![]() This means that, despite the possibility for participants to turn their head around 360°, they are unable to move or interact with the scenario. 2020).Īlthough the advantages of 360IVs in terms of accessibility and realism are considerable, it is noteworthy that they come at the expense of the environment’s responsiveness (Pandita and Won 2020). Further, contrasting with virtual avatars, 360IV provides photorealistic immersive experiences where the complexity of social interactions, including facial and bodily expressions, can be faithfully rendered (Kittel et al. Compared to VR, a 360IV consists of an accessible tool which can rely on pre-existing materials (e.g., YouTube videos) but also allows the creation of one’s own material with the help of an affordable 360-degree camera, while at the same time not requiring advanced software skills (Kittel et al. Besides these limitations, technological developments of the last few years have allowed access to novel immersive experiences through 360-degree immersive videos (360IV). And finally, the existence of virtual environments that fulfill the complete criteria for psychological assessment (e.g., test–retest indices, norms, and cut-off scores) remains poor (Geraets et al. A second reason is that these environments are mostly designed to treat one unique disorder, leading clinicians to need numerous licenses for a few specific patients. A first reason is that the license acquisition for virtual environments is particularly expensive and gives access only to a limited number of virtual situations (Della Libera et al. This phenomenon might be explained by at least three important reasons. 2020).Įven though the use of VR experiences appears empirically grounded, their use remains relatively limited for most clinicians. In particular, the efficacy of VR-based psychological treatments for several types of disorders has been highlighted in numerous studies (for reviews and meta-analyses, see Cieślik et al. ![]() In clinical settings, immersive technologies have the potential to be used for both the assessment and treatment of psychological disorders (Riva and Serino 2020). The main advantage of VR is to generate various secure ecological real-world experiences, which are able to elicit realistic cognitive and emotional reactions (Diemer et al. ![]() ![]() 2018) or substance abuse (Bordnick and Washburn 2019 Segawa et al. Over the last 20 years, immersive technologies, and principally virtual reality (VR), have gained a great interest in various areas of psychopathology such as social anxiety (Emmelkamp et al. The present study provides evidence supporting the use of the 360IV as a new accessible, ecological, and standardized tool to assess multiple transdiagnostic symptoms. The 360IV was also able to elicit various levels of the four dimensions of presence while producing few cybersickness. Results revealed that the five symptoms occurred during the immersion and were predicted by the participants’ proneness towards these symptoms. One hundred and fifty-eight adults from the general population were assessed in terms of their proneness towards the five symptoms, were then exposed to the 360IV and completed measures for the five state symptoms, four dimensions of presence (place, plausibility, copresence and social presence illusions) and cybersickness. A 360IV was constructed in the Darius Café and included actors behaving naturally. Adopting a multiple transdiagnostic approach, this study aims at testing the validity of a 360-degree immersive video (360IV) for the assessment of five common psychological symptoms (fear of negative evaluation, paranoid thoughts, negative automatic thoughts, craving for alcohol and for nicotine). However, due to high costs and material specificity, VR remains disadvantageous for clinicians. Over the last 20 years, virtual reality (VR) has gained a great interest for both assessment and treatment of various psychopathologies.
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