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

Detalhes bibliográficos
Autor(a) principal: Arquissandás, Preyesse
Data de Publicação: 2021
Outros Autores: Oliveira, Jorge, Lamas, David Ribeiro
Tipo de documento: Artigo
Idioma: eng
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: http://hdl.handle.net/10437/12430
Resumo: Anxiety 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.
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spelling Moving from VR into AR using Bio-Cybernetic Loops and Physiological Sensory Devices for Intervention on Anxiety DisordersAUGMENTED REALITYPSICOLOGIAREALIDADE AUMENTADAADAPTIVE SYSTEMSNyARToolkitUNITY 3DBITALINOPSYCHOLOGYAnxiety 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.2022-01-20T16:09:51Z2021-07-12T00:00:00Z2021-07-12info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/articleapplication/pdfhttp://hdl.handle.net/10437/12430engArquissandás, PreyesseOliveira, JorgeLamas, David Ribeiroinfo:eu-repo/semantics/openAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2023-03-09T14:07:24Zoai:recil.ensinolusofona.pt:10437/12430Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-19T17:14:46.905555Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse
dc.title.none.fl_str_mv Moving from VR into AR using Bio-Cybernetic Loops and Physiological Sensory Devices for Intervention on Anxiety Disorders
title Moving from VR into AR using Bio-Cybernetic Loops and Physiological Sensory Devices for Intervention on Anxiety Disorders
spellingShingle Moving from VR into AR using Bio-Cybernetic Loops and Physiological Sensory Devices for Intervention on Anxiety Disorders
Arquissandás, Preyesse
AUGMENTED REALITY
PSICOLOGIA
REALIDADE AUMENTADA
ADAPTIVE SYSTEMS
NyARToolkit
UNITY 3D
BITALINO
PSYCHOLOGY
title_short Moving from VR into AR using Bio-Cybernetic Loops and Physiological Sensory Devices for Intervention on Anxiety Disorders
title_full Moving from VR into AR using Bio-Cybernetic Loops and Physiological Sensory Devices for Intervention on Anxiety Disorders
title_fullStr Moving from VR into AR using Bio-Cybernetic Loops and Physiological Sensory Devices for Intervention on Anxiety Disorders
title_full_unstemmed Moving from VR into AR using Bio-Cybernetic Loops and Physiological Sensory Devices for Intervention on Anxiety Disorders
title_sort Moving from VR into AR using Bio-Cybernetic Loops and Physiological Sensory Devices for Intervention on Anxiety Disorders
author Arquissandás, Preyesse
author_facet Arquissandás, Preyesse
Oliveira, Jorge
Lamas, David Ribeiro
author_role author
author2 Oliveira, Jorge
Lamas, David Ribeiro
author2_role author
author
dc.contributor.author.fl_str_mv Arquissandás, Preyesse
Oliveira, Jorge
Lamas, David Ribeiro
dc.subject.por.fl_str_mv AUGMENTED REALITY
PSICOLOGIA
REALIDADE AUMENTADA
ADAPTIVE SYSTEMS
NyARToolkit
UNITY 3D
BITALINO
PSYCHOLOGY
topic AUGMENTED REALITY
PSICOLOGIA
REALIDADE AUMENTADA
ADAPTIVE SYSTEMS
NyARToolkit
UNITY 3D
BITALINO
PSYCHOLOGY
description Anxiety 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.
publishDate 2021
dc.date.none.fl_str_mv 2021-07-12T00:00:00Z
2021-07-12
2022-01-20T16:09:51Z
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
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format article
status_str publishedVersion
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url http://hdl.handle.net/10437/12430
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instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação
instacron:RCAAP
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reponame_str Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
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