Difference between revisions of "Virtual Reality in Psychology and Experiments"

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== Medical Use ==
 
== Medical Use ==
 
=== Anxiety ===
 
=== Anxiety ===
Anxiety is one of the most prevalent mental health disorders in the world. It affects about 18.1% of adults, and many times it goes unnoticed or untreated. Additionally, it can cause distress, increased stress, and significant impact on quality of life. Therapists traditional have used psychotherapy (talk therapy) or medications to help cure anxiety.<ref>American Psychiatric Association. (2019, January). What is Psychotherapy? What is psychotherapy? Retrieved February 10, 2022, from https://www.psychiatry.org/patients-families/psychotherapy </ref> VR is starting to be used in therapy sessions to treat anxiety with VRET. This type of therapy is easy for therapists to set up, and more acceptable to patients than traditional exposure therapy. Although exposure therapy has been shown to be effective in lessening anxiety symptoms, many patients are reluctant to try it because of trauma associated with their anxieties. Patients are more willing to do imaginal (in vivo) exposure therapy, however, therapists have no control or view of what goes on in the patient's mind. VR provides therapists with a controllable and engaging environment, while also providing patients the comfort that their experience is virtual and not in real life. Additionally, therapists are able to change the virtual environment quickly and often. VRET helps patients with anxiety go through exposure in "practice" VR settings that train them to work through their anxieties  
+
Anxiety is one of the most prevalent mental health disorders in the world. It affects about 18.1% of adults, and many times it goes unnoticed or untreated. Additionally, it can cause distress, increased stress, and significant impact on quality of life. Therapists traditional have used psychotherapy (talk therapy) or medications to help cure anxiety.<ref>American Psychiatric Association. (2019, January). What is Psychotherapy? What is psychotherapy? Retrieved February 10, 2022, from https://www.psychiatry.org/patients-families/psychotherapy </ref> VR is starting to be used in therapy sessions to treat anxiety with VRET. This type of therapy is easy for therapists to set up, and more acceptable to patients than traditional exposure therapy. Although exposure therapy has been shown to be effective in lessening anxiety symptoms, many patients are reluctant to try it because of trauma associated with their anxieties. Patients are more willing to do imaginal (in vivo) exposure therapy, however, therapists have no control or view of what goes on in the patient's mind. VR provides therapists with a controllable and engaging environment, while also providing patients the comfort that their experience is virtual and not in real life. Additionally, therapists are able to change the virtual environment quickly and often. VRET helps patients with anxiety go through exposure in "practice" VR settings that train them to be better equipped to handle their anxieties in real life settings.
  
 
== Ethical Concerns ==
 
== Ethical Concerns ==
 
+
=== Cost ===
 +
Therapists and administrators have to weigh the cost of buying many VR headsets and programs for therapy. VRET is early in its development, so cost is a limiting factor when determining whether to spend money on more VR equipment. If demand for VR therapy increases and research shows positive benefits, cost may become less of a barrier for therapists.
  
 
== References ==
 
== References ==

Revision as of 20:15, 10 February 2022

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Virtual reality (VR) is a term used to describe a 3D, computer generated environment. In this environment, participants can explore areas, create new objects, and manipulate their surroundings. This environment is often viewed through a VR headset that wraps around the participants head and has goggles in which they see the environment through. The Oculus headset, now owned by Meta, is an example of a VR headset. The product was created by Palmer Luckey, and became the company OculusVR in June 2012.[1] Currently, these headsets are used for many activities like video games, listening to music, virtual tours, therapy, and more. Virtual reality is often confused with augmented reality (AR). Augmented reality is a framework based on our world where objects, images, and things are placed. Participants don't always need to wear headsets in AR. An example of an AR mobile app is Pokemon Go. Additionally, mixed reality (MR) is a combination of VR and AR where virtual things are placed in an augmented reality. Mixed reality can make the virtual world indistinguishable from the real world.[2]

Virtual reality can be used for entertainment, communication, learning, therapy, experimentation, and much more. Advancements in VR technology have lead to patients being able to have therapy sessions in any environment without being in real life. This can also be translated to experiments that may be unethical or implausible to run in reality.

VR helping patient overcome fear of spiders

Technology

Field of View and Frame Rate

Most humans can see around a 220 degree radius of surrounding content. VR technology works to emulate this field of view within a virtual world. Currently, most VR headsets only have a 180 degree frame of view. Frame rate refers to how quickly a number of frames appear within a second. The more frames captured, the better the quality of the video (FPS). However, computers can only handle a certain amount of fps, and getting too high of a fps could cause malfunctions. Most television shows and movies are shot at 24-30fps, while video games are usually between 30-60fps. Many video game players opt for higher fps because lower fps on games could lead to choppy game play and a disadvantage against people with higher fps.[3] In VR, frame rate is even more important because having a lower fps can cause users nausea. Additionally, higher frame rates help users feel more immersed into the virtual world. These higher frame rates require a more powerful GPU.

Spatial Audio

VR attempts to use 360 degree audio to make users feel like they are immersed in a virtual world. This surround sound is often obtained by surrounding the user with multiple speakers for a more precise listening experience. This method is also used in movie theaters. Many VR headsets have adopted head-related transfer function (HRTF) sound to mimic how humans hear sounds in everyday life. This 3D technology allows designers to place sounds around the user, prompting them to look in that direction. It also allows far away sounds to be quieter and closer sounds to be louder.[4]

Head and Eye Tracking

VR tracks user's head and eye movements to help them see the virtual world in real time. All objects in a 3D space can move in six ways. There are three directional axes and three rotational axes. These are the six degrees of freedom (DOF). VR either uses 3DOF or 6DOF. 3DOF uses microscopic electromechanical gyroscopes and allows users to look around the virtual setting, but doesn't track body movements. 6DOF does track body movements and requires more expensive and powerful hardware and software implementations.[5]

History

The development of VR technology started around the 1950-60's with the Sensorama. This gave users a multi-sensory experience. Throughout the 1960's headsets were created with the advancements of tracking motion and working with computer interfaces. VR was formally conceptualized in 1989, and throughout the 1990's and early 2000's, VR started to be used for psychiatric purposes. Psychiatrists used VR for exposure theory, and studies were conducted to determine if virtual reality exposure therapy (VRET) worked better than traditional therapy. The first study of VRET was focused on the treatment of acrophobia, the extreme fear of heights. [6]

Medical Use

Anxiety

Anxiety is one of the most prevalent mental health disorders in the world. It affects about 18.1% of adults, and many times it goes unnoticed or untreated. Additionally, it can cause distress, increased stress, and significant impact on quality of life. Therapists traditional have used psychotherapy (talk therapy) or medications to help cure anxiety.[7] VR is starting to be used in therapy sessions to treat anxiety with VRET. This type of therapy is easy for therapists to set up, and more acceptable to patients than traditional exposure therapy. Although exposure therapy has been shown to be effective in lessening anxiety symptoms, many patients are reluctant to try it because of trauma associated with their anxieties. Patients are more willing to do imaginal (in vivo) exposure therapy, however, therapists have no control or view of what goes on in the patient's mind. VR provides therapists with a controllable and engaging environment, while also providing patients the comfort that their experience is virtual and not in real life. Additionally, therapists are able to change the virtual environment quickly and often. VRET helps patients with anxiety go through exposure in "practice" VR settings that train them to be better equipped to handle their anxieties in real life settings.

Ethical Concerns

Cost

Therapists and administrators have to weigh the cost of buying many VR headsets and programs for therapy. VRET is early in its development, so cost is a limiting factor when determining whether to spend money on more VR equipment. If demand for VR therapy increases and research shows positive benefits, cost may become less of a barrier for therapists.

References

  1. Kumparak, G. (2014, March 26). A brief history of oculus. TechCrunch. Retrieved February 10, 2022, from https://techcrunch.com/2014/03/26/a-brief-history-of-oculus/
  2. Corporativa, I. (n.d.). Virtual reality: Another world within sight. Iberdrola. Retrieved January 27, 2022, from https://www.iberdrola.com/innovation/virtual-reality
  3. Whaley, S. (2020, January 31). What is frame rate and why is it important to PC gaming? What is Frame Rate and Why is it Important to PC Gaming? Retrieved February 10, 2022, from https://www.hp.com/us-en/shop/tech-takes/what-is-frame-rate
  4. Team, O. (2017, September 19). Beyond surround sound: Audio advances in VR. Oculus. Retrieved February 10, 2022, from https://www.oculus.com/blog/beyond-surround-sound-audio-advances-in-vr/
  5. Crew, 4E. (2019, November 24). VR tracking: How does it really work?: Our blog. 4Experience Virtual Reality Studio. Retrieved February 10, 2022, from https://4experience.co/vr-tracking-meet-degrees-of-freedom/
  6. Maples-Keller, J. L., Bunnell, B. E., Kim, S.-J., & Rothbaum, B. O. (2017, May). The use of virtual reality technology in the treatment of anxiety and other psychiatric disorders. Harvard review of psychiatry. Retrieved January 28, 2022, from https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5421394/
  7. American Psychiatric Association. (2019, January). What is Psychotherapy? What is psychotherapy? Retrieved February 10, 2022, from https://www.psychiatry.org/patients-families/psychotherapy