当前位置: X-MOL 学术Virtual Real. › 论文详情
Our official English website, www.x-mol.net, welcomes your feedback! (Note: you will need to create a separate account there.)
Using virtual reality to optimize assessment of sociomoral skills
Virtual Reality ( IF 4.2 ) Pub Date : 2020-05-22 , DOI: 10.1007/s10055-020-00443-9
Frédérick Morasse , Evelyn Vera-Estay , Miriam H. Beauchamp

Sociocognitive evaluation is an important component of comprehensive neuropsychological assessment. However, concerns have been raised as to whether traditional assessment methods such as paper-and-pencil questionnaire adequately represent real-life abilities. Virtual reality (VR) has the potential to increase ecological value by providing experimental conditions that are similar to those in a real-world environment. This project aimed to explore the potential benefits of using VR in the assessment of adolescent sociocognitive skills, specifically with regard to sociomoral decision-making and reasoning. A computer-based version and a VR version of the So-Moral task were used to compare the performance of adolescents aged 12–25 (n = 30) on sociomoral skills. In both versions, participants were presented with everyday sociomoral dilemmas and were asked to explain how they would react (sociomoral decision-making) and why (sociomoral maturity). The Interpersonal Reactivity Index and the Immersive Tendencies Questionnaire were completed to investigate the association between sociomoral skills, empathy and sense of presence. In both versions of the task, participants provided similar levels of sociomoral decision-making ( F(1,26)=2.05, p = 0.16) and maturity (F(1,26)=1.92 , p = 0.18). Empathy was associated with presence (r = 0.39, p = 0.048) and with sociomoral maturity (r = 0.46, p = 0.01) only when assessed in VR, explaining a significant 21% of the variability in outcome. Together, these results support the notion of a disparity between static and dynamic sociocognitive assessment tools and suggest that the association between sociocognitive skills and underlying social or affective substrates may be susceptible to stimuli saliency and presentation.



中文翻译:

使用虚拟现实优化对社会道德技能的评估

社会认知评估是神经心理学综合评估的重要组成部分。但是,人们对传统的评估方法(例如纸质铅笔调查表)是否能够充分代表现实生活能力提出了关注。虚拟现实(VR)通过提供类似于真实环境中的实验条件,具有增加生态价值的潜力。该项目旨在探讨使用VR评估青少年社会认知技能的潜在益处,特别是在社会道德决策和推理方面。So-Moral任务的基于计算机的版本和VR版本用于比较12至25岁青少年的表现(n = 30)的社会道德技能。在这两个版本中,都向参与者展示了日常的社会道德困境,并要求他们解释他们将如何应对(社会决策)和为什么(社会成熟)。完成了人际反应性指数和沉浸式倾向调查表,以调查社会道德技能,同理心和存在感之间的关联。在任务的两个版本中,参与者提供的社会道德决策水平(F(1,26)= 2.05,p  = 0.16)和成熟度(F(1,26)= 1.92,p  = 0.18)相似。移情与存在感相关(r  = 0.39,p  = 0.048)和社会道德成熟度(r  = 0.46,p = 0.01)仅在VR中进行评估时,解释了结果差异的21%。在一起,这些结果支持静态和动态的社会认知评估工具之间的差异的概念,并表明社会认知技能与潜在的社会或情感底物之间的关联可能容易受到刺激的显着性和表现。

更新日期:2020-05-22
down
wechat
bug