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Moving from VR into AR using bio-cybernetic loops and physiological sensory devices for intervention on anxiety disorders
Virtual Reality ( IF 4.4 ) Pub Date : 2021-07-12 , DOI: 10.1007/s10055-021-00549-8
Preyesse Arquissandas 1 , David Ribeiro Lamas 2 , Jorge Oliveira 3
Affiliation  

Anxiety disorders comprise different clinical conditions that affect individuals in their personal, professional and social domains. The development of new intervention approaches for the treatment of anxiety disorders is crucial. As a step forward into promoting the well-being through adaptive physiological responses, we developed an augmented reality (AR)-based system using bio-cybernetic loops to create an adaptive system for exposure therapy in anxiety disorders. The system was built using open-source software (e.g., NyARToolkit and Unity 3D). AR technology uses computer-generated information to enrich the real world. It can be used with less intrusive devices to collect physiological data (e.g., Bitalino) describing human behavior in a cycle. In this context, our research project aims to study behavior during exposure to biologically relevant stimuli such as snakes. Phobia is described as an irrational fear to an object/stimulus. This fear triggers several physiological responses from sensors as increased heart rate (ECG) and skin conductance (EDA), which are responses from the autonomous nervous system. This approach can be used in several sessions, where the system through machine learning algorithms adapts the thresholds to the individual profile of each participant from historical data. Our study has been carried out in two stages: (1) The participants in a total of 35 students (30 males and 5 females with ages ranging from 19 to 29 years) were invited to fill a snake questionnaire (SNAQ). (2) A subsample was enrolled in an exposure session in AR using a virtual snake while collecting psychophysiological responses from sensors data. The results have shown increased physiological responses in two AR exposure sessions using snakes as stimuli. Therefore we conclude that the system was efficient to detect changes in physiological responses during the exposure sessions.



中文翻译:

使用生物控制回路和生理感觉设备从虚拟现实转向增强现实,以干预焦虑症

焦虑症包括影响个人、职业和社会领域的不同临床状况。开发治疗焦虑症的新干预方法至关重要。作为通过适应性生理反应促进幸福感迈出的一步,我们开发了一个基于增强现实 (AR) 的系统,使用生物控制论回路为焦虑症的暴露疗法创建了一个适应性系统。该系统是使用开源软件(例如,NyARToolkit 和 Unity 3D)构建的。AR 技术使用计算机生成的信息来丰富现实世界。它可以与侵入性较小的设备一起使用,以收集描述循环中人类行为的生理数据(例如,Bitalino)。在这种情况下,我们的研究项目旨在研究暴露于生物相关刺激(如蛇)期间的行为。恐惧症被描述为对物体/刺激的非理性恐惧。这种恐惧会触发传感器的多种生理反应,如心率 (ECG) 和皮肤电导 (EDA) 的增加,这些都是自主神经系统的反应。这种方法可以在多个会话中使用,其中系统通过机器学习算法根据历史数据调整阈值以适应每个参与者的个人资料。我们的研究分两个阶段进行:(1)邀请总共 35 名学生(30 名男性和 5 名女性,年龄在 19 至 29 岁之间)的参与者填写蛇问卷(SNAQ)。(2) 在从传感器数据收集心理生理反应的同时,使用虚拟蛇在 AR 中注册了一个子样本。结果表明,在使用蛇作为刺激物的两次 AR 暴露会话中,生理反应增加。因此,我们得出结论,该系统可以有效地检测暴露期间生理反应的变化。

更新日期:2021-07-12
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