Virtual Reality in Psychology and Experiments

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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]

Software

Human behavior studies are often based on a common model of trials, blocks, and sessions. Trials include a stimulus and the human response. They can be repeated many times for individual patients. Blocks are a way to group similar trials. This was researchers can compare blocks with different stimuli or response to each other. A session is a single iteration of a task with an individual. These types of experiments lend themself to computers because of the organized structure. To help researchers without knowledge of computer software or hardware, programs have been created to run these experiments. PsychoPy uses python to expose patients to stimuli and has data storage capabilities to gather patient response.[6]

Unity Experiment Framework

Unity is a union of a game engine that allows games to be run (played) in different environments, a platform where pieces of a game can be put together and tested, and an a code editor (MonoDevelop). With knowledge of programming and game design, users can create and test games in Unity's integrated development environment (IDE).[7] Unity created the Unity Experiment Framework (UXF) for human behavioral experiments using C# (the programming language that Unity uses). UXF provides a high level environment that is catered to behavioral experiments. The objects are sessions, blocks, and trials and they are pre-programmed to contain all the necessary properties they need. For example, trials are automatically generated in number order and contain begin and end functions. Timestamps are also recorded in the background to keep track of when trials occur. [8] UXF can be used to run behavioral experiments on PC's and VR technology.

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. [9]

Previous studies

Months after the 9/11 terrorist attacks, the Virtual Reality Research Center at University of Washington tested VRET on a survivor with PTSD from the event. Through six, hour long sessions, doctors exposed the patient to virtual planes crashing into the Twin Towers, virtual explosion noises, virtual people jumping to their death, and virtual towers collapsing. After the sessions, doctors used the Beck Depression Inventory and Clinician Administered PTSD Scale to measure and 83% reduction in depression and 90% reduction in PTSD symptoms respectively.[10]

Reports show that one out of every six Iraq war veterans experience symptoms of depression, anxiety, or PTSD. A study in October 2009 at Naval Medical Center-San Diego (NMCSD) had twenty Iraq war veterans with PTSD symptoms. The patients were treated with VR exposure therapy, and 16 out of the 20 veterans didn't indicate diagnostic criteria for PTSD at post treatment.[11]

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.[12] 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.[13]

PTSD

Post traumatic stress disorder (PTSD) is a mental health disorder that effects people who have experienced or witnessed a traumatic events such as natural disasters, terrorism, war, rape, or being threatened by death. PTSD can affect any person of any age, and affects about 3.5% of United States adults each year. People with PTSD experience intense thoughts about their trauma during nightmares or flashbacks. These can be triggered by reliving the event in terms of location, sight, sound, or touch. However, diagnosing PTSD requires exposure to an upsetting event.[14] PTSD is traditionally treated with psychotherapy and medication. Some types of talk therapy used are cognitive processing therapy (focuses on modifying negative emotions about the trauma), prolonged exposure therapy, and group therapy. VR treatment attempts to adjust the exposure therapy to make it more comfortable for patients to endure.

Depression

Depression is a mental disorder negatively affects how people feel, act, and think. It can cause feelings of sadness and a lack of enjoyment or interest in activities that one once enjoyed. It can also cause lack of energy, sleep, appetite, difficulties in focus, and thoughts of death or suicide. One in six people (16.6%) experience depression at some point in their life. Depression is commonly treated with antidepressants and psychotherapy. VR is starting to be used in some treatments of depression. When patients are going through depressive episodes, VR has been used to simulate gardening and playing with animals. These positive actions can counter negative depressive thoughts and improve patient's mental health. Another way VR has been used to help depressed patients is avatar therapy. This involves patients creating an avatar and verbalizing their depressive or self-critical thoughts to the avatar. Then, they virtually become the avatar, and hear themselves verbalizing their thoughts. Avatar therapy has not been proven to help treat depression and was originally created to help treat psychosis patients.[15]

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.

Availability

Many VR systems exist, but very few direct virtual reality therapy softwares or products are on the market. Additionally, these programs or devices are often not covered by health insurance. Most companies that sell VR therapy software state that they should be used in the presence of a licensed clinician. However, if these products become readily available to consumers, they could purchase them and try them out themselves. If used improperly, these could aggravate traumatic symptoms, or give patients the false idea that they don't need therapeutic help.[16]

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. Brookes, J., Warburton, M., Alghadier, M., Mon-Williams, M., & Mushtaq, F. (2019, April 22). Studying human behavior with virtual reality: The unity experiment framework - behavior research methods. SpringerLink. Retrieved February 11, 2022, from https://link.springer.com/article/10.3758/s13428-019-01242-0
  7. Polsinelli, P. (2017, February 9). Why is unity so popular for videogame development? Design a Game. Retrieved February 11, 2022, from https://designagame.eu/2013/12/unity-popular-videogame-development/
  8. Brookes, J., Warburton, M., Alghadier, M., Mon-Williams, M., & Mushtaq, F. (2019, April 22). Studying human behavior with virtual reality: The unity experiment framework - behavior research methods. SpringerLink. Retrieved February 11, 2022, from https://link.springer.com/article/10.3758/s13428-019-01242-0
  9. 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/
  10. HG;, D. J. H. (2002, December 5). Virtual reality exposure therapy for world trade center post-traumatic stress disorder: A case report. Cyberpsychology & behavior : the impact of the Internet, multimedia and virtual reality on behavior and society. Retrieved February 10, 2022, from https://pubmed.ncbi.nlm.nih.gov/12556115/
  11. Rizzo AA;Difede J;Rothbaum BO;Johnston S;McLay RN;Reger G;Gahm G;Parsons T;Graap K;Pair J; (2009, October). VR PTSD exposure therapy results with active duty OIF/OEF combatants. Studies in health technology and informatics. Retrieved February 10, 2022, from https://pubmed.ncbi.nlm.nih.gov/19377167/
  12. American Psychiatric Association. (2019, January). What is Psychotherapy? What is psychotherapy? Retrieved February 10, 2022, from https://www.psychiatry.org/patients-families/psychotherapy
  13. Boeldt, D., McMahon, E., McFaul, M., & Greenleaf, W. (1AD, January 1). Using virtual reality exposure therapy to enhance treatment of anxiety disorders: Identifying areas of clinical adoption and potential obstacles. Frontiers. Retrieved February 10, 2022, from https://www.frontiersin.org/articles/10.3389/fpsyt.2019.00773/full
  14. American Psychiatric Association. (2020, August). What is posttraumatic stress disorder? What Is PTSD? Retrieved February 10, 2022, from https://www.psychiatry.org/patients-families/ptsd/what-is-ptsd
  15. Lindner, P., Hamilton, W., Miloff, A., & Carlbring, P. (2019, October 31). How to treat depression with low-intensity virtual reality interventions: Perspectives on translating cognitive behavioral techniques into the virtual reality modality and how to make anti-depressive use of virtual reality-unique experiences. Frontiers in psychiatry. Retrieved February 11, 2022, from https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6836923/
  16. Blum, D. (2021, June 3). Virtual reality therapy plunges patients back into trauma. here is why some swear by it. The New York Times. Retrieved February 10, 2022, from https://www.nytimes.com/2021/06/03/well/mind/vr-therapy.html