| Literature DB >> 25870549 |
Ali Oker1, Elise Prigent2, Matthieu Courgeon3, Victoria Eyharabide4, Mathieu Urbach5, Nadine Bazin5, Michel-Ange Amorim2, Christine Passerieux5, Jean-Claude Martin6, Eric Brunet-Gouet5.
Abstract
In recent decades, many studies have shown that schizophrenia is associated with severe social cognitive impairments affecting key components, such as the recognition of emotions, theory of mind, attributional style, and metacognition. Most studies investigated each construct separately, precluding analysis of the interactive and immersive nature of real-life situation. Specialized batteries of tests are under investigation to assess social cognition, which is thought now as a link between neurocognitive disorders and impaired functioning. However, this link accounts for a limited part of the variance of real-life functioning. To fill this gap, advances in virtual reality and affective computing have made it possible to carry out experimental investigations of naturalistic social cognition, in controlled conditions, with good reproducibility. This approach is illustrated with the description of a new paradigm based on an original virtual card game in which subjects interpret emotional displays from a female virtual agent, and decipher her helping intentions. Independent variables concerning emotional expression in terms of valence and intensity were manipulated. We show how several useful dependant variables, ranging from classic experimental psychology data to metacognition or subjective experiences records, may be extracted from a single experiment. Methodological issues about the immersion into a simulated intersubjective situation are considered. The example of this new flexible experimental setting, with regards to the many constructs recognized in social neurosciences, constitutes a rationale for focusing on this potential intermediate link between standardized tests and real-life functioning, and also for using it as an innovative media for cognitive remediation.Entities:
Keywords: facial expression; schizophrenia; social cognition; theory of mind; virtual agents
Year: 2015 PMID: 25870549 PMCID: PMC4378306 DOI: 10.3389/fnhum.2015.00133
Source DB: PubMed Journal: Front Hum Neurosci ISSN: 1662-5161 Impact factor: 3.169
Figure 1Screen captures of the experimental setting, showing the affective agent Mary playing a card game. Left: neutral expression, looking at the subjects. Middle: positive expression, looking at the right card. Right: negative expression, looking at the right card.
Figure 2Procedure: description of a single trial.
Relational empathy questionnaire: mean ratings of agreement expressed as percentages provided by the two populations after they had played with the virtual agent.
| Question | Healthy subjects | Schizophrenic patients |
|---|---|---|
| Q1. Mary took into account your answers with her reactions | 36 | 45 |
| Q2. Mary changed her attitude sometime in the game | 62 | 64 |
| Q3. You changed strategy during game | 68 | 76 |
| Q4. The game would have been played the same way if you had been in the presence of a real person | 68 | 62 |
| Q5. You looked at Mary’s face as if she was a real person | 80 | 64 |
| Q6. You thought that Mary had her own personality | 53 | 52 |
| Q7. You had the impression of being in the presence of someone during the game | 40 | 52 |
| Q8. You wondered what Mary could possibly think about you | 20 | 29 |
| Q9. You tried to answer correctly in order to be appreciated by Mary | 22 | 17 |
| Q10. Mary did not have a good opinion about you | 9 | 21 |
| Q11. Mary wanted you to succeed in this game | 36 | 44 |