逼真的虚拟形象增强自我依恋心理治疗的效果

I. Ghaznavi, Duncan Gillies, D. Nicholls, A. Edalat
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引用次数: 2

摘要

我们设计、开发并测试了一个沉浸式虚拟现实(VR)平台来实践自我依恋心理治疗的协议。我们在高端版本(基于Facebook的Oculus)和低端版本(基于谷歌的cardboard)的平台上使用了定制的逼真头像。在自我依恋治疗框架下,慢性焦虑和抑郁等精神障碍的原因可以追溯到个体在童年时期与主要照顾者的不安全依恋以及随后的情感调节问题。传统的自我依恋方法(没有VR)要求个体使用他们的童年照片来回忆他们的童年记忆,然后想象他们的孩子就在他们身边。因此,他们与童年的自己建立了一种富有同情心的关系,然后,通过情歌和舞蹈,与他们建立了一种情感纽带。他们的成年自我随后扮演了一个好父母的角色,并与他们想象的童年自我互动,进行各种发展和重新养育的活动。目标是增强他们自我调节情绪的能力,从而使他们获得安全的依恋。据推测,我们的沉浸式虚拟现实平台——使用户能够与他们定制的3D逼真的童年化身进行互动——为传统的自我依恋想象方法提供了更好的选择,或者至少是一种补充的视觉工具。该平台是在跨平台游戏引擎Unity 3D中开发的,并利用itSeez3D Avatar SDK从用户的2D童年图像中生成定制的逼真的3D头像头部。该平台还提供了一些基本情绪状态的面部和身体动画,如快乐,悲伤,害怕和快乐,它允许修改化身的身体(高度/宽度)和衣服颜色。一项比较基于虚拟形象的自我依恋方法(VR)与传统的基于照片的方法的研究显示了令人鼓舞的结果。几乎85%的参与者报告说,他们在VR中的逼真童年头像比他们的童年照片更有相关性。低端和高端基于VR的方法都被一致报道比传统的想象方法更有效。参与者反映,高端版本的VR平台比低端的移动VR版本更加逼真和沉浸。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Photorealistic avatars to enhance the efficacy of Selfattachment psychotherapy
We have designed, developed, and tested an Immersive virtual reality (VR) platform to practice the protocols of Self-attachment psychotherapy. We made use of customized photorealistic avatars for the implementation of both the high-end version (based on Facebook’s Oculus) and the low-end version (based on Google’s cardboard) of our platform. Under the Selfattachment therapeutic framework, the causes of mental disorders such as chronic anxiety and depression are traced back to the individual’s insecure attachment with their primary caregiver during childhood and their subsequent problems in affect regulation. The conventional approach (without VR) to Selfattachment requires that the individual uses their childhood photographs to recall their childhood memories and then imagine that the child that they were is present with them. They thus establish a compassionate relationship with their childhood self and then, using love songs and dancing, create an affectional bond with them. Their adult self subsequently role plays a good parent and interacts with their imagined childhood self to perform various developmental and re-parenting activities. The goal is to enhance their capacities for self-regulation of emotion, which can lead them into earning secure attachment. It is hypothesized that our immersive virtual reality platform – which enables the users to interact with their customized 3D photorealistic childhood avatar - offers either a better alternative or at least a complementary visual tool to the conventional imaginal approach to Self-attachment. The platform was developed in Unity 3D, a cross-platform game engine, and takes advantage of the itSeez3D Avatar SDK for generating a customized photorealistic 3D avatar head from a 2D childhood image of the user. The platform also offers facial and body animations for some of the basic emotional states such as Happy, Sad, Scared and Joyful and it allows modifications to the avatar body (height/ width) and clothing color. A study to compare the use of the avatar-based approach (VR) to Self-attachment with the conventional photo-based approach showed promising results. Almost 85% of the participants reported that their photorealistic childhood avatar in VR was more relatable than their childhood photos. Both low-end and high-end VR based approaches were unanimously reported to be more effective than the conventional imaginal approach. Participants reported that the high-end version of the VR platform was more realistic and immersive than the low-end mobile VR version.
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