4,477 research outputs found

    Cue-exposure software for the treatment of bulimia nervosa and binge eating disorder

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    Background: Cue-exposure therapy (CET) has proven its effi cacy in treating patients with bulimia nervosa and binge eating disorder who are resistant to standard treatment. Furthermore, incorporating virtual reality (VR) technology is increasingly considered a valid exposure method that may help to increase the effi cacy of standard treatments in a variety of eating disorders. Although immersive displays improve the benefi cial effects, expensive technology is not always necessary. Method: We aimed to assess whether exposure to food related virtual environments could decrease food craving in a non-clinical sample. In addition, we specifi cally compared the effects of two VR systems (one non-immersive and one immersive) during CET. We therefore applied a one-session CET to 113 undergraduate students. Results: Decreased food craving was found during exposure to both VR environments compared with pre-treatment levels, supporting the effi cacy of VR-CET in reducing food craving. We found no signifi cant differences in craving between immersive and non-immersive systems. Conclusions: Low-cost non-immersive systems applied through 3D laptops can improve the accessibility of this technique. By reducing the costs and improving the usability, VR-CET on 3D laptops may become a viable option that can be readily applied in a greater range of clinical contexts

    Phenomenal regression to the real object in physical and virtual worlds

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    © 2014, Springer-Verlag London. In this paper, we investigate a new approach to comparing physical and virtual size and depth percepts that captures the involuntary responses of participants to different stimuli in their field of view, rather than relying on their skill at judging size, reaching or directed walking. We show, via an effect first observed in the 1930s, that participants asked to equate the perspective projections of disc objects at different distances make a systematic error that is both individual in its extent and comparable in the particular physical and virtual setting we have tested. Prior work has shown that this systematic error is difficult to correct, even when participants are knowledgeable of its likelihood of occurring. In fact, in the real world, the error only reduces as the available cues to depth are artificially reduced. This makes the effect we describe a potentially powerful, intrinsic measure of VE quality that ultimately may contribute to our understanding of VE depth compression phenomena

    Inducción de craving por comida mediante realidad virtual no inmersiva

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    The binge behavior has been associated with elevated levels of food craving. Cue exposure therapy has been proposed as an effective treatment for binge behavior, facilitating the extinction of the association between the stimuli associated with binge eating and the craving response. The aim of this study is to evaluate whether exposure to food in virtual environments can produce craving levels consistent with individual differences in trait-craving and state-craving, such that they can be used in treatment programs based on cue exposure. The participants were exposed to 10 foods in four virtual environments using non immersive devices. Consistent with the predictions, individuals who had higher levels of trait-craving and state-craving showed a greater desire to eat during exposure to different virtual environments. These results are indicative of the validity of procedures based on food exposure in virtual environments to carry out interventions based on cue exposure techniquesLa terapia de exposición a señales se ha propuesto como un tratamiento eficaz para las conductas de atracón al propiciar la extinción de la asociación entre los estímulos relacionados con la ingesta compulsiva y la respuesta de craving. El objetivo de este estudio es evaluar si la exposición a alimentos en entornos de realidad virtual (RV) es capaz de producir niveles de craving consistentes con diferencias individuales en craving-rasgo y craving-estado, de manera que puedan ser utilizados en programas de tratamiento basados en exposición a señales. Los participantes fueron expuestos a 10 alimentos en cuatro entornos virtuales. Las personas que presentaban mayores niveles de craving-rasgo y cravig-estado mostraron mayores deseos de comer durante la exposición a los entornos virtuales. Estos resultados constituyen un indicador de validez del uso de procedimientos basados en la exposición virtual a comida para llevar a cabo intervenciones basadas en técnicas de exposición a señales

    Head-mounted virtual reality and mental health: critical review of current research

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    Background: eHealth interventions are becoming increasingly used in public health, with virtual reality (VR) being one of the most exciting recent developments. VR consists of a three-dimensional, computer-generated environment viewed through a head-mounted display. This medium has provided new possibilities to adapt problematic behaviors that affect mental health. VR is no longer unaffordable for individuals, and with mobile phone technology being able to track movements and project images through mobile head-mounted devices, VR is now a mobile tool that can be used at work, home, or on the move. Objective: In line with recent advances in technology, in this review, we aimed to critically assess the current state of research surrounding mental health. Methods: We compiled a table of 82 studies that made use of head-mounted devices in their interventions. Results: Our review demonstrated that VR is effective in provoking realistic reactions to feared stimuli, particularly for anxiety; moreover, it proved that the immersive nature of VR is an ideal fit for the management of pain. However, the lack of studies surrounding depression and stress highlight the literature gaps that still exist. Conclusions: Virtual environments that promote positive stimuli combined with health knowledge could prove to be a valuable tool for public health and mental health. The current state of research highlights the importance of the nature and content of VR interventions for improved mental health. While future research should look to incorporate more mobile forms of VR, a more rigorous reporting of VR and computer hardware and software may help us understand the relationship (if any) between increased specifications and the efficacy of treatment

    Controlled Interaction: Strategies For Using Virtual Reality To Study Perception

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    Immersive virtual reality systems employing head-mounted displays offer great promise for the investigation of perception and action, but there are well-documented limitations to most virtual reality systems. In the present article, we suggest strategies for studying perception/action interactions that try to depend on both scale-invariant metrics (such as power function exponents) and careful consideration of the requirements of the interactions under investigation. New data concerning the effect of pincushion distortion on the perception of surface orientation are presented, as well as data documenting the perception of dynamic distortions associated with head movements with uncorrected optics. A review of several successful uses of virtual reality to study the interaction of perception and action emphasizes scale-free analysis strategies that can achieve theoretical goals while minimizing assumptions about the accuracy of virtual simulations

    Media Presence and Inner Presence: The Sense of Presence in Virtual Reality Technologies

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    Abstract. Presence is widely accepted as the key concept to be considered in any research involving human interaction with Virtual Reality (VR). Since its original description, the concept of presence has developed over the past decade to be considered by many researchers as the essence of any experience in a virtual environment. The VR generating systems comprise two main parts: a technological component and a psychological experience. The different relevance given to them produced two different but coexisting visions of presence: the rationalist and the psychological/ecological points of view. The rationalist point of view considers a VR system as a collection of specific machines with the necessity of the inclusion \ud of the concept of presence. The researchers agreeing with this approach describe the sense of presence as a function of the experience of a given medium (Media Presence). The main result of this approach is the definition of presence as the perceptual illusion of non-mediation produced by means of the disappearance of the medium from the conscious attention of the subject. At the other extreme, there \ud is the psychological or ecological perspective (Inner Presence). Specifically, this perspective considers presence as a neuropsychological phenomenon, evolved from the interplay of our biological and cultural inheritance, whose goal is the control of the human activity. \ud Given its key role and the rate at which new approaches to understanding and examining presence are appearing, this chapter draws together current research on presence to provide an up to date overview of the most widely accepted approaches to its understanding and measurement
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