Virtual Reality Fear Treatment
Paul Gilbert V. Maglaya1, Keaton Martin Varlez2, Dan Jayson Panergo3
1Paul Gilbert V. Maglaya, Master, Department of Information Technology, Jose Rizal University, Philippines.
2Keaton Martin Varlez, Dan Jayson Panergo Development Team Chaos Game Lab, Philippines.
3Dan Jayson Panergo, Game Programmer, Philippines.
Manuscript received on 02 June 2019 | Revised Manuscript received on 27 June 2019 | Manuscript Published on 04 July 2019 | PP: 139-140 | Volume-8 Issue-1S4 June 2019 | Retrieval Number: A10270681S419/2019©BEIESP
Open Access | Editorial and Publishing Policies | Cite | Mendeley | Indexing and Abstracting
© The Authors. Blue Eyes Intelligence Engineering and Sciences Publication (BEIESP). This is an open access article under the CC-BY-NC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/)
Abstract: Virtual Reality (VR) is a simulated computer generated experience taking place within a virtual environment that incorporates mainly auditory and visual senses, motion, and perception or the ability to grasp something. In this study and development, VR will be used as a tool to aid psychologists and psychiatrists in assessing and treating the different fear levels of patients. VR will simulate different fear scenarios to help patients get used to what they are afraid of, aka “facing your fear” simulator. This study will cover the flooding and gradual exposure method of treating fear and phobia. The scenarios are composed of 360 videos and animated 3D scenes that can simulate a fearful event. With the help of VR, different scenarios can be recreated with cheaper costs and safer risks. The experience can be customized based on the patient’s level of fear and with the supervision of a licenced professional. A prototype with scenarios for phobias such as acrophobia, arachnophobia, claustrophobia, cynophobia, and entomophobia are used in the demonstration.
Keywords: Virtual Reality Computer Environment Development.
Scope of the Article: Virtual Reality