Virtual Reality to Study Responses to Social Environmental Stressors in Individuals With and Without Psychosis

Virtual Reality to Study Responses to Social Environmental Stressors in Individuals With and Without Psychosis
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DOI:
10.3233/978-1-60750-766-6-86
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发表时间:
2011-01-01
期刊:
ANNUAL REVIEW OF CYBERTHERAPY AND TELEMEDICINE 2011: ADVANCED TECHNOLOGIES IN BEHAVIORAL, SOCIAL AND NEUROSCIENCES
影响因子:
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通讯作者:
van der Gaag, Mark
van der Gaag, Mark
中科院分区:
其他
文献类型:
--
作者:
Brinkman, Willem-Paul;Veling, Wim;van der Gaag, Mark

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创建虚拟现实 (VR) 环境是为了研究患者和非患者的精神病症状。参与者的任务是找到五个虚拟角色,每个角色的胸前都有一个小数字标签。酒吧中虚拟人物的密度和种族外观受到控制。对于非患者组 (N=24),结果显示密度对参与者的生理反应、他们的行为、报告的不适程度以及他们记住编号化身的地点和位置的能力有显着的主要影响。化身的种族对非患者的生理反应有显着影响。两名患者和非患者组之间的比较显示出生理反应、行为和报告的不适程度的差异。
A Virtual Reality (VR) environment was created to study psychotic symptoms in patients and non-patients. Participants' task was to find five virtual characters that each had a small number label on his or her chest. The density and ethnic appearance of the virtual characters in the bar was controlled. For a non-patient group (N=24), results showed a significant main effect for density on participants' physiological responses, their behavior, reported level of discomfort, and their ability to remember place and location of the numbered avatars. The avatar's ethnicity had a significant effect on non-patients' physiological responses. Comparison between two patients and non-patient group showed differences in physiological responses, behavior and reported level of discomfort.