Hartanto Dwi, Kampmann Isabel L, Morina Nexhmedin, Emmelkamp Paul G M, Neerincx Mark A, Brinkman Willem-Paul
Department of Intelligent Systems, Delft University of Technology, Delft, The Netherlands.
Department of Clinical Psychology, University of Amsterdam, Amsterdam, The Netherlands.
PLoS One. 2014 Mar 26;9(3):e92804. doi: 10.1371/journal.pone.0092804. eCollection 2014.
Virtual reality exposure therapy has been proposed as a viable alternative in the treatment of anxiety disorders, including social anxiety disorder. Therapists could benefit from extensive control of anxiety eliciting stimuli during virtual exposure. Two stimuli controls are studied in this study: the social dialogue situation, and the dialogue feedback responses (negative or positive) between a human and a virtual character. In the first study, 16 participants were exposed in three virtual reality scenarios: a neutral virtual world, blind date scenario, and job interview scenario. Results showed a significant difference between the three virtual scenarios in the level of self-reported anxiety and heart rate. In the second study, 24 participants were exposed to a job interview scenario in a virtual environment where the ratio between negative and positive dialogue feedback responses of a virtual character was systematically varied on-the-fly. Results yielded that within a dialogue the more positive dialogue feedback resulted in less self-reported anxiety, lower heart rate, and longer answers, while more negative dialogue feedback of the virtual character resulted in the opposite. The correlations between on the one hand the dialogue stressor ratio and on the other hand the means of SUD score, heart rate and audio length in the eight dialogue conditions showed a strong relationship: r(6) = 0.91, p = 0.002; r(6) = 0.76, p = 0.028 and r(6) = -0.94, p = 0.001 respectively. Furthermore, more anticipatory anxiety reported before exposure was found to coincide with more self-reported anxiety, and shorter answers during the virtual exposure. These results demonstrate that social dialogues in a virtual environment can be effectively manipulated for therapeutic purposes.
虚拟现实暴露疗法已被提议作为治疗焦虑症(包括社交焦虑症)的一种可行替代方法。在虚拟暴露过程中,治疗师可以从对引发焦虑的刺激进行广泛控制中受益。本研究探讨了两种刺激控制方式:社交对话情境,以及人与虚拟角色之间的对话反馈回应(消极或积极)。在第一项研究中,16名参与者置身于三种虚拟现实场景中:中性虚拟世界、相亲场景和求职面试场景。结果显示,这三种虚拟场景在自我报告的焦虑水平和心率方面存在显著差异。在第二项研究中,24名参与者置身于一个虚拟环境中的求职面试场景,其中虚拟角色的消极和积极对话反馈回应的比例在实时系统中变化。结果表明,在一次对话中,更积极的对话反馈会导致自我报告的焦虑减少、心率降低以及回答更长,而虚拟角色更多的消极对话反馈则会产生相反的效果。一方面,对话压力源比例与另一方面,八个对话条件下的主观痛苦程度(SUD)评分、心率和音频长度之间的相关性显示出很强的关系:r(6) = 0.91,p = 0.002;r(6) = 0.76,p = 0.028;r(6) = -0.94,p = 0.001。此外,发现暴露前报告的更多预期焦虑与虚拟暴露期间更多的自我报告焦虑以及更短的回答相吻合。这些结果表明,虚拟环境中的社交对话可以为治疗目的而有效地进行操控。