Effects of Graphical Styles on Emotional States for VR-Supported Psychotherapy

Niklas Kiefl, Paula Figas, Christoph Bichlmeier
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引用次数: 7

Abstract

Several medical domains investigated Virtual Reality (VR) as a supporting technology for teaching and training of novices and experts. In psychotherapy, VR has been identified also as a promising treatment instrument. This paper presents a study on VR assisted psychotherapy, evaluating the effects of graphical styles on emotional states of N=74 subjects. Assessed data has been used to first statistically check, if the presented VR-scenes can create a positive emotional effect, here relaxation. In addition, we examined the difference of changes of the emotional state with respect to two different graphical styles, both being typical for state-of-the-art video games. One of these styles is supposed to render highly realistic scenes at high computational costs. The second style has been deliberately chosen, to present an alternative requiring low performance devices such as mobile phones on wireless VR devices. As a third research target, we surveyed the difference of measured effects with respect to technical background knowledge of subjects. The study has been set up as a pre-study acquiring healthy students as subjects instead of patients suffering from psychological disorders.
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图形风格对虚拟现实支持心理治疗中情绪状态的影响
一些医学领域研究了虚拟现实(VR)作为新手和专家教学和培训的辅助技术。在心理治疗方面,虚拟现实也被认为是一种很有前途的治疗手段。本文研究了虚拟现实辅助心理治疗,评估了图形风格对N=74名受试者情绪状态的影响。评估数据首先用于统计检查,如果呈现的vr场景能够产生积极的情绪效果,这里是放松。此外,我们还研究了两种不同图像风格下情绪状态变化的差异,这两种风格都是最先进的电子游戏的典型特征。其中一种风格应该是在高计算成本下渲染高度逼真的场景。我们特意选择了第二种风格,以呈现一种需要低性能设备(如无线VR设备上的手机)的替代方案。作为第三个研究目标,我们调查了受试者在技术背景知识方面的测量效果差异。该研究是一项预先研究,以健康的学生为研究对象,而不是患有心理障碍的患者。
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