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Chen J, Martingano AJ, Ravuri S, Foor K, Fortney C, Carnell S, Batheja S, Persky S. Teaching gene-environment interaction concepts with narrative vignettes: Effects on knowledge, stigma, and behavior motivation. PLoS One 2024; 19:e0300452. [PMID: 38722839 PMCID: PMC11081345 DOI: 10.1371/journal.pone.0300452] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Grants] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/19/2023] [Accepted: 02/28/2024] [Indexed: 05/13/2024] Open
Abstract
Gene-environment interaction (GxE) concepts underlie a proper understanding of complex disease risk and risk-reducing behavior. Communicating GxE concepts is a challenge. This study designed an educational intervention that communicated GxE concepts in the context of eating behavior and its impact on weight, and tested its efficacy in changing knowledge, stigma, and behavior motivation. The study also explored whether different framings of GxE education and matching frames with individual eating tendencies would result in stronger intervention impact. The experiment included four GxE education conditions and a control condition unrelated to GxE concepts. In the education conditions, participants watched a video introducing GxE concepts then one of four narrative vignettes depicting how a character's experience with eating hyperpalatable or bitter tasting food (reward-based eating drive vs. bitter taste perception scenario) is influenced by genetic or environmental variations (genetic vs. environmental framings). The education intervention increased GxE knowledge, genetic causal attributions, and empathetic concern. Mediation analyses suggest that causal attributions, particularly to genetics and willpower, are key factors that drive downstream stigma and eating behavior outcomes and could be targeted in future interventions. Tailoring GxE education frames to individual traits may lead to more meaningful outcomes. For example, genetic (vs. environmental) framed GxE education may reduce stigma toward individuals with certain eating tendencies among individuals without such tendencies. GxE education interventions would be most likely to achieve desired outcomes such as reducing stigma if they target certain causal beliefs and are strategically tailored to individual attributes.
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Affiliation(s)
- Junhan Chen
- Social and Behavioral Research Branch, National Human Genome Research Institute, Bethesda, MD, United States of America
| | | | - Siri Ravuri
- Social and Behavioral Research Branch, National Human Genome Research Institute, Bethesda, MD, United States of America
| | - Kaylee Foor
- Social and Behavioral Research Branch, National Human Genome Research Institute, Bethesda, MD, United States of America
| | - Christopher Fortney
- Social and Behavioral Research Branch, National Human Genome Research Institute, Bethesda, MD, United States of America
| | - Susan Carnell
- School of Medicine, Johns Hopkins University, Baltimore, MD, United States of America
| | - Sapna Batheja
- College of Public Health, George Mason University, Fairfax, VA, United States of America
| | - Susan Persky
- Social and Behavioral Research Branch, National Human Genome Research Institute, Bethesda, MD, United States of America
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Sansoni M, Scarzello G, Serino S, Groff E, Riva G. Mitigating negative emotions through virtual reality and embodiment. Front Hum Neurosci 2022; 16:916227. [PMID: 35992949 PMCID: PMC9381836 DOI: 10.3389/fnhum.2022.916227] [Citation(s) in RCA: 2] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/08/2022] [Accepted: 06/30/2022] [Indexed: 11/13/2022] Open
Abstract
Oncological treatments are responsible for many of the physical changes (aesthetic and functional) associated with cancer. Because of this, cancer patients are at high risk of developing mental health problems. The aim of this study is to propose an innovative Virtual Reality (VR) training that uses a somatic technique (i.e., embodiment) to create a bridge with the bodily dimension of cancer. After undergoing a psycho-educational procedure, a combination of exposure, out-of-body experience, and body swapping will gradually train the patient to cope with cancer-related difficulties, increasing stress tolerance, and patient empowerment. The most engaging step of this advanced form of Stress Inoculation Training is the body swapping experience, which will guide the patient in embodying a resilient cancer patient who is facing similar difficulties. Through the VR ability to simulate the human brain functioning, and the potential of embodiment to hook to the somatic dimension of illness, we expect that once the concepts endured through the patient’s experience of resilience are triggered, the patient will be more prone to implement functional coping strategies in real life, reaching empowerment and adjusting to the post-treatment difficulties. When the scenarios are built and the training tested, our intervention could be used to support patients with different oncological diseases and who are treated in different cancer hospitals, as well as patients with other non-oncological problems (e.g., social anxiety). Future research should focus on using our paradigm for other clinical populations, and supporting cancer patients in coping with different distressing situations.
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Affiliation(s)
- Maria Sansoni
- Humane Technology Lab, Università Cattolica del Sacro Cuore, Milan, Italy
- *Correspondence: Maria Sansoni
| | | | - Silvia Serino
- Humane Technology Lab, Università Cattolica del Sacro Cuore, Milan, Italy
| | - Elena Groff
- Radiotherapy, Veneto Institute of Oncology - IOV IRCCS, Padua, Italy
| | - Giuseppe Riva
- Humane Technology Lab, Università Cattolica del Sacro Cuore, Milan, Italy
- Technology for Neuro-Psychology Lab, Istituto Auxologico, Milan, Italy
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Ventura S, Riva G. Empathy-360°: Immersive Storytelling and Embodiment to Counter Sexual Harassment against Women. CYBERPSYCHOLOGY, BEHAVIOR AND SOCIAL NETWORKING 2022; 25:546-547. [PMID: 35947100 DOI: 10.1089/cyber.2022.29254.ceu] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/15/2023]
Affiliation(s)
- Sara Ventura
- Department of Psychology, Alma Mater Studiorum-University of Bologna, Bologna, Italy
- Instituto Polibienestar, University of Valencia, Valencia, Spain
| | - Giuseppe Riva
- Applied Technology for Neuro-Psychology Lab, IRCCS Istituto Auxologico Italiano, Milan, Italy
- Humane Technology Lab., Catholic University of Milan, Milan, Italy
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Data Collection Framework for Context-Aware Virtual Reality Application Development in Unity: Case of Avatar Embodiment. SENSORS 2022; 22:s22124623. [PMID: 35746405 PMCID: PMC9228658 DOI: 10.3390/s22124623] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 05/09/2022] [Revised: 06/09/2022] [Accepted: 06/13/2022] [Indexed: 02/04/2023]
Abstract
Virtual Reality (VR) has been adopted as a leading technology for the metaverse, yet most previous VR systems provide one-size-fits-all experiences to users. Context-awareness in VR enables personalized experiences in the metaverse, such as improved embodiment and deeper integration of the real world and virtual worlds. Personalization requires context data from diverse sources. We proposed a reusable and extensible context data collection framework, ManySense VR, which unifies data collection from diverse sources for VR applications. ManySense VR was implemented in Unity based on extensible context data managers collecting data from data sources such as an eye tracker, electroencephalogram, pulse, respiration, galvanic skin response, facial tracker, and Open Weather Map. We used ManySense VR to build a context-aware embodiment VR scene where the user's avatar is synchronized with their bodily actions. The performance evaluation of ManySense VR showed good performance in processor usage, frame rate, and memory footprint. Additionally, we conducted a qualitative formative evaluation by interviewing five developers (two males and three females; mean age: 22) after they used and extended ManySense VR. The participants expressed advantages (e.g., ease-of-use, learnability, familiarity, quickness, and extensibility), disadvantages (e.g., inconvenient/error-prone data query method and lack of diversity in callback methods), future application ideas, and improvement suggestions that indicate potential and can guide future development. In conclusion, ManySense VR is an efficient tool for researchers and developers to easily integrate context data into their Unity-based VR applications for the metaverse.
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Tan MCC, Chye SYL, Teng KSM. "In the shoes of another": immersive technology for social and emotional learning. EDUCATION AND INFORMATION TECHNOLOGIES 2022; 27:8165-8188. [PMID: 35261549 PMCID: PMC8890956 DOI: 10.1007/s10639-022-10938-4] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 07/02/2021] [Accepted: 02/02/2022] [Indexed: 06/14/2023]
Abstract
There has been increasing use of interactive technologies in the classroom today and a rising popularity of employing virtual environments as a means to engage students in sensorially rich contexts for more embodied forms of experiential learning. In particular, virtual reality (VR) or immersive virtual environments (IVEs) facilitated by head-mounted displays (HMDs) have been used in the teaching of subject content such as history, geography and science. This article presents the findings of an exploratory study of immersive technology, specifically immersive virtual environments (IVES), for the purpose of social and emotional learning (SEL), in the context of Character and Citizenship lessons in the Singapore classroom. The social and emotional competencies (SECs) examined in this project were specifically empathy and perspective-taking, and responsible decision-making. The study involved a sample of n = 75 students from a cohort of students in a Singapore school, averaged at 15 years of age. Students were randomly divided into three treatment conditions: IVEs, pen-and-paper mental simulation and video-viewing. Each treatment contained a problem scenario, told from a first-person perspective, involving a social and ethical dilemma young people today face. A quasi-experimental, pre-test post-test, non-equivalent group design was employed, and the study adopted a mixed-method approach to data collection. The findings reveal that IVEs are not necessarily more effective than the "pen-and-paper" and video viewing approaches to teaching SECs but they can better facilitate perspective-taking and empathy for a higher percentage of students.
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Affiliation(s)
- Marcus Cheng Chye Tan
- National Institute of Education, Nanyang Technological University, 1 Nanyang Walk, 637616 Singapore, Singapore
| | - Stefanie Yen Leng Chye
- National Institute of Education, Nanyang Technological University, 1 Nanyang Walk, 637616 Singapore, Singapore
| | - Kylin Shu Min Teng
- National Institute of Education, Nanyang Technological University, 1 Nanyang Walk, 637616 Singapore, Singapore
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Bonanomi A, Facchin F, Barello S, Villani D. Prevalence and health correlates of Onine Fatigue: A cross-sectional study on the Italian academic community during the COVID-19 pandemic. PLoS One 2021; 16:e0255181. [PMID: 34648507 PMCID: PMC8516245 DOI: 10.1371/journal.pone.0255181] [Citation(s) in RCA: 16] [Impact Index Per Article: 5.3] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/18/2021] [Accepted: 07/10/2021] [Indexed: 11/19/2022] Open
Abstract
Background During the COVID-19 pandemic, many people had to shift their social and work life online. A few researchers and journalists described a new form of fatigue associated with a massive use of technology, including videoconferencing platforms. In this study, this type of fatigue was referred to as Online Fatigue. A new tool (the Online Fatigue Scale) was developed, and its psychometric properties were evaluated. This tool was used to assess Online Fatigue among Italian academics and to examine its associations with psychological and physical health. Methods An online survey was conducted in December 2020 on a sample of Italian academics. Besides the Online Fatigue Scale (11 items) used to assess Online Fatigue, the survey was composed of questionnaires (including validated measures) focused on sociodemographic and job-related information, technostress creators, health status, psychological well-being, and COVID-related perceived distress. The psychometric properties of the Online Fatigue Scale were evaluated, and statistical analyses were conducted to examine the associations between Online Fatigue and all the other variables. Results Participants were 307 academics aged 24–70 years old (mean age = 40.7; SD = 10.1). The Online Fatigue Scale showed good psychometric properties. Two subscales were identified: Off-Balance Fatigue and Virtual Relations Fatigue. High levels of Off-Balance Fatigue were associated with a greater use of technology, female gender, and presence of minor children. Participants with high scores on both subscales reported a greater frequency of psychosomatic symptoms, unhealthy habits, poorer psychological well-being, and greater Covid-related perceived distress. Conclusions The Online Fatigue Scale can be considered a reliable tool to assess Online Fatigue, which was significantly detected in our sample of Italian academics, along with its negative effects on physical and psychological health. Being a woman and having young children represent important risk factors. Universities should promote the separation between work and private life by encouraging self-care activities.
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Affiliation(s)
- Andrea Bonanomi
- Department of Statistical Science, Università Cattolica del Sacro Cuore, Milan, Italy
| | - Federica Facchin
- Department of Psychology, Università Cattolica del Sacro Cuore, Milan, Italy
| | - Serena Barello
- Department of Psychology, Università Cattolica del Sacro Cuore, Milan, Italy
- EngageMinds HUB–Consumer, Food & Health Engagement Research Center, Università Cattolica del Sacro Cuore, Milan, Italy
- * E-mail:
| | - Daniela Villani
- Department of Psychology, Università Cattolica del Sacro Cuore, Milan, Italy
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Riva G, Wiederhold BK, Mantovani F. Surviving COVID-19: The Neuroscience of Smart Working and Distance Learning. CYBERPSYCHOLOGY BEHAVIOR AND SOCIAL NETWORKING 2021; 24:79-85. [PMID: 33577414 DOI: 10.1089/cyber.2021.0009] [Citation(s) in RCA: 21] [Impact Index Per Article: 7.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 01/19/2023]
Abstract
The persistence of the coronavirus-caused respiratory disease (COVID-19) and the related restrictions to mobility and social interactions are forcing a significant portion of students and workers to reorganize their daily activities to accommodate the needs of distance learning and agile work (smart working). What is the impact of these changes on the bosses/teachers' and workers/students' experience? This article uses recent neuroscience research findings to explore how distance learning and smart working impact the following three pillars that reflect the organization of our brain and are at the core of school and office experiences: (a) the learning/work happens in a dedicated physical place; (b) the learning/work is carried out under the supervision of a boss/professor; and (c) the learning/work is distributed between team members/classmates. For each pillar, we discuss its link with the specific cognitive processes involved and the impact that technology has on their functioning. In particular, the use of videoconferencing affects the functioning of Global Positioning System neurons (neurons that code our navigation behavior), mirror neurons, self-attention networks, spindle cells, and interbrain neural oscillations. These effects have a significant impact on many identity and cognitive processes, including social and professional identity, leadership, intuition, mentoring, and creativity. In conclusion, just moving typical office and learning processes inside a videoconferencing platform, as happened in many contexts during the COVID-19 pandemic, can in the long term erode corporate cultures and school communities. In this view, an effective use of technology requires us to reimagine how work and teaching are done virtually, in creative and bold new ways.
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Affiliation(s)
- Giuseppe Riva
- Applied Technology for Neuro-Psychology Lab, IRCCS Istituto Auxologico Italiano, Milan, Italy.,Humane Technology Lab, Università Cattolica del Sacro Cuore, Milan, Italy
| | - Brenda K Wiederhold
- Virtual Reality Medical Center, La Jolla, California, USA.,Virtual Reality Medical Institute, Brussels, Belgium
| | - Fabrizia Mantovani
- Centre for Studies in Communication Sciences "Luigi Anolli" (CESCOM), Department of Human Sciences for Education "Riccardo Massa," University of Milano Bicocca, Milan, Italy
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