Multi-modal physiological signals based fear of heights analysis in virtual reality scenes

2021 ◽  
Vol 70 ◽  
pp. 102988
Author(s):  
Runze Zheng ◽  
Tianlei Wang ◽  
Jiuwen Cao ◽  
Pierre-Paul Vidal ◽  
Danping Wang
2020 ◽  
Author(s):  
Mohammad H Babini ◽  
Vladimir V Kulish ◽  
Hamidreza Namazi

BACKGROUND Education and learning are the most important goals of all universities. For this purpose, lecturers use various tools to grab the attention of students and improve their learning ability. Virtual reality refers to the subjective sensory experience of being immersed in a computer-mediated world, and has recently been implemented in learning environments. OBJECTIVE The aim of this study was to analyze the effect of a virtual reality condition on students’ learning ability and physiological state. METHODS Students were shown 6 sets of videos (3 videos in a two-dimensional condition and 3 videos in a three-dimensional condition), and their learning ability was analyzed based on a subsequent questionnaire. In addition, we analyzed the reaction of the brain and facial muscles of the students during both the two-dimensional and three-dimensional viewing conditions and used fractal theory to investigate their attention to the videos. RESULTS The learning ability of students was increased in the three-dimensional condition compared to that in the two-dimensional condition. In addition, analysis of physiological signals showed that students paid more attention to the three-dimensional videos. CONCLUSIONS A virtual reality condition has a greater effect on enhancing the learning ability of students. The analytical approach of this study can be further extended to evaluate other physiological signals of subjects in a virtual reality condition.


2019 ◽  
Vol 266 (S1) ◽  
pp. 80-87 ◽  
Author(s):  
Max Wuehr ◽  
Katharina Breitkopf ◽  
Julian Decker ◽  
Gerardo Ibarra ◽  
Doreen Huppert ◽  
...  

Author(s):  
Giovanni Vincenti

Fear of flying is a common problem that many people have to face. As varied as the causes may be, all kinds of fears have many aspects in common. Much is known to us about fear, and the fields of psychology and psychiatry teach us that many times we can conquer fears simply by exposing the subject to the dreaded object. Human-Computer Interaction has branched even in this direction, including the treatment of phobias. With the help of Virtual Reality researchers around the world have recreated using a computer the way that psychologists and psychiatrists cure fears, adding a twist. Many times patients are supposed to go the extra mile and expose themselves, little by little, to what they are afraid of. Virtual Reality brings this type of exposure directly to the patient, with the comfort that such fear can be stopped at any time, since it is only a computer simulation. The most successful studies have been performed on arachnophobia, or the fear of spiders. There are also studies that deal with the fear of heights and the fear of public speaking. Some studies have also been performed on addressing the fear of flying using a virtual environment. This work is a review of such methods, and an explanation of the principles behind the motivation for these studies.


2019 ◽  
Vol 266 (S1) ◽  
pp. 88-88 ◽  
Author(s):  
Max Wuehr ◽  
Katharina Breitkopf ◽  
Julian Decker ◽  
Gerardo Ibarra ◽  
Doreen Huppert ◽  
...  

2019 ◽  
Vol 63 (6) ◽  
pp. 60413-1-60413-11
Author(s):  
Yunfang Niu ◽  
Danli Wang ◽  
Ziwei Wang ◽  
Fan Sun ◽  
Kang Yue ◽  
...  

Abstract At present, the research on emotion in the virtual environment is limited to the subjective materials, and there are very few studies based on objective physiological signals. In this article, the authors conducted a user experiment to study the user emotion experience of virtual reality (VR) by comparing subjective feelings and physiological data in VR and two-dimensional display (2D) environments. First, they analyzed the data of self-report questionnaires, including Self-assessment Manikin (SAM), Positive And Negative Affect Schedule (PANAS) and Simulator Sickness Questionnaire (SSQ). The result indicated that VR causes a higher level of arousal than 2D, and easily evokes positive emotions. Both 2D and VR environments are prone to eye fatigue, but VR is more likely to cause symptoms of dizziness and vertigo. Second, they compared the differences of electrocardiogram (ECG), skin temperature (SKT) and electrodermal activity (EDA) signals in two circumstances. Through mathematical analysis, all three signals had significant differences. Participants in the VR environment had a higher degree of excitement, and the mood fluctuations are more frequent and more intense. In addition, the authors used different machine learning models for emotion detection, and compared the accuracies on VR and 2D datasets. The accuracies of all algorithms in the VR environment are higher than that of 2D, which corroborated that the volunteers in the VR environment have more obvious skin electrical signals, and had a stronger sense of immersion. This article effectively compensated for the inadequacies of existing work. The authors first used objective physiological signals for experience evaluation and used different types of subjective materials to make contrast. They hope their study can provide helpful guidance for the engineering reality of virtual reality.


2010 ◽  
Vol 1 (2) ◽  
pp. 109-118 ◽  
Author(s):  
Dongrui Wu ◽  
Christopher G. Courtney ◽  
Brent J. Lance ◽  
Shrikanth S. Narayanan ◽  
Michael E. Dawson ◽  
...  

2021 ◽  
Author(s):  
◽  
Mark Lindsay

<p>Virtual reality (VR) is a new up-and-coming technology on which to watch three dimensional films or play video games. However, the practical uses of virtual reality can spread much further than just media outputs. This research aims to explore one of the practical uses for virtual reality technology. VR has the potential to help patients living with psychological disorders, by reducing the anxiety that they experience to a more manageable level within a safe environment. This dissertation addresses the use of a virtual reality simulation to reduce the anxiety experienced by patients effected by acrophobia, known as the fear of heights. The preliminary research includes several in-depth interviews with psychologists and clinicians, as well as phobic patients to better understand the processes of gradual exposure rehabilitation. This method also determines how a virtual reality simulation may be effectively designed. The primary aim of this research is to build a VR simulation which will produce a conducive result in the anxiety levels of the participants’ mental health, within a familiar and comfortable environment. User-testing the simulation will further refine the program’s effectiveness. The outcome will be a program supported by existing virtual reality treatments for psychological disorders that ultimately reduces the anxiety experienced by participants.</p>


2020 ◽  
Vol 6 (2) ◽  
pp. 140
Author(s):  
Brillianda Resibisma ◽  
Neila Ramdhani

Various studies have been done to overcome excessive fear of heights. One way to overcome excessive fear of heights is to use exposure therapy. This study aimed to determine the effect of virtual reality heights exposure on physiological response and emotional condition in college students. The hypothesis of this study was that there is a significant effect of virtual reality heights exposure on physiological response and emotional condition that is characterized by changes in skin conductance when the stimulus is presented and changes in emotional condition after the stimulus is presented. The design applied in this study was a non-random pretest and posttest experiment. The results of this study indicated that there is a significant influence of virtual reality exposure on physiological response and emotional condition. Thus, the finding opens up opportunities for therapy using this method in Indonesia.


2022 ◽  
Vol 3 ◽  
Author(s):  
Luciënne A. de With ◽  
Nattapong Thammasan ◽  
Mannes Poel

To enable virtual reality exposure therapy (VRET) that treats anxiety disorders by gradually exposing the patient to fear using virtual reality (VR), it is important to monitor the patient's fear levels during the exposure. Despite the evidence of a fear circuit in the brain as reflected by functional near-infrared spectroscopy (fNIRS), the measurement of fear response in highly immersive VR using fNIRS is limited, especially in combination with a head-mounted display (HMD). In particular, it is unclear to what extent fNIRS can differentiate users with and without anxiety disorders and detect fear response in a highly ecological setting using an HMD. In this study, we investigated fNIRS signals captured from participants with and without a fear of height response. To examine the extent to which fNIRS signals of both groups differ, we conducted an experiment during which participants with moderate fear of heights and participants without it were exposed to VR scenarios involving heights and no heights. The between-group statistical analysis shows that the fNIRS data of the control group and the experimental group are significantly different only in the channel located close to right frontotemporal lobe, where the grand average oxygenated hemoglobin Δ[HbO] contrast signal of the experimental group exceeds that of the control group. The within-group statistical analysis shows significant differences between the grand average Δ[HbO] contrast values during fear responses and those during no-fear responses, where the Δ[HbO] contrast values of the fear responses were significantly higher than those of the no-fear responses in the channels located towards the frontal part of the prefrontal cortex. Also, the channel located close to frontocentral lobe was found to show significant difference for the grand average deoxygenated hemoglobin contrast signals. Support vector machine-based classifier could detect fear responses at an accuracy up to 70% and 74% in subject-dependent and subject-independent classifications, respectively. The results demonstrate that cortical hemodynamic responses of a control group and an experimental group are different to a considerable extent, exhibiting the feasibility and ecological validity of the combination of VR-HMD and fNIRS to elicit and detect fear responses. This research thus paves a way toward the a brain-computer interface to effectively manipulate and control VRET.


Sign in / Sign up

Export Citation Format

Share Document