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Using Natural Language Processing to Explore Patient Perspectives on AI Avatars in Support Materials for Patients With Breast Cancer: Survey Study

Using Natural Language Processing to Explore Patient Perspectives on AI Avatars in Support Materials for Patients With Breast Cancer: Survey Study

More specifically, with the rise of generative artificial intelligence (Gen AI), it is now possible to quickly create these educational videos at low cost, using digital avatars to narrate tailored scripts and incorporating language preferences that meet the specific information needs of viewers. Hull University Teaching Hospitals NHS Trust (HUTH) experienced such pressures within their breast cancer service.

Eleanor Cheese, Raouef Ahmed Bichoo, Kartikae Grover, Dorin Dumitru, Alexandros Zenonos, Joanne Groark, Douglas Gibson, Rebecca Pope

J Med Internet Res 2025;27:e70971

Supplementing Consent for a Prospective Longitudinal Cohort Study of Infants With Antenatal Opioid Exposure: Development and Assessment of a Digital Tool

Supplementing Consent for a Prospective Longitudinal Cohort Study of Infants With Antenatal Opioid Exposure: Development and Assessment of a Digital Tool

Participants “emphasized the importance of representing minority populations [and] depicting supportive and helpful interactions with medical staff,” as well as their strong preference for seeing procedures depicted using avatars [16]. Participants reported being inspired by the avatars and being able to see themselves in the avatars, which have translated into stronger intervention outcomes for the treatment group [17].

Jamie E Newman, Leslie Clarke, Pranav Athimuthu, Megan Dhawan, Sharon Owen, Traci Beiersdorfer, Lindsay M Parlberg, Ananta Bangdiwala, Taya McMillan, Sara B DeMauro, Scott Lorch, Myriam Peralta-Carcelen, Deanne Wilson-Costello, Namasivayam Ambalavanan, Stephanie L Merhar, Brenda Poindexter, Catherine Limperopoulos, Jonathan M Davis, Michele Walsh, Carla M Bann

JMIR Form Res 2025;9:e59954

Conversational Agents and Avatars for Cardiometabolic Risk Factors and Lifestyle-Related Behaviors: Scoping Review

Conversational Agents and Avatars for Cardiometabolic Risk Factors and Lifestyle-Related Behaviors: Scoping Review

embodying them (same face) or different from them (strangers) Avatars wore normal clothes or gym clothes Higher cardiac output (frequency) from 6 to 12 min in users of avatars that had a similar appearance (face) Higher output in users with avatars that additionally wore sports clothing at 6-7 and 10-minute periods Support for the Proteus effect hypothesis No changes in step count Location: Australia N=28 Design: pilot single-arm study Conversational assistant Paola for diet and PA consisted of educational

Lynnette Nathalie Lyzwinski, Mohamed Elgendi, Carlo Menon

JMIR Mhealth Uhealth 2023;11:e39649

The Effect of Mental Health App Customization on Depressive Symptoms in College Students: Randomized Controlled Trial

The Effect of Mental Health App Customization on Depressive Symptoms in College Students: Randomized Controlled Trial

Users may have a strong preference for programs that include customizable avatars. For example, a qualitative study conducted focus groups and interviews with adolescents exhibiting depressive symptoms to investigate the usability of a c CBT fantasy game with avatars (SPARX) [47]. This study found that participants enjoyed the option of personalizing their characters, because they could easily relate to the personalized characters [47].

Stephanie G Six, Kaileigh A Byrne, Heba Aly, Maggie W Harris

JMIR Ment Health 2022;9(8):e39516

Computer-Controlled Virtual Humans in Patient-Facing Systems: Systematic Review and Meta-Analysis

Computer-Controlled Virtual Humans in Patient-Facing Systems: Systematic Review and Meta-Analysis

Search queries covered 3 domains: (1) avatars, (2) (digital) narratives, and (3) virtual assistants (for details, see Multimedia Appendix 1). Our search was limited to peer-reviewed articles published in English. Manual searches were extended to bibliographies of review articles. Figure 1 shows a summary of the literature search. Summary of the literature search.

Debaleena Chattopadhyay, Tengteng Ma, Hasti Sharifi, Pamela Martyn-Nemeth

J Med Internet Res 2020;22(7):e18839

The Use of Avatar Counseling for HIV/AIDS Health Education: The Examination of Self-Identity in Avatar Preferences

The Use of Avatar Counseling for HIV/AIDS Health Education: The Examination of Self-Identity in Avatar Preferences

Voki.com, a creative and easy-to-use educational tool, was used to create the avatars. A total of 8 avatars (4 male and 4 female) were created using the simple interface’s default settings (ie, character style, customization, voice, and background) (Figure 1). Character style included selecting classic avatars to represent the top 4 racial/ethnic groups and subgroups in the United States according to the information from the US Census Bureau.

Shantrel Canidate, Mark Hart

J Med Internet Res 2017;19(12):e365

A Mobile, Avatar-Based App for Improving Body Perceptions Among Adolescents: A Pilot Test

A Mobile, Avatar-Based App for Improving Body Perceptions Among Adolescents: A Pilot Test

When the user completed the three avatars, the measurements of all body parts for all the avatars were retrieved and the Web GL content was saved into an image format. The measurements of body parts were saved onto a spreadsheet. All three avatars were compiled onto a screen capture and the final state of the app was saved. A server-side script was written to give administrative access to the research team to easily download this data for all the adolescents.

Annmarie A Lyles, Ashish Amresh, Jennifer Huberty, Michael Todd, Rebecca E Lee

JMIR Serious Games 2017;5(1):e4

Cardiopulmonary Resuscitation Training by Avatars: A Qualitative Study of Medical Students’ Experiences Using a Multiplayer Virtual World

Cardiopulmonary Resuscitation Training by Avatars: A Qualitative Study of Medical Students’ Experiences Using a Multiplayer Virtual World

The subjects interacted by use of their avatars and a headset (voice over Internet protocol). The avatars’ movements and actions were controlled by a keyboard and computer mouse. Conventional gaming commands were used. Some essential commands for examination and treatment were accessible on action tab-lists defined by situation. During MVW training, the computers were isolated to prevent users from overhearing each other.

Johan Creutzfeldt, Leif Hedman, Li Felländer-Tsai

JMIR Serious Games 2016;4(2):e22