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About
This study seeks to examine a Virtual Reality Exposure Therapy (VRET) using the 3D Video Virtual Reality (VR) technology for the fear of spiders.
Full description
An estimated 10-11% of the US population experiences a specific phobia at some point in their lives (American Psychiatric Association, 1994; Magee et al., 1996). About 60-85% of those individuals with a specific phobia never seek treatment (Agras, Sylvester, & Oliveau, 1969; Boyd et al., 1990; Magee et al., 1996). Clinical psychologist can help improve the number of phobia sufferers to seek treatment. Advances in technology are helping clinicians create novel treatment strategies for different anxiety disorders. Virtual reality exposure therapy (VRET) may help these individuals confront their fears and treat their phobia.
While virtual reality exposure therapy has shown promise in research (Powers & Emmelkamp, 2008), studies have shown that many users complain that the computer generated virtual reality (VR) stimuli looks unrealistic, eccentric and too much like a video game (Kwon, Powell, & Chalmers, 2013). Virtual reality environments have been traditionally created by programmers using video game assets and computer generated imagery (CGI). While CGI can be used to make intricate virtual environments, unless there is a team of expert digital artists, the virtual stimulus may end up looking rudimentary and exhibit a number of graphical glitches which could prove distracting in therapy. Furthermore CGI often suffers from the uncanny valley effect: the tendency of CGI representations of people to be viewed as unsettling as the representations become more lifelike. In addition the many current CGI virtual reality packages are expensive and only available for limited number of fear domains. Recently however an exciting alternative to traditional computer generated virtual reality has emerged: ortho-stereoscopic 3D Video VR. Ortho-stereoscopic 3D refers to 3D videos that are designed to mimic the natural depth we normally see, as opposed to exaggerating it (i.e. Commercial 3D movies). The benefit of 3D VR as opposed to CGI VR is that it is photo realistic, does not suffer from a uncanny valley effect of CGI, and is able to capture nuances of real life fears that are hard to reproduce with CGI.
Enrollment
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Inclusion criteria
• Between the ages of 18 and 65
Exclusion criteria
• Hearing or visually impaired where they cannot use the VRET gear
Primary purpose
Allocation
Interventional model
Masking
40 participants in 2 patient groups
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Data sourced from clinicaltrials.gov
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