Moving from VR into AR using Bio-Cybernetic Loops and Physiological Sensory Devices for Intervention on Anxiety Disorders

dc.contributor.authorArquissandás, Preyesse
dc.contributor.authorOliveira, Jorge
dc.contributor.authorLamas, David Ribeiro
dc.contributor.institutionHEI-LAB - Human Environment Interaction Lab
dc.contributor.institutionECATI - School of Communication, Architecture, Arts and Information Technologies
dc.date.issued2023-03
dc.descriptionPublisher Copyright: © 2021, The Author(s), under exclusive licence to Springer-Verlag London Ltd., part of Springer Nature
dc.description.abstractAnxiety disorders comprise different clinical conditions that affect individuals in their personal, professional and social domains. The development of new intervention approaches for the treatment of anxiety disorders is crucial. As a step forward into promoting the well-being through adaptive physiological responses, we developed an Augmented Reality (AR) based system using bio-cybernetic loops to create an adaptive system for exposure therapy in anxiety disorders. The system was built using open source software (e.g., NyARToolkit, and Unity 3D). AR technology uses computer-generated information to enrich the real world. It can be used with less intrusive devices to collect physiological data (e.g., Bitalino) describing human behavior in a cycle. In this context our research project aims to study behavior during exposure to biologically relevant stimuli such as snakes. Phobia is described as an irrational fear to an object/stimulus. This fear triggers several physiological responses from sensors as increased heart rate (ECG) and skin conductance (EDA), which are responses from the autonomous nervous system. This approach can be used in several sessions, where the system through machine learning algorithms adapts the tresholds to the individual profile of each participant from historical data. Our study has been carried out in two stages: (1) The participants in a total of 35 students (30 males and 5 females with ages ranging from 19 to 29 years) were invited to fill a snake questionnaire (SNAQ). (2) A sub-sample was enrolled in an exposure session in AR using a virtual snake while collecting psychophysiological responses from sensors data. The results have shown increased physiological responses in two AR exposure sessions using snakes as stimuli. Therefore we conclude that the system was efficient to detect changes in physiological responses during the exposure sessions.pt
dc.description.abstractAnxiety disorders comprise different clinical conditions that affect individuals in their personal, professional and social domains. The development of new intervention approaches for the treatment of anxiety disorders is crucial. As a step forward into promoting the well-being through adaptive physiological responses, we developed an augmented reality (AR)-based system using bio-cybernetic loops to create an adaptive system for exposure therapy in anxiety disorders. The system was built using open-source software (e.g., NyARToolkit and Unity 3D). AR technology uses computer-generated information to enrich the real world. It can be used with less intrusive devices to collect physiological data (e.g., Bitalino) describing human behavior in a cycle. In this context, our research project aims to study behavior during exposure to biologically relevant stimuli such as snakes. Phobia is described as an irrational fear to an object/stimulus. This fear triggers several physiological responses from sensors as increased heart rate (ECG) and skin conductance (EDA), which are responses from the autonomous nervous system. This approach can be used in several sessions, where the system through machine learning algorithms adapts the thresholds to the individual profile of each participant from historical data. Our study has been carried out in two stages: (1) The participants in a total of 35 students (30 males and 5 females with ages ranging from 19 to 29 years) were invited to fill a snake questionnaire (SNAQ). (2) A subsample was enrolled in an exposure session in AR using a virtual snake while collecting psychophysiological responses from sensors data. The results have shown increased physiological responses in two AR exposure sessions using snakes as stimuli. Therefore we conclude that the system was efficient to detect changes in physiological responses during the exposure sessions.en
dc.description.sponsorshipThis work has also been (partially) funded by FCT strategic project COPELABS UID/04111/2020
dc.identifier.citationArquissandás, P, Oliveira, J & Lamas, D R 2023, 'Moving from VR into AR using Bio-Cybernetic Loops and Physiological Sensory Devices for Intervention on Anxiety Disorders', Virtual Reality, vol. 27, no. 1, pp. 233-243. https://doi.org/10.1007/s10055-021-00549-8
dc.identifier.doihttps://doi.org/10.1007/s10055-021-00549-8
dc.identifier.issn1359-4338
dc.identifier.urihttps://hdl.handle.net/10437/12430
dc.identifier.urlhttp://hdl.handle.net/10437/12430
dc.identifier.urlhttps://www.scopus.com/pages/publications/85110603384
dc.language.isoeng
dc.peerreviewedyes
dc.publisherSpringer Science and Business Media Deutschland GmbH
dc.relation.ispartofVirtual Reality
dc.rightsclosedAccess
dc.subjectAUGMENTED REALITY
dc.subjectPSICOLOGIA
dc.subjectREALIDADE AUMENTADA
dc.subjectADAPTIVE SYSTEMS
dc.subjectNyARToolkit
dc.subjectUNITY 3D
dc.subjectBITALINO
dc.subjectPSYCHOLOGY
dc.titleMoving from VR into AR using Bio-Cybernetic Loops and Physiological Sensory Devices for Intervention on Anxiety Disordersen
dc.typearticle

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