Conversation Fuel

Binoodha Kunnath
2021
Virtual reality exposure therapy (VRET) is an altered form of behavioural therapy using virtual reality technology. Instead of simply using the mind's eye, or simulating the actual environment used to recreate the troubling situation to be processed, VRET allows an individual to place themselves in a virtual environment that evokes the sights, sounds, smells and virtual feel of an environment which closely resembles a therapeutic situation. This allows for the safe processing of memories,
more » ... gs, and emotions in a controlled setting. High Functioning Autism High-functioning autism (HFA) is an autism classification where the individual exhibits no intellectual disability but may exhibit deficits in communication, emotion recognition and expression, and social interaction. Support tool Support tool are softwares, web analytics tools or other technology used by counsellors in their clinical practice to monitor, maintain or improve the therapy session. Biofeedback Biofeedback is the process of gaining greater awareness of many physiological functions of one's own body, by using electronic or other instruments as sensors. Teletherapy Teletherapy refers to therapy that is provided by a therapist via a secure video connection. Gameplay Gameplay is the pattern of play defined through a game's rules, the connection between the player and the game, challenges and overcoming them, plot and player's connection with it. AI avatar AI avatar, also known as a digital avatar, are human-like bots created by AI-powered technology to increase human interaction. While digital avatars don't only have a humanoid appearance, they can also communicate with people with Natural Language Processing (NLP) algorithms. Natural language processing is a subfield of linguistics, computer science, and artificial intelligence concerned with the interactions between computers and human language. Contents Abstract and Keywords 12 13 16 19 19 23 30 35 38 38 38 40 40 42 43 01 2.4.2 immersive digital experiences as a tool-Case studies The following case studies inspired the trajectory of this research project. They include three interactive digital experiences: Centervention (2015) -An online game to improve behavior and social and emotional skills for students in elementary and middle school designed by 3C Institute; Stressjam (2019) -A virtual reality game by Jamzone that uses biofeedback to change stress mindset; Business Life (2016) -A virtual reality game by Samsung to help the player overcome their fear of public speaking; These three case studies explore various nuances that shape virtual reality exposure therapy and portray various creative processes that inform the immersive experiences. Through these case studies, the projects all explore the possibilities of learning through gameplay while generalizing the lessons from virtual space to real-life situations. Centervention (2015) has an online, interactive program, Stories in Motion , where elementary school students with ASD can create personalized social narratives around common school scenarios. In this program, the students can create a character to represent themselves and then choose from twelve different topics to create a personalized narrative using dialogue and thought options. Some of the topics discussed include anxiety, bullying, cooperating, coping, friendship, joining in, listening, personal space, perspective taking, sportsmanship, stop and think, and transitions. According to DeRosier, a clinical psychologist and CEO of 3C Institute, "A game provides a safe place to practice; you can try things out and see what happens, without any negative social consequences in the real world." Centervention (2015) -An online game to improve behavior and social and emotional skills for students in elementary and middle school designed by 3C Institute Stressjam (2019) -A virtual reality game by Jamzone that uses biofeedback to change stress mindset; StressJam (2019) is a Virtual Reality (VR) game that uses biofeedback to train stress-mindset and help the player improve their stress regulation. The game allows the player to play in real-time guided by their own stress system. The VR headset transports the player to an exotic island where they carry out different challenges. The game is personalized by real-time sensors that measure the player's heart rate variability and teaches the player to use their stress system to advance in the game. The game provides the player with a game coach as well as the option to play by themselves.
doi:10.35010/ecuad:16889 fatcat:ixqczbalxfdqxbgr4u4tijrbpq