home assistance and telemedicine have paved the way to decrease the treatments’ costs and to improve the patients and caregivers quality of life quality. In this framework, the aim of ABILITY project is to design, develop and validate an integrated platform of services aimed at supporting and enhancing the rehabilitation process for patients with dementia at their homes. ABILITY platform allows the clinician to assign rehabilitation plans with a strong compliance monitoring, enabled by the technological solutions integrated, and the holistic approach to rehabilitation, as the plan includes physical, cognitive and behavioral therapies/exercises. The ABILITY platform will be assessed through a set of validation activities, involving a small group of pilot patients, and a Randomized Control Trial. In conclusion, the ABILITY project generates a series of assistive services inside a modular and flexible platform, adaptable to the single patient and his/her needs, increasing the treatment efficiency and efficacy with respect to the state of the art

    Learning Communication Skills through Computer-based Interactive Simulations

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    A learning environment for the training of communicative competence has to consider the complexity of human experience, since it requires a number of cues that are managed hic et nunc in the flow of communicative exchange. Therefore, communicative competence has been traditionally considered as a typical face-to-face learning topic. So far, few opportunities exist to learn by experience in an e-learning environment that can combine user's practising and experiencing with an adequate scaffolding structure, giving the learner both the opportunity to fail and the opportunity to give sense to the perspectives selected. Recent work on computer-based interactive simulations and autonomous agents is offering new opportunities for the training of communicative competence in different contexts. Simulation creates a unique environment for developing and executing communication skills. Moreover, the communicative interaction can be developed and enhanced in a realistic, but non-threatening situation. The present chapter aims at analysing how communication skills should be learned through computer-based interactive simulations. First, a definition of communication skills will be indicated considering their involvement in tackling communicative exchanges effectively. Second, an architecture for building interactive simulations will be proposed. In particular, a road map for building e-learning simulations specifically targeted at the training of communication skills will be sketched out, focusing on the development of a narrative structure that should adequately reduplicate the flow of the communicative interaction

    The potential of affective computing in e-learning: The journey from theory to practice in the ‚ÄúMyself‚ÄĚ project

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    The main goal of this chapter is to discuss the potential of affective computing for improving the e-learning experience, both from a theoretical and a practical perspective. First, we focus on the important role emotions play in the (e-)learning process and on the rationale to include affect in e-learning design . Second, we briefly present three trends in the affective computing domain which represent the core features of the EU-funded project on technology-enhanced learning ‚ÄúMyself‚ÄĚ: the use of affective Embodied Conversational Agents as virtual tutors; the possibility of automatic recognition of - and adaptation to- the emotional and motivational state of the learner; the use of 3D simulations for web-based training of emotional competence. Finally, focusing on the feature of automatic recognition and adaptation, we present an account of the approach developed within the project and use it as a framework for discussing the main benefits and current limitations to the complex process of integration of affective computing features into e-learning systems

    System Integrated Digital Empowering and teleRehabilitation to promote patient Activation and well-Being in chronic disabilities: A usability and acceptability study

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    IntroductionTelerehabilitation systems represent a promising way for the management of chronic disability, delivering technology-enabled rehabilitation outside the hospital setting. However, usability and acceptability assessment with users represents a critical starting point when using digital healthcare solutions. This study aims at evaluating the user experience with a Telerehabilitation system (SIDERA‚ąßB) from the end-user side.MethodsSIDERA‚ąßB consists of an asynchronous delivery of rehabilitation activities through multimedia digital contents and tele-monitoring of vital parameters with technological devices for individualized, home-based management of chronic conditions. Usability (with the System Usability Scale, SUS) and acceptability (using the Technology Acceptance Model, TAM - and The Service User Technology Acceptance Questionnaire, SUTAQ) data were analyzed from the dataset of the SIDERA‚ąßB project (N = 112 patients with Chronic Heart Failure, Parkinson's Disease and Chronic Obstructive Pulmonary Disease). The possible influence of five external factors (i.e., technological expertise, education, sex, age, and level of disability) on TAM domains was tested using Spearman's Correlation analysis.ResultsResults showed a satisfactory level of technological usability (SUS Median = 77.5) and good scores in usability and learnability SUS subdomains (mean scores > 2.5). Regarding technological acceptability, participants showed high scores (Median > 4) in ‚ÄúBehavioral Intention‚ÄĚ, ‚ÄúPerceived Usefulness‚ÄĚ, and ‚ÄúPerceived Ease of Use‚ÄĚ TAM domains. Finally, results from the SUTAQ scale highlighted that the SIDERA‚ąßB system obtained optimal scores in all domains, especially in ‚ÄúIncreased accessibility,‚ÄĚ ‚ÄúCare personnel concerns,‚ÄĚ and ‚ÄúSatisfaction.‚ÄĚ Age (rho = ‚ąí0.291, p = 0.002) and disability level (WHODAS Total score: rho = ‚ąí0.218, p = 0.021) were the two external factors inversely associated with the Perceived Ease of Use.DiscussionThe age of digital transformation requires everyone to understand, accept and master the changes affecting modern-day healthcare. The usability and acceptability of the SIDERA‚ąßB system were high across all end-users, despite the medium-low level of the technological expertise of the sample. These findings support the efficiency and the suitability of these digital solutions in the modern digital age transition of rehabilitation from inside to outside the clinic

    T-pattern analysis and cognitive load manipulation to detect low-stake lies: an exploratory study

    No full text
    Deception has evolved to become a fundamental aspect of human interaction. Despite the prolonged efforts in many disciplines, there has been no definite finding of a univocally 'deceptive' signal. This work proposes an approach to deception detection combining cognitive load manipulation and T-pattern methodology with the objective of: (a) testing the efficacy of dual task-procedure in enhancing differences between truth tellers and liars in a low-stakes situation; (b) exploring the efficacy of T-pattern methodology in discriminating truthful reports from deceitful ones in a low-stakes situation; (c) setting the experimental design and procedure for following research. We manipulated cognitive load to enhance differences between truth tellers and liars, because of the low-stakes lies involved in our experiment. We conducted an experimental study with a convenience sample of 40 students. We carried out a first analysis on the behaviors' frequencies coded through the observation software, using SPSS (22). The aim was to describe shape and characteristics of behavior's distributions and explore differences between groups. Datasets were then analyzed with Theme 6.0 software which detects repeated patterns (T-patterns) of coded events (non-verbal behaviors) that regularly or irregularly occur within a period of observation. A descriptive analysis on T-pattern frequencies was carried out to explore differences between groups. An in-depth analysis on more complex patterns was performed to get qualitative information on the behavior structure expressed by the participants. Results show that the dual-task procedure enhances differences observed between liars and truth tellers with T-pattern methodology; moreover, T-pattern detection reveals a higher variety and complexity of behavior in truth tellers than in liars. These findings support the combination of cognitive load manipulation and T-pattern methodology for deception detection in low-stakes situations, suggesting the testing of directional hypothesis on a larger probabilistic sample of population

    Telemedicine and Virtual Reality at Time of COVID-19 Pandemic: An Overview for Future Perspectives in Neurorehabilitation

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    In catastrophic situations such as pandemics, patients' healthcare including admissions to hospitals and emergency services are challenged by the risk of infection and by limitations of healthcare resources. In such a setting, the use of telemedicine interventions has become extremely important. New technologies have proved helpful in pandemics as a solution to improve the quality of life in vulnerable patients such as persons with neurological diseases. Moreover, telemedicine interventions provide at-home solutions allowing clinicians to telemonitor and assess patients remotely, thus minimizing risk of infection. After a review of different studies using telemedicine in neurological patients, we propose a telemedicine process flow for healthcare of subjects with chronic neurological disease to respond to the new challenges for delivering quality healthcare during the transformation of public and private healthcare organizations around the world forced by COVID-19 pandemic contingency. This telemedicine process flow represents a replacement for in-person treatment and thereby the provision equitable access to the care of vulnerable people. It is conceptualized as comprehensive service including (1) teleassistance with patient counseling and medical treatment, (2) telemonitoring of patients' health conditions and any changes over time, as well as (3) telerehabilitation, i.e., interventions to assess and promote body functions, activities, and consecutively participation. The hereby proposed telemedicine process flow could be adopted on a large scale to improve the public health response during healthcare crises like the COVID-19 pandemic but could equally promote equitable health care independent of people's mobility or location with respect to the specialized health care center

    An ecological measure to screen executive functioning in MS: the Picture Interpretation Test (PIT) 360¬į

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    Abstract Executive functions are crucial for performance of everyday activities. In Multiple Sclerosis (MS), executive dysfunctions can be apparent from the early onset of the disease. Technology-based time-efficient and resource-saving tools for early evaluation of executive functions using an ecological approach are needed to assess functional performance in real-life. The aim was to compare the efficiency of the Picture Interpretation Test 360¬į (PIT 360¬į) with traditional measures on executive dysfunction in Persons with Multiple Sclerosis (PwMS) and Healthy Controls (HC). Participants were 31 patients with Relapsing-Remitting MS (mean age‚ÄČ=‚ÄČ44.323‚ÄȬĪ‚ÄČ13.149; mean Expanded Disability Status Scale‚ÄČ=‚ÄČ2) and 39 HC (mean age‚ÄČ=‚ÄČ39.538‚ÄȬĪ‚ÄČ15.728). All were tested with standard neuropsychological tests of executive functions, PIT 360¬į, and measures of user experience. While standard neuropsychological tests failed to differentiate between PwMS and HC group, the PIT 360¬į was successful in detecting executive dysfunction in PwMS. All participants reported the PIT 360¬į to be an engaging tool and endorsed positive reactions to their experience. Overall, the PIT 360¬į is a quick, sensitive, and ecological tool that captures real-world executive dysfunction in PwMS. This engaging measure is sensitive for the detection of executive deficits since the early phases of the disease

    The Benefits of emotion Regulation Interventions in Virtual Reality for the Improvement of Wellbeing in Adults and Older Adults: A Systematic Review

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    The impact of emotion regulation interventions on wellbeing has been extensively documented in literature, although only in recent years virtual reality (VR) technologies have been incorporated in the design of such interventions, in both clinical and non\u2010clinical settings. A systematic search, following the Preferred Reporting Items for Systematic Reviews and MetaAnalysis (PRISMA) guidelines, was therefore carried out to explore the state of the art in emotion regulation interventions for wellbeing using virtual reality. The literature on this topic was queried, 414 papers were screened, and 11 studies were included, covering adults and older adults. Our findings offer an overview of the current use of VR technologies for the enhancement of emotion regulation (ER) and wellbeing. The results are promising and suggest that VR\u2010based emotion regulation training can facilitate the promotion of wellbeing. An overview of VR\u2010based training interventions is crucial for better understanding how to use these tools in the clinical settings. This review offers a critical debate on the structure of such intervention protocols. It also analyzes and highlights the crucial role played by the selection of the objective and subjective wellbeing assessment measures of said intervention protocols
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