Fear of Flying and Virtual Environments

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.

2011 ◽  
pp. 1344-1353
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.


1993 ◽  
Vol 2 (2) ◽  
pp. 153-161 ◽  
Author(s):  
Valerie E. Stone

Like most new technologies, virtual reality (VR) has been the subject of a great deal of idealization. This paper both debunks that idealization by discussing some problems that certain types of VR could cause and emphasizes how other types of VR could bring the technology closer to its ideal. Virtual reality is divided into four types: social (there are real other people to interact with), nonsocial (other interactants are simulations of people), creative (users can create elements in the virtual environment), and noncreative (users interact with a fixed environment created for them). Nonsocial VR may cause problems by making it difficult for children and adolescents to learn social skills. Noncreative VR is problematic because it places limits on users' creativity and freedom. Engineers developing VR technology are encouraged to develop social and creative VR.


2000 ◽  
Vol 17 (2) ◽  
pp. 116-118 ◽  
Author(s):  
Susan Feteris ◽  
Don Hutton

AbstractThe workshop programme of a new first year university astronomy subject with low capital costs incorporates diverse learning experiences: planisphere, time around the world, sundial, telescope, computer simulation, planetarium, spectroscope, poster, debate, night-time observatory trip. The practical activities, used to address specific learning objectives, emerged clearly as a major strength of the subject as evaluated by the mixed student cohort.


1997 ◽  
Vol 6 (1) ◽  
pp. 127-132 ◽  
Author(s):  
Max M. North ◽  
Sarah M. North ◽  
Joseph R. Coble

Current computer and display technology allows the creation of virtual environment scenes that can be utilized for treating a variety of psychological disorders. This case study demonstrates the effectiveness of virtual environment desensitization (VED) in the treatment of a subject who suffered from fear of flying, a disorder that affects a large number of people. The subject, accompanied by a virtual therapist, was placed in the cockpit of a virtual helicopter and flown over a simulated city for five sessions. The VED treatment resulted in both a significant reduction of anxiety symptoms and the ability to face the phobic situations in the real world.


2008 ◽  
pp. 266-284
Author(s):  
Renata Piazzalunga ◽  
Saulo Faria Almeida Barretto

In this chapter we will discuss some fundamental questions concerning creation and development of interfaces searching for the best way to promote interaction between the subject and information/interface. It starts from the fact that the fundamental and most revolutionary aspect introduced by the Internet is based on its sophisticated technological mechanisms that enhance substantially the concepts of space, time, perception, representation, limits, distance, presence, etc. Our everyday practices gain access to a new realm, cyberspace, which enables us to embrace multiple experiences where we exist in the propagation of our “Id.” This condition represents a huge challenge, for example, the necessity to (re)design the image we have from the world in its physical and virtual spaces. We discuss the imagined trends related to the conception and development of virtual environments, addressing the issue of virtual environments in three levels of complexity: realized spaces, possible spaces and imagined spaces.


2020 ◽  
Vol 2020 (15) ◽  
pp. 260-1-260-5
Author(s):  
Halina C. Cwierz ◽  
Francisco Diaz-Barrancas ◽  
Pedro J. Pardo ◽  
Angel Luis Perez ◽  
Maria Isabel Suero

Color deficiency tests are well known all over the world. However, there are not applications that attempt to simulate these tests with total color accuracy in virtual reality using spectral color computing. In this work a study has been made of the tools that exist in the market in VR environments to simulate the experience of users suffering from color vision deficiencies (CVD) and the VR tools that detect CVD. A description of these tools is provided and a new proposal is presented, developed using Unity Game Engine software and HTC Vive VR glasses as Head Mounted Display (HMD). The objective of this work is to assess the ability of normal and defective observers to discriminate color by means of a color arrangement test in a virtual reality environment. The virtual environment that has been generated allows observers to perform a virtual version of the Farnsworth-Munsell 100 Hue (FM 100) color arrangement test. In order to test the effectiveness of the virtual reality test, experiments have been carried out with real users, the results of which we will see in this paper.


2006 ◽  
Vol 9 (5) ◽  
pp. 627-633 ◽  
Author(s):  
Mel Slater ◽  
David-Paul Pertaub ◽  
Chris Barker ◽  
David M. Clark

Repositor ◽  
2020 ◽  
Vol 2 (2) ◽  
pp. 215
Author(s):  
Alfian Hanafi ◽  
Lailatul Husniah ◽  
Ali Sofyan Kholimi

ABSTRAKPublic Speaking merupakan suatu kegiatan dimana pembicara atau penyaji akan menyajikan suatu orasi kepada audien secara langsung. Public Speaking memiliki fungsi sebagai media untuk memberi informasi kepada audien, mengajak atau membujuk audien untuk melakukan, mempercayai sesuatu yang diinginkan pembicara dan memberi hiburan kepada audien. Kegiatan Public Speaking dalam masyarakat memiliki peran penting karena mampu meningkatkan keberanian seseorang untuk bicara di depan umum, selain itu Public Speaking dapat meningkatkan rasa kepemimpinan seseorang. Namun, dalam praktiknya banyak orang yang masih merasa gugup, tidak siap, bahkan tidak berani melakukan Public Speaking. Alasan itulah yang melandasi dibuatnya aplikasi simulasi pelatihan Public Speaking dengan memanfaatkan teknologi Virtual Reality (VR) yang berbasis android.VR sendiri merupakan teknologi yang memungkinkan penggunannya untuk melakukan simulasi di dunia maya secara berkelanjutan tanpa mengeluarkan biaya yang banyak. Hal ini dikarenakan VR mampu mensimulasikan lingkungan virtual dengan baik, yang tentunya akan membuat penggunanya merasa seperti di lingkungan nyata. Dalam aplikasi ini sendiri menyediakan lingkungan virtual yang bisa digunakan pengguna untuk melakukan simulasi Public Speaking, dalam menentukan tingkat keberhasilan aplikasi, maka digunakanlah sistem penilaian yang akan mengukur tingkat keberhasilan aplikasi dalam membantu melatih pengguna melakukan Public Speaking.  Terdapat 4 (empat) faktor sebagai acuan penilaian aplikasi yaitu: Control Factors, Sensory Factors, Distraction Factors, Realism Factors. Dalam hasil pengujian yang dilakukan didapatkan hasil bahwa aplikasi mampu membantu pengguna melakukan simulasi Public Speaking.ABSTRACT Public Speaking is an activity where the speaker or presenter will present an oration to the audience directly. Public Speaking has a function as a medium to inform the audience, invite or persuade audiences to perform, to believe in something the speaker wants and to entertain the audience. Public Speaking activities in the society have an important role because it can increase someone courage to speak in public, in addition Public Speaking can increase someone sense of leadership. However, in practice many people are still feeling nervous, unprepared, not even daring to do Public Speaking. The reason that underlies the creation of simulation applications Public Speaking training by utilizing technology Virtual Reality (VR) based on android.VR itself is a technology that allows it’s users to perform simulations in virtual environment on a sustainable basis without spending a lot money. This is because the VR is able to simulate a virtual environment really well, which of course will make users feel like in the real environment. In this application it’s provides a virtual environment that can be used by users to perform Public Speaking simulations, in determining the success rate of the application, then used a scoring system that will measure the success rate of the application in helping train users perform Public Speaking. There are 4 (four) factors as the appraisal that is: Control Factors, Sensory Factors, Distraction Factors, Realism Factors. In the results of test, application itself obtain the results that it is able to help users to simulate Public Speaking. 


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