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1.
Article in English | MEDLINE | ID: mdl-37027704

ABSTRACT

Virtual humans, including virtual agents and avatars, play an increasingly important role as VR technology advances. For example, virtual humans are used as digital bodies of users in social VR or as interfaces for AI assistants in online financing. Interpersonal trust is an essential prerequisite in real-life interactions, as well as in the virtual world. However, to date, there are no established interpersonal trust measurement tools specifically for virtual humans in virtual reality. This study fills the gap, by contributing a novel validated behavioural tool to measure interpersonal trust towards a specific virtual social interaction partner in social VR. This validated paradigm is inspired by a previously proposed virtual maze task that measures trust towards virtual characters. In the current study, a variant of this paradigm was implemented. The task of the users (the trustors) is to navigate through a maze in virtual reality, where they can interact with a virtual human (the trustee). They can choose to 1) ask for advice and 2) follow the advice from the virtual human if they want to. These measures served as behavioural measures of trust. We conducted a validation study with 70 participants in a between-subject design. The two conditions did not differ in the content of the advice but in the appearance, tone of voice and engagement of the trustees (alleged as avatars controlled by other participants). Results indicate that the experimental manipulation was successful, as participants rated the virtual human as more trustworthy in the trustworthy condition than in the untrustworthy condition. Importantly, this manipulation affected the trust behaviour of our participants, who, in the trustworthy condition, asked for advice more often and followed advice more often, indicating that the paradigm is sensitive to assessing interpersonal trust towards virtual humans. Thus, our paradigm can be used to measure differences in interpersonal trust towards virtual humans and may serve as a valuable research tool to study trust in virtual reality.

2.
PLoS One ; 18(2): e0280427, 2023.
Article in English | MEDLINE | ID: mdl-36791081

ABSTRACT

Humans show a robust tendency to look at faces in images, but also differ consistently in the strength of this attentional preference. Previous research remained inconclusive as to how a stronger face preference may be indicative of an individual's personality or clinical characteristics. Here we investigated face preferences in 120 participants (primarily drawn from a student population) who freely viewed photos in an internet browser showing a person in the context of a visually rich environment while attention was assessed using a cursor-based technique. Participants differed consistently in the strength of their face preference across images. A stronger preference for faces was correlated positively with openness to experience, extraversion, agreeableness and empathizing and was correlated negatively with social anxiety, depression levels and alexithymia. Trait measures were linked through a strong common factor which was additionally correlated with face preference. We conclude that face preferences may be linked to personality traits and to psychopathology but that an attribution to a specific facet of psychopathology may not be warranted. Future research should investigate links between face preferences and personality features in more diverse samples and across differing social situations.


Subject(s)
Personality , Psychopathology , Humans , Personality Disorders , Personality Inventory , Affective Symptoms
3.
Br J Health Psychol ; 27(2): 434-448, 2022 05.
Article in English | MEDLINE | ID: mdl-34374180

ABSTRACT

OBJECTIVES: The patient-physician relationship is essential for treatment success. Previous studies demonstrated that physicians who behave empathic in their interaction with patients have a positive effect on health outcomes. In this study, we investigated if the mere perception of physicians as empathic/not empathic modulates pain despite an emotionally neutral interaction with the patients. METHODS: N = 60 women took part in an experimental study that simulated a clinical interaction. In the paradigm, each participant watched two immersive 360° videos via a head-mounted display from a patient's perspective. The physicians in the videos behaved either empathic or not empathic towards a third person. Importantly, these physicians remained emotionally neutral in the subsequent virtual interaction with the participants. Finally, participants received a controlled, painful pressure stimulus within the narratives of the videos. RESULTS: The physicians in the high compared with the low empathy videos were rated as more empathic and more likable, indicating successful experimental manipulation. In spite of later neutral behaviour of physicians, this short observation of physicians' behaviour towards a third person was sufficient to modulate pain tolerance of the participants. CONCLUSIONS: The finding of this study that the mere observation of physicians' behaviour towards a third person modulates pain, despite a neutral direct interaction with the participants, has important clinical implications. Further, the proposed paradigm enables investigating aspects of patient-physician communication that are difficult to examine in a clinical setting.


Subject(s)
Empathy , Physicians , Communication , Female , Humans , Pain , Physician-Patient Relations , Physicians/psychology
4.
J Neuroeng Rehabil ; 18(1): 68, 2021 04 22.
Article in English | MEDLINE | ID: mdl-33888148

ABSTRACT

BACKGROUND: The rehabilitation of gait disorders in patients with multiple sclerosis (MS) and stroke is often based on conventional treadmill training. Virtual reality (VR)-based treadmill training can increase motivation and improve therapy outcomes. The present study evaluated an immersive virtual reality application (using a head-mounted display, HMD) for gait rehabilitation with patients to (1) demonstrate its feasibility and acceptance and to (2) compare its short-term effects to a semi-immersive presentation (using a monitor) and a conventional treadmill training without VR to assess the usability of both systems and estimate the effects on walking speed and motivation. METHODS: In a within-subjects study design, 36 healthy participants and 14 persons with MS or stroke participated in each of the three experimental conditions (VR via HMD, VR via monitor, treadmill training without VR). RESULTS: For both groups, the walking speed in the HMD condition was higher than in treadmill training without VR and in the monitor condition. Healthy participants reported a higher motivation after the HMD condition as compared with the other conditions. Importantly, no side effects in the sense of simulator sickness occurred and usability ratings were high. No increases in heart rate were observed following the VR conditions. Presence ratings were higher for the HMD condition compared with the monitor condition for both user groups. Most of the healthy study participants (89%) and patients (71%) preferred the HMD-based training among the three conditions and most patients could imagine using it more frequently. CONCLUSIONS: For the first time, the present study evaluated the usability of an immersive VR system for gait rehabilitation in a direct comparison with a semi-immersive system and a conventional training without VR with healthy participants and patients. The study demonstrated the feasibility of combining a treadmill training with immersive VR. Due to its high usability and low side effects, it might be particularly suited for patients to improve training motivation and training outcome e. g. the walking speed compared with treadmill training using no or only semi-immersive VR. Immersive VR systems still require specific technical setup procedures. This should be taken into account for specific clinical use-cases during a cost-benefit assessment.


Subject(s)
Exercise Therapy/methods , Gait Disorders, Neurologic/rehabilitation , Multiple Sclerosis/rehabilitation , Stroke Rehabilitation/methods , Virtual Reality , Adult , Female , Gait Disorders, Neurologic/etiology , Healthy Volunteers , Humans , Male , Middle Aged , Multiple Sclerosis/complications , Walking Speed
5.
Sci Rep ; 9(1): 19137, 2019 12 13.
Article in English | MEDLINE | ID: mdl-31836829

ABSTRACT

Immersive virtual reality is a powerful method to modify the environment and thereby influence experience. The present study used a virtual hand illusion and context manipulation in immersive virtual reality to examine top-down modulation of pain. Participants received painful heat stimuli on their forearm and placed an embodied virtual hand (co-located with their real one) under a virtual water tap, which dispensed virtual water under different experimental conditions. We aimed to induce a temperature illusion by a red, blue or white light suggesting warm, cold or no virtual water. In addition, the sense of agency was manipulated by allowing participants to have high or low control over the virtual hand's movements. Most participants experienced a thermal sensation in response to the virtual water and associated the blue and red light with cool/cold or warm/hot temperatures, respectively. Importantly, the blue light condition reduced and the red light condition increased pain intensity and unpleasantness, both compared to the control condition. The control manipulation influenced the sense of agency, but did not influence pain ratings. The large effects revealed in our study suggest that context effects within an embodied setting in an immersive virtual environment should be considered within VR based pain therapy.


Subject(s)
Hand/physiology , Hot Temperature , Pain Management/methods , Pain Threshold , Thermosensing , Virtual Reality , Water , Adolescent , Adult , Cognition , Databases, Factual , Female , Humans , Illusions , Neurosciences , Pain , Pain Measurement , Surveys and Questionnaires , Young Adult
6.
Front Neurosci ; 11: 286, 2017.
Article in English | MEDLINE | ID: mdl-28588442

ABSTRACT

Current brain-computer interface (BCIs) software is often tailored to the needs of scientists and technicians and therefore complex to allow for versatile use. To facilitate home use of BCIs a multifunctional P300 BCI with a graphical user interface intended for non-expert set-up and control was designed and implemented. The system includes applications for spelling, web access, entertainment, artistic expression and environmental control. In addition to new software, it also includes new hardware for the recording of electroencephalogram (EEG) signals. The EEG system consists of a small and wireless amplifier attached to a cap that can be equipped with gel-based or dry contact electrodes. The system was systematically evaluated with a healthy sample, and targeted end users of BCI technology, i.e., people with a varying degree of motor impairment tested the BCI in a series of individual case studies. Usability was assessed in terms of effectiveness, efficiency and satisfaction. Feedback of users was gathered with structured questionnaires. Two groups of healthy participants completed an experimental protocol with the gel-based and the dry contact electrodes (N = 10 each). The results demonstrated that all healthy participants gained control over the system and achieved satisfactory to high accuracies with both gel-based and dry electrodes (average error rates of 6 and 13%). Average satisfaction ratings were high, but certain aspects of the system such as the wearing comfort of the dry electrodes and design of the cap, and speed (in both groups) were criticized by some participants. Six potential end users tested the system during supervised sessions. The achieved accuracies varied greatly from no control to high control with accuracies comparable to that of healthy volunteers. Satisfaction ratings of the two end-users that gained control of the system were lower as compared to healthy participants. The advantages and disadvantages of the BCI and its applications are discussed and suggestions are presented for improvements to pave the way for user friendly BCIs intended to be used as assistive technology by persons with severe paralysis.

7.
J Neuroeng Rehabil ; 12: 76, 2015 Sep 04.
Article in English | MEDLINE | ID: mdl-26338101

ABSTRACT

BACKGROUND: In this study, we evaluated electrooculography (EOG), an eye tracker and an auditory brain-computer interface (BCI) as access methods to augmentative and alternative communication (AAC). The participant of the study has been in the locked-in state (LIS) for 6 years due to amyotrophic lateral sclerosis. He was able to communicate with slow residual eye movements, but had no means of partner independent communication. We discuss the usability of all tested access methods and the prospects of using BCIs as an assistive technology. METHODS: Within four days, we tested whether EOG, eye tracking and a BCI would allow the participant in LIS to make simple selections. We optimized the parameters in an iterative procedure for all systems. RESULTS: The participant was able to gain control over all three systems. Nonetheless, due to the level of proficiency previously achieved with his low-tech AAC method, he did not consider using any of the tested systems as an additional communication channel. However, he would consider using the BCI once control over his eye muscles would no longer be possible. He rated the ease of use of the BCI as the highest among the tested systems, because no precise eye movements were required; but also as the most tiring, due to the high level of attention needed to operate the BCI. CONCLUSIONS: In this case study, the partner based communication was possible due to the good care provided and the proficiency achieved by the interlocutors. To ease the transition from a low-tech AAC method to a BCI once control over all muscles is lost, it must be simple to operate. For persons, who rely on AAC and are affected by a progressive neuromuscular disease, we argue that a complementary approach, combining BCIs and standard assistive technology, can prove valuable to achieve partner independent communication and ease the transition to a purely BCI based approach. Finally, we provide further evidence for the importance of a user-centered approach in the design of new assistive devices.


Subject(s)
Brain-Computer Interfaces , Communication Aids for Disabled , Electrooculography/methods , Eye Movements/physiology , Psychomotor Performance/physiology , Quadriplegia/rehabilitation , Amyotrophic Lateral Sclerosis/rehabilitation , Caregivers/psychology , Electrodes, Implanted , Electroencephalography , Humans , Male , Middle Aged , Oculomotor Muscles/physiology , Patient Satisfaction , Quadriplegia/psychology , Self-Help Devices
8.
ScientificWorldJournal ; 2015: 623896, 2015.
Article in English | MEDLINE | ID: mdl-26167530

ABSTRACT

The novel BackHome system offers individuals with disabilities a range of useful services available via brain-computer interfaces (BCIs), to help restore their independence. This is the time such technology is ready to be deployed in the real world, that is, at the target end users' home. This has been achieved by the development of practical electrodes, easy to use software, and delivering telemonitoring and home support capabilities which have been conceived, implemented, and tested within a user-centred design approach. The final BackHome system is the result of a 3-year long process involving extensive user engagement to maximize effectiveness, reliability, robustness, and ease of use of a home based BCI system. The system is comprised of ergonomic and hassle-free BCI equipment; one-click software services for Smart Home control, cognitive stimulation, and web browsing; and remote telemonitoring and home support tools to enable independent home use for nonexpert caregivers and users. BackHome aims to successfully bring BCIs to the home of people with limited mobility to restore their independence and ultimately improve their quality of life.


Subject(s)
Brain-Computer Interfaces , Computer Systems , Disabled Persons , Electrodes , Electroencephalography , Humans , Internet , Software , Telerehabilitation , User-Computer Interface , Wireless Technology
9.
Front Neurosci ; 9: 207, 2015.
Article in English | MEDLINE | ID: mdl-26097447

ABSTRACT

Visual ERP (P300) based brain-computer interfaces (BCIs) allow for fast and reliable spelling and are intended as a muscle-independent communication channel for people with severe paralysis. However, they require the presentation of visual stimuli in the field of view of the user. A head-mounted display could allow convenient presentation of visual stimuli in situations, where mounting a conventional monitor might be difficult or not feasible (e.g., at a patient's bedside). To explore if similar accuracies can be achieved with a virtual reality (VR) headset compared to a conventional flat screen monitor, we conducted an experiment with 18 healthy participants. We also evaluated it with a person in the locked-in state (LIS) to verify that usage of the headset is possible for a severely paralyzed person. Healthy participants performed online spelling with three different display methods. In one condition a 5 × 5 letter matrix was presented on a conventional 22 inch TFT monitor. Two configurations of the VR headset were tested. In the first (glasses A), the same 5 × 5 matrix filled the field of view of the user. In the second (glasses B), single letters of the matrix filled the field of view of the user. The participant in the LIS tested the VR headset on three different occasions (glasses A condition only). For healthy participants, average online spelling accuracies were 94% (15.5 bits/min) using three flash sequences for spelling with the monitor and glasses A and 96% (16.2 bits/min) with glasses B. In one session, the participant in the LIS reached an online spelling accuracy of 100% (10 bits/min) using the glasses A condition. We also demonstrated that spelling with one flash sequence is possible with the VR headset for healthy users (mean: 32.1 bits/min, maximum reached by one user: 71.89 bits/min at 100% accuracy). We conclude that the VR headset allows for rapid P300 BCI communication in healthy users and may be a suitable display option for severely paralyzed persons.

10.
Artif Intell Med ; 63(1): 7-17, 2015 Jan.
Article in English | MEDLINE | ID: mdl-25533310

ABSTRACT

OBJECTIVES: Access to the world wide web and multimedia content is an important aspect of life. We present a web browser and a multimedia user interface adapted for control with a brain-computer interface (BCI) which can be used by severely motor impaired persons. METHODS: The web browser dynamically determines the most efficient P300 BCI matrix size to select the links on the current website. This enables control of the web browser with fewer commands and smaller matrices. The multimedia player was based on an existing software. Both applications were evaluated with a sample of ten healthy participants and three end-users. All participants used a visual P300 BCI with face-stimuli for control. RESULTS: The healthy participants completed the multimedia player task with 90% accuracy and the web browsing task with 85% accuracy. The end-users completed the tasks with 62% and 58% accuracy. All healthy participants and two out of three end-users reported that they felt to be in control of the system. CONCLUSIONS: In this study we presented a multimedia application and an efficient web browser implemented for control with a BCI. SIGNIFICANCE: Both applications provide access to important areas of modern information retrieval and entertainment.


Subject(s)
Brain-Computer Interfaces , Brain/physiopathology , Disabled Persons/rehabilitation , Event-Related Potentials, P300 , Motor Activity , Motor Disorders/rehabilitation , Self-Help Devices , User-Computer Interface , Web Browser , Case-Control Studies , Disabled Persons/psychology , Equipment Design , Female , Humans , Male , Middle Aged , Motor Disorders/physiopathology , Motor Disorders/psychology , Reaction Time , Severity of Illness Index , Time Factors , Young Adult
11.
Biol Psychol ; 102: 118-29, 2014 Oct.
Article in English | MEDLINE | ID: mdl-25088378

ABSTRACT

The study aimed at revealing electrophysiological indicators of mental workload and fatigue during prolonged usage of a P300 brain-computer interface (BCI). Mental workload was experimentally manipulated with dichotic listening tasks. Medium and high workload conditions alternated. Behavioral measures confirmed that the manipulation of mental workload was successful. Reduced P300 amplitude was found for the high workload condition. Along with lower performance and an increase in the subjective level of fatigue, an increase of power in the alpha band was found for the last as compared to the first run of both conditions. The study confirms that a combination of signals derived from the time and frequency domain of the electroencephalogram is promising for the online detection of workload and fatigue. It also demonstrates that satisfactory accuracies can be achieved by healthy participants with the P300 speller, despite constant distraction and when pursuing the task for a long time.


Subject(s)
Brain-Computer Interfaces , Event-Related Potentials, P300/physiology , Mental Fatigue/physiopathology , Adult , Alpha Rhythm/physiology , Electroencephalography , Fatigue , Female , Humans , Male , Theta Rhythm/physiology , Workload , Young Adult
12.
Article in English | MEDLINE | ID: mdl-25570201

ABSTRACT

Brain-computer interface (BCI) users can control very complex applications such as multimedia players or even web browsers. Therefore, different biosignal acquisition systems are available to noninvasively measure the electrical activity of the brain, the electroencephalogram (EEG). To make BCIs more practical, hardware and software are nowadays designed more user centered and user friendly. In this paper we evaluated one of the latest innovations in the area of BCI: A wireless EEG amplifier with dry electrode technology combined with a web browser which enables BCI users to use standard webmail. With this system ten volunteers performed a daily life task: Write, read and answer an email. Experimental results of this study demonstrate the power of the introduced BCI system.


Subject(s)
Brain-Computer Interfaces , Electronic Mail , Reading , Wireless Technology , Writing , Electrodes , Female , Humans , Male , User-Computer Interface , Young Adult
13.
Front Hum Neurosci ; 8: 1039, 2014.
Article in English | MEDLINE | ID: mdl-25620924

ABSTRACT

Brain-computer interfaces (BCIs) can serve as muscle independent communication aids. Persons, who are unable to control their eye muscles (e.g., in the completely locked-in state) or have severe visual impairments for other reasons, need BCI systems that do not rely on the visual modality. For this reason, BCIs that employ auditory stimuli were suggested. In this study, a multiclass BCI spelling system was implemented that uses animal voices with directional cues to code rows and columns of a letter matrix. To reveal possible training effects with the system, 11 healthy participants performed spelling tasks on 2 consecutive days. In a second step, the system was tested by a participant with amyotrophic lateral sclerosis (ALS) in two sessions. In the first session, healthy participants spelled with an average accuracy of 76% (3.29 bits/min) that increased to 90% (4.23 bits/min) on the second day. Spelling accuracy by the participant with ALS was 20% in the first and 47% in the second session. The results indicate a strong training effect for both the healthy participants and the participant with ALS. While healthy participants reached high accuracies in the first session and second session, accuracies for the participant with ALS were not sufficient for satisfactory communication in both sessions. More training sessions might be needed to improve spelling accuracies. The study demonstrated the feasibility of the auditory BCI with healthy users and stresses the importance of training with auditory multiclass BCIs, especially for potential end-users of BCI with disease.

14.
Clin Neurophysiol ; 124(2): 327-38, 2013 Feb.
Article in English | MEDLINE | ID: mdl-22959257

ABSTRACT

OBJECTIVES: The main objective of the current study was to implement and evaluate a P300 based brain-computer interface (BCI) speller that uses directional cues of auditory stimuli, which are presented over headphones. The interstimulus interval (ISI) was successively reduced to determine the optimal combination of speed and accuracy. The study further aimed at quantifying the differences in subjective workload between the auditory and the visual P300 spelling application. The influence of workload, mood and motivation on BCI performance and P300 amplitude was investigated. METHODS: Twenty healthy participants performed auditory and visual spelling tasks in an EEG experiment with online feedback. RESULTS: Sixteen of twenty participants performed at or above a level necessary for satisfactory communication (≥70% spelling accuracy) with the auditory BCI. Average bit rates of up to 2.76 bits/min (best subject 7.43 bits/min) were achieved. A significantly higher workload was reported for the auditory speller compared to the visual paradigm. Motivation significantly influenced P300 amplitude at Pz in the auditory condition. CONCLUSIONS: The results of the online study suggest that the proposed paradigm offers a means of communication for most healthy users. SIGNIFICANCE: The described auditory BCI can serve as a communication channel for completely paralyzed patients.


Subject(s)
Acoustic Stimulation , Brain-Computer Interfaces , Communication Aids for Disabled , Cues , Event-Related Potentials, P300/physiology , Task Performance and Analysis , Adolescent , Adult , Affect/physiology , Communication , Electroencephalography , Feasibility Studies , Female , Humans , Male , Models, Neurological , Motivation/physiology , Photic Stimulation , Young Adult
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