THE HEIGHT of REALITY Using Virtual Reality Technology to Desensitise Acrophobia
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THE HEIGHT of REALITY Using Virtual Reality Technology to Desensitise Acrophobia Mark J. Lindsay THE HEIGHT OF REALITY Using Virtual Reality Technology to Desensitise Acrophobia Mark J. Lindsay Victoria University of Wellington New Zealand A thesis submitted in partial fulfilment for the degree of Master of Design Innovation JULY 10, 2017 Abstract Virtual reality (VR) is a new up-and-coming technology on which to watch three dimensional films or play video games. However, the practical uses of virtual reality can spread much further than just media outputs. This research aims to explore one of the practical uses for virtual reality technology. VR has the potential to help patients living with psychological disorders, by reducing the anxiety that they experience to a more manageable level within a safe environment. This dissertation addresses the use of a virtual reality simulation to reduce the anxiety experienced by patients effected by acrophobia, known as the fear of heights. The preliminary research includes several in-depth interviews with psychologists and clinicians, as well as phobic patients to better understand the processes of gradual exposure rehabilitation. This method also determines how a virtual reality simulation may be effectively designed. The primary aim of this research is to build a VR simulation which will produce a conducive result in the anxiety levels of the participants’ mental health, within a familiar and comfortable environment. User-testing the simulation will further refine the program’s effectiveness. The outcome will be a program supported by existing virtual reality treatments for psychological disorders that ultimately reduces the anxiety experienced by participants. Acknowledgements I would like to offer my special thanks to my family and Michelle for their support and presence throughout the stress and technical issues. I wish to acknowledge the much-appreciated help provided by Isaac Blomfield in the programming of the simulation and Duncan Phillips for the fantastic elevator music. Special thanks should be given to Byron Mallett, my research supervisor for his guidance and constructive ideas that helped to develop my project. Table of Contents Abstract ..................................................................................................................................... 1 Acknowledgements ................................................................................................................... 4 Table of Contents ...................................................................................................................... 6 Introduction .............................................................................................................................. 8 Chapter One: Literature Review .............................................................................................. 10 Virtual Reality ...................................................................................................................... 10 Virtual Reality Application ................................................................................................... 13 Medical Applications ........................................................................................................... 14 Bravemind VR .................................................................................................................. 15 HITLab VR Therapy for Spider Phobia .............................................................................. 16 Fearless VR ...................................................................................................................... 17 Acrophobia .......................................................................................................................... 18 Chapter Two: Interviews ......................................................................................................... 21 Interview: Clinical Psychologist ........................................................................................... 21 Interview: Psychology Professor ......................................................................................... 23 Interview: Acrophobic Patient ............................................................................................ 25 Interview: Palmerston North City Planner .......................................................................... 26 Chapter Three: Concept Designs ............................................................................................. 29 Concept phase ..................................................................................................................... 29 Concept 1: The Hot Air Balloon ....................................................................................... 30 Concept 2: The Window Washer’s Box ........................................................................... 31 Concept 3: Location, Location, Location ......................................................................... 32 Concept 4: The Elevator .................................................................................................. 33 Other Considerations .......................................................................................................... 34 Immersion ....................................................................................................................... 34 Body Presence ................................................................................................................. 34 Physical Support .............................................................................................................. 35 Music and Sound ............................................................................................................. 35 Final Concept ....................................................................................................................... 37 Chapter Four: Development.................................................................................................... 38 Design Inspiration................................................................................................................ 38 Scale ................................................................................................................................ 39 Early Design ......................................................................................................................... 40 Alpha Design ........................................................................................................................ 48 Alpha User-Testing .......................................................................................................... 48 Beta Design ......................................................................................................................... 53 Beta User-Testing ............................................................................................................ 54 Chapter Five: Conclusions ....................................................................................................... 56 Final Prototype .................................................................................................................... 56 Acrophobia User-testing ..................................................................................................... 60 User results ......................................................................................................................... 60 Conclusion ........................................................................................................................... 62 Terminology ........................................................................................................................ 65 Appendix ................................................................................................................................. 66 Questionnaire 1.1. Alpha Development Questionnaire ...................................................... 66 Questionnaire 1.2. Heights Interpretation Questionnaire .................................................. 67 Table 2.1. Floor Script ......................................................................................................... 71 Interview 3.1. Dougal Sutherland Interview Transcript – Clinical Psychologist .................. 72 Interview 3.2. John McDowall Interview Transcript - Psychologist .................................... 77 Interview 3.3. Caroline Miller Interview Transcript – City Planner ..................................... 80 Bibliography ............................................................................................................................ 84 Introduction In the public commercialisation of immersive gameplay and 3D viewing over the last decade, virtual reality has become an increasingly popular creative forum. ‘Virtual reality’ or ‘VR’ describes both the equipment and the process of creating an artificial, digital environment that can be experienced through sensory stimuli such as sight or sound.1 Although unsuccessful devices existed in the early 90s, a resurgence of new VR technology appeared in the last four years, starting with the release of the Oculus DK1 in 2013. The resurgence has featured heavily on YouTube, popularising the application of VR in video games.2 However, since the early 1990s researchers have begun expanding on the uses of VR by creating programs for other purposes.3 These programs