The mind minds minds: The effect of intentional stance on the neural encoding of joint attention

The mind minds minds: The effect of intentional stance on the neural encoding of joint attention
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DOI:
10.3758/s13415-019-00734-y
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发表时间:
2019-12-01
影响因子:
2.9
通讯作者:
McArthur, Genevieve
McArthur, Genevieve
中科院分区:
医学3区
文献类型:
--
作者:
Caruana, Nathan;McArthur, Genevieve

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最近的神经成像研究已经观察到,来自虚拟现实角色的社交线索的神经处理似乎受到"有意姿态"(即,归因于心理状态、能动性和"人性")。然而,这种影响也可以解释为个体差异或知觉效果所造成的这些研究的设计。目前的研究使用了一种新的设计,测量了20名健康成年人的中央顶叶P250,P350和N170事件相关电位(ERP),同时他们在两种情况下启动了与虚拟角色(“艾伦”)的凝视相关的联合注意。在一种情况下,他们被告知艾伦是由人类控制的;在另一种情况下,他们被告知他是由计算机控制的。当参与者相信艾伦是人类时,他一致的凝视转移,这导致了联合注意,产生了显着更大的P250 ERP比他不一致的凝视转移。与此相反,他的不一致的目光转移引发的P350事件相关电位显着较大的增加比他的一致的目光转移。这些发现支持了先前的研究,即有意的立场会影响神经处理来自虚拟角色的社交线索。研究结果还表明,在设计社会平易近人的机器人和虚拟代理人时,使用P250和P350 ERP作为社会参与的客观指标。
Recent neuroimaging studies have observed that the neural processing of social cues from a virtual reality character appears to be affected by "intentional stance" (i.e., attributing mental states, agency, and "humanness"). However, this effect could also be explained by individual differences or perceptual effects resulting from the design of these studies. The current study used a new design that measured centro-parietal P250, P350, and N170 event-related potentials (ERPs) in 20 healthy adults while they initiated gaze-related joint attention with a virtual character ("Alan") in two conditions. In one condition, they were told that Alan was controlled by a human; in the other, they were told that he was controlled by a computer. When participants believed Alan was human, his congruent gaze shifts, which resulted in joint attention, generated significantly larger P250 ERPs than his incongruent gaze shifts. In contrast, his incongruent gaze shifts triggered significantly larger increases in P350 ERPs than his congruent gaze shifts. These findings support previous studies suggesting that intentional stance affects the neural processing of social cues from a virtual character. The outcomes also suggest the use of the P250 and P350 ERPs as objective indices of social engagement during the design of socially approachable robots and virtual agents.