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Virtual reality (VR) is increasingly used in the study and treatment of paranoia. This is based on the finding that people who mistakenly perceive hostile intent from other people also perceive similar threat from virtual characters. However, there has been no study of the programming characteristics of virtual characters that may influence their interpretation. We set out to investigate how the animation and expressions of virtual humans may affect paranoia. In a two-by-two factor, between-groups, randomized design, 122 individuals with elevated paranoia rated their perceptions of virtual humans, set in an eye-tracking enabled VR lift scenario, that varied in facial animation (static or animated) and expression (neutral or positive). Both facial animation (group difference = 102.328 [51.783, 152.872], p 

Original publication

DOI

10.1038/s41598-024-67534-4

Type

Journal article

Journal

Sci Rep

Publication Date

24/07/2024

Volume

14

Keywords

Humans, Male, Female, Virtual Reality, Facial Expression, Adult, Paranoid Disorders, Young Adult, Middle Aged