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Human Fear Conditioning Conducted in Full Immersion 3-Dimensional Virtual Reality

机译:在完全浸没的3D虚拟现实中进行人类恐惧调节

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摘要

Fear conditioning is a widely used paradigm in non-human animal research to investigate the neural mechanisms underlying fear and anxiety. A major challenge in conducting conditioning studies in humans is the ability to strongly manipulate or simulate the environmental contexts that are associated with conditioned emotional behaviors. In this regard, virtual reality (VR) technology is a promising tool. Yet, adapting this technology to meet experimental constraints requires special accommodations. Here we address the methodological issues involved when conducting fear conditioning in a fully immersive 6-sided VR environment and present fear conditioning data.In the real world, traumatic events occur in complex environments that are made up of many cues, engaging all of our sensory modalities. For example, cues that form the environmental configuration include not only visual elements, but aural, olfactory, and even tactile. In rodent studies of fear conditioning animals are fully immersed in a context that is rich with novel visual, tactile and olfactory cues. However, standard laboratory tests of fear conditioning in humans are typically conducted in a nondescript room in front of a flat or 2D computer screen and do not replicate the complexity of real world experiences. On the other hand, a major limitation of clinical studies aimed at reducing (extinguishing) fear and preventing relapse in anxiety disorders is that treatment occurs after participants have acquired a fear in an uncontrolled and largely unknown context. Thus the experimenters are left without information about the duration of exposure, the true nature of the stimulus, and associated background cues in the environment1. In the absence of this information it can be difficult to truly extinguish a fear that is both cue and context-dependent. Virtual reality environments address these issues by providing the complexity of the real world, and at the same time allowing experimenters to constrain fear conditioning and extinction parameters to yield empirical data that can suggest better treatment options and/or analyze mechanistic hypotheses.In order to test the hypothesis that fear conditioning may be richly encoded and context specific when conducted in a fully immersive environment, we developed distinct virtual reality 3-D contexts in which participants experienced fear conditioning to virtual snakes or spiders. Auditory cues co-occurred with the CS in order to further evoke orienting responses and a feeling of "presence" in subjects 2 . Skin conductance response served as the dependent measure of fear acquisition, memory retention and extinction.
机译:恐惧调节是非人类动物研究中广泛使用的范式,用于研究恐惧和焦虑背后的神经机制。在人类中进行条件研究的主要挑战是,强烈地操纵或模拟与条件性情绪行为相关的环境的能力。在这方面,虚拟现实(VR)技术是一种很有前途的工具。但是,要使该技术适应实验要求,就需要特殊的调整。在这里,我们解决了在完全沉浸式6面VR环境中进行恐惧调节时所涉及的方法论问题,并提供了恐惧调节数据。在现实世界中,创伤事件发生在由许多线索组成的复杂环境中,涉及我们所有的感觉方式。例如,形成环境配置的提示不仅包括视觉元素,还包括听觉,嗅觉甚至触觉。在对恐惧的啮齿动物研究中,将动物完全沉浸在充满新颖视觉,触觉和嗅觉提示的环境中。但是,对人的恐惧状况进行标准的实验室测试通常是在平板或2D计算机屏幕前的无描述的房间中进行的,无法复制现实世界中体验的复杂性。另一方面,旨在减少(消除)恐惧并防止焦虑症复发的临床研究的主要局限性在于,治疗是在参与者在不受控制且很大程度上未知的情况下获得恐惧之后进行的。因此,实验者没有关于暴露持续时间,刺激的真实性质以及环境 1 中相关背景提示的信息。在没有这些信息的情况下,很难真正消除与线索和背景有关的恐惧。虚拟现实环境通过提供现实世界的复杂性来解决这些问题,同时允许实验者限制恐惧条件和灭绝参数以产生经验数据,这些数据可以建议更好的治疗方案和/或分析机械假设。在完全浸入式环境中进行恐惧调节可能是经过丰富编码和特定于上下文的假设之后,我们开发了独特的虚拟现实3D上下文,参与者在其中体验了对虚拟蛇或蜘蛛的恐惧调节。与CS共同出现听觉提示,以进一步唤起受试者 2 的定向反应和“存在”的感觉。皮肤电导反应是恐惧获取,记忆力保持和消亡的依赖指标。

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