Designing virtual environments for the treatment of social phobia

Author(s):  
Evelyn Klinger ◽  
I. Chemin ◽  
P. Legeron ◽  
S. Roy ◽  
F. Lauer ◽  
...  
Proceedings ◽  
2020 ◽  
Vol 54 (1) ◽  
pp. 42
Author(s):  
João Donga ◽  
Paulo Veloso Gomes ◽  
António Marques ◽  
Javier Pereira ◽  
João Azevedo

This study proposes solutions to help people with phobias through the use of virtual environments that allow a contact between the subjects and these phobias. Using neurofeedback, the systems, depending on the emotional state of the user, adapt the scenarios allowing more or less intensity. The phobias these systems treat are social phobia, entomophobia and claustrophobia. The solutions have been developed using Unity, Muse 2 and Vive HTC.


2013 ◽  
Vol 16 (6) ◽  
pp. 473-479 ◽  
Author(s):  
Lina Gega ◽  
Richard White ◽  
Timothy Clarke ◽  
Ruth Turner ◽  
David Fowler

2013 ◽  
Vol 29 (1) ◽  
pp. 140-144 ◽  
Author(s):  
A.L.S. King ◽  
A.M. Valença ◽  
A.C.O. Silva ◽  
T. Baczynski ◽  
M.R. Carvalho ◽  
...  

2021 ◽  
Author(s):  
Milena Stefanova ◽  
Margherita Pillan ◽  
Alberto Gallace

Abstract The practice of treating phobias with Virtual Reality-based therapies is a well-established field. Understanding the level of realism required by the therapy to be most effective is an essential matter of study. This research aims to explore the effects of visual realism on the emotional response in subjects with social phobia when exposed to VR-based applications. Social phobias are triggered by the presence of other people, which translated into virtual environments, refers to avatars. Our hypothesis is that patients with social phobia experience different emotional response to humanlike avatars compared to people without social phobia. To try the hypothesis, a prototype-based survey is conducted. Three types of avatars are implemented with different levels of human likeness: low, medium, and high. The analysis of the collected data suggests that for people with social phobias the anxiety is lowest for avatars with high levels of human likeness. This result is in direct contrast with the uncanny valley effect theory. The research explores how we should design virtual environments to make them more effective in the treatment of phobias. Moreover, the research produces new knowledge about the perception of humanlike avatars in virtual reality.


2011 ◽  
Vol 26 (S2) ◽  
pp. 162-162
Author(s):  
S. Lambrey ◽  
C. Voisin ◽  
F.-X. Roucault ◽  
P. Canet ◽  
G. Rauturau ◽  
...  

Personal space is the area individuals maintain around themselves into which others cannot intrude without arousing discomfort. This concept is potentially relevant in clinical psychiatry, especially in the context of disorders associated with social anxiety or social cognition disorders. Consistent with this idea, some rare studies have shown that personal space managing and interpersonal distance setting is disturbed in schizophrenic and bipolar patients. However, surprisingly, there is no data on personal space in social phobia. In this study, we aimed to investigate the characteristics of personal space in patients with social phobia using immersive and interactive virtual environments. Overall, the more the level of anxiety the more subjects leave space between themselves and others. The detailed results are discussed in the frame of cognitive models of social anxiety.


1993 ◽  
Vol 2 (4) ◽  
pp. 623-638 ◽  
Author(s):  
Deborah C. Beidel ◽  
Tracy L. Morris
Keyword(s):  

2003 ◽  
Vol 15 (2) ◽  
pp. 69-71 ◽  
Author(s):  
Thomas W. Schubert

Abstract. The sense of presence is the feeling of being there in a virtual environment. A three-component self report scale to measure sense of presence is described, the components being sense of spatial presence, involvement, and realness. This three-component structure was developed in a survey study with players of 3D games (N = 246) and replicated in a second survey study (N = 296); studies using the scale for measuring the effects of interaction on presence provide evidence for validity. The findings are explained by the Potential Action Coding Theory of presence, which assumes that presence develops from mental model building and suppression of the real environment.


2012 ◽  
Vol 28 (1) ◽  
pp. 51-59 ◽  
Author(s):  
Anna Ogliari ◽  
Simona Scaini ◽  
Michael J. Kofler ◽  
Valentina Lampis ◽  
Annalisa Zanoni ◽  
...  

Reliable and valid self-report questionnaires could be useful as initial screening instruments for social phobia in both clinical settings and general populations. The present study investigates the factor structure and psychometric properties of the Social Phobia and Anxiety Inventory for Children (SPAI-C) in a sample of 228 children from the Italian general population aged 8 to 11. The children were asked to complete the Italian version of the SPAI-C and the Screen for Child Anxiety Related Emotional Disorders (SCARED) questionnaire. Confirmatory factor analyses revealed that social phobia can be conceptualized as a unitary construct consisting of five distinct but interrelated symptom clusters named Assertiveness, General Conversation, Physical/Cognitive Symptoms, Avoidance, and Public Performance. Internal consistency of the SPAI-C total scores and two subscales was good; correlations between SPAI-C total scores and SCARED total scores/subscales ranged from moderate to high (Generalized Anxiety Disorder, for social phobia), with the SCARED Social Phobia subscale as the best predictor of SPAI-C total scores. The results indicate that the SPAI-C is a reliable and sensitive instrument suitable for identifying Social Phobia in the young Italian general population.


Author(s):  
Jérôme Guegan ◽  
Claire Brechet ◽  
Julien Nelson

Abstract. Computers have long been seen as possible tools to foster creativity in children. In this respect, virtual environments present an interesting potential to support idea generation but also to steer it in relevant directions. A total of 96 school-aged children completed a standard divergent thinking task while being exposed to one of three virtual environments: a replica of the headmistress’s office, a replica of their schoolyard, and a dreamlike environment. Results showed that participants produced more original ideas in the dreamlike and playful environments than in the headmistress’s office environment. Additionally, the contents of the environment influenced the selective exploration of idea categories. We discuss these results in terms of two combined processes: explicit references to sources of inspiration in the environment, and the implicit priming of specific idea categories.


1997 ◽  
Vol 42 (1) ◽  
pp. 59-60 ◽  
Author(s):  
Deborah C. Beidel ◽  
Samuel M. Turner
Keyword(s):  

Sign in / Sign up

Export Citation Format

Share Document