Virtual Environment for the Treatment of Claustrophobia
Virtual Environment of the Lisbon Subway Network (Yellow Line: Campo Grande, Cidade Universitária, Entre Campos, Campo Pequeno, Saldanha and Picoas), developed using the Source Engine at Labpsicom.

Development of a Virtual Environment for the Treatment of Agoraphobia: Point-of-View and Avoidance Effect on the Sense of Presence and Anxiety

(My Masters' Thesis in Clinical Psychology at ULHT)

This experimental study developed a virtual environment in order to treat agoraphobia disorder by studying the effect of Perspective and Avoidance on Presence and Anxiety levels. Sixty university students, 24 male and 36 female (M=23.42; SD=4.760) completed the experiment. Theparticipants were randomly assigned to two experimental groups: virtual environment exposure on first or on third Point-of-view. The Avoidance was evaluated using the Mobility Inventory for Agoraphobia (MIA), the sense of Presence using the ITC-Sense of Presence Inventory (ITC-SOPI) and the Anxiety levels using the State-Trait Anxiety Inventory (STAI– FormY1). The participants revealed high levels of Presence when exposed to the virtual environment and it was found significant results on the interaction of Pointof-view and Avoidance on the Sense of Spatial Presence.
Point-of-View Effect on Presence and Anxiety
Presence in Virtual Reality scenarios: the importance of viewpoint and of linear or non-linear narrative.
Morais, D.1, Saraiva, T.2, Gamito, P.1, Oliveira, J.1, Santos, N. 1, Batista, A.1, Correia, A.1,1 Universidade Lusófona de Humanidades e Tecnologias, Portugal2 University of Salford, UK.
Many are the factors responsible for higher or lower levels of presence in virtual reality applications. However, only a few have been studied in depth. This paper aimed at addressing two factors that have been scarcely studied in Virtual Reality based scenarios.With a sample of non-phobic university students (n =130), it was compared the impact of both viewpoint(1st Vs 3rd person) and narrative (linear Vs non-linear) in the presence levels (using ITC-SOPI questionnaire as a subjective presence measure) in a virtual reality subway simulation. The results did not evidence the effect of narrative in presence. No significant results were found for interaction between factors and viewpoint in presence. However, gender differences were evidenced for negative effects,with female participants and non-linear narrative conditions inducing higher levels. These results indicate that viewpoint has no effect on presence and that perspective should be selected according to the specific objective of each virtual reality application.

Morais, Diogo; Saraiva, Tomaz; Gamito, Pedro; Oliveira, Jorge A. G; Santos, Nuno; Baptista, A.; Batista, A.. 2009. "Presence in Virtual Reality Scenarios: the importance of viewpoint and of linear or non-linear narrative", Book of Proceedings of the 11th Virtual Reality International Conference, 1: 209 - 219.
"Medo de Andar de Metro? Isso cura-se"
Artigo na Revista Sábado 
VIDEOS
Virtual Journey with a Virtual Therapist on the Lisbon Subway Network
Cidade Universitária Subway Station
Third Person Perspective on Half-Life 2 MOD
Images
Campo Grande
Cidade Universitária
Campo Pequeno
Saldanha
Picoas
Subway
Virtual Environment for the Treatment of Claustrophobia
6
122
0
Published:

Virtual Environment for the Treatment of Claustrophobia

Virtual Environment of the Lisbon Subway Network (Yellow Line: Campo Grande, Cidade Universitária, Entre Campos, Campo Pequeno, Saldanha and Pico Read More
6
122
0
Published:

Tools

Creative Fields