In the movie "Ready Player One", Spielberg used VR technology to create an "oasis" that is different from real society. In this created virtual game universe, even the most distant dreams become within reach. VR technology can not only be used in the gaming field, but also plays

2024/05/2704:06:32 science 1396

Spielberg In the movie "Ready Player One ", VR technology was used to create an "oasis" that is different from the real society. In this created virtual game universe, even the most distant dreams become within reach. VR technology can not only be used in the gaming field, but also plays an unexpected role in medical care. A recent study found that the VR system may become a boon for psychotherapy for "social aliens".

Agoraphobia is a type of anxiety disorder. Patients usually believe that the environment is unsafe and difficult to escape, resulting in anxiety symptoms. Unsafe environments for patients include open spaces, public transportation, shopping malls, and even outside their own homes. Agoraphobia often begins with spontaneous panic attacks, producing anticipatory anxiety and avoidance behavior. Common treatments include general psychotherapy, cognitive behavioral therapy and exposure therapy, sometimes along with anti-anxiety medications.

In the movie

Picture source network, the heroine of the movie "The Woman in the Window" is a psychologist with agoraphobia

VR stands for virtual reality, which means virtual reality. It is a computer simulation system that can create and experience virtual worlds. . It uses computers to generate a simulated environment that immerses the user in that environment. virtual reality has five major characteristics: immersion, interactivity, perception, imagination and autonomy. Virtual reality uses real-life data to generate electronic signals through computer technology, and combines them with various output devices to transform them into phenomena that people can feel.

In the movie

The picture comes from the Internet

A foreign study set up a control group experiment: it was divided into an experimental group 1 that received both conventional treatment and VR treatment, and an experimental group 2 that only received conventional treatment. Participants in their experimental group 1 received 6 VR treatments in 6 weeks, with each treatment lasting 30 minutes. During the treatment, they were required to complete some specific tasks, such as ordering coffee as an avatar and making eye contact with others. If participants were able to overcome their phobia in the virtual reality scenario, the same would be true in the real world. Subject experiments have shown that participants who receive VR therapy avoid less real-life situations, their pain is reduced, their self-confidence is enhanced, and they are able to complete things that were difficult to do before.

hopes that more and more technologies will help medical treatment and change patients’ lives!

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