PublicVR:针对患有言语焦虑症的成年人的虚拟现实暴露疗法干预措施

IF 4.4 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS
Fotios Spyridonis, Damon Daylamani-Zad, James Nightingale
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引用次数: 0

摘要

演讲焦虑症(或称 "语言恐惧症")目前影响着大约 75% 的人口,对患有这种疾病的人可能会产生严重的负面影响。目前有几种治疗方法,研究表明,使用虚拟现实(VR)作为非药物治疗方法可以对患有这种社交恐惧症的人产生积极影响。然而,尽管有如此多的人受到言语焦虑症的影响,但目前仍严重缺乏针对言语焦虑症的治疗方法。在本文中,我们希望通过 VR 干预来改善言语焦虑症的影响。我们的 VR 解决方案是按照治疗社交焦虑症的暴露疗法方法设计的。这项工作的评估有两个方面:A. 评估我们的解决方案是否能够积极改变参与者对造成公开演讲焦虑的非语言交流相关因素的看法,以及 B. 确定它是否能够诱发临场感。我们开展了一项实证评估研究,使用 "个人公开演讲焦虑报告"(Personal Report of Public Speaking Anxiety)测量参与者自我报告的公开演讲焦虑水平,并使用 "iGroup 临场感问卷"(iGroup Presence Questionnaire)测量他们感知到的临场感。我们的研究结果表明,VR 暴露疗法方案可以帮助患有自述演讲焦虑症状的参与者积极改变对非语言沟通技巧相关因素的认知,而这些因素会增加他们的公开演讲焦虑。我们的研究结果具有更广泛的意义,因为它们有助于改善与社交焦虑相关的恐惧症。
本文章由计算机程序翻译,如有差异,请以英文原文为准。

PublicVR: a virtual reality exposure therapy intervention for adults with speech anxiety

PublicVR: a virtual reality exposure therapy intervention for adults with speech anxiety

Speech anxiety, or Glossophobia, currently affects approximately 75% of the population with potentially severe negative effects on those with this condition. There are several treatments currently available with research showing that the use of Virtual Reality (VR) as a non-pharmacologic treatment can have positive effects on individuals suffering from such social phobias. However, there is a significant lack of treatments currently available for speech anxiety, even though such a large number of the population are affected by it. In this paper, we aim to contribute to efforts to improve the effects of speech anxiety through a VR intervention. Our VR solution was designed following the Exposure Therapy approach for treating social anxiety disorders. The evaluation of this work was twofold: A. to assess the ability of our solution to positively change participants’ perception of factors related to non-verbal communication contributing to anxiety toward public speaking, and B. to determine whether it is able to induce a sense of presence. We carried out an empirical evaluation study that measured participants’ self-reported anxiety level towards public speaking using the Personal Report of Public Speaking Anxiety and their perceived sense of presence using the iGroup Presence Questionnaire. Our results demonstrate the potential of VR Exposure Therapy solutions to assist towards positively changing perception of factors related to non-verbal communication skills that contribute to increasing public speaking anxiety for participants suffering from self-reported speech anxiety symptoms. Our findings are of wider importance as they contribute to ongoing efforts to improve social anxiety-related phobias.

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来源期刊
Virtual Reality
Virtual Reality COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS-COMPUTER SCIENCE, SOFTWARE ENGINEERING
CiteScore
8.30
自引率
14.30%
发文量
95
审稿时长
>12 weeks
期刊介绍: The journal, established in 1995, publishes original research in Virtual Reality, Augmented and Mixed Reality that shapes and informs the community. The multidisciplinary nature of the field means that submissions are welcomed on a wide range of topics including, but not limited to: Original research studies of Virtual Reality, Augmented Reality, Mixed Reality and real-time visualization applications Development and evaluation of systems, tools, techniques and software that advance the field, including: Display technologies, including Head Mounted Displays, simulators and immersive displays Haptic technologies, including novel devices, interaction and rendering Interaction management, including gesture control, eye gaze, biosensors and wearables Tracking technologies VR/AR/MR in medicine, including training, surgical simulation, rehabilitation, and tissue/organ modelling. Impactful and original applications and studies of VR/AR/MR’s utility in areas such as manufacturing, business, telecommunications, arts, education, design, entertainment and defence Research demonstrating new techniques and approaches to designing, building and evaluating virtual and augmented reality systems Original research studies assessing the social, ethical, data or legal aspects of VR/AR/MR.
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