Battle Against Your Fears: Virtual Reality Serious Games and Physiological Analysis for Phobia Treatment.

IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING
Bernardo Marques, Diogo Moreira, Martim Neves, Susana Bras, Jose Maria Fernandes, Mike Potel
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引用次数: 0

Abstract

Advancements in virtual reality (VR) technology have enabled its use to assist in multiple fields. This study introduces a comprehensive framework designed to support exposure therapy through a series of VR serious games and physiological monitoring. It relies on a generic architecture, allowing for the modification of VR stimuli according to different phobias (e.g., arachnophobia, acrophobia), while the remaining modules can be reused for data collection and analysis. Furthermore, the framework incorporates customizable biofeedback mechanisms that trigger specific events or adjust stimulus levels based on physiological responses. Prior to integration into the overall architecture, the proposed VR serious games underwent assessment in various events with a total of 56 participants. In addition, the framework's ability to capture diverse biosignals and synchronize them with other relevant metrics was evaluated through two user studies involving a total of 23 participants.

对抗你的恐惧:虚拟现实严肃游戏和恐惧症治疗的生理分析。
虚拟现实(VR)技术的进步使其能够在多个领域提供帮助。本研究引入了一个综合框架,旨在通过一系列VR严肃游戏和生理监测来支持暴露疗法。它依赖于一个通用的架构,允许根据不同的恐惧症(例如,蜘蛛恐惧症,恐高症)修改VR刺激,而其余模块可以重复使用,用于数据收集和分析。此外,该框架结合了可定制的生物反馈机制,可触发特定事件或根据生理反应调整刺激水平。在整合到整体架构之前,提议的VR严肃游戏在各种活动中进行了评估,共有56名参与者。此外,该框架捕获各种生物信号并将其与其他相关指标同步的能力通过两项涉及23名参与者的用户研究进行了评估。
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来源期刊
IEEE Computer Graphics and Applications
IEEE Computer Graphics and Applications 工程技术-计算机:软件工程
CiteScore
3.20
自引率
5.60%
发文量
160
审稿时长
>12 weeks
期刊介绍: IEEE Computer Graphics and Applications (CG&A) bridges the theory and practice of computer graphics, visualization, virtual and augmented reality, and HCI. From specific algorithms to full system implementations, CG&A offers a unique combination of peer-reviewed feature articles and informal departments. Theme issues guest edited by leading researchers in their fields track the latest developments and trends in computer-generated graphical content, while tutorials and surveys provide a broad overview of interesting and timely topics. Regular departments further explore the core areas of graphics as well as extend into topics such as usability, education, history, and opinion. Each issue, the story of our cover focuses on creative applications of the technology by an artist or designer. Published six times a year, CG&A is indispensable reading for people working at the leading edge of computer-generated graphics technology and its applications in everything from business to the arts.
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