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1.
Patient Educ Couns ; 100(4): 748-759, 2017 04.
Article in English | MEDLINE | ID: mdl-27939846

ABSTRACT

OBJECTIVES: To assess advanced communication skills among second-year medical students exposed either to a computer simulation (MPathic-VR) featuring virtual humans, or to a multimedia computer-based learning module, and to understand each group's experiences and learning preferences. METHODS: A single-blinded, mixed methods, randomized, multisite trial compared MPathic-VR (N=210) to computer-based learning (N=211). Primary outcomes: communication scores during repeat interactions with MPathic-VR's intercultural and interprofessional communication scenarios and scores on a subsequent advanced communication skills objective structured clinical examination (OSCE). Multivariate analysis of variance was used to compare outcomes. SECONDARY OUTCOMES: student attitude surveys and qualitative assessments of their experiences with MPathic-VR or computer-based learning. RESULTS: MPathic-VR-trained students improved their intercultural and interprofessional communication performance between their first and second interactions with each scenario. They also achieved significantly higher composite scores on the OSCE than computer-based learning-trained students. Attitudes and experiences were more positive among students trained with MPathic-VR, who valued its providing immediate feedback, teaching nonverbal communication skills, and preparing them for emotion-charged patient encounters. CONCLUSIONS: MPathic-VR was effective in training advanced communication skills and in enabling knowledge transfer into a more realistic clinical situation. PRACTICE IMPLICATIONS: MPathic-VR's virtual human simulation offers an effective and engaging means of advanced communication training.


Subject(s)
Clinical Competence , Communication , Computer Simulation , Patient Simulation , Students, Medical/psychology , Adult , Curriculum , Education, Medical , Female , Humans , Male , Physician-Patient Relations , Single-Blind Method , User-Computer Interface
2.
J Int AIDS Soc ; 16(3 Suppl 2): 18716, 2013 Nov 13.
Article in English | MEDLINE | ID: mdl-24242264

ABSTRACT

INTRODUCTION: Men who have sex with men (MSM) often face socially sanctioned disapproval of sexual deviance from the heterosexual "normal." Such sexual stigma can be internalized producing a painful affective state (i.e., shame). Although shame (e.g., addiction) can predict risk-taking (e.g., alcohol abuse), sexual shame's link to sexual risk-taking is unclear. Socially Optimized Learning in Virtual Environments (SOLVE) was designed to reduce MSM's sexual shame, but whether it does so, and if that reduction predicts HIV risk reduction, is unclear. To test if at baseline, MSM's reported past unprotected anal intercourse (UAI) is related to shame; MSM's exposure to SOLVE compared to a wait-list control (WLC) condition reduces MSM's shame; and shame-reduction mediates the link between WLC condition and UAI risk reduction. METHODS: HIV-negative, self-identified African American, Latino or White MSM, aged 18-24 years, who had had UAI with a non-primary/casual partner in the past three months were recruited for a national online study. Eligible MSM were computer randomized to either WLC or a web-delivered SOLVE. Retained MSM completed baseline measures (e.g., UAI in the past three months; current level of shame) and, in the SOLVE group, viewed at least one level of the game. At the end of the first session, shame was measured again. MSM completed follow-up UAI measures three months later. All data from 921 retained MSM (WLC condition, 484; SOLVE condition, 437) were analyzed, with missing data multiply imputed. RESULTS: At baseline, MSM reporting more risky sexual behaviour reported more shame (r s=0.21; p<0.001). MSM in the SOLVE intervention reported more shame reduction (M=-0.08) than MSM in the control condition (M=0.07; t(919)=4.24; p<0.001). As predicted, the indirect effect was significant (point estimate -0.10, 95% bias-corrected CI [-0.01 to -0.23] such that participants in the SOLVE treatment condition reported greater reductions in shame, which in turn predicted reductions in risky sexual behaviour at follow-up. The direct effect, however, was not significant. CONCLUSIONS: SOLVE is the first intervention to: (1) significantly reduce shame for MSM; and (2) demonstrate that shame-reduction, due to an intervention, is predictive of risk (UAI) reduction over time.


Subject(s)
Discrimination, Psychological/physiology , HIV Infections/prevention & control , Health Education/methods , Homosexuality, Male/psychology , Shame , Social Stigma , Adolescent , Black or African American , Hispanic or Latino , Humans , Internet , Male , Risk Reduction Behavior , United States , White People , Young Adult
3.
IEEE Comput Graph Appl ; 30(4): 62-73, 2010.
Article in English | MEDLINE | ID: mdl-20650729

ABSTRACT

Gaze is an important but understudied signal for displaying emotion. The Expressive Gaze Model (EGM) is a hierarchical framework for composing simple behaviors into emotionally expressive gaze in virtual characters that encompasses eye, torso, and head movement. The EGM's primary components are the Gaze Warping Transformation (GWT), which generates emotionally expressive head and torso movement in a gaze shift, and an eye movement model. Researchers have used the EGM to produce several types of gaze shift, both with and without explicit emotional behavior.


Subject(s)
Computer Simulation , Eye Movements/physiology , Facial Expression , Models, Biological , Algorithms , Face/anatomy & histology , Humans , Posture , Software
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