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1.
IEEE Trans Vis Comput Graph ; 14(5): 965-82, 2008.
Artigo em Inglês | MEDLINE | ID: mdl-18599911

RESUMO

This paper presents the quantitative and qualitative findings from an experiment designed to evaluate a developing model of affective postures for full-body virtual characters in immersive virtual environments (IVEs). Forty-nine participants were each requested to explore a virtual environment by asking two virtual characters for instructions. The participants used a CAVE-like system to explore the environment. Participant responses and their impression of the virtual characters were evaluated through a wide variety of both quantitative and qualitative methods. Combining a controlled experimental approach with various data-collection methods provided a number of advantages such as providing a reason to the quantitative results. The quantitative results indicate that posture plays an important role in the communication of affect by virtual characters. The qualitative findings indicated that participants attribute a variety of psychological states to the behavioral cues displayed by virtual characters. In addition, participants tended to interpret the social context portrayed by the virtual characters in a holistic manner. This suggests that one aspect of the virtual scene colors the perception of the whole social context portrayed by the virtual characters. We conclude by discussing the importance of designing holistically congruent virtual characters especially in immersive settings.


Assuntos
Afeto , Comunicação , Gráficos por Computador , Expressão Facial , Análise e Desempenho de Tarefas , Interface Usuário-Computador , Percepção Visual/fisiologia , Sinais (Psicologia) , Humanos , Postura
2.
J Nerv Ment Dis ; 191(8): 509-14, 2003 Aug.
Artigo em Inglês | MEDLINE | ID: mdl-12972853

RESUMO

The use of virtual reality permits individuals' reactions to standard controlled environments to be studied. It may therefore provide a means for understanding the interpretations of experience relevant to clinical disorders. The use of this technology for understanding persecutory ideation has not been investigated. A pilot study was undertaken to examine whether individuals have persecutory thoughts about virtual reality characters under controlled conditions and if there are factors that predict the occurrence of such thoughts.Twenty-four nonclinical participants entered a neutral virtual environment that contained computer-generated people. The participants completed dimensional assessments of items related to psychiatric symptoms and their thoughts about the virtual characters. Positive views about the virtual characters were common. However, a number of participants had ideas of reference and ideas of persecution about the virtual characters. Individuals who had persecutory thoughts about the virtual characters had significantly higher levels of interpersonal sensitivity and anxiety. The study provides direct evidence that individuals attribute mental states to virtual reality characters. Important for the study of clinical phenomena, some individuals have thoughts of a persecutory nature about virtual characters. Additionally, the findings indicate that feelings of interpersonal vulnerability and anxiety may directly contribute to the development of persecutory ideation in response to essentially neutral contexts. Virtual reality may prove to be a valuable methodology for developing an understanding of persecutory ideation.


Assuntos
Cognição , Delusões/psicologia , Transtornos Paranoides/psicologia , Interface Usuário-Computador , Adulto , Simulação por Computador , Delusões/terapia , Feminino , Humanos , Relações Interpessoais , Masculino , Modelos Psicológicos , Transtornos Paranoides/diagnóstico , Transtornos Paranoides/terapia , Inventário de Personalidade , Transtornos Fóbicos/diagnóstico , Transtornos Fóbicos/psicologia , Autoimagem , Inquéritos e Questionários , Terapia Assistida por Computador , Pensamento
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