• français
    • English
    français
  • Login
Help
View Item 
  •   Home
  • Laboratoire Angevin de Mécanique, Procédés et InnovAtion (LAMPA)
  • View Item
  • Home
  • Laboratoire Angevin de Mécanique, Procédés et InnovAtion (LAMPA)
  • View Item
JavaScript is disabled for your browser. Some features of this site may not work without it.

Using virtual reality to assess gesture performance deficits in schizophrenia patients

Article dans une revue avec comité de lecture
Author
PAVLIDOU, Anastasia
236940 Universität Bern = University of Bern = Université de Berne [UNIBE]
ccGORISSE, Geoffrey
211916 Laboratoire Angevin de Mécanique, Procédés et InnovAtion [LAMPA]
ccBANAKOU, Domna
ccWALTHER, Sebastian

URI
http://hdl.handle.net/10985/23841
DOI
10.3389/fpsyt.2023.1191601
Date
2023-06-09
Journal
Frontiers in Psychiatry

Abstract

Introduction: Gesture performance deficits are prevalent in schizophrenia patients and are strongly associated with poor social communication skills and community functioning, affecting their overall quality of life. Currently, video-recording technology is widely used in clinical settings to assess gesture production deficits in schizophrenia patients. Nevertheless, the subjective evaluation of video-recordings can encumber task assessment. The present study will aim to use virtual reality to examine its potential use as an alternative tool to objectively measure gesture performance accuracy in schizophrenia patients and healthy controls. Methods: Gesture performance in the virtual reality setting will be based on the well-established Test of Upper Limb Apraxia. Participants will be immersed in a virtual environment where they will experience themselves being embodied in a collocated virtual body seen from a first-person perspective. Motion trackers will be placed on participants’ hands and elbows to track upper body movements in real-time, and to record gesturemovement for later analysis. Participants will see a virtual agent sitting across fromthem, with a virtual table in between. The agent will performvarious types of gestures and the participants’ task will be to imitate those gestures as accurately as possible. Measurements from the tracking devices will be stored and analyzed to address gesture performance accuracy across groups. Discussion: This study aims to provide objective measurements of gesture performance accuracy in schizophrenia patients. If successful, the results will provide new knowledge to the gesture literature and offer the potential for novel therapeutic interventions using virtual reality technologies. Such interventions can improve gesturing and thus advance social communication skills in schizophrenia patients.

Files in this item

Name:
LAMPA_Frontiers_2023_Gorisse.pdf
Size:
620.1Kb
Format:
PDF
View/Open
CC BY
This document is available under CC BY license

Collections

  • Laboratoire Angevin de Mécanique, Procédés et InnovAtion (LAMPA)

Related items

Showing items related by title, author, creator and subject.

  • Rapport d'étape du projet "Devenez Avatar" 
    Ouvrage scientifique
    ccGORISSE, Geoffrey (S.N, 2015)
    Le projet « Devenez Avatar » concerne l’immersion avatariale abordée à travers une approche expérimentale transdisciplinaire. Son objectif, à la croisée de la création en images et technologies interactives, des sciences ...
  • Experimenting the Interaction Effect Between a Physical and a Human-Controlled Virtual Actor in Theatrical Performances 
    Communication avec acte
    TERNOVA, Anastasiia; ccGORISSE, Geoffrey (2022-10-10)
    With this paper, we aim at introducing an empirical experiment to explore the impact of different interactions between a physical actor and a virtual avatar (digital character controlled by a second actor equipped with a ...
  • From Robot to Virtual Doppelganger: Impact of Avatar Visual Fidelity and Self-esteem on Perceived Attractiveness 
    Communication avec acte
    ccGORISSE, Geoffrey; ccCHRISTMANN, Olivier; ccHOUZANGBE, Samory; ccRICHIR, Simon (2018)
    This paper presents the first study of a series of experiments aiming to investigate the impact of avatar visual fidelity on user experience with emphasis on the sense of embodiment in immersive virtual environments (IVE). ...
  • Effects of voluntary heart rate control on user engagement and agency in a virtual reality game 
    Article dans une revue avec comité de lecture
    ccHOUZANGBE, Samory; ccCHRISTMANN, Olivier; ccGORISSE, Geoffrey; ccRICHIR, Simon (Springer Verlag, 2020)
    It has been demonstrated that virtual reality (VR) exposure can afect the subjective experience of diferent situations, cognitive capabilities or behavior. It is known that there is a link between a person’s physiological ...
  • From Robot to Virtual Doppelganger: Impact of Visual Fidelity of Avatars Controlled in Third-Person Perspective on Embodiment and Behavior in Immersive Virtual Environments 
    Article dans une revue avec comité de lecture
    ccGORISSE, Geoffrey; ccCHRISTMANN, Olivier; ccHOUZANGBE, Samory; ccRICHIR, Simon (Frontiers Media S.A, 2019)
    This study presents the second phase of a series of experiments investigating the impact of avatar visual fidelity on the sense of embodiment and users' behavior in immersive virtual environments. Our main focus concerns ...

Browse

All SAMCommunities & CollectionsAuthorsIssue DateCenter / InstitutionThis CollectionAuthorsIssue DateCenter / Institution

Newsletter

Latest newsletterPrevious newsletters

Statistics

Most Popular ItemsStatistics by CountryMost Popular Authors

ÉCOLE NATIONALE SUPERIEURE D'ARTS ET METIERS

  • Contact
  • Mentions légales

ÉCOLE NATIONALE SUPERIEURE D'ARTS ET METIERS

  • Contact
  • Mentions légales