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Linking volitional preferences for emotional information to social difficulties: A game approach using the microsoft kinect

机译:将情感信息与社会困难的情感信息联系起来:使用Microsoft Kinect的游戏方法

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Emotional intelligence has been positively associated with social competence. In addition, attentional responses to emotional information have been associated with psychological characteristics related to mental health. In this study, we used the Microsoft Kinect platform as a tool to examine relationships between responses to emotional information in a gameplay environment and psychological factors. 45 typically developing individuals participated in the study, which involved 1) the Kinect game, requiring participants to engage in unprompted volitional whole-body responses to emotional stimuli, and 2) psychosocial assessments such as the Broader Autism Phenotype Questionnaire (BAPQ) and the Brief Symptom Inventory (BSI). Principal component analysis revealed patterns of gameplay that were associated with psychological characteristics of individuals. Preference for emotional content in general was associated with fewer social difficulties. The present work offers preliminary support for utilizing Kinect video games to understand emotion orienting and social capabilities, and shows that implicit patterns of preference identified during gameplay may relate to psychological and psychiatric phenomena. While the issues are complex and further research is needed, this work may inform the development of novel approaches to diagnostic and therapeutic tools.
机译:情绪智力与社会能力有关。此外,对情绪信息的注意力反应与心理健康有关的心理特征有关。在本研究中,我们将Microsoft Kinect平台作为一种工具,以检查对游戏环境和心理因素中的情绪信息之间的关系之间的关系。 45,典型的发展个人参与了涉及的研究,涉及1)Kinect Game,要求参与者从事情绪刺激的无突出的无与伦比的全身反应,以及2)更广泛的自闭症表型调查问卷(BAPQ)等心理社会的评估症状库存(BSI)。主要成分分析显示了与个人心理特征有关的游戏模式。偏好情绪内容通常与较少的社会困难有关。目前的工作提供了利用Kinect视频游戏来了解情感定向和社会能力的初步支持,并表明在游戏过程中确定的隐含模式可能与心理和精神病现象有关。虽然这些问题是复杂的,但需要进一步研究,但这项工作可能会使新颖的诊断和治疗工具开发新颖的方法。

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