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Cognitive training is not always effective. This is also the case for the form of cognitive training that this Research Topic focuses on: prolonged performance on game-like cognitive tasks. The ultimate goal of this cognitive training is to improve ecologically-valid target functions. For example, cognitive training should help children with ADHD to stay focused at school, or help older adults to manage the complexity of daily life. However, so far this goal has proven too ambitious. Transfer from trained to non-trained tasks is not even guaranteed in a laboratory, so there is a strong need for understanding how, when and for how long cognitive training has effect. Which cognitive functions are amenable to game training, for whom, and how? Are there mediating factors for success, such as motivation, attention, or age? Are the improvements real, or can they be attributed to nonspecific factors, such as outcome expectancy or demand characteristics? Are there better strategies to improve cognitive functions through game training? This Research Topic of Frontiers in Human Neuroscience charts current insights in the determinants of success of game training.
Game theory. --- Neuroplasticity. --- Learning --- Brain --- transfer --- Video Games --- Cognition --- brain plasticity --- cognitive training --- Learning --- Brain --- transfer --- Video Games --- Cognition --- brain plasticity --- cognitive training
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Cognitive training is not always effective. This is also the case for the form of cognitive training that this Research Topic focuses on: prolonged performance on game-like cognitive tasks. The ultimate goal of this cognitive training is to improve ecologically-valid target functions. For example, cognitive training should help children with ADHD to stay focused at school, or help older adults to manage the complexity of daily life. However, so far this goal has proven too ambitious. Transfer from trained to non-trained tasks is not even guaranteed in a laboratory, so there is a strong need for understanding how, when and for how long cognitive training has effect. Which cognitive functions are amenable to game training, for whom, and how? Are there mediating factors for success, such as motivation, attention, or age? Are the improvements real, or can they be attributed to nonspecific factors, such as outcome expectancy or demand characteristics? Are there better strategies to improve cognitive functions through game training? This Research Topic of Frontiers in Human Neuroscience charts current insights in the determinants of success of game training.
Game theory. --- Neuroplasticity. --- Learning --- Brain --- transfer --- Video Games --- Cognition --- brain plasticity --- cognitive training
Choose an application
Cognitive training is not always effective. This is also the case for the form of cognitive training that this Research Topic focuses on: prolonged performance on game-like cognitive tasks. The ultimate goal of this cognitive training is to improve ecologically-valid target functions. For example, cognitive training should help children with ADHD to stay focused at school, or help older adults to manage the complexity of daily life. However, so far this goal has proven too ambitious. Transfer from trained to non-trained tasks is not even guaranteed in a laboratory, so there is a strong need for understanding how, when and for how long cognitive training has effect. Which cognitive functions are amenable to game training, for whom, and how? Are there mediating factors for success, such as motivation, attention, or age? Are the improvements real, or can they be attributed to nonspecific factors, such as outcome expectancy or demand characteristics? Are there better strategies to improve cognitive functions through game training? This Research Topic of Frontiers in Human Neuroscience charts current insights in the determinants of success of game training.
Game theory. --- Neuroplasticity. --- Learning --- Brain --- transfer --- Video Games --- Cognition --- brain plasticity --- cognitive training
Choose an application
Recent advances in computer technologies and research now enable to simulate realistic social interaction thanks to the use of increasingly complex computer models. Virtual agents reproducing both human appearance and expressive behaviors are now available for supporting affective interactions with users. Two deeply intertwined fields of knowledge already benefit from such innovations concerning virtual agents and affective computing: psychiatry and social neurosciences. Indeed, these techniques offer a good compromise between reproducibility and ecological validity when designing paradigms that address complex issues such as human interaction, intersubjectivity or social behavior. Firstly, the use of virtual reality may boost research in the field of social neurosciences which requires naturalistic, although reproducible, experimental situations of increasing complexity. In the past recent years, many researches shed light on contextual effects that may influence social judgments/interactions and the related disorders. New techniques such as virtual expressive agents and computational models of emotions and social interaction offer new ways to address the issues of the social cues (e.g. facial expressions, bodily expressions, etc.) that are integrated by a person while he/she performs empathetic evaluation, mentalizing (theory of mind or mental state attribution), agency judgments, etc. Although its potential for psychological experimentation is obvious, no consensus on experimental methods in virtual interfaces has been reached yet. The almost infinite degrees of freedom of experimental paradigms make it difficult to rely on traditional designs. Indeed, interactive settings require taking into account the unpredictable and even chaotic dynamics that arise from multiple agent interactions. Secondly, considering the therapeutic use of virtual agents or affective computing technologies, the main asset of these techniques relies on the possibility to reproduce interactive social situations without the threatening or distressing consequences of such situations in the real world. For instance, cognitive rehabilitation is already investigated with schizophrenic and autistic participants within virtual immersive environments. It appears that theoretical insights and experimental data are necessary to address the issues of effectiveness, acceptability, motivation, and to better integrate these innovations within integrated remediation programs. Keeping in mind the very innovative nature of the fields described here, the aim of the present topic is to delineate the added value of expressive virtual agents and affective computing techniques for the experimentation on naturalistic social interactions and/or for the remediation of social cognition disorders.
Social interaction --- Cognition disorders --- Cognition disorders --- Cognitive psychology. --- Computer simulation. --- Social aspects. --- Treatment. --- virtual reality --- social cognition --- Mental Disorders --- Schizophrenia --- augmented reality --- Avatar --- autism --- Affective Computing --- cognitive training
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Recent advances in computer technologies and research now enable to simulate realistic social interaction thanks to the use of increasingly complex computer models. Virtual agents reproducing both human appearance and expressive behaviors are now available for supporting affective interactions with users. Two deeply intertwined fields of knowledge already benefit from such innovations concerning virtual agents and affective computing: psychiatry and social neurosciences. Indeed, these techniques offer a good compromise between reproducibility and ecological validity when designing paradigms that address complex issues such as human interaction, intersubjectivity or social behavior. Firstly, the use of virtual reality may boost research in the field of social neurosciences which requires naturalistic, although reproducible, experimental situations of increasing complexity. In the past recent years, many researches shed light on contextual effects that may influence social judgments/interactions and the related disorders. New techniques such as virtual expressive agents and computational models of emotions and social interaction offer new ways to address the issues of the social cues (e.g. facial expressions, bodily expressions, etc.) that are integrated by a person while he/she performs empathetic evaluation, mentalizing (theory of mind or mental state attribution), agency judgments, etc. Although its potential for psychological experimentation is obvious, no consensus on experimental methods in virtual interfaces has been reached yet. The almost infinite degrees of freedom of experimental paradigms make it difficult to rely on traditional designs. Indeed, interactive settings require taking into account the unpredictable and even chaotic dynamics that arise from multiple agent interactions. Secondly, considering the therapeutic use of virtual agents or affective computing technologies, the main asset of these techniques relies on the possibility to reproduce interactive social situations without the threatening or distressing consequences of such situations in the real world. For instance, cognitive rehabilitation is already investigated with schizophrenic and autistic participants within virtual immersive environments. It appears that theoretical insights and experimental data are necessary to address the issues of effectiveness, acceptability, motivation, and to better integrate these innovations within integrated remediation programs. Keeping in mind the very innovative nature of the fields described here, the aim of the present topic is to delineate the added value of expressive virtual agents and affective computing techniques for the experimentation on naturalistic social interactions and/or for the remediation of social cognition disorders.
Social interaction --- Cognition disorders --- Cognitive psychology. --- Computer simulation. --- Social aspects. --- Treatment. --- virtual reality --- social cognition --- Mental Disorders --- Schizophrenia --- augmented reality --- Avatar --- autism --- Affective Computing --- cognitive training
Choose an application
Recent advances in computer technologies and research now enable to simulate realistic social interaction thanks to the use of increasingly complex computer models. Virtual agents reproducing both human appearance and expressive behaviors are now available for supporting affective interactions with users. Two deeply intertwined fields of knowledge already benefit from such innovations concerning virtual agents and affective computing: psychiatry and social neurosciences. Indeed, these techniques offer a good compromise between reproducibility and ecological validity when designing paradigms that address complex issues such as human interaction, intersubjectivity or social behavior. Firstly, the use of virtual reality may boost research in the field of social neurosciences which requires naturalistic, although reproducible, experimental situations of increasing complexity. In the past recent years, many researches shed light on contextual effects that may influence social judgments/interactions and the related disorders. New techniques such as virtual expressive agents and computational models of emotions and social interaction offer new ways to address the issues of the social cues (e.g. facial expressions, bodily expressions, etc.) that are integrated by a person while he/she performs empathetic evaluation, mentalizing (theory of mind or mental state attribution), agency judgments, etc. Although its potential for psychological experimentation is obvious, no consensus on experimental methods in virtual interfaces has been reached yet. The almost infinite degrees of freedom of experimental paradigms make it difficult to rely on traditional designs. Indeed, interactive settings require taking into account the unpredictable and even chaotic dynamics that arise from multiple agent interactions. Secondly, considering the therapeutic use of virtual agents or affective computing technologies, the main asset of these techniques relies on the possibility to reproduce interactive social situations without the threatening or distressing consequences of such situations in the real world. For instance, cognitive rehabilitation is already investigated with schizophrenic and autistic participants within virtual immersive environments. It appears that theoretical insights and experimental data are necessary to address the issues of effectiveness, acceptability, motivation, and to better integrate these innovations within integrated remediation programs. Keeping in mind the very innovative nature of the fields described here, the aim of the present topic is to delineate the added value of expressive virtual agents and affective computing techniques for the experimentation on naturalistic social interactions and/or for the remediation of social cognition disorders.
Social interaction --- Cognition disorders --- Cognition disorders --- Cognitive psychology. --- virtual reality --- social cognition --- Mental Disorders --- Schizophrenia --- augmented reality --- Avatar --- autism --- Affective Computing --- cognitive training --- Computer simulation. --- Social aspects. --- Treatment. --- virtual reality --- social cognition --- Mental Disorders --- Schizophrenia --- augmented reality --- Avatar --- autism --- Affective Computing --- cognitive training
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