Abstract
Virtual reality technologies known since the 1990s have virtually disappeared. They have been replaced by their new editions characterised by a very faithful reproduction of details. The laboratory described in the article was created to study the intensity of various sensations experienced by a person in virtual worlds. A number of different scenarios have been developed that are designed to trigger specific reactions, to produce symptoms similar to those observed in arachnophobia, acrophobia or claustrophobia. The person examined can be equipped with a series of non-invasive sensors placed on the body in such a way that they do not interfere with immersion in VR. The laboratory instruments enable the acquisition and synchronisation of many signals. Body movement data is recorded by means of Kinect. Involuntary hand movements are measured with 5DT gloves. In addition, body temperature, ambient temperature and skin moisture are continuously monitored. Apart from recording the image from VR goggles, it is also possible to record the entire session on camera in 4K resolution in order to interpret facial expressions. The results are then analysed in detail and checked for patterns. The article describes both the test set-up itself as well as several test scenarios and presents the results of pilot studies.
Highlights
Practical applications of VR technology were already the subject of interest of scientists at the end of the twentieth century [1]
He presents the limitations of this technology: the costs of equipment purchase and staff training, objections to the technology by many therapist communities and contraindications for certain groups of patients, e.g. people with post-traumatic stress disorder (PTSD)
The set-up constructed with the use of various sensors and devices allows for effective, simultaneous collection of many signals during one research session, bringing no discomfort to the participant of the experiment
Summary
Practical applications of VR technology were already the subject of interest of scientists at the end of the twentieth century [1]. Eichenberg describes the achievements of researchers in the use of VR (in the first decade of the 21st century) as an effective method of treatment of many mental disorders [5] He presents the limitations of this technology: the costs of equipment purchase and staff training, objections to the technology by many therapist communities and contraindications for certain groups of patients, e.g. people with post-traumatic stress disorder (PTSD). The solution presented there consisted in creating software for Android devices based on Google cardboard and VR simulations, addressing the three most recognised phobias (acrophobia, phasmophobia, nyctophobia). Such a kit is a low-cost solution and can be used without delay for therapeutic purposes. The set-up will be used for further research, the aim of which is to better understand the origin, course and real scale of phobias impacting the human organism
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