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Transcript of Fear of Heights. Video Game Mod: Max Payne Controlled Studies: n > 8 AuthorCountryYear # of Pts Test...
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Fear of HeightsFear of Heights
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Video Game Mod: Max Payne
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Controlled Studies: n > 8
AuthorAuthor CountryCountry YearYear # of Pts# of Pts Test GroupsTest Groups
BullingerBullinger SwitzerlandSwitzerland 19991999 1313 SG VR, SG VR, In vivoIn vivo
Bullinger Bullinger SwitzerlandSwitzerland 19981998 1515 Phobic vs. non-Phobic vs. non-phobicphobic
ClaustrophobiaClaustrophobia
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3-D Virtual Reality as a tool in Cognitive-Behavioral Therapy of Claustrophobic Patients
(Bullinger et al. 1998)
Subjects:13 Healthy subjects2 claustrophobic patients
Apparatus: Data GloveHMD CAVEEE (Computer-aided virtual environment for
engineering and exploration) Virtual Environment:
Movable front wall 3-D virtual room Subjects were able to move head around in 3-D
environment
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Measures
Blood pressure Pulse and O2 saturationPulse and O2 saturation
Online MeasurementOnline Measurement
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ResultsHealthy Subjects
45-min exposure cannot be regarded as anxiety- or stress-inducing in itself
Female PatientsPresentation of specific stimulus triggered
subjectively disturbance-specific symptoms for the patients
Mild rise of the pulse rate at the time of stimulus presentation
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Results of Subject Exposures
aaX = measurementX = measurement
Pulse and Oxygen saturation of the blood were continuously measured and Pulse and Oxygen saturation of the blood were continuously measured and optically displayed optically displayed
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Virtual Virtual EnvironmeEnvironme
ntnt
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AuthorAuthor CountryCountry YearYear # of Pts# of Pts Tx GrpsTx Grps
HoffmanHoffman U.S.U.S. 19971997 3636 SG VR w/TactileSG VR w/Tactile
VR no Tactile, WLCVR no Tactile, WLC
HollupHollup NorwayNorway 19991999 88 PC VR, WLCPC VR, WLC
BouchardBouchard CanadaCanada 20002000 1212 PC VR, Non-PhobicsPC VR, Non-Phobics
Tracking Behavior Tracking Behavior
HoffmanHoffman U.S.U.S. 20002000 423423 Forced choice (no tx) 81% Forced choice (no tx) 81% VR, 19% in vivoVR, 19% in vivo
BouchardBouchard CanadaCanada 20012001 99 VideogameVideogame VR VR
Garcia-PalaciosGarcia-Palacios SpainSpain 20022002 2323 VR, WLCVR, WLC
BouchardBouchard CanadaCanada 20052005 2828 VR, Stroop, VR, Stroop, In VivoIn Vivo
ArachnophobiaArachnophobiaControlled Studies: n > 8
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• Sample Population – 28 individuals diagnosed with arachnophobia– Recruitment through media advertisement
(newspapers, publicities in universities and public places)
– All participants had to be adults
Arachnophobia: Fear of Spiders
(Côté & Bouchard, 2005)
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• Results:– Questionnaires
Arachnophobia: Fear of Spiders
(Côté & Bouchard, 2005)
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• BAT Results:• During pretest, no participants were able to reach
the last two steps (23 cm and 1 minute of looking into the case)
• At post-treatment, 60.7% were able to bring the tarantula 23 cm close to them and 46.4% were able to look into the case for 1 minute
Arachnophobia: Fear of Spiders
(Côté & Bouchard, 2005)
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• Results:– Virtual reality related measures
Arachnophobia: Fear of Spiders
(Côté & Bouchard, 2005)
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• Results:– Virtual reality related measures
Arachnophobia: Fear of Spiders
(Côté & Bouchard, 2005)
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• Conclusion:– Positive change in physiological data after treatment
suggests decrease in anxiety– Avoidance is significantly reduced after treatment– A clinically and statistically effective treatment, as
measured by questionnaires and a BAT, produce a significant decrease in physiological arousal when facing a live spider
– In order to provide firm conclusions on the efficacy of virtual reality exposure more physiological parameters can be added, like skin conductance and respiration rate
– The impact of the treatment could also be compared to a controlled study
Arachnophobia: Fear of Spiders
(Côté & Bouchard, 2005)
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Regression predicting general outcome with beliefs, self-efficacy and information processing.
(Côté & Bouchard, 2006)
* p < .05
PredictorsPredictors tt BB Part srPart sr22
BeliefsBeliefs 1.651.65 .28.28 .23.23
Self-efficacySelf-efficacy -3.50*-3.50* -.59-.59 -.48-.48
Info processingInfo processing .95.95 .15.15 .13.13
The regression was significant (Adj R2 = .52), with a significant increase in variance when entering the predictors [R2 change = .48, F(3,18) = 8.52 , p < 0.001] ..
23
48
13
16
**
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Regression predicting avoidance (BAT) with beliefs, self-efficacy and information processing.
(Côté & Bouchard, 2006)
* p < .05
PredictorsPredictors tt BB Part srPart sr22
BeliefsBeliefs -2.30-2.30 -.38-.38 -.30-.30
Self-efficacySelf-efficacy 1.521.52 .26.26 .20.20
Info processingInfo processing -.22-.22 -.04-.04 -.03-.03
The regression was significant (Adj R2 = .53), with a significant increase in variance when entering the predictors [R2 change = .28, F(3,19) = 5.35 , p < 0.01] ..
30
203
47
**
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Regression predicting physiological response (IBI) with beliefs, self-efficacy and information
processing. (Côté & Bouchard, 2006)
* p < .05
PredictorsPredictors tt BB Part srPart sr22
BeliefsBeliefs 2.14*2.14* .45.45 .37.37
Self-efficacySelf-efficacy 2.31*2.31* .52.52 .39.39
Info processingInfo processing 1.661.66 .34.34 .28.28
The regression was significant (Adj R2 = 24.), with a significant increase in variance when entering the predictors [R2 change = .36, F(3,18) = 4.16 , p < 0.02] . .
**
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Arachnophobia: 36 participants(Hoffman HG, Garcia-Palacios A, Carlin A, Furness TA III, Botella-Arbona C, 2003)
36 Participants36 Participants 8 clinically phobic 8 clinically phobic
studentsstudents 28 nonclinically phobic 28 nonclinically phobic
studentsstudents
Treatment ConditionsTreatment Conditions No treatmentNo treatment VRVR VR w/tactile spiderVR w/tactile spider
DesignDesign Three 1-hr exposure Three 1-hr exposure
therapy sessionstherapy sessions
Results for treatment Results for treatment groupsgroups Clinically significant Clinically significant
drop in behavioral drop in behavioral avoidance. Tactile avoidance. Tactile group showed greater group showed greater progress.progress.
Clinically significant Clinically significant drop in subjective fear drop in subjective fear rating.rating.
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Tactile augmentation could be a useful add-on. (Hoffman et al., 2003)
N = 36 (8 phobics)Presence was higher in VR+T
Interaction p < .001TR+T > VR > Ctrl
Interaction p < .001TR+T = VR > Ctrl
Interaction p < .001TR+T = VR > Ctrl
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Pilot Study(Bouchard & S-Jacques, in preparation)
Nine children aged between 9 and 14.Reliably diagnosed with arachnophobia.Treatment :
one introductory sessionthree 90-minutes in VR exposure
3 blocs of 20 minutes each except the last session (2)
The study is based on a single case design with multiple baselines across subjects.
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Questionnaires Data
0
5
10
15
20
25
30
35
Fear of Spider Spider beliefs (own behavior) Spider beliefs (spider behavior)
Pre Post Follow-up (6mo)
p < .01 p < .01
p < .01
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Arachnophobia Movie Clip
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AUGMENTED REALITY
AR refers to the introduction of virtual elements in the real world. AR refers to the introduction of virtual elements in the real world.
The person is seeing an image composed of a visualization of the real The person is seeing an image composed of a visualization of the real world, and a series of virtual elements that, at that same time, are super-world, and a series of virtual elements that, at that same time, are super-imposed on the real world. imposed on the real world.
The most important aspect of AR is that the virtual elements supply to The most important aspect of AR is that the virtual elements supply to the person relevant information that is not contained in the real world.the person relevant information that is not contained in the real world.
AR has an important potential, and has already been used in diverse AR has an important potential, and has already been used in diverse fields, such as medicine, the army, coaching, engineering, design, andfields, such as medicine, the army, coaching, engineering, design, androbotics.robotics.
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AUGMENTED REALITY
AR AdvantagesAR Advantages- Like in the classical systems of virtual reality, it- Like in the classical systems of virtual reality, itis possible to have total control over the virtual elements that are super-imposed on the is possible to have total control over the virtual elements that are super-imposed on the real world, and how one interacts with those elements. real world, and how one interacts with those elements.
-It can be less expensive since it also uses the real world (this does not need to be It can be less expensive since it also uses the real world (this does not need to be modelled), modelled),
-It can facilitate the feeling of presence and the reality judgment since the environment It can facilitate the feeling of presence and the reality judgment since the environment the user is in, and what he or she is seeing is, in fact the “reality.”the user is in, and what he or she is seeing is, in fact the “reality.”
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AUGMENTED REALITY
The first case study in which AR has been used for the treatment of a specific phobia: The first case study in which AR has been used for the treatment of a specific phobia: cockroach phobia. cockroach phobia.
The system allows to conduct exposure to virtual cockroaches that are super-imposed on The system allows to conduct exposure to virtual cockroaches that are super-imposed on the real world. the real world.
In order to carry out the exposure, the Öst’s guidelines with respect to “one-session In order to carry out the exposure, the Öst’s guidelines with respect to “one-session treatment” were followed.treatment” were followed.
The total duration of the exposure session was 60 min.The total duration of the exposure session was 60 min.
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AUGMENTED REALITY
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AUGMENTED REALITY
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AUGMENTED REALITY