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Using virtual reality to optimize assessment of sociomoral skills

机译:利用虚拟现实优化社会技能的评估

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摘要

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.
机译:社会认知评估是综合神经心理学评估的重要组成部分。然而,人们担心传统的评估方法,如纸笔问卷,是否足以代表现实生活中的能力。虚拟现实(VR)通过提供与现实环境相似的实验条件,有可能提高生态价值。本项目旨在探索虚拟现实在评估青少年社会认知技能,特别是社会道德决策和推理方面的潜在益处。使用基于计算机的So道德任务和虚拟现实的So道德任务来比较12-25岁(n=30)青少年在社会道德技能方面的表现。在这两个版本中,参与者都面临着日常的社会道德困境,并被要求解释他们将如何反应(社会道德决策)以及为什么(社会道德成熟度)。采用人际反应指数和沉浸倾向问卷调查社会道德技能、共情和在场感之间的关系。在两个版本的任务中,参与者提供了相似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)。只有在VR中评估时,移情与在场(r=0.39,p=0.048)和社会道德成熟度(r=0.46,p=0.01)相关,解释了结果中21%的显著差异。总之,这些结果支持静态和动态社会认知评估工具之间存在差异的概念,并表明社会认知技能与潜在的社会或情感基础之间的关联可能容易受到刺激显著性和呈现的影响。

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