2,430 research outputs found

    Auditory-visual virtual environment for the treatment of fear of crowds

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    ABSTRACT Fear of crowds is a symptom found in agoraphobia (among others) and which has both visual and auditory relevant components. In order to examine the potential interest of auditory-visual virtual reality to treat fear of crowds, we investigated the efficiency of an auditory-visual virtual environment in evoking affective reaction. We conducted an evaluation test with healthy participants sensitive to the fear of crowds to explore the influence of auditory-visual virtual environment on affective reactions. Our application involves both high fidelity visual stimulation and interactive 3D sound. Our specific presentation of animated crowds of humans creates an environment that is highly arousing, suggesting that manipulating the sensory presentation together with the spatial location of stimulation might provide a way to modulate affective reactions

    Immersive Composition for Sensory Rehabilitation: 3D Visualisation, Surround Sound, and Synthesised Music to Provoke Catharsis and Healing

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    There is a wide range of sensory therapies using sound, music and visual stimuli. Some focus on soothing or distracting stimuli such as natural sounds or classical music as analgesic, while other approaches emphasize the active performance of producing music as therapy. This paper proposes an immersive multi-sensory Exposure Therapy for people suffering from anxiety disorders, based on a rich, detailed surround-soundscape. This soundscape is composed to include the users’ own idiosyncratic anxiety triggers as a form of habituation, and to provoke psychological catharsis, as a non-verbal, visceral and enveloping exposure. To accurately pinpoint the most effective sounds and to optimally compose the soundscape we will monitor the participants’ physiological responses such as electroencephalography, respiration, electromyography, and heart rate during exposure. We hypothesize that such physiologically optimized sensory landscapes will aid the development of future immersive therapies for various psychological conditions, Sound is a major trigger of anxiety, and auditory hypersensitivity is an extremely problematic symptom. Exposure to stress-inducing sounds can free anxiety sufferers from entrenched avoidance behaviors, teaching physiological coping strategies and encouraging resolution of the psychological issues agitated by the sound

    The effect of virtual reality on visual vertigo symptoms in patients with peripheral vestibular dysfunction: a pilot study

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    Individuals with vestibular dysfunction may experience visual vertigo (VV), in which symptoms are provoked or exacerbated by excessive or disorientating visual stimuli (e.g. supermarkets). VV can significantly improve when customized vestibular rehabilitation exercises are combined with exposure to optokinetic stimuli. Virtual reality (VR), which immerses patients in realistic, visually challenging environments, has also been suggested as an adjunct to VR to improve VV symptoms. This pilot study compared the responses of sixteen patients with unilateral peripheral vestibular disorder randomly allocated to a VR regime incorporating exposure to a static (Group S) or dynamic (Group D) VR environment. Participants practiced vestibular exercises, twice weekly for four weeks, inside a static (Group S) or dynamic (Group D) virtual crowded square environment, presented in an immersive projection theatre (IPT), and received a vestibular exercise program to practice on days not attending clinic. A third Group D1 completed both the static and dynamic VR training. Treatment response was assessed with the Dynamic Gait Index and questionnaires concerning symptom triggers and psychological state. At final assessment, significant betweengroup differences were noted between Groups D (p = 0.001) and D1 (p = 0.03) compared to Group S for VV symptoms with the former two showing a significant 59.2% and 25.8% improvement respectively compared to 1.6% for the latter. Depression scores improved only for Group S (p = 0.01) while a trend towards significance was noted for Group D regarding anxiety scores (p = 0.07). Conclusion: Exposure to dynamic VR environments should be considered as a useful adjunct to vestibular rehabilitation programs for patients with peripheral vestibular disorders and VV symptoms

    The Factors that Induce or Overcome Freezing of Gait in Parkinson’s Disease

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    Olfaction, Memory, and Presence in Warfighters: Do the Scents of War Matter?

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    Background: Exposure therapy (EXP) is a first-line intervention for combat-related PTSD. EXP works by repeatedly exposing the patient to the feared stimuli, situation, or physical sensations in the absence of actual danger until the stimuli no longer evoke maladaptive responses. Over the past decade, multiple technologies have been introduced to augment the EXP process by presenting multi-sensory cues (e.g., sights, smells, sounds) to increase patients\u27 sense of presence. Exploratory research has only broadly examined the effect of odorants on the patient\u27s sense of presence during simulated exposure tasks. This study hypothesized that those with autobiographical memories similar to the virtual environment (VE) and those who received odorants would report experiencing more presence than experimental controls. Methods: 61 veterans and civilian subjects were randomized and asked to participate in a virtual environment simulating a routine OIF/OEF/OND convoy. The effects of odorants and autobiographical memory on presence were assessed via electrodermal activity, respiration, heart rate variability, and self-report measures. Results: Odorants did not significantly influence presence. A relationship between military experience and presence, HRV, and realism was observed. Conclusion: Odorants did not have a statistically significant effect on presence while engaged in a simulated exposure task, which was inconsistent with previous research. The rationale for these findings and recommendations for future research are made

    The sentiment of a virtual rock concert

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    We created a virtual reality version of a 1983 performance by Dire Straits, this being a highly complex scenario consisting of both the virtual band performance and the appearance and behaviour of the virtual audience surrounding the participants. Our goal was to understand the responses of participants, and to learn how this type of scenario might be improved for later reconstructions of other concerts. To understand the responses of participants we carried out two studies which used senti- ment analysis of texts written by the participants. Study 1 (n = 25) (Beacco et al. in IEEE Virtual Reality: 538–545, 2021) had the unexpected finding that negative sentiment was caused by the virtual audience, where e.g. some participants were fearful of being harassed by audience members. In Study 2 (n = 26) notwithstanding some changes, the audience again led to negative sentiment—e.g. a feeling of being stared at. For Study 2 we compared sentiment with questionnaire scores, finding that the illusion of being at the concert was associated with positive sentiment for males but negative for females. Overall, we found sentiment was dominated by responses to the audience rather than the band. Participants had been placed in an unusual situation, being alone at a concert, surrounded by strangers, who seemed to pose a social threat for some of them. We relate our findings to the concept of Plausibility, the illusion that events and situations in the VR are really happening. The results indicate high Plausibility, since the negative sentiment, for example in response to being started at, only makes sense if the events are experienced as actually happening. We conclude with the need for co-design of VR scenarios, and the use of sentiment analysis in this process, rather than sole reliance on concepts proposed by researchers, typically expressed through questionnaires, which may not reflect the experiences of participants.Postprint (published version

    Integrating Occupational Therapy Strategies in Autism Community Programs

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    The purpose of this 14-week Doctoral Capstone Experience (DCE) was to implement Occupational Therapy (OT) strategies into already existing Autism community programs. The capstone project took place at The Joanne and Ted Lindsay Foundation Autism Outreach Services (OUCARES) under the mentorship of Kristin Rohrbeck, M.A., Director of OUCARES. This project’s concentration area was in program and policy development, and although these programs were already established, there was a need for Occupational Therapy based strategies and recommendations to further enhance them. OUCARES offers a wide variety of programs focused on everyday life skills for individuals with Autism of all ages, along with their parents and caregivers. The purpose of this capstone was to attend these programs to work on critical skills with participants, create recommendations for staff members based on observing the programs, and to create an educational presentation on the benefits of Occupational Therapy for individuals with Autism. This project will be sustained as the staff will continue to have access to the recommendation sheets created, as well as the recorded presentation that can be accessed by parents, caregivers, and staff for training purposes, while also allowing for advocacy for the Autism Community and the profession of Occupational Therapy

    XR, music and neurodiversity: design and application of new mixed reality technologies that facilitate musical intervention for children with autism spectrum conditions

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    This thesis, accompanied by the practice outputs,investigates sensory integration, social interaction and creativity through a newly developed VR-musical interface designed exclusively for children with a high-functioning autism spectrum condition (ASC).The results aim to contribute to the limited expanse of literature and research surrounding Virtual Reality (VR) musical interventions and Immersive Virtual Environments (IVEs) designed to support individuals with neurodevelopmental conditions. The author has developed bespoke hardware, software and a new methodology to conduct field investigations. These outputs include a Virtual Immersive Musical Reality Intervention (ViMRI) protocol, a Supplemental Personalised, immersive Musical Experience(SPiME) programme, the Assisted Real-time Three-dimensional Immersive Musical Intervention System’ (ARTIMIS) and a bespoke (and fully configurable) ‘Creative immersive interactive Musical Software’ application (CiiMS). The outputs are each implemented within a series of institutional investigations of 18 autistic child participants. Four groups are evaluated using newly developed virtual assessment and scoring mechanisms devised exclusively from long-established rating scales. Key quantitative indicators from the datasets demonstrate consistent findings and significant improvements for individual preferences (likes), fear reduction efficacy, and social interaction. Six individual case studies present positive qualitative results demonstrating improved decision-making and sensorimotor processing. The preliminary research trials further indicate that using this virtual-reality music technology system and newly developed protocols produces notable improvements for participants with an ASC. More significantly, there is evidence that the supplemental technology facilitates a reduction in psychological anxiety and improvements in dexterity. The virtual music composition and improvisation system presented here require further extensive testing in different spheres for proof of concept

    Tailoring therapeutic strategies for treating posttraumatic stress disorder symptom clusters

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    According to the Diagnostic and Statistical Manual of Mental Disorders, 4th edition, posttraumatic stress disorder (PTSD) is characterized by three major symptom clusters following an event that elicited fear, helplessness, or horror. This review will examine each symptom cluster of PTSD separately, giving case study examples of patients who exhibit a preponderance of a given symptom domain. We use a translational approach in describing the underlying neurobiology that is relevant to particular symptoms and treatment options, thus showing how clinical practice can benefit from current research. By focusing on symptom clusters, we provide a more specific view of individual patient’s clinical presentations, in order to better address treatment needs. Finally, the review will also address potential genetic approaches to treatment as another form of individualized treatment
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