Professional Documents
Culture Documents
Brenda K. Wiederhold, PhD, MBA, BCB, BCN,1,2 and Giuseppe Riva, PhD3,4
Abstract
Virtual reality (VR) is no longer a fantasy or a novelty to be used for pure entertainment. It is a technology that
has, over the past three decades, taken hold and enriched multiple areas of science, most notably healthcare.
Downloaded by Iowa State Univ from www.liebertpub.com at 01/17/19. For personal use only.
Starting from these premises, this special issue will specifically investigate how VR and other important
advanced technologies are being adopted and adapted for use in the healthcare field, with a specific focus
toward the diagnosis and treatment of mental health disorders.
1
Virtual Reality Medical Center, La Jolla, California.
2
Virtual Reality Medical Institute, Brussels, Belgium.
3
Applied Technology for Neuro-Psychology Lab, IRCCS Istituto Auxologico Italiano, Milan, Italy.
4
Department of Psychology, Università Cattolica del Sacro Cuore, Milan, Italy.
3
4 WIEDERHOLD AND RIVA
three different exposure-based treatments for small-animal recent neuroscience research: VR shares with our brain the
phobia: in vivo, virtual reality, and augmented reality (AR). same mechanism—embodied simulation.
Hoping to take VR exposure therapy a step further, Tardif In sum, the articles included in this first of many special
et al. examine the use of both tactile and haptic feedback as issues centered around VR and AR highlight the endless
adjuncts to VR therapy in the treatment of spider phobia. possibilities for immersive technology to improve health-
Participants with a fear of spiders were randomly assigned to care. However, we also believe that there are two open
three groups: visual stimuli only, visual plus tactile stimuli, questions that still have to be addressed. (1) What is the best
or visual, tactile, and haptic stimuli (the feeling of actually way to improve the long-term efficacy of existing ap-
crushing a spider). proaches? (2) How can we improve the dissemination of VR
VR researchers often use the measure of a patient’s sense in clinical settings?
of physical presence (the feeling of ‘‘being there’’) in vir- On the one hand, we need new technological solutions.
tual environments to indicate the effectiveness of particular A first step is moving VR from a single- to a multi-user
immersive scenarios. Attempting to move beyond this, in a setting. Single-user VR forces most patients to experience
study of patients with social anxiety disorder, Felnhofer VR only in their therapist’s office. Alternately, if they are left
et al. explore whether social presence in VR has an effect alone to experience scenarios in a fully immersive VR world,
on treatment efficacy as well. Participants were exposed they may not receive the support they need to manage their
to three social tasks in an interactive virtual environment. problems in a healthy and lasting way. In fact, lasting change
Both subjective ratings and heart rate responses were requires the ability to face the situations that cause distress
recorded. and learn how to cope with them with the help of a therapist.
Downloaded by Iowa State Univ from www.liebertpub.com at 01/17/19. For personal use only.
In their two-phase study, Riches et al. focus on the ability Shared VR, allowing the online connection between patient
of VR to enable real-time assessment of paranoid ideation and therapist, can revolutionize the delivery of online ther-
and of associated social performance. During the second apy and improve the efficacy of VR treatments.7
phase of the study, the VR environment proved immersive, Additionally, we need new tools to simulate not only the
and exposure to it elicited high state paranoia and negative external reality but also the internal one (bodily self-
components of social performance. Results suggest that the consciousness; Riva et al.). In fact, existing VR systems do
VR scenario may be useful as both an assessment and a not consider a peculiar feature of the human body—the
treatment tool for individuals who experience paranoia in multisensory integration of internal inputs (interoceptive,
social situations. proprioceptive, and vestibular)—that constitutes our inner
Due to its experiential nature, VR cue exposure therapy body dimension and plays a critical role in the development
(VR-CET) has been shown in several studies to be an ef- of many pathologies.8 The new technological approach of
fective treatment for weight-related disorders. In a 6-month ‘‘sonoception’’ (www.sonoception.com)9—the use of wear-
follow-up on a previous study, Ferrer-Garcia et al. assessed able acoustic and vibrotactile transducers to stimulate both
the symptoms of a subgroup of patients with bulimia nervosa mechanoreceptors in different parts of the body (the stom-
and binge eating disorder who still showed active episodes of ach, the heart, and the muscles) and the otolith organs of the
binge eating at the end of a structured cognitive behavioral vestibular system—could be a possible solution to this
therapy (CBT) program. These patients were randomly as- problem. In particular, the integration of sonoception with
signed to one of two additional treatments: additional CBT or VR and different state-of-the-art, neurofeedback/biofeed-
VR-CET. back and brain/body stimulation technologies may allow the
Multiple studies are beginning to prove the utility of VR emergence of new therapeutic tools able to target all the
for seniors across the continuum of care—from assessment different pieces of the human experience, including our
to prevention to treatment. Gamito et al. worked with a group multisensory integration processes.10
of older participants to determine whether VR technology On the other hand, technology is not enough. We also need
could be used to halt or slow the cognitive decline that often compelling content able to immerse users in an alternate
comes with age. After participants executed activities in a reality. Patients are not passive consumers of VR content;
VR environment, measures showed significant increases in they bring their own individual thoughts, needs, and emo-
visual memory, attention, and cognitive flexibility scores, tions to the worlds they inhabit. So, effective VR experiences
signifying that VR may be an effective intervention for are built around narratives.11 Successful stories challenge
cognitive stimulation training in the elderly. previous conceptions, invite users to engage with the mate-
In their study, Negro Cousa et al. compare immersive and rial, and recognize the power of untethering users from their
non-immersive 360 environments for evaluating memory physical world and transporting them into another. That has
function. The memory task involved recalling items from the been true since the earliest forms of storytelling and will
360 environment. Results indicate that memory encoding remain true as VR continues to evolve.
was improved only in the non-immersive world. These A final challenge is related to the dissemination of VR
findings and possibilities for future research on memory as- therapy. Even though multiple trials and reviews have
sessment are discussed. demonstrated the efficacy of VR in the treatment of anxiety
Lastly, Riva et al. explore the meta-analyses and system- disorders, eating and weight disorders, and pain management
atic and narrative reviews published in this field in the last 22 (Riva et al.), it has yet to become widespread beyond the
months. The available studies suggest that VR compares research setting, with relatively little translation into the
favorably to existing treatments in anxiety disorders, eating ordinary clinical setting.12 Even if many technological bar-
and weight disorders, and pain management, with long-term riers have been overcome by the wide availability of
effects that generalize to the real world. They also suggest consumer-oriented VR solutions (see Table 1), many human
that the efficacy of VR in these areas can be explained by barriers remain.
VR THERAPY: EMERGING TOPICS AND FUTURE CHALLENGES 5
gaze, a built-in
These are related, on one hand, to the concerns over per-
835 processor)
(rotation) and
head tracking
Medium (using
Snapdragon
ceived negative aspects of VR treatments and, on the other
None (internal
Medium/high:
backward)
2,560 · 1,440
positional
(forward/
pad, or a
Mirage Solo
Google Play
joystick)
tracking
hand, to the lack of specific clinical training in VR therapy.
U.S.$299
As underlined in a recent article by Linder et al.,13 even if
75 Hz
100
clinicians overall have a positive attitude toward VR therapy,
the biggest barrier toward adoption in their clinical practice
835 processor)
or controllers)
(rotation) and
head tracking
Snapdragon is their concerns, for example that treatment improvements
Standalone
None (internal
Medium/high:
backward)
High (using a
Oculus Quest
2,560 · 1,440
positional
Oculus Store
(forward/
tracking
joystick
would not translate into real-world improvements and pa-
U.S.$399
72 Hz
100
ough. Though many randomized trials have proven VR’s
efficacy and even long-term treatment gains, many clinicians
gaze, a built-in
821 processor)
Medium (using
Snapdragon
None (internal
Medium: head
2,560 · 1,440
Oculus Store
(rotation)
pad, or a
Some of these concerns may be alleviated by VR training
joystick)
tracking
Oculus Go
U.S.$199
tracking (forward/
and positional
Playstation Store
and the technical side—the technical skills and tools required
Google Daydream Playstation VR
controllers)
(U.S.$399)
joystick or
backward)
High (using a
1,920 · 1,080
PS4 Pro
Downloaded by Iowa State Univ from www.liebertpub.com at 01/17/19. For personal use only.
U.S.$299
1,920 · 1,080)
Medium (using
Medium: head
(minimum
U.S.$69–149
Google Play
joystick)
tracking
gaze or
phone
phone
96
or IOS Store
(>U.S.$299)
1,024 · 768)
or a button)
Mobile based
Medium: head
(rotation)
Google Play
References
U.S.$10–50
Android
tracking
From 70
tracking (rotation)
a built-in pad
Oculus Store
60 Hz
101
tracking (forward/
(>U.S.$600)
Microsoft Store
controllers)
joystick or
backward)
High (using a
U.S.$249/449
Mid-level PC
2,880 · 1,440
19:148–153.
Reality
(rotation) and
2,880 · 1,660
tracking (full
PC based
Steam Store
High (using
13:3–11.
6. Riva G, Baños RM, Botella C, et al. Transforming expe-
tracking (rotation)
tracking (forward/
and positional
High (using a
2,160 · 1,200
High-end PC
Oculus Store
U.S.$399
2018; 21:341–342.
Mobility required
User interaction
availability
Body tracking
with VR
Resolution
Hardware
10. Riva G, Gaudio S. Locked to a wrong body: eating disor- 14. Wiederhold BK, Wiederhold MD. Three-year follow-up for
ders as the outcome of a primary disturbance in multisen- virtual reality exposure for fear of flying. Cyberpsychology
sory body integration. Consciousness & Cognition 2018; & Behavior 2003; 6:441–445.
59:57–59. 15. Wiederhold BK, Wiederhold MD. (2005) Virtual reality ther-
11. Wiederhold BK. The next level of virtual reality isn’t apy for anxiety disorders: advances in evaluation and treat-
technology—it’s storytelling. Cyberpsychology, Behavior, ment. Washington, DC: American Psychological Association.
& Social Networking 2018; 21:671. 16. Wiederhold BK, Bouchard S. (2014) Advances in virtual
12. Mishkind MC, Norr AM, Katz AC, et al. Review of reality and anxiety disorders. New York: Springer.
virtual reality treatment in psychiatry: evidence versus
current diffusion and use. Current Psychiatry Reports Address correspondence to:
2017;19:80. Prof. Dr. Brenda K. Wiederhold
13. Lindner P, Miloff A, Zetterlund E, et al. Attitudes towards The Virtual Reality Medical Center
and familiarity with virtual reality therapy among practic- 6540 Lusk Boulevard, Ste. C115
ing cognitive behavior therapists: a crosssectional survey San Diego, CA 92121
study in the era of consumer VR platforms. Frontiers in
Psychology 2018; in press. E-mail: b@vrphobia.eu
Downloaded by Iowa State Univ from www.liebertpub.com at 01/17/19. For personal use only.