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Anxiety activating virtual environments for investigating social phobias

机译:焦虑激活虚拟环境,用于调查社交恐惧症

摘要

Social phobia has become one of the commonest manifestations of fear in any society. This fear is often accompanied by major depression or social disabilities. With the awareness that fear can be aggravated in social situations, virtual reality researchers and psychologists have investigated the feasibility of a virtual reality system as a psychotherapeutic intervention to combat social phobia. Virtual reality technology has rapidly improved over the past few years, making for better interactions. Nevertheless, the field of virtual reality exposure therapy for social phobia is still in its infancy and various issues have yet to be resolved or event uncovered. The key concept of virtual reality exposure therapy in the treatment of social phobia is based on its characteristic of perceptual illusion - the sense of presence - as an anxiety-activating system, instead of conventional imaginal or in-vivo exposure techniques. Therefore, in order to provoke a significant level of anxiety in virtual environments, it is very important to understand the impact of perceptual presence factors in virtual reality exposure therapy. Hence, this research mainly aims to investigate all the aspects of the correlation between anxiety and the components of the virtual environment in a computer-generated social simulation. By understanding this, this thesis aims to provide a framework for the construction of effective virtual reality exposure therapy for social phobia care which enables anxiety stimuli to be controlled in a gradual manner as a conventional clinical approach. This thesis presents a series of experimental studies that have been conducted with a common theme: the function of 3D inhabitants and visual apparatus in anxiety-activating virtual social simulation, a job-interview. However, each study is conducted using different research objectives. The experimental results are presented in this thesis, with psycho-physiological approach, revealing a variation of the distribution of participants' anxiety states across various VR conditions. The overall conclusion of this research is that an appropriate realism of VR stimuli is essential in sustaining the state of anxiety over the course of VR exposure. The high fidelity of virtual environment generally provoke a greater degree of anxiety, but this research also shows that aspects of VR fidelity is more related to the mental representation of individuals to the context of the stressful situation rather than any technology that is being used.
机译:社交恐惧症已成为任何社会中最常见的恐惧表现之一。这种恐惧通常伴随着严重的抑郁或社会残疾。虚拟现实研究人员和心理学家意识到在社交场合会加剧恐惧,因此研究了虚拟现实系统作为抗击社会恐惧症的心理治疗干预措施的可行性。在过去的几年中,虚拟现实技术得到了飞速发展,从而实现了更好的交互。然而,用于社交恐惧症的虚拟现实暴露疗法领域仍处于起步阶段,各种问题尚未解决或尚未发现事件。虚拟现实暴露疗法在社会恐惧症治疗中的关键概念是基于其感知幻觉(即存在感)作为焦虑激活系统的特征,而不是传统的想象或体内暴露技术。因此,为了在虚拟环境中引起很大程度的焦虑,了解感知存在因素在虚拟现实暴露疗法中的影响非常重要。因此,本研究的主要目的是研究在计算机生成的社交模拟中,焦虑与虚拟环境的组成部分之间相关性的所有方面。通过了解这一点,本论文旨在提供一种构建用于社交恐惧症的有效虚拟现实暴露疗法的框架,该框架使焦虑刺激能够像常规临床方法一样逐渐得到控制。本论文提出了一系列以共同主题进行的实验研究:3D居民和视觉设备在激活焦虑的虚拟社会模拟,工作面试中的功能。但是,每个研究都是使用不同的研究目标进行的。本文采用心理生理学的方法给出了实验结果,揭示了参与者在各种虚拟现实条件下焦虑状态分布的变化。这项研究的总体结论是,适当的VR刺激真实感对于在VR暴露过程中维持焦虑状态至关重要。虚拟环境的高保真度通常会引起更大程度的焦虑,但是这项研究还表明,VR保真度的各个方面与压力环境下个人的心理表征更多相关,而不是所使用的任何技术。

著录项

  • 作者

    Kwon Remi Jounghuem;

  • 作者单位
  • 年度 2010
  • 总页数
  • 原文格式 PDF
  • 正文语种 English
  • 中图分类

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