Fear treatment system based on immersive vr and gaze adaptive virtual cognition

The phobia treatment system, which combines immersive VR with gaze-adaptive virtual cognition, integrates virtual scenes and inner voices/monologues, overcoming the limitations of traditional treatment methods and enabling efficient treatment and large-scale application of phobias.

CN116850416BActive Publication Date: 2026-01-06SOUTHEAST UNIV
View PDF 2 Cites 0 Cited by

Patent Information

Application Number
CN202310819928.1
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2023-07-05
Publication Date
2026-01-06
Estimated Expiration
2043-07-05

AI Technical Summary

Technical Problem

Existing treatments for phobias are limited by the venue, environment, time, and manpower. Traditional CBT therapy is difficult to simulate real-life scenarios in a controlled environment, drug treatment has adverse reactions, and the application of virtual reality technology combined with CBT is limited.

Method used

A phobia treatment system based on immersive VR and gaze-adaptive virtual cognition is adopted, including a scene configuration module, a task control module, an eye-tracking data acquisition device, a data processing module, and a psychological intervention module. Through the combination of virtual scene construction, eye tracking, and inner voice/monologue, a highly efficient treatment of phobias is achieved.

Benefits of technology

The system can efficiently simulate fear sources in a controlled environment. By adapting the gaze point to the inner voice/monologue of VCs, it gradually changes the patient's thoughts and behaviors, significantly alleviating phobias, and is suitable for large-scale applications.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN116850416B_ABST
    Figure CN116850416B_ABST
Patent Text Reader

Abstract

The application discloses a kind of phobia treatment systems based on immersive VR and gaze adaptive virtual cognitions, at least including scene configuration module, task control module, eye movement data acquisition device, data processing module and psychological intervention module, it is applied to the treatment and training in the aspects such as psychological disorder, social skill based on the virtual cognitions (Virtual Cognitions, VCs) technology of gaze point adaptation, especially for the exposure treatment of phobia patient, the system can be applied in large scale, it is favorable to with more efficient, convenient way, improve the treatment effect of phobia and other psychological disorder diseases, help patient to walk out the gloom of fear.
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0001] This invention belongs to the field of virtual reality technology, and is particularly applicable to the psychological intervention and treatment of phobia patients. It mainly involves a phobia treatment system based on immersive VR and gaze-adaptive virtual cognition. Background Technology

[0002] Phobias are characterized by unusual fear and anxiety in patients regarding certain external situations, objects, or social interactions. Symptoms may include blushing, shortness of breath, sweating, palpitations, changes in blood pressure, nausea, weakness, or even fainting, leading to avoidance responses. Patients are aware that this fear response is excessive or irrational, yet it persists repeatedly and is difficult to control. They then try to avoid the object or situation that triggers their fear, or endure it with dread, thus affecting their normal activities. The main treatments for phobias include behavioral therapy and medication. Behavioral therapy often requires exposure therapy in a real-world environment with the accompaniment of professionals or family members. However, due to limitations in manpower, resources, time, and location, sufficient and adequate intervention is often not possible, and directly exposing patients to the environment that triggers their fear carries certain risks. Simulated training in a controlled environment is difficult to recreate realistic scenarios that truly trigger fear, resulting in limited therapeutic effectiveness. Furthermore, the application of psychotropic drugs for treating mental disorders is also very limited due to the potential for a range of adverse reactions.

[0003] Virtual Reality (VR) is a computer simulation system that creates and allows users to experience virtual worlds. It uses computers to generate a simulated environment, immersing users in it. It utilizes real-world data, generating electronic signals through computer technology, and combining this with various output devices to transform it into phenomena that people can perceive. These phenomena can be real objects or substances invisible to the naked eye, simulated through three-dimensional models, hence the name virtual reality. Typically, head-mounted VR devices isolate the user's real visual and auditory senses, creating virtual visual and auditory experiences. Users can also interact with the virtual world using special gloves or controllers, thus creating a feeling of complete immersion in the virtual environment.

[0004] Due to its high realism and free interactivity, virtual reality is increasingly being applied to the treatment and training of psychological disorders and social skills. Cognitive Behavioral Therapy (CBT) is an effective psychotherapeutic method for treating phobias. It controls dysfunctional cognition and behavior by gradually exposing patients to anxiety-inducing stimuli or environments. Studies have shown that combining virtual reality technology with CBT, exposing patients to virtual stimuli or environments—such as seeing virtual spiders, snakes, or spectators, being in virtual enclosed spaces, standing on virtual skyscrapers, riding virtual airplanes, or conversing with virtual characters—can effectively alleviate or treat patients' phobias. This approach has the same therapeutic effect as traditional CBT and is not limited by factors such as location, time, or manpower, making it more efficient and enabling large-scale application.

[0005] Virtual cognitions (VCs) are a series of simulated thoughts and ideas perceived by people in a virtual environment. Past research on virtual reality has primarily focused on the user's external environment and their virtual representation within the virtual world—the development and improvement of virtual environments and virtual entities. VCs, however, aim to provide users with a cognitive experience, expanding and extending the virtual reality experience. For example, simulated inner voices / monologues presented as voice-overs can provide people with factual information related to a specific topic, thoughts about the current situation, and motivating suggestions. Research has shown that they play an important role in cognitive functions such as self-awareness, self-thinking, and self-control. People tend to follow the instructions of inner voices / monologues; therefore, through simulated inner voices / monologues, people's thoughts and behaviors can be gradually changed, making it effective for virtual reality CBT therapy for phobia sufferers. Summary of the Invention

[0006] This invention addresses the problems in existing technologies by providing a phobia treatment system based on immersive VR and gaze-adaptive virtual cognition. The system includes at least a scene configuration module, a task control module, an eye-tracking data acquisition device, a data processing module, and a psychological intervention module. It applies virtual cognition (VCs) technology to the treatment and training of psychological disorders and social skills. Especially for exposure therapy for phobia patients, this system can be widely applied, improving the treatment effectiveness of phobias and other psychological disorders in a more efficient and convenient way, helping patients overcome their fears.

[0007] To achieve the above objectives, the technical solution adopted by this invention is: a phobia treatment system based on immersive VR and gaze-adaptive virtual cognition, comprising at least a scene configuration module, a task control module, an eye-tracking data acquisition device, a data processing module, and a psychological intervention module.

[0008] The scene configuration module is used to construct and output a virtual scene environment, and to switch virtual scenes according to the instructions of the task control module.

[0009] The task control module: issues instructions to the scene configuration module according to the type of phobia and the progress of the treatment process, and outputs instructions to the psychological intervention module to change the psychological intervention strategy and the type of VCs' inner voice / monologue;

[0010] The eye-tracking data acquisition device is used to collect data from the user, calculate the real-time coordinates of the user's gaze point using pupil-corneal reflection technology and image processing algorithms, and input the calculation results into the data processing module for analysis.

[0011] The data processing module receives the gaze point coordinates from the eye-tracking data acquisition device, calculates and analyzes the user's gaze time on the virtual stimulus / environment and other virtual elements, thereby determining the user's psychological state towards the source of fear, and transmits the assessment results to the psychological intervention module.

[0012] The psychological intervention module controls the triggering, activation, type selection, and playback output of the VCs' inner voice / monologue based on the instructions from the task control module, and adjusts the triggering, activation, type selection, and playback output of the VCs' inner voice / monologue in real time based on the real-time feedback from the data processing module.

[0013] As an improvement to the present invention, the inner voices / monologues of the VCs include at least three types:

[0014] (1) Factual statements about the source of fear, (2) self-motivation in the face of the source of fear, and (3) guidance to encourage specific gaze behaviors;

[0015] The three types of inner voices / monologues mentioned above each have two different versions:

[0016] A. Non-focal adaptive VCs version: The content stated in the VCs' inner voice / monologue in this version is not directly related to the user's behavioral performance;

[0017] B. Facing-Adaptive VCs Version: The inner voice / monologue content of the VCs in this version is correlated with the user's eye movement behavior.

[0018] As an improvement of the present invention, the scene configuration module, at least by combining and splicing building, object, character and animal models with corresponding events and animations, constructs a virtual exposure environment corresponding to a specific phobia.

[0019] As another improvement of the present invention, the eye-tracking data acquisition device is a virtual reality head-mounted display with built-in eye-tracking function.

[0020] As another improvement of the present invention, the psychological intervention module selects and determines the type and version of the VCs (psychological voice / monologue) to be used in the current scenario based on the instruction information received from the task control module.

[0021] If the selected VCs inner voice / monologue version is the fixation-adaptive VCs version, the psychological intervention module determines the activation time of the VCs inner voice / monologue based on the real-time analysis results received from the data processing module, and determines the type and content of the VCs inner voice / monologue.

[0022] If the selected VCs inner voice / monologue version is a non-focal adaptive VCs version, the psychological intervention module will activate the corresponding type and specific content of VCs inner voice / monologue at different time points according to the preset configuration or with random probability.

[0023] To achieve the above objectives, the present invention also adopts the following technical solution: a method for using a phobia treatment system based on immersive VR and gaze-adaptive virtual cognition, comprising the following steps:

[0024] S1, Pre-test: Using a phobia severity assessment questionnaire and a self-efficacy questionnaire, assess the user's level of fear of the source of fear objects and environment, and learn how composed the user is when facing the source of fear;

[0025] S2, VCs Inner Voice / Monologue Recording: Targeting the source of fear, users record corresponding VCs inner voice / monologue into the system in a random order according to preset lines. The VCs inner voice / monologue recording includes at least three types:

[0026] (1) Factual statements about the source of fear, (2) self-motivation in the face of the source of fear, and (3) guidance to encourage specific gaze behaviors;

[0027] S3, Modulation: Allow the user to listen to the audio recorded in step S2, adjust the audio parameters to make the sound in the recording match the characteristics of the user's inner voice / monologue;

[0028] S4, Exposure: The user wears a head-mounted display with a built-in eye-tracking data acquisition device and enters a virtual environment. When the user is not exposed to the fear source, there is no direct correlation between the content stated in the VCs' inner voice / monologue and the user's behavior. The psychological intervention module activates the corresponding type and specific content of the VCs' inner voice / monologue at different time points according to preset configuration or with random probability. When the user is exposed to the fear source, the content of the VCs' inner voice / monologue is correlated with the user's eye movement and gaze behavior. The psychological intervention module determines the activation time of the VCs' inner voice / monologue based on the real-time analysis results received from the data processing module, and determines the type and content of the VCs' inner voice / monologue.

[0029] S5, Post-test: Fill out the self-efficacy questionnaire again and compare the results with those in step S1 to determine the effect before and after use. If necessary, steps S2-S5 can be repeated.

[0030] Compared with existing technologies, this invention offers the following advantages: For the first time, this invention combines a specific implementation of virtual cognition—simulated inner voice / monologue presented in the form of voice-over—with cognitive behavioral therapy (CBT) for phobias and other psychological disorders based on virtual reality. The system of this invention exposes the patient to a virtual stimulus environment or stimulus, and through simulated inner voice / monologue, provides the patient with factual information related to the stimulus environment or stimulus, thoughts about the current situation, and motivating suggestions and encouragement. Because patients tend to follow the instructions of the inner voice / monologue, their thoughts and behaviors are gradually changed, and psychological disorders such as phobias can be gradually alleviated and improved.

[0031] In addition, this invention introduces eye-tracking technology combined with simulated inner voice / monologue to achieve gaze-adaptive VCs. This allows the content of the inner voice / monologue in the VCs to match the patient's focus of attention, unifying multiple sensory stimuli. The position of the patient's gaze point directly affects the content of the simulated inner voice / monologue they hear, thereby greatly enhancing the patient's subconscious willingness to follow the VCs designed to guide the gaze point.

[0032] Compared with conventional exposure systems and devices used in traditional real-world CBT therapy and virtual CBT therapy, the system of this invention can more efficiently and effectively alleviate or treat patients' phobias and other psychological disorders. Moreover, it is not limited by factors such as location, time, and manpower, and can be applied on a large scale, thus having social practical significance. Attached Figure Description

[0033] Figure 1 This is a structural architecture diagram of the system of the present invention;

[0034] Figure 2 This is a schematic diagram of a spider crawling in a room in a virtual reality scene according to Embodiment 2 of the present invention;

[0035] Figure 3 This is a schematic diagram of a snake crawling in a room in a virtual reality scene according to Embodiment 2 of the present invention;

[0036] Figure 4 This is a flowchart of the steps for using the system of the present invention. Detailed Implementation

[0037] The present invention will be further illustrated below with reference to the accompanying drawings and specific embodiments. It should be understood that the following specific embodiments are for illustrative purposes only and are not intended to limit the scope of the invention.

[0038] Example 1

[0039] Phobia treatment systems based on immersive VR and gaze-adaptive virtual cognition, such as Figure 1 As shown, it includes at least a scene configuration module, a task control module, an eye-tracking data acquisition device, a data processing module, and a psychological intervention module.

[0040] The scene configuration module, based on the concepts and needs of exposure therapy and the specific types of phobias, constructs and outputs a series of virtual scene environments with different functions by combining and assembling various models of buildings, objects, people, and animals according to certain rules and forms, and further integrating them with corresponding events and animations. This virtual exposure environment is then provided and displayed to the user through a virtual reality interactive device. Simultaneously, the scene configuration module receives instructions from the task control module and, according to the settings of the exposure therapy process and relevant configuration data, switches the output virtual scenes at specific times.

[0041] The task control module is primarily responsible for controlling the progression of the virtual cognitive therapy process based on the established exposure therapy workflow and relevant configuration data. It connects with the scene configuration module and the psychological intervention module, outputting instructions to the scene configuration module at specific times to switch the output virtual scene. Simultaneously, it outputs instructions to the psychological intervention module to modify the psychological intervention strategy and the type of VCs' inner voices / monologues, ensuring they match the content of the virtual scene at that stage.

[0042] The eye-tracking data acquisition device primarily uses a virtual reality head-mounted display with built-in eye-tracking functionality as the data acquisition device. Through a non-invasive technology based on eye video analysis, namely pupil-corneal reflection technology, image processing algorithms are used to identify the pupil center and corneal reflection center (the point on the cornea where light emitted from an infrared illuminator is reflected back from the infrared illuminator), thereby calculating the patient's real-time gaze coordinates and transmitting them to the data processing module for further analysis.

[0043] The data processing module mainly receives the real-time eye gaze coordinates of the patient from the eye-tracking data acquisition device for further analysis and processing. This includes analyzing the patient's focus of attention, the current focus target being the fear-inducing stimulus or other objects in the virtual environment, and calculating the patient's continuous gaze time and total gaze time on the virtual stimulus / environment. This allows the module to determine whether the patient's psychological state towards the fear source is one of active confrontation or passive avoidance, and then transmits the analysis results to the psychological intervention module.

[0044] The psychological intervention module mainly controls the triggering, activation, type selection, and playback output of the VCs' inner voice / monologue. Based on the instructions received from the task control module, the psychological intervention module determines the intervention strategies and methods for the current scenario. The VCs' inner voice / monologue includes at least three types: (1) factual statements about the fear source, (2) self-motivation in the face of the fear source, and (3) guidance encouraging specific gaze behaviors;

[0045] The three types of inner voices / monologues mentioned above each have two different versions:

[0046] A. Non-focal adaptive VCs version: The content stated in the VCs' inner voice / monologue in this version is not directly related to the user's behavioral performance;

[0047] B. Facing-Adaptive VCs Version: The inner voice / monologue content of the VCs in this version is correlated with the user's eye movement behavior.

[0048] The psychological intervention module, based on the instructions received from the task control module, selects the type (three types, as mentioned above) and version (two versions, as mentioned above) of the VCs to be used in the current scenario. If the selected VCs are gaze-adaptive VCs, the module further determines, based on real-time analysis results received from the data processing module, when the VCs' inner voice / monologue should be triggered and activated, and what type and specific content of VCs should be used. If the selected VCs are non-gaze-adaptive VCs, the corresponding type and specific content of the VCs' inner voice / monologue are activated at different time points according to a preset configuration or with random probability. The selected activated VCs are output to the audio playback device connected to the virtual reality headset.

[0049] This system combines Virtual Cognitions (VCs), i.e., inner voice / monologue simulation technology, with cognitive behavioral therapy, and is supplemented by eye-tracking adaptive technology, thereby guiding changes in patients' thinking, cognition, and behavior, and ultimately achieving effective treatment for psychological disorders such as phobias.

[0050] Example 2

[0051] Based on immersive VR and gaze-adaptive virtual cognition, this phobia treatment system aims to help users overcome their fear of spiders or snakes. The system includes a scene configuration module, a task control module, an eye-tracking data acquisition device, a data processing module, and a psychological intervention module.

[0052] A scene configuration module was implemented using Unity 3D to build a virtual environment for a psychological counseling room. The counseling room is composed of basic architectural elements such as walls, floors, ceilings, doors, and windows. Additionally, object models such as sofas, floor lamps, tables and chairs, storage boxes, posters, and notice boards are included to enrich the scene elements and serve as necessary props. The scene features a virtual avatar that can be controlled by the user to move and turn, as well as different types of stimuli; in this embodiment, the stimuli are spider or snake models. According to the instructions of the task control module, the spider or snake models will, at appropriate times, use their respective crawling animations to emerge from a certain point in the counseling room, such as crawling out from behind a sofa, lingering in the center of the room for a period of time, and then continuing to crawl to a corner or behind an object before disappearing.

[0053] The task control module will sequentially control the operation of scenarios one through three, and output the information of the currently running scenario to the scenario configuration module. When the event in the scenario ends and the user's experience is complete, the task control module will output the instruction to switch scenarios and the information required for the next scenario to the scenario configuration module. At an appropriate time in scenario two, the task control module will issue an instruction to the scenario configuration module to control the appearance and movement of the spider or snake, as well as its location and duration of stay in the room. At the same time, in scenario one, the task control module issues an instruction to the psychological intervention module to control it to issue two types of VCs, namely (1) factual statements about the spider or snake, and (2) processing self-motivation in the face of the spider or snake. In scenario two, the task control module issues an instruction to the psychological intervention module to control it to issue three types of VCs, namely (1) factual statements about the spider or snake, (2) processing self-motivation in the face of the spider or snake, and (3) guidance to encourage specific gaze behaviors. In scenario three, the task control module sends instructions to the psychological intervention module to control it to issue two types of VCs, namely (1) review and evaluation of the stimulus exposure and patient behavior in the previous scenario, and (2) positive encouragement and support for the patient.

[0054] The eye-tracking data acquisition device mainly uses a virtual reality head-mounted display with built-in eye-tracking function as the data acquisition device. In this embodiment, FOVE 0HMD is used as the eye-tracking data acquisition device.

[0055] The data processing module analyzes the patient's focus of attention, whether the current focus is on a spider or a snake, and calculates the user's continuous gaze time and total gaze time on the spider or snake in the virtual environment. This helps determine whether the user's psychological state towards the stimulus is one of actively confronting fear or passively avoiding it. The psychological intervention module, based on instructions received from the task control module, selects the type and version of the VCs to use in the current scenario. If the selected VCs are gaze-adaptive VCs, the module further determines, based on real-time analysis results received from the data processing module, when and what type and content of the VCs' inner voice / monologue should be triggered. If the selected VCs are non-gaze-adaptive VCs, the corresponding type and content of the VCs' inner voice / monologue are activated at different time points according to a preset configuration or with random probability. The selected activated VCs are output to the audio playback device connected to the FOVE 0HMD.

[0056] The method of using the system in this embodiment is mainly used to treat and overcome a user's fear of spiders or snakes, such as... Figure 4 As shown, the specific steps include the following:

[0057] Step S1: Pre-test: Patients with arachnophobia or snake phobia complete a questionnaire about the phobia and a self-efficacy questionnaire to assess the degree of fear of the phobia or phobia and the composure to deal with the phobia or phobia.

[0058] The spider phobia questionnaire and snake phobia questionnaire used in the pre-testing step are intended to examine whether the participants suffer from these phobias, thereby determining the necessity of virtual cognitive therapy.

[0059] The questionnaire included 24 scenarios that participants might encounter in real life. Participants answered "yes" if they believed the scenario was certain or highly likely to happen to them, and "no" otherwise. A portion of the questionnaire content is shown in the table below:

[0060]

[0061]

[0062] The self-efficacy questionnaire in the pre-test could include questions such as: "To what extent do you think you can face a situation involving one or more spiders or snakes?" Test takers would rate their composure on a scale of -5 to 5. A score of -5 means that they are completely unable to face the situation and experience high anxiety and fear, while a score of 5 means that they are completely able to face the situation and experience great ease and composure.

[0063] S2: VCs (Voice-Conversational) Inner Voice / Monologue Recording: For the source of fear, users are allowed to record their own VCs (Voice-Conversational) inner voices / monologues into the system. These VCs inner voice / monologue recordings include at least three types:

[0064] (1) Factual statements about the source of fear, (2) self-motivation in the face of the source of fear, and (3) guidance to encourage specific gaze behaviors;

[0065] In this embodiment, the VCs' inner voice / monologue type is:

[0066] 1. Factual statements about spiders or snakes

[0067] 2. Managing self-motivation when facing spiders or snakes

[0068] 3. Guidance to encourage specific fixation behaviors

[0069] In this embodiment, the inner voice / monologue of type 1 VCs can be designed as: "The spider / snake is just an animal that people are not very familiar with, but that does not mean you should be afraid of it"; the inner voice / monologue of type 2 VCs can be designed as: "You are strong enough to face this spider / snake"; the inner voice / monologue of type 3 VCs can be designed as: "Try to look at the spider / snake for a while longer".

[0070] Depending on the conditions, each of the three types of VCs has two different versions:

[0071] (1) Non-fixation adaptive VCs: that is, conventional VCs, in which the content stated in the inner voice / monologue is not directly related to the patient's behavior and is independent of each other.

[0072] (2) Adaptive gaze VCs: These are VCs that are related to the patient’s eye movement behavior. The position of the patient’s gaze point will directly affect the content of the VCs he hears as inner voice / monologue.

[0073] Visual stimuli (VCs) are artificial sensory stimuli, that is, sensory information other than visual and other sensory information. The more similar and consistent they are with actual visual sensory stimuli, the stronger the patient's response. Integrating and synthesizing multiple different sensory information and matching VCs with the patient's focus of attention can enhance the patient's sense of ownership of VCs. Therefore, patients are more inclined to follow the gaze-adaptive VCs (inner voice / monologue) designed to guide the eye's fixation point.

[0074] In this embodiment, a total of 206 VCs simulate inner voices / monologues, and they are designed according to the different needs and characteristics of three different types and two different versions of VCs. The specific content of some VCs is shown in the table below:

[0075]

[0076]

[0077] S3: Modulation: Allow the user to listen to the audio recorded in step S2 and adjust audio parameters such as pitch, speed, and echo to make the sound in the recording match the characteristics of the user's inner voice / monologue.

[0078] The modulation step aims to modulate simulated inner voices / monologues suitable for different patients, thereby achieving the best virtual cognitive therapy effect. This is because everyone's understanding of the characteristics of inner voices / monologues is different, so it is necessary to adjust the audio parameters of each person's VCs separately.

[0079] S4: Exposure: The user wears a head-mounted display with a built-in eye-tracking data acquisition device and enters the virtual environment. When the user is not exposed to the fear source, there is no direct correlation between the content of the VCs' internal voice / monologue and the user's behavior. The psychological intervention module activates the corresponding type and specific content of the VCs' internal voice / monologue at different time points according to preset configuration or with random probability. When the user is exposed to the fear source, the content of the VCs' internal voice / monologue is correlated with the user's eye movement and gaze behavior. The psychological intervention module determines the activation time of the VCs' internal voice / monologue based on the real-time analysis results received from the data processing module, and determines the type and content of the VCs' internal voice / monologue. The three scenarios in the exposure step are constructed based on the concept of virtual reality exposure therapy, and the design of the three scenarios is as follows:

[0080] The first scenario involves a patient sitting alone in a fixed position within a virtual room, observing and experiencing the surrounding virtual environment from a first-person perspective. Furthermore, this scenario lacks motion capture or synchronization functionality.

[0081] like Figure 2 and Figure 3 As shown, the second scenario involves the patient being exposed to a spider or snake. This exposure occurs gradually, intensifying until it reaches a climax. The spider / snake emerges from beside a sofa in the corner of the room and slowly crawls to the center. Simultaneously, the patient can freely move and explore the virtual room, observing the spider or snake by turning their head. Finally, the stimulus gradually diminishes until it disappears completely, with the spider / snake slowly crawling out of the room and vanishing from the user's sight.

[0082] The third scenario is: the patient, just like in the first scenario, sits alone in a virtual room.

[0083] In the first scenario, the patient will hear the inner voice / monologue of VCs thinking about the impending appearance of a spider or snake, and hear the inner voice / monologue of VCs introducing some facts and information about the spider or snake. The inner voice / monologue in this scenario is a regular VC, namely a non-fixated adaptive VC, and includes the first two types of VCs, namely (1) factual statements about the spider or snake, and (2) processing self-motivation in the face of the spider or snake.

[0084] In the second scenario, the VCs (voice-over-voice / monologue) heard by the patient are fixation-adaptive VCs and include all three types of VCs: (1) factual statements about the spider or snake, (2) self-motivation in dealing with the spider or snake, and (3) guidance to encourage specific fixation behaviors.

[0085] In the third scenario, patients will hear the inner voices / monologues of VCs reviewing and evaluating the stimulus exposure and patient behavior in the previous scenario, and receiving positive encouragement and support.

[0086] S5: Post-test: Complete the self-efficacy questionnaire again. The self-efficacy questionnaire here is the same as that in step S1. Compare the extent to which the participants' psychological barriers have been alleviated or eliminated before and after the virtual exposure therapy process, so as to judge the effect of the treatment and whether further virtual cognitive therapy is needed, that is, to repeat the exposure steps again now or in the future.

[0087] It should be noted that the above content merely illustrates the technical concept of the present invention and should not be construed as limiting the scope of protection of the present invention. For those skilled in the art, various improvements and modifications can be made without departing from the principle of the present invention, and all such improvements and modifications fall within the scope of protection of the claims of the present invention.

Claims

1. A phobia treatment system based on immersive VR and gaze-adaptive virtual cognition, characterized by The system comprises a scene configuration module, a task control module, an eye movement data acquisition device, a data processing module and a psychological intervention module, The scene configuration module is configured to construct and output a virtual scene environment, and switch the virtual scene according to the instructions of the task control module. The task control module is configured to issue instructions to the scene configuration module according to the type of phobia and the progress of the treatment process, and output instructions to the psychological intervention module to change the strategy of psychological intervention and the type of VCs inner voice / monologue, wherein the VCs inner voice / monologue comprises at least three types: (1) factual statements about the source of fear, (2) self-motivation in the face of the source of fear, and (3) guidance to encourage specific gaze behavior. The three types of VCs inner voice / monologue each have two different versions: A. non-gaze point adaptive VCs version: the content of the VCs inner voice / monologue in the non-gaze point adaptive VCs version has no direct correlation with the behavior of the user; B. gaze point adaptive VCs version: the content of the VCs inner voice / monologue in the gaze point adaptive VCs version has relevance to the eye movement behavior of the user. The eye movement data acquisition device is configured to acquire data from the user, calculate the real-time gaze point coordinate position of the user by means of the pupil corneal reflection technology and image processing algorithm, and transmit the calculation result to the data processing module for analysis. The data processing module is configured to receive the gaze point coordinate position data of the eye movement data acquisition device, calculate and analyze the gaze time of the user on the virtual stimulus / environment and other virtual elements, so as to judge the psychological state of the user on the source of fear, and transmit the evaluation result to the psychological intervention module. The psychological intervention module is configured to control the triggering activation, type selection and output of the VCs inner voice / monologue according to the instruction information of the task control module, and adjust the triggering activation, type selection and output of the VCs inner voice / monologue in real time according to the real-time feedback result of the data processing module.

2. The immersive VR and gaze-adaptive virtual cognitive-based phobia treatment system of claim 1, wherein: In the scene configuration module, the virtual environment corresponding to the type of VCs inner voice / monologue is constructed by combining and splicing at least the combination of objects, characters and animal models, and corresponding events and animations.

3. The immersive VR and gaze-adaptive virtual cognitive-based phobia treatment system of claim 1, wherein: The eye movement data acquisition device is a virtual reality head-mounted display with built-in eye tracking function.

4. The immersive VR and gaze-adaptive virtual cognitive-based phobia treatment system of claim 2 or 3, wherein: The psychological intervention module selects the type and version of VCs inner voice / monologue to be used in the current scene according to the instruction information received from the task control module, If the selected version of VCs inner voice / monologue is the gaze point adaptive VCs version, the psychological intervention module determines the triggering activation time of the VCs inner voice / monologue, and determines the type and content of the VCs inner voice / monologue according to the real-time analysis result received from the data processing module; If the selected version of VCs inner voice / monologue is the non-gaze point adaptive VCs version, the psychological intervention module activates the VCs inner voice / monologue of the corresponding type and specific content at different time nodes according to the preset configuration or with random probability.

Citation Information

Patent Citations

  • Psychological crisis intervention system based on immersive virtual reality environment and training method

    CN111897424A

  • Ocular system for diagnosing and monitoring mental health

    US20220211310A1