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1.
IEEE Trans Vis Comput Graph ; 29(11): 4328-4338, 2023 11.
Artigo em Inglês | MEDLINE | ID: mdl-37782593

RESUMO

Virtual reality (VR) provides users with the ability to substitute their physical appearance by embodying virtual characters (avatars) using head-mounted displays and motion-capture technologies. Previous research demonstrated that the sense of embodiment toward an avatar can impact user behavior and cognition. In this paper, we present an experiment designed to investigate whether embodying a well-known creative genius could enhance participants' creative performance. Following a preliminary online survey ( N = 157) to select a famous character suited to the purpose of this study, we developed a VR application allowing participants to embody Leonardo da Vinci or a self-avatar. Self-avatars were approximately matched with participants in terms of skin tone and morphology. 40 participants took part in three tasks seamlessly integrated in a virtual workshop. The first task was based on a Guilford's Alternate Uses test (GAU) to assess participants' divergent abilities in terms of fluency and originality. The second task was based on a Remote Associates Test (RAT) to evaluate convergent abilities. Lastly, the third task consisted in designing potential alternative uses of an object displayed in the virtual environment using a 3D sketching tool. Participants embodying Leonardo da Vinci demonstrated significantly higher divergent thinking abilities, with a substantial difference in fluency between the groups. Conversely, participants embodying a self-avatar performed significantly better in the convergent thinking task. Taken together, these results promote the use of our virtual embodiment approach, especially in applications where divergent creativity plays an important role, such as design and innovation.


Assuntos
Gráficos por Computador , Realidade Virtual , Humanos , Cognição , Criatividade
2.
Front Psychiatry ; 14: 1191601, 2023.
Artigo em Inglês | MEDLINE | ID: mdl-37363173

RESUMO

Introduction: Gesture performance deficits are prevalent in schizophrenia patients and are strongly associated with poor social communication skills and community functioning, affecting their overall quality of life. Currently, video-recording technology is widely used in clinical settings to assess gesture production deficits in schizophrenia patients. Nevertheless, the subjective evaluation of video-recordings can encumber task assessment. The present study will aim to use virtual reality to examine its potential use as an alternative tool to objectively measure gesture performance accuracy in schizophrenia patients and healthy controls. Methods: Gesture performance in the virtual reality setting will be based on the well-established Test of Upper Limb Apraxia. Participants will be immersed in a virtual environment where they will experience themselves being embodied in a collocated virtual body seen from a first-person perspective. Motion trackers will be placed on participants' hands and elbows to track upper body movements in real-time, and to record gesture movement for later analysis. Participants will see a virtual agent sitting across from them, with a virtual table in between. The agent will perform various types of gestures and the participants' task will be to imitate those gestures as accurately as possible. Measurements from the tracking devices will be stored and analyzed to address gesture performance accuracy across groups. Discussion: This study aims to provide objective measurements of gesture performance accuracy in schizophrenia patients. If successful, the results will provide new knowledge to the gesture literature and offer the potential for novel therapeutic interventions using virtual reality technologies. Such interventions can improve gesturing and thus advance social communication skills in schizophrenia patients.

3.
Sci Rep ; 11(1): 23923, 2021 12 14.
Artigo em Inglês | MEDLINE | ID: mdl-34907279

RESUMO

The proportion of the population who experience persecutory thoughts is 10-15%. People then engage in safety-seeking behaviours, typically avoiding social interactions, which prevents disconfirmatory experiences and hence paranoia persists. Here we show that persecutory thoughts can be reduced if prior to engaging in social interaction in VR participants first see their virtual body-double doing so. Thirty non-clinical participants were recruited to take part in a study, where they were embodied in a virtual body that closely resembled themselves, and asked to interact with members of a crowd. In the Random condition (n = 15) they observed their body-double wandering around but not engaging with the crowd. In the Targeted condition the body-double correctly interacted with members of the crowd. The Green Paranoid Thoughts Scale was measured 1 week before and 1 week after the exposure and decreased only for those in the Targeted condition. The results suggest that the observation of the body-double correctly carrying out a social interaction task in VR may lead to anxiety-reducing mental rehearsal for interaction thus overcoming safety behaviours. The results also extend knowledge of the effects of vicarious agency, suggesting that identification with the actions of body-double can influence subsequent psychological state.

4.
Front Robot AI ; 6: 8, 2019.
Artigo em Inglês | MEDLINE | ID: mdl-33501025

RESUMO

This study presents the second phase of a series of experiments investigating the impact of avatar visual fidelity on the sense of embodiment and users' behavior in immersive virtual environments. Our main focus concerns the similarity between users and avatars, a factor known as truthfulness. Our experiment requires the participants to control three avatars using a third-person perspective: a robot, a suit and their virtual doppelganger (virtual representation of the self). In order to analyze users' reactions and strategies, each task of the scenario of the virtual reality application can potentially affect the integrity of their characters. Our results revealed that ownership, one of the three factors of the sense of embodiment, is higher for the participants controlling their self-representation than with abstract representations. Furthermore, avatar visual fidelity seems to affect users' subjective experience, half of the panel reported having different behavior depending on the controlled character. Abstract representations allow the users to adopt more risky behaviors, while self-representations maintain a connection with the real world and encourage users to preserve the integrity of their avatar.

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