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2016 XVIII Symposium on Virtual and Augmented Reality

VirtualPhobia: A Model for Virtual Therapy of Phobias

Sherazade Shunnaq Mateus Raeder


Department of Computer Science Department of Computer Science
Unisinos Unisinos
São Leopoldo, Brazil São Leopoldo, Brazil
e-mail: zady.shq@gmail.com e-mail: mraeder@unisinos.br

Abstract— This study proposes a tool model for phobia speaking. With the use of virtual reality, it is possible to
treatments using exposure therapy and virtual reality. The simulate a plane trip, animals, high places, crowds, war
model goal is to represent a system that enables the
and other situations that might cause fear or anxiety and
treatment of several phobias with different techniques,
through the immersion of the patient in a virtual
are hard or impossible to replicate physically.
environment with head-mounted displays, supporting the The virtual reality therapy solutions are hard to be
addition of new modules of techniques or phobias. The found in clinics, besides having a high cost and using
present work seeks to propose a broader and more flexible outdated devices and graphics as there has not been a big
virtual therapy system and obtaining a more current investment in the field in the last years.
solution. For the evaluation of the applicability of this model, This research proposes a tool model to assist the
a prototype was developed with support to the treatments of treatment of psychological disorders, enabling the use of
flooding, implosion, rationalization and systematic the main treatment techniques as systematic
desensitization, as well as support to more than one phobia. desensitization where a patient is gradually exposed to the
The prototype was tested with volunteers to evaluate the object of fear that causes panic or anxiety, or flooding,
levels of reality, immersion and anxiety caused to analyze the where the patient is exposed to the highest level of fear
possibility of the use of this tool to support phobia possible. This paper proposes a model to support many
treatments. At the end of this study, the results showed that techniques and different types of phobias. Also, it proposes
the developed model is applicable, and that virtual reality the use of more economically accessible gadgets that are
has great strength when applied to human’s psychology, usually created for entertainment.
being that 80% of the participants reported feeling afraid or
having other characteristics of anxiety. II. THEORY
Keywords: Virtual Reality; Virtual Therapy; VRET; A. Phobias
Phobias; Immersion.
Phobias are specific types of fear [3], where an
individual is afraid of being in a situation and when facing
I. INTRODUCTION it, has a fear of the possible consequences of it such as
In the last years, the computer graphics processing falling, dying and feeling pain.
capacity has increased quickly and constantly as well as Beck, Emery and Greenberg explain that the object of
the quality of this week screens. This advancement enables fear can be realistic (something that actually represents a
the creation of new devices and even the reinvention of risk, as fear of heights) or unrealistic (does not represent
others with more quality and effectiveness. risk, as clowns) [3]. The response to this phobia may vary
At the same time, society has been advancing and its from anxiety to panic.
complexity has been increasing, needing more advanced The anxiety or anguish is, as Rojas defines, “a feeling
solutions for more complex issues. The appearance of new of anguishness, narrowness and stenosis”. And fear is
diseases, new issues, new experiences and new fears can defined as “a specific awe, determined and objective
be noted as well. Phobias, or the exaggerated fear of towards something external to us and approached bringing
something or a situation [1], is not something new despite disquietude, unrest, alarm” [1].
several new phobias emerging in the last decades such as As previousty mentioned, phobia is an uncontrollable
the technophobia or the nomophobia (fear or anxiety of fear that causes panic and anxiety. This fear and anxiety is
being out of mobile contact). in excess controls the individual. According to Rojas, there
The same way that technology advances, other science is a possibility for anxiety to become a phobia as well as a
areas tend to advance and make use of new technologies. phobia can make its way back with the appropriate
In medicine, for example, robotics has been used for years treatment [1].
helping surgeries and prosthesis controlled by microchips According to Beck, Emery e Greenberg, phobias can
to substitute lost members [2]. be developed for several reasons. In adults, many phobias
In psychology, some treatments can make use of new can be attributed to traumatic events that might have
devices. In the last decade, the term “Virtual Reality happened during childhood or in the beginning of
Therapy” has been used more commonly, where virtual adulthood [3] and left marks.
reality is applied in several treatments such as PTSD. Another type of phobia related to childhood is the
Virtual reality therapy facilitates the treatment of phobia by fixation. Where a child is fixated on a fear
several disorders, as some of the feared situations can be during his development and this fear evolves into a phobia.
hard to replicate as the fear of travelling by plane or public There is also specific phobias that are not attributed to any

978-1-5090-4149-7/16 $31.00 © 2016 IEEE 59


DOI 10.1109/SVR.2016.20
traumatic event or fixation. An example is the phobia of Being able to significantly decrease the physical effects
blood, where a strong physical reaction happens during through breathing techniques and similar exercises that the
visual or physical contact with blood. patient can apply during the moment of fear [6].
6) Hypnosis:
B. Phobia Treatments
The use of hypnosis in the context of phobia treatments
The template is designed so that author affiliations are has the objective of altering the cerebral activity. This
not repeated each time for multiple authors of the same technique is frequently used and can be applied along with
affiliation. Please keep your affiliations as succinct as other treatments for better results. It can also be used as a
possible (for example, do not differentiate among resource for other treatments such as systematic
departments of the same organization). This template was desensitization to insert the patient in a specific situation or
designed for two affiliations. flooding, where hypnosis is used to stimulate the patient’s
1) Cognitive Behavioural Therapy (CBT): fear.
According to Gentil [4], the objective of treatments
behavioural therapy is to decrease and if possible C. Virtual Reality
extinguish anxiety symptoms. It uses techniques such as Alexandre Cardoso defines virtual reality as “A field
systematic desensitization, flooding and implosion that can that pursuits to create a new way of interacting with
be applied with real exposure or unreal exposure, such as computers” [7]. It is a more immersive alternative of user
imagination. interface, getting rid of, but not excluding, the traditional
Cognitive treatments have the objective of modifying combination of screen, keyboard and mouse.
the way a patient thinks through logic and the substitution It can be defined and a new philosophy of interface
of irrational thoughts with more rational thoughts. In this with greater immersion to free the user from the two-
modality, techniques such as cognitive restructuring and dimensional environment, with real-time interactions to
rational-emotional therapy are used to teach self control create the sense of reality to the user.
through cognition. The field has grown a lot in the last years, and along
2) Medication: with it emerging new applications merging it with different
According to Gentil [4], there are many discussions areas such as psychology, that could use very well the
regarding the efficiency of the use of medications such as support of virtual reality.
benzenatol to treat phobias. The most common is to
D. Related Work
combine medication with psychological treatments.
In other cases, such as phobia of plane flights, other This section presents some of the work related to
substances can be used as relaxants and alcohol to help virtual reality exposure therapy.
them through the experience. 1) The Treatment of Fear of Flying: A Controlled
3) Systematic Desensitization: Study of Imaginal and Virtual Reality Graded Exposure
Systematic desensitization was developed by Joseph Therapy [8]:
Wolpe and was the first effective technique for phobia This research is a comparative work between virtual
treatment [4]. It can be done through hypnotherapy, reality exposure therapy and imagination therapy and
imagination or other methods where the psychologist verify their effectiveness. The tests were made with
makes the patient face his fears gradually replacing the patients with different degrees of phobia randomly divided
memory of anxiety with calmness. between therapy using imagination and a therapy software
The treatment had three main levels. Firstly, the patient developed by Brenda K. using a head-monted display.
goes into a relaxed mode and then the therapist establishes 2) ARGAMAN: Rapid Deployment Virtual Reality
a hierarchy with fear levels according to the patient’s System for PTSD Rehabilitation [9]:
response to the leveling. At last, the patient is gradually Argaman was developed in Israel with the objective to
exposed from the level that causes less fear to the level that help with the treatment of PTSD using systematic
causes more fear to desensitize him. desensitization and virtual therapy. The developed tool
4) Flooding and Implosion: reproduces the scenarios that originated the trauma and has
Flooding is an implosive therapy where the patient is different intensity phases to support the immersion is steps.
exposed to his highest level of fear. This happens usually 3) VitualRET [10]:
through real contact, but can be done using imagination, This set of software and hardware enables the
virtual reality or other techniques as the therapist finds treatment of phobias such as the fear of insects and
suitable [5]. For example, a therapist puts the patient in claustrophobia using systematic desensitization.
contact with a real spider. 4) Comparison with VirtualPhobia:
The implosion technique was created by Stampfl and The proposed model in this research approaches
Lewis [6]. In this king of treatment, the therapist makes the several treatment methods, differently from other
patient have contact with a high level of fear using researches that use systematic desensitization.
imagination, images, sounds and videos. One of the keys is The fact that the tool is structured in modules makes it
to bombard him with details and talking about the origins easier to add new techniques as well as new phobias to be
of his fear. For example, the therapist shows the patient treated.
pictures and videos of spiders and narrates how scary a Another important factor is the use of newer and more
spider looks and moves. accessible devices, such as the Oculus Rift e other gadgets
5) Interoceptive Therapy: used for entertainment and easily found, like videogame
The use of this therapy is very common against anxiety controls. Most of the researches use older devices and
disorders and is focused on the symptoms of the phobia.

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graphics with lower quality, which decreases the user’s Rift [11] and the scenes were developed to support
immersion. implosion, flooding, systematic desensitization and
rationalization to evaluate the possibility of supporting
III. PROPOSED MODEL different treatments using exposure with virtual reality.
The tool model has the objective of helping with the The development of the scenarios was as follows:
treatment of different types of phobias, with more than one • Systematic desensitization for acrophobia: several
possibility of technique to apply. The phobias and their difficulty levels were created. The initial levels used small
treatments are separated into modules enabling the option bridges with different heights that should be crossed by the
of adding new customized levels such as a scene with a user, and the highest levels reproduces tall buildings and
specific number of animals and new developed modules. the user had to cross the using a wood board;
Each phobia module is specific for a theme and is • Flooding for acrophobia: a scene was created where a
composed of different treatment techniques, as shown in patient should cross very high buildings using wood
figure 1. Treatments with systematic desensitization have boards with different inclinations. The scene used many
several levels beginning with the lease feared to the sound effects, such as wind and the sound of creaking
highest level. Each level has new changes, such as less wood. At the end, the user can jump off the highest
light, more sound effects, more objects or animals, more building. The main goal of this scene is to generate the
details or other factors that can make the environment highest possible fear the patient can handle, which should
scarier. be determined by the doctor handling the tool;
As for techniques such as flooding, the modules • Rationalization for arachnophobia: a scene was
support different “high levels” to be chosen from created were the user had to be virtually close to a glass
according to the patient’s profile. box with a spider inside, receiving explanatory texts about
On the other hand, other techniques can have a the situation the user is exposed to using logic to reduce
different approach using virtual reality, such as treatments anxiety;
based on cognitive therapy, where new elements inside the • Flooding for arachnophobia: an environment was
virtual environment can be used to help with the created where the patient has to stay inside a room for a
rationalization of the fear, as a guided environment with determined period without exiting, this room is filled with
instructions and logical expressions to help the patient. spiders: on the bed, furniture, floor, and walls. This scene
uses sound effects and movement;
• Implosions for arachnophobia: an environment was
developed showing several images of spiders to
accompany the doctor’s voice incentive.

Figure 2. Scenes from the prototype

The Oculus Rift was the device of choice for being an


innovative and relatively cheap technology. The fact that it
Figure 1. VirtualPhobia’s Model is a product with a lot of visibility and focus in
entertainment makes it a great candidate for receiving
After evaluating the patient, the therapist choses the frequent upgrades and improving constantly. The
treatment best suited and if necessary, the more prototype was developed using Unity Pro 4.0 [12], a game
appropriate start level according to the patient’s phobia. engine with easy support for VR development and an
During the sessions, the therapist will change level intuitive interface, as well as easy integration with other
according to the patient’s progress until the treatment’s gadgets such as the Leap Motion [13]. Some scenes from
conclusion. the prototype are presented in figure 2.
This model was reviewed by two psychologists to
verify if the procedures were understood correctly and are IV. DISCUSSION AND TESTS
applicable to the proposed idea. Two questionnaires using the Likert scale [14] were
A. Development made to analyze the tool model. One before the sessions,
where the participants answered 25 questions with
A prototype was developed to analyse the proposed personal information such as name, age, health issues and
model in this research. Two phobia modules were questions about fear levels and the existence of phobias.
developed: acrophobia (exaggerated fear of heights) and The post-test quiz had 26 questions about the
arachnophobia (exaggerated fear spiders). The tool was experiment, with the following main items:
developed supporting the head-mounted display Oculus • Side effects: if he felt nausea, experienced vomit, etc;

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• Environment quality: From graphics quality to the V. RESULTS
level of reality and the object’s response to the user; Based on the collected data from the questionnaires
• Anxiety, fear and relaxation levels: Such as “Which and notes during the sessions, an analysis of the prototype
level of anxiety did you feel in a given experiment?” and if was made.
the participant felt suffocated for not being able to quit the In the pre-test quiz, the participants were asked about
session, if he experienced sweat or felt relaxed through the their fear and anxiety levels towards spiders based on
first levels; previous experiences. After the test, the volunteers were
• Opinions about the prototype; asked about their anxiety levels during the session. The
• Immersion levels: perception of the real world during figure 4 shows a comparison between the anxiety felt in
the tests, such as external sounds, room temperature and real life and using virtual reality.
close people; As it can be noted in the tested cases, the levels of
The tests were made individually with 20 volunteers anxiety in the real world and in virtual reality are very
between 20 and 65 years old, with an average age of 30 close.
years old and different levels of fear. None of the The levels for determining anxiety took under advice
participants had a diagnosed phobia. the Hamilton scale [1], where in each characteristic there
The volunteers received a brief explanation about are four levels of anxiety (from absent to very strong).
virtual reality, phobias and the proposed model and signed
a consent form before starting the experiment. Then they
tested the scenes for arachnophobia with flooding and
acrophobia with systematic desensitization and flooding,
as shown in examples in figure 3.

Figure 3. Volunteers testing the prototype


Figure 4. Comparison between the anxiety felt in real life and in virtual
reality with arachnophobia case
The flooding technique was selected for the test to
measure if it is possible to reach fear and anxiety levels
The same questions about anxiety and discomfort were
using the tool, enabling the comparison between the fear
applied to the acrophobia tests, as shown in figure 5. It is
levels that the participants reported to feel in reality and
visibly notable the resemblance between the participants’
the levels felt using virtual reality.
reaction to situations in real life and the virtual
The systematic desensitization was selected to analyze
environment.
if the initial levels were able to create the needed
relaxation for the treatment’s success, as well as if the
higher levels caused any level of anxiety, otherwise the
levels would not have impact on the patient and there
would be no real progress because the relaxation was not
created through desensitization.
The participants were oriented not to talk during the
test scenes and to stand up for more immersion, as well as
not to remove the Oculus Rift before the end of the session
unless needed. The sessions lasted between 30 and 40
minutes and the tools used were a laptop, and Oculus Rift,
an earphone, a mouse and a joystick.
In addition, some recurrent sessions were made with
one of the volunteers, were the volunteer participated in
Figure 5. Comparison between anxiety felt in real life and in virtual
four sessions (one each week) to analyze his behavior reality with acrophobia case
regarding the tool.
In the last session, some physical stimuli were The participants were asked if they felt relaxed in the
introduced to analyze the change these additions would initial levels of systematic desensitization. Between the
cause to the tool. More virtual reality immersion was volunteers, 85% of them felt relaxed in the initial levels.
introduced using rubber spiders, wood boards and a Leap This point is extremely important for the treatment’s
Motion [13] device to capture the user’s hand movements success because the technique’s base is the patient feeling
and replicate them inside the virtual environment. The relaxed to detach the fear from the experience. With cases
stacked boards are placed under the volunteer and can be where the patient doesn’t feel relaxed there’s a need of
shaken manually to mimic what the patient would feel if help from the doctor’s side through specific methods.
losing balance from a high place. Regarding the tool, the participants were asked about
the quality of the tested environments. Most of the

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volunteers thought the quality was good, and 85% of them The participant described the session with physical
judged to be correct or completely correct the phrase “I felt stimulation as an intense experience.
that the environment and animals were responding to me”,
which demonstrates satisfaction regarding the VI. CONCLUSION
environment. Virtual reality is going through a rebirth time in the
Also, other questions were made to analyze the levels market, creating new possibilities of innovation in several
of immersion of users, such as questions about their fields. There is no doubt that psychology is one of those
capacity to be aware of the real world during the tests. fields. From phobia treatments to the rehabilitation of
As shown in figure 6, most of the volunteers told felt patients with PTSD, the use of VR can change the way we
some level of unconsciousness regarding the real world people deal with their problems.
around them. One of the main factors used for a better The analysis made on the prototype created the
immersion is the use of headphones and sound effects. following points:
At the end of the acrophobia test, the participants were • Techniques such as systematic desensitization,
asked to jump off the highest building in the virtual world. flooding and implosion can be replicated using a virtual
As a result, 20% of the participants refused to jump. This environment;
shows clearly that they were impacted by the use of virtual • Using a module structure, we have an easy tool that
reality. could receive new functionalities and support new
treatments and phobias;
• With the appropriate tools, it is possible to unite
several new technologies. During the prototype’s
development, it was possible to integrate technologies such
as the Oculus Rift, the Leap Motion and other accessories
such as joysticks;
• It is possible to reproduce discomfort, fear and
relaxation through virtual reality, even if with less
intensity, enabling an effective treatment. Tests show that
the virtual environment can make people feel similar
emotions experienced in the real world.
As future researches, there could be customizable
levels to give more options to the therapist. In addition, the
Figure 6. Perception of the real world during the experiment
tool could support individual treatment using cheaper
Another factor studied was the side effects that the devices such as Google Cardboard, where the doctor
participants felt during the tests, 80% of them reported to would allow the patient to have sessions at home using
feel or demonstrated some sort of effect such as crying, virtual reality with a smartphone.
screaming, nausea, panic, trying to run and leg tremors. REFERENCES
Most of the participants tried to grab the table in front of
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