Analysis of results of design protocols of novice and expert designers, although based on a limited number of designers, has shown that there are differences in the balance of cognitive actions between them. In this paper, we investigate the possible reasons for this imbalance in cognitive activity between the novice and expert designers in the rate of information processing driven by their relative experience in drawing production and sketch recognition. We use the theory of mental imagery to explain these differences.
Objectives: Past controlled clinical trials centred on virtual reality exposure therapy (VRET) for agoraphobia mostly used multicomponent therapy with success. However, the present paper aimed to evaluate the independent effect of VRET for agoraphobia.Methods: A controlled study involving 18 agoraphobic participants assigned to two groups: VRET only and VRET with cognitive therapy. Nine specific virtual environments were developed using an affordable game level editor.Results: Questionnaires, behavioural tests and physiological measures indicated a positive effect of VRET. Correlations supported the predictive value of presence towards treatment outcome. The addition of cognitive therapy did not provide significant additional benefit.
Conclusions:Overall, the isolated effects of VRET did not seem to be significantly less than the effects of VRET combined with cognitive therapy. Future research should explore the use of other components in addition to cognitive therapy and VRET for agoraphobia as well as its possible use in patients' homes.
Psycho-physiological analysis has gained greater attention in the last few decades in various fields including multimodal systems. Researchers use psychophysiological feedback devices such as skin conductance (SC), Electroencephalography (EEG) and Electrocardiography (ECG) to detect the affective states of the users during task performance. Psycho-physiological feedback has been successful in detection of the cognitive states of users in human-computer interaction (HCI). Recently, in game studies, psycho-physiological feedback has been used to capture the user experience and the effect of interaction on human psychology. This paper reviews several psycho-physiological, cognitive, and affective assessment studies and focuses on the use of psychophysiological signals in estimating the user's cognitive and emotional states in multimodal systems. In this paper, we review the measurement techniques and methods that have been used to record psycho-physiological signals as well as the cognitive and emotional states in a variety of conditions. The aim of this review is to conduct a detailed study to identify, describe and analyze the key psycho-physiological parameters that relate to different mental and emotional states in order to provide an insight into key approaches. Furthermore, the advantages and limitations of these approaches are also highlighted in this paper. The findings state that the classification accuracy of >90% has been achieved in classifying emotions with EEG signals. A strong correlation between self-reported data, HCI experience, and psychophysiological data has been observed in a wide range of domains including games, human-robot interaction, mobile interaction, and simulations. An increase in β and γ-band activity have been observed in high intense games and simulations.
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