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10.1145/3281505.3281583acmconferencesArticle/Chapter ViewAbstractPublication PagesvrstConference Proceedingsconference-collections
abstract

Does automatic game difficulty level adjustment improve acrophobia therapy?: differences from baseline.

Published: 28 November 2018 Publication History

Abstract

This paper presents the design and development of a Virtual Reality game for treating acrophobia, as well as a comparative study between the players' performance in the game, under two different conditions - one in which the difficulty levels are adjusted according to the subjects' biophysical data and one in which they are not. The results showed an improvement of the parameters correlated with fear level in the first experiment.

References

[1]
D.O Bos. 2006. EEG-based emotion recognition. The Influence of Visual and Auditory Stimuli University.
[2]
K. Arikan, N.N. Boutros, E. Bozhuyuk, B.C. Poyraz, B.M. Savrun, R. Bayar, et al. 2006. EEG correlates of startle reflex with reactivity to eye opening in psychiatric disorders: preliminary results. Clin EEG Neurosci., 37:230--4

Cited By

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  • (2020)An Investigation of Various Machine and Deep Learning Techniques Applied in Automatic Fear Level Detection and Acrophobia Virtual TherapySensors10.3390/s2002049620:2(496)Online publication date: 15-Jan-2020
  • (2020)eTher – An Assistive Virtual Agent for Acrophobia Therapy in Virtual RealityHCI International 2020 – Late Breaking Papers: Virtual and Augmented Reality10.1007/978-3-030-59990-4_2(12-25)Online publication date: 8-Oct-2020

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Published In

cover image ACM Conferences
VRST '18: Proceedings of the 24th ACM Symposium on Virtual Reality Software and Technology
November 2018
570 pages
ISBN:9781450360869
DOI:10.1145/3281505
Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 28 November 2018

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Author Tags

  1. acrophobia
  2. deep learning
  3. fear estimation
  4. game level prediction
  5. gamification
  6. virtual reality

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  • Abstract

Funding Sources

  • University Politehnica of Bucharest

Conference

VRST '18

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Overall Acceptance Rate 66 of 254 submissions, 26%

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VRST '24

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Cited By

View all
  • (2020)An Investigation of Various Machine and Deep Learning Techniques Applied in Automatic Fear Level Detection and Acrophobia Virtual TherapySensors10.3390/s2002049620:2(496)Online publication date: 15-Jan-2020
  • (2020)eTher – An Assistive Virtual Agent for Acrophobia Therapy in Virtual RealityHCI International 2020 – Late Breaking Papers: Virtual and Augmented Reality10.1007/978-3-030-59990-4_2(12-25)Online publication date: 8-Oct-2020

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