Personalized Virtual Reality Human-Computer Interaction for Psychiatric and Neurological Illnesses: A Dynamically Adaptive Virtual Reality Environment That Changes According to Real-Time Feedback From Electrophysiological Signal Responses

Frontiers in Human Neuroscience 15 (2021)
  Copy   BIBTEX

Abstract

Virtual reality constitutes an alternative, effective, and increasingly utilized treatment option for people suffering from psychiatric and neurological illnesses. However, the currently available VR simulations provide a predetermined simulative framework that does not take into account the unique personality traits of each individual; this could result in inaccurate, extreme, or unpredictable responses driven by patients who may be overly exposed and in an abrupt manner to the predetermined stimuli, or result in indifferent, almost non-existing, reactions when the stimuli do not affect the patients adequately and thus stronger stimuli are recommended. In this study, we present a VR system that can recognize the individual differences and readjust the VR scenarios during the simulation according to the treatment aims. To investigate and present this dynamically adaptive VR system we employ an Anxiety Disorder condition as a case study, namely arachnophobia. This system consists of distinct anxiety states, aiming to dynamically modify the VR environment in such a way that it can keep the individual within a controlled, and appropriate for the therapy needs, anxiety state, which will be called “desired states” for the study. This happens by adjusting the VR stimulus, in real-time, according to the electrophysiological responses of each individual. These electrophysiological responses are collected by an external electrodermal activity biosensor that serves as a tracker of physiological changes. Thirty-six diagnosed arachnophobic individuals participated in a one-session trial. Participants were divided into two groups, the Experimental Group which was exposed to the proposed real-time adaptive virtual simulation, and the Control Group which was exposed to a pre-recorded static virtual simulation as proposed in the literature. These results demonstrate the proposed system’s ability to continuously construct an updated and adapted virtual environment that keeps the users within the appropriately chosen state for approximately twice the time compared to the pre-recorded static virtual simulation. Thus, such a system can increase the efficiency of VR stimulations for the treatment of central nervous system dysfunctions, as it provides numerically more controlled sessions without unexpected variations.

Links

PhilArchive



    Upload a copy of this work     Papers currently archived: 91,846

External links

Setup an account with your affiliations in order to access resources via your University's proxy server

Through your library

Similar books and articles

The Virtual and the Real.David J. Chalmers - 2017 - Disputatio 9 (46):309-352.
Leibniz's palace of the fates: A 17th century virtual reality system.Eric Steinhart - 1997 - Presence: Teleoperators and Virtual Environments 6 (1):133-135.
Virtualization of identity in the context of self-realization of a personality.Y. V. Lyubiviy & R. V. Samchuk - 2020 - Anthropological Measurements of Philosophical Research 18:102-112.
Philosophical view of problems of formation of market relations in Ukraine.R. Olekseenko - 2012 - Epistemological studies in Philosophy, Social and Political Sciences 4 (22):72-77.
The simulacrum as a universal sign of virtual reality.A. Borisenko - 2012 - Epistemological studies in Philosophy, Social and Political Sciences 2 (22):36-42.

Analytics

Added to PP
2021-02-14

Downloads
9 (#1,252,744)

6 months
4 (#787,709)

Historical graph of downloads
How can I increase my downloads?