Kritikos Iakovos, Alevizopoulos Georgios, Koutsouris Dimitris
Department of Bioengineering, Imperial College London, South Kensington Campus, London, United Kingdom.
Psychiatric Clinic, Agioi Anargyroi General Oncological Hospital of Kifisia, Athens, Greece.
Front Hum Neurosci. 2021 Feb 12;15:596980. doi: 10.3389/fnhum.2021.596980. eCollection 2021.
Virtual reality (VR) constitutes an alternative, effective, and increasingly utilized treatment option for people suffering from psychiatric and neurological illnesses. However, the currently available VR simulations provide a predetermined simulative framework that does not take into account the unique personality traits of each individual; this could result in inaccurate, extreme, or unpredictable responses driven by patients who may be overly exposed and in an abrupt manner to the predetermined stimuli, or result in indifferent, almost non-existing, reactions when the stimuli do not affect the patients adequately and thus stronger stimuli are recommended. In this study, we present a VR system that can recognize the individual differences and readjust the VR scenarios during the simulation according to the treatment aims. To investigate and present this dynamically adaptive VR system we employ an Anxiety Disorder condition as a case study, namely arachnophobia. This system consists of distinct anxiety states, aiming to dynamically modify the VR environment in such a way that it can keep the individual within a controlled, and appropriate for the therapy needs, anxiety state, which will be called "desired states" for the study. This happens by adjusting the VR stimulus, in real-time, according to the electrophysiological responses of each individual. These electrophysiological responses are collected by an external electrodermal activity biosensor that serves as a tracker of physiological changes. Thirty-six diagnosed arachnophobic individuals participated in a one-session trial. Participants were divided into two groups, the Experimental Group which was exposed to the proposed real-time adaptive virtual simulation, and the Control Group which was exposed to a pre-recorded static virtual simulation as proposed in the literature. These results demonstrate the proposed system's ability to continuously construct an updated and adapted virtual environment that keeps the users within the appropriately chosen state (higher or lower intensity) for approximately twice the time compared to the pre-recorded static virtual simulation. Thus, such a system can increase the efficiency of VR stimulations for the treatment of central nervous system dysfunctions, as it provides numerically more controlled sessions without unexpected variations.
虚拟现实(VR)为患有精神疾病和神经疾病的人提供了一种替代的、有效的且越来越常用的治疗选择。然而,目前可用的VR模拟提供了一个预先确定的模拟框架,没有考虑到每个人独特的个性特征;这可能导致患者因过度暴露于预先确定的刺激并以突然的方式做出不准确、极端或不可预测的反应,或者当刺激对患者影响不足从而建议使用更强的刺激时,导致冷漠、几乎不存在的反应。在本研究中,我们展示了一种VR系统,该系统可以识别个体差异,并在模拟过程中根据治疗目标重新调整VR场景。为了研究和展示这种动态自适应VR系统,我们以焦虑症为例进行研究,即恐蛛症。该系统由不同的焦虑状态组成,旨在以这样一种方式动态修改VR环境,即它可以将个体保持在一个可控的、适合治疗需求的焦虑状态,在本研究中将其称为“期望状态”。这是通过根据每个人的电生理反应实时调整VR刺激来实现的。这些电生理反应由一个外部皮肤电活动生物传感器收集,该传感器用作生理变化的追踪器。三十六名被诊断为恐蛛症的个体参加了一次试验。参与者被分为两组,实验组暴露于所提出的实时自适应虚拟模拟中,对照组暴露于文献中提出的预先录制的静态虚拟模拟中。这些结果表明,所提出的系统能够持续构建一个更新和适配的虚拟环境,与预先录制的静态虚拟模拟相比,该环境能使用户在适当选择的状态(更高或更低强度)下保持大约两倍的时间。因此,这样的系统可以提高VR刺激治疗中枢神经系统功能障碍的效率,因为它提供了在数值上更可控的疗程,没有意外变化。