Enhancing virtual reality exposure therapy: Optimizing treatment outcomes for agoraphobia through advanced simulation and comparative analysis

IF 0.9 4区 计算机科学 Q4 COMPUTER SCIENCE, SOFTWARE ENGINEERING Computer Animation and Virtual Worlds Pub Date : 2024-08-13 DOI:10.1002/cav.2291
Jackson Yang, Xiaoping Che, Chenxin Qu, Xiaofei Di, Haiming Liu
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Abstract

This paper investigates the application of Virtual Reality Exposure Therapy (VRET) to treat agoraphobia, focusing on two pivotal research questions derived from identified gaps in current therapeutic approaches. The first question (RQ1) addresses the development of complex VR environments to enhance therapy's effectiveness by simulating real-world anxiety triggers. The second question (RQ2) examines the differential impact of these VR environments on agoraphobic and nonagoraphobic participants through rigorous comparative analyses using t-tests. Methodologies include advanced data processing techniques for electrodermal activity (EDA) and eye-tracking metrics to assess the anxiety levels induced by these environments. Additionally, qualitative methods such as structured interviews and questionnaires complement these measurements, providing deeper insights into the subjective experiences of participants. Video recordings of sessions using Unity software offer a layer of data, enabling the study to replay and analyze interactions within the VR environment meticulously. The experimental results confirm the efficacy of VR settings in eliciting significant physiological and psychological responses from participants, substantiating the VR scenarios' potential as a therapeutic tool. This study contributes to the broader discourse on the viability and optimization of VR technologies in clinical settings, offering a methodologically sound approach to the practicality and accessibility of exposure therapies for anxiety disorders.

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加强虚拟现实暴露疗法:通过高级模拟和比较分析优化广场恐惧症的治疗效果
本文研究了虚拟现实暴露疗法(VRET)在治疗广场恐惧症中的应用,重点关注两个关键的研究问题,这两个问题源于当前治疗方法中已发现的差距。第一个问题(RQ1)是开发复杂的虚拟现实环境,通过模拟现实世界中的焦虑诱因来提高治疗效果。第二个问题(RQ2)是通过使用 t 检验进行严格的比较分析,研究这些 VR 环境对恐旷症和非恐旷症参与者的不同影响。研究方法包括先进的皮电活动(EDA)数据处理技术和眼动追踪指标,以评估这些环境诱发的焦虑程度。此外,结构化访谈和问卷调查等定性方法对这些测量方法进行了补充,为深入了解参与者的主观体验提供了依据。使用 Unity 软件进行的会话视频录像提供了一层数据,使研究能够细致地回放和分析 VR 环境中的互动。实验结果证实,VR 环境能有效激发参与者的生理和心理反应,从而证实了 VR 场景作为治疗工具的潜力。这项研究为VR技术在临床环境中的可行性和优化做出了更广泛的贡献,为焦虑症暴露疗法的实用性和可及性提供了一种方法论上合理的途径。
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来源期刊
Computer Animation and Virtual Worlds
Computer Animation and Virtual Worlds 工程技术-计算机:软件工程
CiteScore
2.20
自引率
0.00%
发文量
90
审稿时长
6-12 weeks
期刊介绍: With the advent of very powerful PCs and high-end graphics cards, there has been an incredible development in Virtual Worlds, real-time computer animation and simulation, games. But at the same time, new and cheaper Virtual Reality devices have appeared allowing an interaction with these real-time Virtual Worlds and even with real worlds through Augmented Reality. Three-dimensional characters, especially Virtual Humans are now of an exceptional quality, which allows to use them in the movie industry. But this is only a beginning, as with the development of Artificial Intelligence and Agent technology, these characters will become more and more autonomous and even intelligent. They will inhabit the Virtual Worlds in a Virtual Life together with animals and plants.
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