2023
DOI: 10.3389/fpsyt.2023.1191601
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Using virtual reality to assess gesture performance deficits in schizophrenia patients

Abstract: IntroductionGesture 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 potent… Show more

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“…By selectively manipulating key components within virtual social situations, researchers can investigate how individuals learn to associate social stimuli with threat or reward, and how they adapt their own behavior. This applies to components like the (social) context (Glotzbach et al, 2012;Marusak et al, 2017), the behavior of virtual interaction partners comprising verbal utterances (Shiban et al, 2015), facial expressions (Lange & Pauli, 2019), direction of gaze (Kyrlitsias et al, 2020;Rubo & Gamer, 2021), and gestures (Bailenson & Yee, 2005;Pavlidou et al, 2023), as well as the role, position, and appearance of the participants within the virtual environment (Banakou et al, 2013(Banakou et al, , 2018Yaremych & Persky, 2019;Yee & Bailenson, 2007). Furthermore, previous studies have provided first evidence that trait social anxiety modulates these learning processes and affects people's social approach and avoidance behavior in VR concerning place preferences (Kiser et al, 2022), interpersonal distance (Lange & Pauli, 2019), and visual attention (Reichenberger et al, 2020).…”
Section: Introductionmentioning
confidence: 99%
“…By selectively manipulating key components within virtual social situations, researchers can investigate how individuals learn to associate social stimuli with threat or reward, and how they adapt their own behavior. This applies to components like the (social) context (Glotzbach et al, 2012;Marusak et al, 2017), the behavior of virtual interaction partners comprising verbal utterances (Shiban et al, 2015), facial expressions (Lange & Pauli, 2019), direction of gaze (Kyrlitsias et al, 2020;Rubo & Gamer, 2021), and gestures (Bailenson & Yee, 2005;Pavlidou et al, 2023), as well as the role, position, and appearance of the participants within the virtual environment (Banakou et al, 2013(Banakou et al, , 2018Yaremych & Persky, 2019;Yee & Bailenson, 2007). Furthermore, previous studies have provided first evidence that trait social anxiety modulates these learning processes and affects people's social approach and avoidance behavior in VR concerning place preferences (Kiser et al, 2022), interpersonal distance (Lange & Pauli, 2019), and visual attention (Reichenberger et al, 2020).…”
Section: Introductionmentioning
confidence: 99%