89 research outputs found

    Design and Implementation of Markerless Augmented Reality Application for Cockroach Phobia Therapy Using Adaptive Threshold

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    Augmented reality (AR) technology is useful for treating several psychological problems, including phobias such as fear of flying, agoraphobia, claustrophobia, and phobia to insects and small animals. However, the currently existing applications for therapy of cockroach phobia that uses AR technology are still very dependent towards the presence of markers, which might lessen the feeling of being in an actual scenario from everyday lives. In this paper, we created a system that is able to use everyday things as a replacement for markers for phobia therapy for cockroach. There are five main processes: getting the live streaming feed from camera, preprocessing, extracting the center point of the objects, tracking the marker-substitute objects, and lastly, instantiating cockroaches randomly after user lifts the objects according to the number and mode of the cockroaches, whether it is moving or not, that are predetermined by the user. The evaluation in this paper includes eight participants that are carefully selected based on their Fear of Spiders Questionnaire (FSQ) score that is translated into Indonesian and modified to accommodate cockroaches instead of spiders. The results is that the system can induce anxiety level on participants with the highest score of 10, which is the highest score in Standard Unit of Discomfort scale (SUDs). While the presence and reality judgment of this paper has the highest score of 7 which is also the highest score in Slater-Usoh-Steed Questionnaire (SUS)

    Virtual and Augmented Reality Therapy Framework for Phobia Treatment

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    Phobias are a common type of anxiety disorder that affects a great number of people. Treating phobias is not always straightforward and require a significant effort from both the patient and the therapist. In recent years, Virtual Reality Exposure Therapy and Augmented Reality Exposure Therapy have emerged to help in phobia treatments by using virtual content. However, most available systems are not free and require expensive hardware. In this paper, we present a free and open-source framework for phobia treatment, designed for both the therapist and the patient. A Virtual Reality scenario for acrophobia (fear of heights) and an Augmented Reality scenario for arachnophobia were developed for validation.XVI Workshop Computación Gráfica, Imágenes y Visualización (WCGIV)Red de Universidades con Carreras en Informática (RedUNCI

    Virtual and Augmented Reality Therapy Framework for Phobia Treatment

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    Phobias are a common type of anxiety disorder that affects a great number of people. Treating phobias is not always straightforward and require a significant effort from both the patient and the therapist. In recent years, Virtual Reality Exposure Therapy and Augmented Reality Exposure Therapy have emerged to help in phobia treatments by using virtual content. However, most available systems are not free and require expensive hardware. In this paper, we present a free and open-source framework for phobia treatment, designed for both the therapist and the patient. A Virtual Reality scenario for acrophobia (fear of heights) and an Augmented Reality scenario for arachnophobia were developed for validation.XVI Workshop Computación Gráfica, Imágenes y Visualización (WCGIV)Red de Universidades con Carreras en Informática (RedUNCI

    The feasibility of an augment reality system to study the psychophysiological correlates of fear-related responses

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    Previous studies have successfully used augmented reality (AR) as an aid to exposure-based treatments for anxiety disorders. However, to the best of our knowledge, none of these studies have measured the physiological correlates of the fear response, relying solely on self-reports and behavioral avoidance tests.publishe

    Working alliance inventory applied to virtual and augmented reality (WAI-VAR): psychometrics and therapeutic outcomes

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    This study examines the psychometric properties of the Working Alliance Inventory-Short (WAI-S) adaptation to Virtual Reality (VR) and Augmented Reality (AR) therapies (WAI-VAR). The relationship between the therapeutic alliance (TA) with VR and AR and clinically significant change (CSC) is also explored. Seventy-five patients took part in this study (74.7% women, Mage = 34.41). Fear of flying and adjustment disorder patients received VR therapy, and cockroach phobia patients received AR therapy. Psychometric properties, CSC, one-way ANOVA, Spearman’s Correlations and Multiple Regression were calculated. The WAI-VAR showed a unidimensional structure, high internal consistency and adequate convergent validity. “Not changed” patients scored lower on the WAI-VAR than “improved” and “recovered” patients. Correlation between the WAI-VAR and CSC was moderate. The best fitting model for predicting CSC was a linear combination of the TA with therapist (WAI-S) and the TA with VR and AR (WAI-VAR), due to the latter variable slightly increased the percentage of variability accounted for in CSC. The WAI-VAR is the first validated instrument to measure the TA with VR and AR in research and clinical practice. This study reveals the importance of the quality of the TA with technologies in achieving positive outcomes in the therapy

    Interactive multiplatform software to mitigate arachnophobia through augmented reality

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    Abstract: Augmented Reality (RA) is a technology that mixes physical reality with virtual elements, resulting in mixed reality in real time. He is currently widely accepted for his ease of adaptation in human activities. Superimposing data and digital information in a real environment for educational, commercial, social, therapeutic, industrial, among others. The objective of this research is to develop an interactive software to mitigate arachnophobia by using the engine and graphic editor of Unity Games, focusing on augmented reality. In this project the agile scrum methodology was used. Because it is based on incremental development. Enabling application requirements and development to be flexible for patients and developers. Obtained as a result of a sample of 16 people, that 93.19% improved equal or greater than 50% in their level of anxiety and fear according to their score obtained in the test FSQ after using the proposed application. While 6.81% obtained a percentage lower than 50% because the use of the application was carried out in times less than 20 minutes per day, causing no significant changes

    Artificial Intelligence, Virtual Reality, and Augmented Reality in Counseling: Distinctions, Evidence, and Research Considerations

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    Technology is experiencing a growing presence in counseling and mental health, attracting attention from counselors, researchers, and the general public. This growth has the potential to change counseling practice, counselor education, and how users access mental health services. In this article we provide definitions of and distinctions between three common technologies that are used in the counseling field—Artificial Intelligence, Virtual Reality, and Augmented Reality. We also provide examples of the use of each technology, ethical implications, research support, and recommendations for future research

    Transforming experience: The potential of augmented reality and virtual reality for enhancing personal and clinical change

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    During life, many personal changes occur. These include changing house, school, work, and even friends and partners. However, the daily experience shows clearly that, in some situations, subjects are unable to change even if they want to. The recent advances in psychology and neuroscience are now providing a better view of personal change, the change affecting our assumptive world: (a) the focus of personal change is reducing the distance between self and reality (conflict); (b) this reduction is achieved through (1) an intense focus on the particular experience creating the conflict or (2) an internal or external reorganization of this experience; (c) personal change requires a progression through a series of different stages that however happen in discontinuous and non-linear ways; and (d) clinical psychology is often used to facilitate personal change when subjects are unable to move forward. Starting from these premises, the aim of this paper is to review the potential of virtuality for enhancing the processes of personal and clinical change. First, the paper focuses on the two leading virtual technologies - augmented reality (AR) and virtual reality (VR) - exploring their current uses in behavioral health and the outcomes of the 28 available systematic reviews and meta-analyses. Then the paper discusses the added value provided by VR and AR in transforming our external experience by focusing on the high level of personal efficacy and self-reflectiveness generated by their sense of presence and emotional engagement. Finally, it outlines the potential future use of virtuality for transforming our inner experience by structuring, altering, and/or replacing our bodily self-consciousness. The final outcome may be a new generation of transformative experiences that provide knowledge that is epistemically inaccessible to the individual until he or she has that experience, while at the same time transforming the individual's worldview
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