A Virtual Reality Study of Help Recognition and Metacognition with an Affective Agent
Ali Oker,
Matthieu Courgeon,
Elise Prigent,
Victoria Eyharabide,
Nadine Bazin,
Mathieu Urbach,
Christine Passerieux,
Jean-Claude Martin,
Michel-Ange Amorim and
Eric Brunet-Gouet
Additional contact information
Ali Oker: Centre Hospitalier de Versailles; HANDIReSP, UVSQ, Université Paris-Saclay, Versailles, France
Matthieu Courgeon: LabSTICC, Université Bretagne-Sud, Brest, France
Elise Prigent: LIMSI, CNRS, Univ Paris Sud, Université Paris-Saclay, Orsay, France
Victoria Eyharabide: STIH, Université Paris-Sorbonne, Paris, France
Nadine Bazin: Centre Hospitalier de Versailles; HANDIReSP, UVSQ, Université Paris-Saclay, Versailles, France
Mathieu Urbach: Centre Hospitalier de Versailles; HANDIReSP, UVSQ, Université Paris-Saclay, Versailles, France
Christine Passerieux: Centre Hospitalier de Versailles; HANDIReSP, UVSQ, Université Paris-Saclay, Versailles, France
Jean-Claude Martin: LIMSI, CNRS, Univ Paris Sud, Université Paris-Saclay, Orsay, France
Michel-Ange Amorim: CIAMS, Univ Paris Sud, Université Paris-Saclay, Orsay, France
Eric Brunet-Gouet: Centre Hospitalier de Versailles; HANDIReSP, UVSQ, Université Paris-Saclay, Versailles, France
International Journal of Synthetic Emotions (IJSE), 2015, vol. 6, issue 1, 60-73
Abstract:
Advances in the use of virtual affective agents for therapeutic purposes in mental health opened a research avenue to improve the way patients interpret other's behavior as helpful instead of menacing. Here, the authors propose an original paradigm based on affective computing and virtual reality technologies requiring the assessment of helping intentions as well as self-monitoring metacognition. Sixteen healthy subjects played a 38-turns card games with a virtual affective agent (MARC) during which they had to guess between two cards the one that would be color-matched with another card. Their guesses could be oriented by the agent's emotional displays. Three subjective ratings on a percentage analog scale were recorded after each trial: helpfulness, self- monitoring, and sympathy. Help recognition and self-monitoring metacognitive ratings raise the question of the importance to enhance both components in therapeutic situations within psychiatric populations. Overall, this study exemplifies the promising use of virtual reality settings for future studies in the medical psychology field.
Date: 2015
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Persistent link: https://EconPapers.repec.org/RePEc:igg:jse000:v:6:y:2015:i:1:p:60-73
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