Titre : | "AcroFree", a virtual reality serious game application for overcoming Acrophobia |
Auteurs : | INTISSAR CHERIF, Auteur ; Mohamed Chaouki Babahenini, Directeur de thèse |
Type de document : | Monographie imprimée |
Editeur : | Biskra [Algérie] : Faculté des Sciences Exactes et des Sciences de la Nature et de la Vie, Université Mohamed Khider, 2020 |
Format : | 1 vol. (92 p.) / ill. / 29 cm |
Langues: | Anglais |
Résumé : | Acrophobia, or the extreme irrational fear of heights, is a widespread and debilitating anxiety disorder affecting as many as 1 in 20 adults. The resulted distress has a significant impact on restricting the functioning of the everyday life and affecting performance in different domains that are related to being far from the ground. Fortunately, this disorder is curable when providing the right treatment. Along with the growth of technology in the last decade, virtual reality (VR) has proved to be as effective as the traditional forms of exposure therapy (VRET) for treating this mental disorder.Therefore, and in order to provide an efficient tool for treating acrophobia, we developed a VR based serious game application "AcroFree" that exposes the patient to several anxiety-provoking situations in an interactive and fully immersive 3D environment using the HTC Vive headset. The project comprised of 3 levels with different height-related scenarios and challenging tasks allowing the patient to get used to heights while learning how to handle their phobic responses in a secure and controlled context repeatedly until creating new memories of safety. A realistic experience with a high sense of immersion and smooth interactions was achieved taking the advantage of the new VR technologies. |
Sommaire : |
Introduction
Insights into Virtual Reality ......................... 15 1.1 Introduction ........................... 16 1.2 Definition of Virtual Reality .................... 16 1.3 History of Virtual Reality ..................... 17 1.4 What is VR? What is VR not? ................... 20 1.4.1 Levels of immersion in VR systems ............... 21 1.4.2 Characteristics of Immersion in VR ............... 24 1.4.3 Virtuality Continuum .................... 24 1.5 How Virtual Reality works ..................... 25 1.6 VR applications development .................... 26 1.6.1 Construction of virtual worlds ................. 26 1.6.1.1 Modeling ...................... 26 1.6.1.2 Filming (Video capture) ................ 27 1.6.2 Interacting with virtual worlds ................. 29 1.6.2.1 Camera Control ................... 29 1.6.2.2 Navigation ..................... 29 1.6.2.3 Selection (object picking) ............... 30 1.6.2.4 Manipulation .................... 30 1.6.3 The challenges of creating a VR application ........... 30 1.7 Application of Virtual Reality ................... 32 1.7.1 Motivation to use VR .................... 32 1.7.2 Medicine ......................... 32 1.7.3 Education and Training .................... 32 1.7.4 Entertainment and Sport ................... 33 1.7.5 Engineering and Architecture ................. 33 1.7.6 Data Visualization ...................... 33 1.7.7 Phobia Treatment ...................... 34 1.8 Conclusion ........................... 34 Phobias Overview ............................... 35 2.1 Introduction ........................... 36 2.2 Definition of phobia ....................... 36 2.3 Classification of phobia ...................... 36 2.3.1 Social phobia ........................ 37 2.3.2 Agoraphobia ........................ 38 2.3.3 Specific phobia ....................... 39 2.4 Severity ............................ 39 2.5 Traditional therapy for phobias ................... 40 2.5.1 Cognitive Therapy ...................... 40 2.5.2 Exposure Therapy ...................... 41 2.5.2.1 In Vitro ...................... 42 2.5.2.2 In Vivo ...................... 42 2.5.2.3 Systematic Desensitization ............... 43 2.5.2.4 Flooding ...................... 43 2.5.3 Assertiveness Therapy .................... 43 2.5.4 Limitation of CBT ...................... 44 2.6 Virtual Reality Therapy ...................... 44 2.6.1 Advantages of virtual reality therapy .............. 45 2.6.2 Previous work on VR therapy for treating phobias ......... 46 2.7 Conclusion ........................... 49 System Description and Architecture Design .................. 50 3.1 Introduction ........................... 51 3.2 Acrophobia ........................... 51 3.2.1 Definition of Acrophobia ................... 51 3.2.2 Virtual Reality Exposure Therapy for Acrophobia ......... 52 3.3 Proposed System for Acrophobia treatment .............. 53 3.3.1 System objectives ...................... 53 3.3.2 System Architecture Design .................. 54 3.3.2.1 Virtual World .................... 55 3.3.2.2 Patient ....................... 55 3.3.2.3 Virtual World-Patient Interaction ............ 56 3.3.2.4 Moderating Factors .................. 56 3.3.2.5 Quality ....................... 57 3.4 Phases of the methodology ..................... 58 3.4.1 Application Assignment phase ................. 58 3.4.2 Analysis phase ....................... 59 3.4.3 Creation phase ....................... 62 3.4.4 Testing phase ........................ 62 3.4.5 Implementation phase .................... 62 3.5 Conclusion ........................... 63 Implementation, Results and Evaluation .................... 64 4.1 Introduction ........................... 65 4.2 Technical Description ....................... 65 4.3 Development Environment ..................... 66 4.3.1 Hardware ......................... 66 4.3.2 Software .......................... 68 4.3.2.1 Steam VR ..................... 68 4.3.2.2 Unity3D ...................... 68 4.4 Development Process ....................... 70 4.5 Prototype Content ........................ 71 4.5.1 Graphical User Interface ................... 71 4.5.2 Designed Environment .................... 74 4.5.2.1 Navigation inside the building ............. 74 4.5.2.2 Elevator Animation .................. 75 4.5.2.3 Interactions Mechanism ................ 76 4.5.2.4 Application Levels .................. 77 4.6 Application Usability by the therapist ................ 85 4.7 Conclusion ........................... 85 Conclusion and Perspectives .......................... 86 |
Type de document : | Mémoire master |
Disponibilité (1)
Cote | Support | Localisation | Statut |
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MINF/595 | Mémoire master | bibliothèque sciences exactes | Consultable |