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1.
Sci Rep ; 12(1): 21892, 2022 12 19.
Article in English | MEDLINE | ID: mdl-36535981

ABSTRACT

Experiential learning has been known to be an engaging and effective modality for personal and professional development. The Metaverse provides ample opportunities for the creation of environments in which such experiential learning can occur. In this work, we introduce a novel interpersonal effectiveness improvement framework (ELAINE) that combines Artificial Intelligence and Virtual Reality to create a highly immersive and efficient learning experience using avatars. We present findings from a study that uses this framework to measure and improve the interpersonal effectiveness of individuals interacting with an avatar. Results reveal that individuals with deficits in their interpersonal effectiveness show a significant improvement (p < 0.02) after multiple interactions with an avatar. The results also reveal that individuals interact naturally with avatars within this framework, and exhibit similar behavioral traits as they would in the real world. We use this as a basis to analyze the underlying audio and video data streams of individuals during these interactions. We extract relevant features from these data and present a machine-learning based approach to predict interpersonal effectiveness during human-avatar conversation. We conclude by discussing the implications of these findings to build beneficial applications for the real world.


Subject(s)
Artificial Intelligence , Virtual Reality , Humans , User-Computer Interface , Communication , Learning
2.
Teach Learn Med ; 32(2): 139-149, 2020.
Article in English | MEDLINE | ID: mdl-31437006

ABSTRACT

Phenomenon: Virtual standardized patients (vSPs) are becoming increasingly common in medical education, though one limitation of vSPs is the artificiality of computer-based simulators. Past research on the use of vSPs has not clearly established whether learners have different emotional responses to real SPs (rSPs) compared with vSPs; however, understanding learners' emotional responses to vSPs is important in providing realistic learning experiences and establishing the validity of this teaching and assessment tool. This study compared the emotional experiences of individuals who interacted with rSPs and vSPs. Approach: Sixty medical students at a medical school in the southeastern United States participated in the study. Participants were randomly assigned to deliver bad news to an rSP or vSP. The vSP for this study used a hybrid intelligence model that allowed a person to "inhabit" the vSP. Salivary cortisol and a self-report measure of mood-the Profile of Mood States, Second Edition (POMS 2)-were gathered before and after delivering the bad news. The SP and 2 independent evaluators rated the behavioral performance of each participant in real and virtual conditions. Participants also rated the performance of the SP. Findings: Participants in both conditions reported increased negative emotionality on the POMS 2 following the SP interaction. There were no significant between-group differences on the POMS 2 or salivary cortisol concentration following the SP interaction. Ratings by the SP and independent evaluators indicated that participants performed similarly on most interpersonal dimensions, except tone of voice. Participants perceived the vSP as less realistic than the rSP. Insights: These results suggest that medical students may have similar emotional and behavioral responses when delivering bad news to a vSP when compared to an rSP. These findings provide support for the continued use of vSPs in training learners to deliver bad news and other communication-based skills and to assess their performance on these tasks.


Subject(s)
Communication , Students, Medical/psychology , Truth Disclosure , User-Computer Interface , Adult , Female , Humans , Inservice Training , Male , Pilot Projects
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