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Developing immersive videos to train social cognition in individuals with schizophrenia in forensic psychiatry
Journal of Forensic Practice Pub Date : 2022-06-02 , DOI: 10.1108/jfp-06-2021-0034
Mathieu Dumont , Catherine Briand , Ginette Aubin , Alexandre Dumais , Stéphane Potvin

Purpose

This study aims to develop immersive scenarios (immersive videos) to foster generalization of learning while addressing social cognition, a factor associated to violence in schizophrenia. The authors sought to develop immersive videos that generate a sense of presence; are socially realistic; and can be misinterpreted and, if so, lead to anger.

Design/methodology/approach

A multiphase mixed method was used to develop and validate the immersive scenarios. The development phase consisted of preliminary interviews and co-design workshops with patients (n = 7) and mental health practitioners (n = 7). The validation phase was conducted with patients (n = 7) and individuals without mental disorders (n = 7).

Findings

The development phase led to the creation of five scenarios (S1, S2, S3, S4, S5); they included social cues which could lead to self-referential and intentional biases. Results of the validation phase showed that all scenarios generated a sense of presence and were considered highly realistic. Three scenarios elicited biases and, consequently, moderate levels of anger (annoyance).

Practical implications

Immersive videos represent a relevant and accessible technological solution to address social-cognitive domains such as self-reference bias.

Originality/value

No intervention using immersive technologies had been developed or studied yet for individuals with schizophrenia at risk of violence in secure settings. This project demonstrated the feasibility of creating immersive videos which have relevant attributes to foster generalization of learning in the remediation of social-cognitive deficits.



中文翻译:

开发沉浸式视频以训练法医精神病学中精神分裂症患者的社会认知

目的

本研究旨在开发沉浸式场景(沉浸式视频)以促进学习的泛化,同时解决与精神分裂症中的暴力相关的社会认知问题。作者试图开发能够产生临场感的沉浸式视频;具有社会现实性;并且可能会被误解,如果是这样,会导致愤怒。

设计/方法/方法

使用多阶段混合方法来开发和验证沉浸式场景。开发阶段包括与患者(n = 7)和心理健康从业者(n = 7)的初步访谈和共同设计研讨会。对患者(n = 7)和没有精神障碍的个体(n = 7)进行了验证阶段。

发现

开发阶段导致创建了五个场景(S1、S2、S3、S4、S5);它们包括可能导致自我参照和故意偏见的社会线索。验证阶段的结果表明,所有场景都产生了一种存在感,并且被认为是高度现实的。三种情况引起了偏见,因此产生了适度的愤怒(烦恼)。

实际影响

沉浸式视频代表了一种相关且可访问的技术解决方案,用于解决诸如自我参考偏见等社会认知领域。

原创性/价值

尚未针对在安全环境中面临暴力风险的精神分裂症患者开发或研究使用沉浸式技术的干预措施。该项目展示了创建具有相关属性的沉浸式视频的可行性,以促进学习的泛化,以修复社会认知缺陷。

更新日期:2022-06-02
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