Assessing adolescent body image is crucial for mental health interventions,yet traditional methods suffer from limited dimensional coverage,poor dynamic tracking,and weak ecological validity.To address these gaps,this...Assessing adolescent body image is crucial for mental health interventions,yet traditional methods suffer from limited dimensional coverage,poor dynamic tracking,and weak ecological validity.To address these gaps,this study proposes a multidimensional evalu-ation using large language models(LLMs)and compares its criterion validity against a dictionary-based method and expert ratings.We defined four dimensions-perception,positive attitude,negative attitude,behavior-by reviewing the body-image literature and built a validated dictionary through expert ratings and iterative refinement.A four-step prompt-engineering process,incorporating role-playing and other optimization techniques,produced tailored prompts for LLM-based recognition.To validate these tools,we collected self-reported texts and scale scores from 194 university students,performed semantic analyses with Llama-3.1-70B,Qwen-Max,and DeepSeek-R1 using these prompts,and confirmed ecological validity on social media posts.Results indicate that our mul-tidimensional dictionary correlated significantly with expert ratings across all four dimensions(r=0.515-0.625),providing a solid benchmark.LLM-based assessments then outperformed both the dictionary and human ratings,with zero-shot LLMs achieving r=0.664 in positive attitude(vs.expert r=0.657)and DeepSeek-R1 reaching r=0.722 in perception.Role-playing techniques sig-nificantly improved the validity in the perception dimension(Δr=+0.117).Consistency checks revealed that the DeepSeek model reduced error dispersion in extreme score ranges by 48.4%compared to human ratings,with the 95%consistency limits covering the fluctuations of human scores.Incremental validity analysis showed that LLMs could replace human evaluations in the perception dimension(ΔR2=0.220).In ecological validity checks,the Qwen model achieved a correlation of 0.651 in the social media behavior dimension-53.1%higher than the dictionary method.We found that LLMs demonstrated significant advantages in the multidimensional assessment of body image,offering a new intelligent approach to mental health measurement.展开更多
A fundamental challenge in neuroscience lies in understanding how the brain perceives and makes sense of the rich,dynamic information inherent in naturalistic environments[1].Traditional neuroimaging approaches,such a...A fundamental challenge in neuroscience lies in understanding how the brain perceives and makes sense of the rich,dynamic information inherent in naturalistic environments[1].Traditional neuroimaging approaches,such as event-related potentials(ERPs),often rely on tightly controlled,repetitive stimuli and precise model-based analyses of neural responses to event timings.While powerful,this paradigm struggles to capture the complexity of real-world perception.In contrast,inter-brain coupling circumvents these limitations by measuring the similarity of neural signals(e.g.,EEG,fNIRS,fMRI)across individuals exposed to the same naturalistic stimulus,such as a movie or a narrative.Crucially,because it quantifies the inter-subject correlation of brain activity without requiring an explicit model of the stimulus,inter-brain coupling offers a powerful,model-free lens into brain dynamics.This approach,galvanized by Hasson’s seminal work that a single movie could drive synchronized brain responses across viewers[2],has matured over the past two decades.A growing body of work has since significantly expanded our understanding of the neural mechanisms that underpin our perception of the complex,ever-changing natural world.展开更多
The present study compared an immersive virtual reality-based attentional bias modification(immersive VR-ABM)with the desktop version of the VR-ABM and an immersive virtual reality-based game(immersive VR-game)to exam...The present study compared an immersive virtual reality-based attentional bias modification(immersive VR-ABM)with the desktop version of the VR-ABM and an immersive virtual reality-based game(immersive VR-game)to examine the possible effect of the immersive presence on self-reported emotional reactions to a stressful task.One hundred and twenty participants were randomly assigned into three groups,and each group received a three-turn induction–intervention training.Anxiety symptoms were assessed at pre-induction,post-induction,and post-training.Results showed that virtual reality-based anxiety was induced and alleviated successfully in all three groups,but only the immersive VR-ABM group showed an accumulated effect on self-reported anxiety across sessions.The attentional bias based on probe latencies indicated no significant change in either the immersive or desktop VR-ABM groups.The present findings support the hypothesized VR-ABM's effect on self-reported anxiety at the immersive presence.The practical implications of using immersive VR-ABM are discussedThe present study compared an immersive virtual reality-based attentional bias modification(immersive VR-ABM) with the desktop version of the VR-ABM and an immersivevirtual reality-based game (immersive VR-game) to examine the possible effect of theimmersive presence on self-reported emotional reactions to a stressful task. One hundredand twenty participants were randomly assigned into three groups, and each groupreceived a three-turn induction–intervention training. Anxiety symptoms were assessed atpre-induction, post-induction, and post-training. Results showed that virtual reality-basedanxiety was induced and alleviated successfully in all three groups, but only the immersiveVR-ABM group showed an accumulated effect on self-reported anxiety across sessions.The attentional bias based on probe latencies indicated no significant change in either theimmersive or desktop VR-ABM groups. The present findings support the hypothesizedVR-ABM’s effect on self-reported anxiety at the immersive presence. The practical implicationsof using immersive VR-ABM are discussed for obtaining ecological validity.展开更多
基金supported by Beijing Natural Science Foundation,IS23088。
文摘Assessing adolescent body image is crucial for mental health interventions,yet traditional methods suffer from limited dimensional coverage,poor dynamic tracking,and weak ecological validity.To address these gaps,this study proposes a multidimensional evalu-ation using large language models(LLMs)and compares its criterion validity against a dictionary-based method and expert ratings.We defined four dimensions-perception,positive attitude,negative attitude,behavior-by reviewing the body-image literature and built a validated dictionary through expert ratings and iterative refinement.A four-step prompt-engineering process,incorporating role-playing and other optimization techniques,produced tailored prompts for LLM-based recognition.To validate these tools,we collected self-reported texts and scale scores from 194 university students,performed semantic analyses with Llama-3.1-70B,Qwen-Max,and DeepSeek-R1 using these prompts,and confirmed ecological validity on social media posts.Results indicate that our mul-tidimensional dictionary correlated significantly with expert ratings across all four dimensions(r=0.515-0.625),providing a solid benchmark.LLM-based assessments then outperformed both the dictionary and human ratings,with zero-shot LLMs achieving r=0.664 in positive attitude(vs.expert r=0.657)and DeepSeek-R1 reaching r=0.722 in perception.Role-playing techniques sig-nificantly improved the validity in the perception dimension(Δr=+0.117).Consistency checks revealed that the DeepSeek model reduced error dispersion in extreme score ranges by 48.4%compared to human ratings,with the 95%consistency limits covering the fluctuations of human scores.Incremental validity analysis showed that LLMs could replace human evaluations in the perception dimension(ΔR2=0.220).In ecological validity checks,the Qwen model achieved a correlation of 0.651 in the social media behavior dimension-53.1%higher than the dictionary method.We found that LLMs demonstrated significant advantages in the multidimensional assessment of body image,offering a new intelligent approach to mental health measurement.
基金supported by the National Natural Science Foundation of China(62577039).
文摘A fundamental challenge in neuroscience lies in understanding how the brain perceives and makes sense of the rich,dynamic information inherent in naturalistic environments[1].Traditional neuroimaging approaches,such as event-related potentials(ERPs),often rely on tightly controlled,repetitive stimuli and precise model-based analyses of neural responses to event timings.While powerful,this paradigm struggles to capture the complexity of real-world perception.In contrast,inter-brain coupling circumvents these limitations by measuring the similarity of neural signals(e.g.,EEG,fNIRS,fMRI)across individuals exposed to the same naturalistic stimulus,such as a movie or a narrative.Crucially,because it quantifies the inter-subject correlation of brain activity without requiring an explicit model of the stimulus,inter-brain coupling offers a powerful,model-free lens into brain dynamics.This approach,galvanized by Hasson’s seminal work that a single movie could drive synchronized brain responses across viewers[2],has matured over the past two decades.A growing body of work has since significantly expanded our understanding of the neural mechanisms that underpin our perception of the complex,ever-changing natural world.
文摘The present study compared an immersive virtual reality-based attentional bias modification(immersive VR-ABM)with the desktop version of the VR-ABM and an immersive virtual reality-based game(immersive VR-game)to examine the possible effect of the immersive presence on self-reported emotional reactions to a stressful task.One hundred and twenty participants were randomly assigned into three groups,and each group received a three-turn induction–intervention training.Anxiety symptoms were assessed at pre-induction,post-induction,and post-training.Results showed that virtual reality-based anxiety was induced and alleviated successfully in all three groups,but only the immersive VR-ABM group showed an accumulated effect on self-reported anxiety across sessions.The attentional bias based on probe latencies indicated no significant change in either the immersive or desktop VR-ABM groups.The present findings support the hypothesized VR-ABM's effect on self-reported anxiety at the immersive presence.The practical implications of using immersive VR-ABM are discussedThe present study compared an immersive virtual reality-based attentional bias modification(immersive VR-ABM) with the desktop version of the VR-ABM and an immersivevirtual reality-based game (immersive VR-game) to examine the possible effect of theimmersive presence on self-reported emotional reactions to a stressful task. One hundredand twenty participants were randomly assigned into three groups, and each groupreceived a three-turn induction–intervention training. Anxiety symptoms were assessed atpre-induction, post-induction, and post-training. Results showed that virtual reality-basedanxiety was induced and alleviated successfully in all three groups, but only the immersiveVR-ABM group showed an accumulated effect on self-reported anxiety across sessions.The attentional bias based on probe latencies indicated no significant change in either theimmersive or desktop VR-ABM groups. The present findings support the hypothesizedVR-ABM’s effect on self-reported anxiety at the immersive presence. The practical implicationsof using immersive VR-ABM are discussed for obtaining ecological validity.