VIRTUAL REALITY FOR FEAR OF HEIGHTS:
Emory and Georgia Tech Researchers Publish First
Controlled Treatment Study
March 20, 1995
An experimental therapy based on virtual reality (VR) computer simulations
has helped persons with acroophobia reduce their fear of heights, a team of
computer scientists and clinical psychologists reports in the April issue of
the American Journal of Psychiatry. The study is believed to be the
first controlled use of VR for treating a behavioral disorder.
The study may open new possibilities for dealing with a broad range of
phobic conditions whose treatment now relies on exposure to real
anxiety-producing situations. It also demonstrates a promising new
application for VR, which has been popularized through games and
entertainment uses.
"This study is important in establishing that there is real potential for the
use of virtual reality in exposure therapy," said Dr. Larry F. Hodges, Associate
Professor in the College of Computing at the Georgia Institute of Technology.
"There are a range of conditions for which you might one day use virtual reality
systems in a clinician's office to provide therapy."
A research team, led by Hodges and Dr. Barbara O. Rothbaum, Assistant
Professor in the Department of Psychiatry in Emory University's School of
Medicine, studied the effects of VR-based therapy on a group of 10 college
students who displayed clear clinical signs of acrophobia.
After two months of weekly treatments, the students were evaluated for
their anxiety, avoidance, attitudes and distress when confronted with height
situations. They were then compared to seven students with acrophobia who
did not receive treatment.
"Significant differences between the students who completed the virtual
reality treatment and those on the (control) waiting list were found on all
measures," the authors said. "The treatment group was significantly improved
after eight weeks, but the comparison group was unchanged."
In a series of sessions conducted by a clinical therapist, the treatment
group used head-mounted VR displays to view a series of anxiety-producing
scenes from bridges, balconies and an open glass hotel atrium elevator. In
each case, the subjects becan at ground level and moved gradually higher in
the simulated scenes until they showed or reported signs of distress. The
subjects would then remain at that level until their anxiety levels
dropped.
During 35-45 minutes sessions held in Georgia Tech's Graphics,
Visualization & Usability Center, nearly all of the students felt the sweaty
palms, rubbery knees, nausea and dizziness that are the signs of acrophobia.
Ultimately, all test subjects mastered the three environments, including what
became known as the "Indiana Jones" bridge suspended a simulated 80 meters
above a river.
In addition to the treatment, seven of the 10 students in the treatment group
chose to expose themselves to height situations between sessions, even though
they were not specifically instructed to do so.
"We had a subject who actually went to the (Atlanta) Marriott Marquis Hotel
and got on an opoen glass elevator," noted Hodges. "He came back and told
us that although he was scared, he could now deal with the situation. Before
the treatment, it would have taken several people to carry him onto the
elevator."
Hodges said that although the virtual situation created real anxiety and
distress in the test subjects, the levels may not have been as intense as if
the subjects had been on a real bridge, balcony or elevator.
"They experienced the same feelings of anxiety and the same emotions that
they would in real height situations, and that seemed to be true throughout
all the eight weeks of the therapy," he explained. "But people were willing
to place themselves into situations in VR that they would never do in the
real world. It's not as real as real-life, but it's real enough that you
experience the same kind of emotions."
Though the researchers demonstrated that their VR technique could lessen
the subjects' fear of heights, they did not directly compare the results to
those of traditional therapy techniques. Even if the VR technique turns out
to be no more effective than conventional methods, however, it may still
offer significant advantages.
"Virtual reality graded exposure may turn out to be much more time- and
cost-effective than traditional exposure therapy, which requires the therapist
to leave the office setting and work with patients in anxiety-producing height
situations," noted Rothbaum. VR treatment in a therapist's office would also
protect the confidentiality of the subjects.
In addition to demonstrating the effectiveness of VR in treating
psychological conditions, the study also provided information on the amount
of visual data required to make subjects feel that they are really in the
situation they fear. Reducing the amount of visual information could allow
the VR to be done on less costly equipment, making it possible for therapists
to purchase the computers and helmet-mount display for as little as $20,000,
Hodges believes.
"This study allowed us to get some experimental data on the experience of
what we call 'presence', and what it is that makes you feel you are in any
environment," he explained. "It will help us learn what kinds of details we
can abstract away and what details are important."
Other authors of the study included Rob Kooper in Georgia Tech's College
of Computing, Dan Opdyke from the Department of Psychology at Georgia State
University, Dr. James S. Williford of the 101st Airborne Division at Fort
Campbell, KY, and Max North, of the Department of Computer Science of Clark
Atlanta Univeristy.
The research was supported in part by a grant from the Emory/Georgia Tech
Biotechnology Research Center, by an equipment grant from the Georgia Tech
Foundation, and by a Research Experiences for Undergraduates Site Grant from
the National Science Foundation.
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