Phobulus, Tratamiento De Fobias Con Realidad Virtual

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Phobulus, Tratamiento De Fobias Con Realidad Virtual Universidad ORT Uruguay Facultad de Ingeniería Phobulus Tratamiento de fobias con realidad virtual Entregado como requisito para la obtención del título de Ingeniero en Sistemas Juan Martín Corallo – 172169 Christian Eichin – 173551 Santiago Pérez – 170441 Horacio Torrendell - 172844 Tutor: Nicolás Fornaro 2016 Declaración de autoría Nosotros, Juan Martín Corallo, Christian Eichin, Santiago Pérez y Horacio Torrendell, declaramos que el trabajo que se presenta en esa obra es de nuestra propia mano. Podemos asegurar que: La obra fue producida en su totalidad mientras realizábamos el proyecto de grado de fin de curso de la carrera Ingeniería en Sistemas; Cuando hemos consultado el trabajo publicado por otros, lo hemos atribuido con claridad; Cuando hemos citado obras de otros, hemos indicado las fuentes. Con excepción de estas citas, la obra es enteramente nuestra; En la obra, hemos acusado recibo de las ayudas recibidas; Cuando la obra se basa en trabajo realizado conjuntamente con otros, hemos explicado claramente qué fue contribuido por otros, y qué fue contribuido por nosotros; Ninguna parte de este trabajo ha sido publicada previamente a su entrega, excepto donde se han realizado las aclaraciones correspondientes. Fecha: 23 de Agosto, 2016. Juan Martín Corallo Christian Eichin Santiago Pérez Horacio Torrendell 2 Agradecimientos En primer lugar queremos agradecer al tutor del proyecto, MSc. Nicolás Fornaro, por acompañarnos y ayudarnos con entusiasmo desde el principio del mismo. Siempre estuvo disponible con la mejor voluntad para resolver dudas en reuniones o vía medios electrónicos, y guiarnos en todo lo referente al proyecto. Queremos agradecer también a los miembros del laboratorio ORT Software Factory, Dr. Ing. Martín Solari, MSc. Mariel Feder, y Lic. Leonardo Scafarelli, quienes participaron de las instancias de revisión, donde se obtuvo mucho feedback para mejorar el proceso y el producto. Extendemos el agradecimiento a todos los profesionales expertos del dominio que aportaron valioso conocimiento sobre la psicología, y para quienes éste proyecto está pensado: Lic. Ps. Carlos Pessano, Dra. Amelia Miller (Psiquiatra), Joaquín Inchausti (estudiante de psicología), Lic. Ps. Marcelo Alvarez, Lic. Ps. Airam Martinez, Lic. Ps. Nicolás De Barbieri, Lic. Ps. Paul Ruiz Santos y Lic. Ps. Gustavo Ekroth. Queremos incluir también a las personas que, sufriendo algún tipo de fobia, se animaron a probar el proyecto y expresar lo que sentían. Además, queremos agradecer a la enorme cantidad de familiares, amigos y voluntarios que se ofrecieron a probar la realidad virtual y dar feedback sobre las sensaciones generadas y sugerencias de mejoras. Por último, pero no menos importante, a los socios de SimDesign, Ing. Luis Calabria e Ing. Federico Márquez, por habernos presentado el proyecto y haber participado en las instancias de discusión donde se moldeó la solución. A todos ellos, muchas gracias. 3 Abstract El objetivo de este proyecto es desarrollar un prototipo para una plataforma que, utilizando realidad virtual, ofrezca apoyo a los psicólogos para el tratamiento de fobias, en particular usando el método de desensibilización sistemática. Este método consiste en aproximar gradualmente al paciente al elemento fóbico, para que el mismo pueda, en forma progresiva, superar la ansiedad que dicho elemento le genera. Actualmente, los pasos que se siguen como parte de la aproximación gradual son el diálogo, la visualización de fotos y videos, y finalmente, la aproximación al elemento en sí. En este contexto, la utilización de realidad virtual ofrece algunas ventajas que la muestran como promisoria para el tratamiento. Algunas fobias son muy caras o muy difíciles de recrear, por ejemplo, subirse a un avión o hablar en público, mientras que para otras, el salto entre un video y la realidad es muy grande, como en el caso de la sensación de altura. Aparecen así oportunidades de utilizar la realidad virtual para recrear situaciones difíciles o costosas, acercar al paciente al elemento fóbico en forma gradual y en un ambiente controlado, siempre con un grado de inmersión cercano a la vida real. El proyecto fue desarrollado en conjunto con la empresa SimDesign, el cliente, implementando una serie de escenarios de realidad virtual para ser utilizados con los lentes Oculus Rift. Como parte del proyecto se intentó validar la hipótesis de la utilidad de la realidad virtual en este contexto, por lo que se trabajó junto a un amplio grupo de psicólogos, que oficiaron de expertos de dominio, y quienes validaron los aspectos centrales del prototipo desarrollado. Este prototipo cuenta con varios escenarios para el tratamiento de distintas fobias, e incluye además una aplicación de escritorio, que permite a los psicólogos gestionar las sesiones de sus pacientes, la descarga y actualización de nuevos escenarios, y modificar parámetros de un escenario en tiempo real para adaptarlo lo más posible a las necesidades del paciente. 4 Se utilizó una adaptación de Scrum como marco para gestionar el desarrollo del prototipo. 5 Palabras Clave Tesis, Universidad ORT Uruguay, Ingeniería de Sistemas, Scrum, Realidad Virtual, Virtual Reality, Oculus Rift, Psicología, Conductismo, Fobias, Tratamiento de fobias, Innovación, Experimentación, Unreal Engine 4, UE4, Simulación, Phobulus 6 Glosario Términos relacionados a la psicología Acrofobia: Temor patológico a las alturas que se manifiesta frecuentemente con vértigo. Ansiedad: Es una respuesta de anticipación involuntaria del organismo frente a estímulos que pueden ser externos o internos, tales como pensamientos, ideas, imágenes, etc., que son percibidos por el individuo como amenazantes y peligrosos, y se acompaña de un sentimiento desagradable o de síntomas somáticos de tensión. Se trata de una señal de alerta que advierte sobre un peligro inminente y permite a la persona que adopte las medidas necesarias para enfrentarse a una amenaza [1]. Claustrofobia: Temor obsesivo ante los recintos o espacios limitados. Conductismo: Es una corriente de la psicología que se basa en la observación del comportamiento o conducta del ser que se estudia y que explica el mismo como un conjunto de relaciones entre estímulos y respuestas. Escenario: A lo largo del documento se refiere a escenario como la recreación o simulación de una situación utilizando realidad virtual y así poder exponer al paciente al elemento fóbico de manera controlada. Esto le permite al psicólogo poder llevar a cabo el tratamiento de una fobia aplicando técnicas como la desensibilización sistemática. Fobia: El término fobia está vinculado al miedo. Las personas que sufren fobias sienten un temor irracional de pánico, horror o terror cuando se enfrentan a su elemento fóbico. Saben que su miedo es irracional y anormalmente fuerte, pero la reacción ante una fobia es automática, incontrolable y penetrable. Miedo: Sensación de angustia provocada por la presencia de un peligro real o imaginario. 7 Psicoanálisis: Es un método de observación e investigación de la mente humana, que trata de comprender y explicar su funcionamiento con la finalidad de conseguir ciertos objetivos terapéuticos para el paciente. Pulsaciones por Minuto (BPM): Las pulsaciones por minuto, comúnmente denominado BPM (Beats per Minute por sus siglas en inglés) o también conocido como frecuencia cardíaca o Heart Rate, es la velocidad de las contracciones del corazón, que típicamente se mide por la cantidad de éstos en un minuto. Esta medida se correlaciona, en mayor o menor medida dependiendo de la fisiología de la persona, con la ansiedad que experimenta un paciente ante una fobia. Esto permite registrar, a diferencia de las unidades subjetivas de ansiedad, el grado de ansiedad de un paciente de forma objetiva durante un tratamiento. Reforzamiento positivo: En psicología, en particular dentro de la rama del conductismo, se le llama reforzamiento positivo al procedimiento mediante el cual la aplicación de un estímulo (llamado reforzador) hace que aumente la probabilidad de que una conducta se repita en el futuro. Unidades subjetivas de ansiedad (USA): SUDS (de las siglas del inglés Subjective Units of Disturbance Scale) o USA (de las siglas en español Unidades Subjetivas de Ansiedad) es una escala desarrollada por Wolpe (1958) para medir la intensidad subjetiva de ansiedad de un individuo. Típicamente, esta escala va del 1 al 10 y psicólogos pueden utilizarlo en sus sesiones preguntándole al paciente cómo se siente, dándole de referencia que 1 es el mínimo y 10 el máximo de ansiedad. A diferencia del pulso u otra medida fisiológica, es una medida subjetiva ya que la cuantifica el propio paciente que es tratado según su perspectiva. Estas medidas se suelen registrar y son de especial ayuda para el psicólogo y para el paciente para poder comparar, demostrar progreso, mostrarle al paciente y motivar. Términos relacionados a Unreal Engine y al desarrollo de juegos Actor: En Unreal Engine 4, todos los objetos que están en escena y tienen algún tipo de lógica, heredan de una clase común llamada Actor. A modo de ejemplo, el piso o el techo de una escena que queda estático y no tiene ningún tipo de lógica es 8 un static mesh, no un actor; el personaje que controla el usuario, o cualquier objeto con el que éste puede interactuar, son ejemplos de actores. Cabe destacar que un actor no tiene por qué tener una representación física, puede ser simplemente un punto invisible que le agrega cierta lógica o proceso a la escena. Los principales métodos que trae con sí un actor, y que pueden ser implementados por cualquier clase que la hereda, son BeginPlay (se llama una sola vez cuando el actor aparece en escena) y Tick (se llama una vez por frame). Blueprint: Forma de programación visual que introdujo Unreal Engine en la versión 4 (UE4). Los blueprints están formados por cajas que se conectan entre sí, y cada caja corresponde a una o más líneas de código; éstas tienen conexiones para marcar el flujo de ejecución, y conexiones para pasar parámetros entre sí. Todas las reglas de programación se respetan (hay loops, ifs, funciones, constructores, herencia, etc.), y a bajo nivel, cuando UE4 compila el juego, los blueprints son transformados a clases de C++.
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