Jackson Yang, Xiaoping Che, Chenxin Qu, Xiaofei Di, Haiming Liu
{"title":"Enhancing virtual reality exposure therapy: Optimizing treatment outcomes for agoraphobia through advanced simulation and comparative analysis","authors":"Jackson Yang, Xiaoping Che, Chenxin Qu, Xiaofei Di, Haiming Liu","doi":"10.1002/cav.2291","DOIUrl":null,"url":null,"abstract":"<p>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 <i>t</i>-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.</p>","PeriodicalId":50645,"journal":{"name":"Computer Animation and Virtual Worlds","volume":"35 4","pages":""},"PeriodicalIF":0.9000,"publicationDate":"2024-08-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Computer Animation and Virtual Worlds","FirstCategoryId":"94","ListUrlMain":"https://onlinelibrary.wiley.com/doi/10.1002/cav.2291","RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q4","JCRName":"COMPUTER SCIENCE, SOFTWARE ENGINEERING","Score":null,"Total":0}
引用次数: 0
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.
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.