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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>Y. Matsuda);</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>Drama Therapy in Virtual Reality: A Study on Session Design and Empathy Improvement ⋆</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Yoriko Matsuda</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Yutaro Hirao</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Monica Perusquía-Hernández</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Hideaki Uchiyama</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Kiyoshi Kiyokawa</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Nara Institute of Science and Technology</institution>
          ,
          <addr-line>8916-5, Takayama, Ikoma, Nara 630-0192</addr-line>
          ,
          <country country="JP">Japan</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2024</year>
      </pub-date>
      <volume>000</volume>
      <fpage>0</fpage>
      <lpage>0003</lpage>
      <abstract>
        <p>Drama therapy is a form of group psychotherapy that uses improvised drama to help people learn how to interact with others. However, drama therapy faces issues such as a shortage of therapists, feeling of embarrassment about acting, and restrictions on venues. For this reason, we aim to develop XR-based drama therapy (XRDT) using an AI therapist in XR spaces. First, we examined the content of XRDT sessions in a self-created world in VRChat. From the content analysis of the questionnaires and interviews, we observed an improvement in cognitive empathy, where the participants softened their own ideas by considering others, and the efectiveness of the XRDT sessions was demonstrated.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;drama therapy</kwd>
        <kwd>virtual reality</kwd>
        <kwd>empathy</kwd>
        <kwd>perspective-taking</kwd>
        <kwd>metaverse</kwd>
        <kwd>content analysis</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>1. Introduction
1.1. Background
methods, and to break away from the situation where
problems are temporarily and partially solved by
consulting with people close to them, a tendency that stems
from the Japanese temperament [2]. We have therefore
focused on drama therapy, which promotes psychological
transformation.</p>
      <p>In recent years, lifestyles and values have become more
diverse. The way people interact with others has also
changed significantly, along with shifts in how we
perceive social identity and a sense of community. In such
a society, people are making eforts to understand oth- 1.2. What is Drama Therapy
ers. However, many people also feel anxiety, worry, and Drama therapy is a form of group psychotherapy and
exstress about their social lives. According to a survey by pressive arts therapy that was derived from psychodrama,
the Japanese Ministry of Health, Labour and Welfare, which was proposed by Jacob Moreno in the 1920s, and
more than 50% of Japanese workers live with stress. Of its framework was established in the UK and US in the
these, 70% consult their family, friends, superiors, or col- 1970s [3]. Participants become scriptwriters, actors, and
leagues about their problems. In contrast, less than 10% spectators in drama therapy and achieve psychological
of people choose to consult a specialist such as an occupa- transformation through the power of improvisation [4].
tional physician or a telephone counseling service [1]. In Psychological transformation cannot be achieved unless
other words, there is a tendency in Japan to try to solve one’s thinking is flexible, and this requires understanding
problems and stress through self-help eforts, without and empathy for others. In drama therapy, participants
relying on specialists. Moreover, many of these eforts do cultivate the ability to imagine the perspectives and
feelnot lead to a real solution to the problem. Given this back- ings of others (cognitive empathy) by repeatedly
experiground, it is necessary to appeal to society at large for a encing role-taking (perspective-taking) and movement
new approach that enables individuals to solve problems imitation (mirroring) using fairy tales and familiar topics
in a fundamental way using concrete and quantitative as material (Figure 1). In our previous research, we
analyzed the experiences of alcoholics undergoing drama
therapy and obtained results that allowed us to
qualitatively evaluate the efectiveness of drama therapy [5].</p>
      <p>I really
want to be
gentle</p>
      <p>Drama Therapy:
One scene from Cinderella</p>
      <p>Bullying is
so painful...</p>
      <p>I'm bored, so
I'll bully someone</p>
      <p>I... Maybe
it's lonely?
Others do not
understand me
I don't understand
the feelings of others
In Real Life: Before Drama Therapy</p>
      <p>Experiencing
the pain of
bullying</p>
      <p>Stand on the side of the
bully and think about
why they are being mean</p>
      <p>Energized
and cheerful</p>
      <p>
        Be kind
to others
In Real Life: After Drama Therapy
explore a highly versatile new therapeutic format. Thus, Issue 1 Solution 1
we will identify the current challenges in drama therapy Only 5 qualified drama
and propose XR-based solutions. To popularize drama therapists in Japan
therapy in Japan, three main issues need to be addressed:
(
        <xref ref-type="bibr" rid="ref1">1</xref>
        ) the limited number of qualified drama therapists (cur- Issue 2 Solution 2
rently only five nationwide) makes it dificult to hold
sessions across the country; (
        <xref ref-type="bibr" rid="ref2">2</xref>
        ) travel costs and time can uSrebsasinoanrseoasnly held in HMoeltdavseerssseions in the
be burdensome for those living far from session locations;
and (3) cultural inhibitions related to shame make vol- Issue 3 Solution 3
untary participation challenging for many. A
contributing factor is the lack of drama education in Japanese Japanese people
schools, unlike in Western countries [6]. As solutions to unaccustomed to acting
these challenges, we aim to develop XR Drama Therapy
(XRDT), which involves an AI therapist (Solution 1), ses- Figure 2: Research-based solutions to current issues
sions held in the metaverse (Solution 2), and a game-like
experience (Solution 3). XRDT will provide a metaverse
where anyone can easily engage in drama therapy,
offering a tool to cultivate cognitive empathy essential for
building relationships.
ods have become more common in drama therapy [8]. In
addition, an attempt has been made to provide efective
and easy-to-use therapy for children with autism
spectrum disorder using the AEDLE interface, which
com2. Related Research bines drama therapy and AR [9]. There is also a study
that conducted a literature survey on the potential of
2.1. VR Technology and Psychotherapy virtual drama therapy and proposed a methodology [10],
but it did not address technical novelty. This research
VR technology is already being used in psychological aims to utilize the characteristics of VR and to achieve
therapy in medical facilities and nursing care support technical novelty and progress, diferentiating it from
facilities [6], and it is particularly well-suited to cog- these studies. Since many drama therapists tend to
emnitive behavioral therapy compared to other forms of phasize face-to-face sessions, the number of studies is
psychological therapy, with many cases of research and still small compared to other psychotherapies. However,
implementation [7]. This is because cognitive behavioral interest in the fusion of drama therapy and AR or VR
therapy may not generalize efectively with a limited technology is beginning to grow.
number of practice sessions, and self-guided practice
using VR has proven to be efective. Due to the spread of
COVID-19, online sessions using Skype and other
methIncorporate game-like
elements into therapy
      </p>
    </sec>
    <sec id="sec-2">
      <title>3. XRDT Development</title>
      <sec id="sec-2-1">
        <title>The purpose of this study is to develop XRDT and to implement and validate it in the metaverse.</title>
        <sec id="sec-2-1-1">
          <title>3.1. Composition and Elements of XRDT</title>
        </sec>
      </sec>
      <sec id="sec-2-2">
        <title>In drama therapy, techniques such as mirroring and role</title>
        <p>switching are used to bring about a sense of
identificaFigure 3: Expected psychological transformation from XRDT tion and other efects that are particularly pronounced
when performed by multiple people. Therefore,
assuming the minimum configuration, the members would be:
2.2. The potential of XRDT one user, one AI therapist, and three other participants
(NPCs). The XRDT consists of three sessions: Warm-up,
XRDT is designed to be used in conjunction with VR Main Work, and Cool-down. Each session must be
detechnology to enable home training in real life. There- signed to make the user feel the benefits of XRDT more
fore, we can speculate on the advantages of XRDT, which strongly, as shown in Figure 3. Furthermore, XRDT is not
cannot be obtained in physical space, as shown in Fig- just about being better than real-space therapy. It aims
ure 3. There are many research cases of the Proteus efect, to be a system that integrates cognitive science, machine
which states that the appearance of an avatar in virtual learning, wearable computing, and other technologies
space afects the user’s behavioral characteristics and into psychotherapy. The progressive nature of XRDT
cognition [11], and it is expected that XRDT will also lies in its aim to improve human-computer interaction
improve self-eficacy through the Proteus efect. In addi- through the recognition and generation of non-verbal
tion, Kinoshita discusses the theatricality of cyberspace, information. Paralinguistic information, such as fillers,
arguing that what actors, game players, and spectators and physical behavior, such as pauses and hand gestures,
have in common is that they experience a transforma- are dificult to express in text. However, these account
tion of their personality through identification with “oth- for more than 50% of human communication, including
ers” [12]. Based on these findings, it is predicted that emotional messages [14]. In addition, non-verbal
comthe Proteus efect will be observed in XRDT participants, munication is the most dificult aspect for actors, and
who can freely view their own appearance and perfor- is the core of expressive power, a skill that captivates
mance while participating in the session, and that their audiences. In other words, it can be said that people’s
behavior in physical space will be activated. In addition, emotions are swayed by non-verbal information, and
psyin recent years, the number of educational sites operated chological transformation is promoted. In recent years,
in virtual space has increased, and phenomena such as afective computing has focused on developing systems
increased student activity compared to real schools have that work with emotional application technology and
been observed [13]. This indicates that the Pygmalion social behavioral science [15]. In addition, mental health
efect, in which performance improves due to the expec- applications that provide cognitive behavioral therapy
tations of others, is likely to be more apparent in virtual through conversations with users and promote the
allevispace. In XRDT, non-player characters (NPCs) positioned ation of depressive symptoms [16] and therapy robots for
as spectators, providing reactions similar to live specta- the care of the elderly [17] have been put into practical
tors are a positive presence, as they laugh and express use. In XRDT, we aim to introduce these technologies
their agreement with the participants’ performance, so by focusing on pauses first among the many non-verbal
it is expected that the Pygmalion efect will occur in the information.
participants. Furthermore, in XRDT, participants can
experience processes such as Unlearn (zeroing out learning)
and Relearn (relearning), which encourage self-growth 3.2. Research Procedure
through adaptation to change. We expect that these psy- In XRDT, it is necessary to create an environment in
chological efects and processes inherent in XRDT will which conversations are held with an AI therapist. In
cause psychological transformation in participants by this study, we divided the research into three stages and
acquiring perspective-taking and improving cognitive proceeded incrementally. First, as the first stage, we
empathy. examined the content of the sessions that could be held
in a virtual space based on drama therapy theory (Phase
1). Next, we created the AI therapist and learned how to
have conversations with it (Phase 2). Then, non-verbal
information is obtained and given to the AI therapist
(Phase 3). In this paper, we report on our examination
of the content of XRDT sessions, which is Phase 1 of the
three phases of this research.</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>4. Examination of XRDT Session</title>
    </sec>
    <sec id="sec-4">
      <title>Contents</title>
      <sec id="sec-4-1">
        <title>4.1. Experiment Environment</title>
        <sec id="sec-4-1-1">
          <title>The world in VRChat used for Phase 1 was created by</title>
          <p>downloading the HomeKit (VRChat SDKTemplate)
materials from the Unity Asset Store and processing them in
Unity. VRChat is a platform that allows users to freely
interact with avatars online. The head-mounted display
(HMD) used by the participants was the Meta Quest Pro
from Oculus VR, while the research collaborators and the
ifrst author used the Meta Quest2 from Oculus VR.</p>
        </sec>
      </sec>
      <sec id="sec-4-2">
        <title>4.2. Experiment Participants and Location</title>
        <p>
          4.4.1. Warm-up
Three playful activities were conducted to help the
participants and research collaborators (hereafter referred
to as “participants”) relax and prepare for Main Work to
come. (
          <xref ref-type="bibr" rid="ref1">1</xref>
          ) Participants were asked to answer the question
“What color is your mood?” by comparing their physical
and mental state at the start of the session to a color. This
approach was chosen because it is easier to verbalize than
describing one’s mood using adjectives, and participants
were less likely to be at a loss for a response. (
          <xref ref-type="bibr" rid="ref2">2</xref>
          )
Participants were then asked to name things they were not good
at, and the facilitator (first author) looked for
commonalities among the participants’ responses. This allowed
all participants to share something in common, with the
intention of promoting a sense of closeness (increased
intimacy through the sharing of personal details). (3)
Participants expressed their level of agreement with the
topic presented by the facilitator (first author) using the
size of their hand gestures, followed by a discussion about
each other’s expressions. This activity was expected to
relieve tension by encouraging participants to observe
each other.
        </p>
      </sec>
      <sec id="sec-4-3">
        <title>4.3. Ethical Approval</title>
        <p>Four participants took part in the experiment, and one
session was conducted for each participant. Prior to the
experiment, each selected a friendly, informal name for
use during the session to foster a relaxed, engaging atmo- 4.4.2. Main Work
sphere. One session involved a total of five people: one
participant, one facilitator (the first author), and three
collaborators. There were four participants in total (two men
and two women) in their 20s to 70s (Mean age = 40.5 years,
SD = 15.69), all of whom were healthy and had experience
receiving face-to-face drama therapy. The participants
were also qualified as clinical psychologists or certified
psychological counselors and had obtained a master’s
degree in psychology. The three research collaborators
participated in all sessions. The research collaborators
had experience in stage acting and had also participated
as research collaborators in the first author’s previous
study [5]. Participants were informed of the research
collaborators’ backgrounds beforehand. The experiment
was conducted in a classroom at the university for the
participants and the facilitator (first author), and at the
homes of the research collaborators, who connected to
VRChat from their respective locations.</p>
        <p>The participants performed three drama works. (A) In a
scene where they discussed the habit of watching SNS
and impulsive online shopping, the participants
experienced being caught between two research collaborators,
who were divided into those who agreed and those who
disagreed. (B) A scene of interpersonal trouble that could
occur in everyday life was reenacted. First, two research
collaborators acted as the person who could not follow
the rules and the person who called them out. Next, the
participant took on the role of the person who called
them out, following the same scenario (Figure 4). In the
same scene, the avatar of the person who could not
follow the rules was changed to another avatar, and the
scene was re-enacted. (C) The research collaborators
improvised two scenes based on the role of the fairy tale
character Cinderella. The participants did not speak, but
instead overlaid their avatar on the role being played by
the research collaborators, allowing them to experience
various perspectives</p>
        <sec id="sec-4-3-1">
          <title>The research content was explained to four participants and three research collaborators, and informed consent was obtained (ethics approval number: 2022-I-62).</title>
        </sec>
      </sec>
      <sec id="sec-4-4">
        <title>4.4. Experiment Method</title>
        <sec id="sec-4-4-1">
          <title>The XRDT session was conducted in three phases: Warmup, Main Work, and Cool-down. This was planned according to the theory of face-to-face drama therapy.</title>
          <p>4.4.3. Cool-down
Cool-down allowed participants to refresh and reflect on
their lives without being trapped in the roles they played
in Main Work. First, they did the “mood color” exercise
again, which they had done as Warm-up. Participants
were able to become aware of changes in their mood by
comparing the colors they chose before the session with
the colors they chose afterward. The changes in the
participants’ moods were recorded and used as a reference
Participant Collaborator
for future support systems. Reflection was a time for
participants to express what they felt or wanted to convey,
and the aim was to gain self-awareness by looking at
oneself objectively. In this experiment, participants were
encouraged to discuss their feelings, including
reflections, in the semi-structured interview conducted after
the session.</p>
        </sec>
      </sec>
      <sec id="sec-4-5">
        <title>4.5. Evaluation Method</title>
        <p>4.5.1. Questionnaire
using the qualitative data analysis software MAXQDA.
The coding process was repeated several times, with each
coder working on the data on diferent days. The first
author then compared the results of the three coders,
classified the codes into themes, and conducted a content
analysis. In addition, the research collaborators were
interviewed using a semi-structured interview format on
the day after the second session. The interview audio was
recorded and transcribed to create a verbatim transcript.</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>5. Experimental Results and</title>
    </sec>
    <sec id="sec-6">
      <title>Discussion</title>
      <sec id="sec-6-1">
        <title>This experiment did not include any control conditions,</title>
        <p>such as responses to questionnaires by non-participants.
Therefore, the experimental results are presented in the
form of an analysis comparing responses to
questionnaires by participants before and after the experiment,
and a content analysis, which is a qualitative data
analysis of semi-structured interviews.</p>
      </sec>
      <sec id="sec-6-2">
        <title>To check whether there were any problems with the expe</title>
        <p>rience in the VR environment, we conducted a pre- and Of the four participants, one showed symptoms of VR
post-questionnaire survey using a questionnaire. The sickness, and one showed symptoms of eyestrain
immequestionnaires used were the SSQ (Simulator Sickness diately after the experiment, but there were no problems
Questionnaire) [18] for VR sickness, the VEQ (Virtual Em- with their health afterward.
bodimentQuestionnaire) [19] for bodily sensation, and
the IPQ (Igroup Presence Questionnaire) [20] for pres- 5.2. IOS-Empathy
ence. In addition, two questionnaires were used to
measure the degree of empathy for others: the Inclusion of We compared the responses to the questionnaires
beOther in the Self (IOS) [21] and the Empathy scale. The fore and after the experiment for IOS and Empathy. As
IOS scale evaluates the psychological distance between a result, there were clear changes in the responses of
oneself and the target person, consisting of two ques- all four participants on several items in the Empathy
tions. Empathy is a seven-point Likert scale that asks questionnaire. For this reason, we conducted a separate
about the degree of empathy felt for the target person, interview to determine the reasons for the changes
(Taand consists of seven questions for each of Main Work A, ble 1). For example, in response to the question “What
B, and C, for a total of 21 questions. These scales were do you think of people who don’t follow the rules?” a
translated into Japanese by Sawada et al. [22] based on participant who had answered “Not care” before the
exthe English questionnaire used in a previous study [23], periment, answered “Concerned” after the experiment.
and the items were modified for use in this experiment. The reason given for this change was that “I became less
indiferent and started to worry about them”.
Addition4.5.2. Semi-structured Interview ally, other participants who had previously responded
with “Anxious, Restless” changed their answer to “Not
The participants were interviewed in a semi-structured care” after the experiment. This participant explained,
interview after the experiment. Based on questions about “I began to think more deeply about their situation, and
the diferences between face-to-face drama therapy and my feelings shifted from wanting to interfere to simply
XRDT, and the suitability of VR environments and drama watching over them.” and, “Since they have found their
therapy, the interview was conducted flexibly, with ad- place, there may be new developments from there, so I
ditional questions asked to further explore the partici- no longer feel sorry for them”. It is thought that these
pants’ thoughts and feelings. A verbatim transcript of changes are due to improved cognitive empathy, which
the recorded and transcribed interview audio was pre- leads to psychological transformation.
pared as text data. A team of three individuals, consisting
of two analysts and the first author, coded the text data
5.3. Semi-structured Interview evoked, and enjoyed acting out their roles with boldness.
This is probably because, when the participants took
From the content analysis of the semi-structured inter- part in face-to-face drama therapy, they had experienced
views, we obtained the results that the XRDT session is refraining from acting as they tried to guess the other
expected to improve perspective-taking and cognitive person’s facial expressions, or hesitated while searching
empathy and suppress feelings of shame (Figure 5). for the right answer. The XRDT session showed that the
participants’ resistance to acting was removed. It could
5.3.1. Theme Generation and Code Classification be said that “psychological liberation” is based on
“psyFrom the interviews of the four participants, Three ana- chological protection”. By wearing the mask of an avatar
lysts generated 111 codes during the analysis. The first and protecting their true selves, the participants could
author derived 13 themes from the 111 codes, and classi- suppress their feelings of shame and act boldly. Drama
ifed each code by theme (Table 2). Then, the percentage therapy in this kind of psychological state becomes a
of text data for the narratives to which the codes were meaningful session where participants can experience
assigned was calculated using the qualitative data anal- the release of various emotions and experience the drama
ysis software MAXQDA, and the extent to which each of diverse interpersonal relationships.
theme was discussed by each participant was quantified
(Table 3). 5.3.3. Physical Advantages of XRDT</p>
      </sec>
      <sec id="sec-6-3">
        <title>The next most common themes were “change in view</title>
        <p>5.3.2. Psychological Benefits of XRDT point position” and “sense of presence”. These can be said
The most common thing the participants talked about to be the characteristics of VR. The act of playing a role
was “psychological liberation”. The participants identi- is, in a sense, an action that is far removed from everyday
ifed with the character that their avatar’s appearance life, and VR, which immerses you in a diferent world by
isolating you from reality with a head-mounted display,
Can become one with the character from a first-person perspective
VR sickness
Cinderella is modern and realistic
Wanted a more talk-focused session
Can move around and control body movements
Reflected voluntarily based on awareness
Did not feel nervous
No eye contact, gestures, breathing
Become a child’s perspective when the character is a child
World view
Empathy, where an individual identifies with a character’s emotions
Tension
Whether the emotional warmth experienced this time can be felt again
Theme
Psychological liberation
Anxiety about VR devices
Subjects that are easy to imagine
Examination of Conversation formats
Interest in VR
Empathy
Psychological protection
Dynamic constraints
Change in viewpoint position
Playful experience
Mirroring efect
Sense of presence
Anxiety about AI therapist
is a good match for this. And, because each role has a
unique viewpoint (height) that can be easily adjusted by
switching avatars, the VR environment is particularly
suitable for drama therapy. In addition, since it was the
ifrst VR experience for most of the participants, they
talked a lot about their “interest in VR”, such as how they
enjoyed the virtual space and the avatar controls.
5.3.4. Drama Therapy Characteristics
Drama therapy is an expressive arts therapy that aims
to cultivate the ability to imagine the perspectives and
feelings of others (cognitive empathy) through repeated
experiences of role-taking (perspective-taking) and
movement imitation (mirroring). We would like to draw
attention to the results of the participants who had
experienced face-to-face drama therapy, who said that they felt
the drama therapy characteristics of “empathy”, “playful
experience” and “mirroring efect” in XRDT.
5.3.5. Subject of the Session</p>
      </sec>
      <sec id="sec-6-4">
        <title>There was positive feedback about Main Work used in</title>
        <p>this experiment and the order in which it was presented.
The subjects were based on recent internet trends and
everyday situations that might occur in social interactions
with neighbors, and it was demonstrated that they were
accepted regardless of the age or gender of the subjects.
5.3.6. Issues for Consideration</p>
      </sec>
      <sec id="sec-6-5">
        <title>Several issues for consideration were raised. Although</title>
        <p>
          they only accounted for a small proportion of the overall
interview, we have classified them into four themes that
should be considered or examined. (
          <xref ref-type="bibr" rid="ref1">1</xref>
          ) “Examination of
Conversation formats”: Compared to face-to-face drama
therapy, the participants mentioned having fewer
opportunities to improvise. In addition, some participants
felt that the research collaborators’ skillful acting outdid
them. We will examine the content of the conversation
and the length of the lines, and look for a format that will
encourage the participants to speak more spontaneously.
(
          <xref ref-type="bibr" rid="ref2">2</xref>
          ) “Dynamic constraints”: One of the participants felt
that others were looking down on him because his avatar
was short, and he felt oppressed. We will reconsider
the settings of the participant avatars while keeping a
balance with the physical advantage of XRDT, “change
in viewpoint position.” (3) “Anxiety about VR devices”:
One of the participants showed symptoms of VR sickness.
        </p>
        <p>There is a possibility that the problem occurred due to
the low battery charge of the Head Mounted Display, and
we will pay even closer attention in the future to avoid
risks such as distortion of the virtual space and falls in the
physical space. (4) “Anxiety about the AI therapist”: In
the work that included self-reflection during Cool-down
period, the participants said that they felt the emotional
warmth of the participants, and they said that they could
not imagine whether an AI therapist or NPC could create the future, we will proceed with Phase 2: creating an AI
such conversations and actions. This aspect will be a therapist and learning conversation, and Phase 3:
acquirfocus of detailed investigation in future research. ing non-verbal information and providing it to the AI
therapist, while considering the issues identified in Phase
5.3.7. Feedback from Research Collaborators 1. First, we will select a ready-made avatar that meets
the conditions for XRDT. Then, using natural language
The research collaborators shared their views on the ex- processing technology (NLP) and machine learning
algoperiment based on their own experience of stage drama. rithms from the OpenAI API, we will embed conversation
The research collaborators said that while face-to-face functions into the avatar. These will be created in the
drama therapy can be stressful and taxing, it can also metaverse cluster provided by Cluster, Inc., with whom
lead to powerful realizations and significant healing. Still, we are conducting joint research, using the technology
achieving the same level of realization and healing in a provided by Cluster. Then, we will evaluate the AI
theravirtual space may be dificult. For example, if you par- pist’s movement and conversation ability (Phase 2). Next,
ticipate from home, you can go back to reality and do we will extract the characteristics of non-verbal
informachores or get ready to go out right after the session is tion. We are focusing on pauses in particular among
nonover. This ease of access, however, means that there is verbal information. Using data sets such as the Corpus
no lingering efect, and you miss the chance to reflect of Everyday Japanese Conversation (CEJC) [24] and the
on what you have experienced. However, the research Basic Transcription System for Japanese (BTSJ) [25], we
collaborators said that, because they were not participat- will analyze pauses between conversations from speech
ing in the sessions to gain something from XRDT, their detection (Phase 3). Following the coronavirus pandemic,
motivation after the experiment would difer from that there is a need to create rules for the rapid increase in
of the participants. The diference in sensitivity between online counseling (media literacy, ensuring a quiet and
the participants and the research collaborators was also appropriate place, prohibition of unauthorized recording,
evident in the change in tone of voice towards the other etc.) [26]. Therefore, from now on, this research will be
avatar in Main Work B. When the research collaborators conducted in parallel with empirical research and ethical
performed Main Work B as a trial, the reaction of all verification from the initial stage of development.
the participants to the avatar whose tone of voice had
changed was one of derision and teasing. This suggests
that when the operator of the avatar is known, the con- Acknowledgments
versation impression is less influenced by the avatar’s
appearance. However, when the operator is unknown,
the impression formed is largely shaped by the avatar’s
appearance, including its voice.
5.3.8. Conclusion
The purpose of this experiment was to verify whether
the content of the sessions for XRDT that we created
had the efect of promoting psychological
transformation, such as the acquisition of perspective-taking and
the improvement of cognitive empathy. Based on the
analysis of the questionnaires and interviews, we can say
that these efects are highly promising. We also found
that it is possible to generate elements in the virtual space
that accelerate psychological transformation, such as the
emotional warmth that the participants felt from the
research collaborators. However, whether the AI therapist
and NPC of the XRDT we aim for can create emotional
warmth is an issue for Phase 2 and Phase 3 of this
research.</p>
      </sec>
    </sec>
    <sec id="sec-7">
      <title>6. Prospects and Future Directions</title>
      <sec id="sec-7-1">
        <title>In Phase 1 (the main experiment) of this research, it was clear that the development of XRDT was promising. In</title>
      </sec>
      <sec id="sec-7-2">
        <title>We would like to thank our research collaborators Mika Futagawa, Miyoko Nagao, and Wakana Tsushima. They provided valuable suggestions from the perspective of their experience in acting.</title>
        <p>We would like to thank the psychology experts who
participated as subjects and coders.</p>
        <p>In addition, Professor Sylvia Shueni Pang of the
University of London and Assistant Professor Yuji Hatada of
the University of Tokyo provided us with multifaceted
advice. We are grateful to them.
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