2003
DOI: 10.1089/109493103322278808
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Definition of a VR-Based Protocol to Treat Social Phobia

Abstract: Social phobia is an anxiety disorder that is accessible to two forms of treatment yielding scientifically validated results: drugs and cognitive-behavioral therapies. Graded exposure to feared social situations is fundamental to obtain an improvement of the anxious symptoms. Traditionally, exposure therapies are done either in vivo or by imagining the situations. In vivo exposure is sometimes difficult to control and many patients have some difficulties in using imagination. Virtual reality (VR) seems to bring… Show more

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Cited by 70 publications
(40 citation statements)
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“…35 Each session was individual and directed by a cognitive behavior therapist. During these weekly sessions of 45 min, the participant was exposed to virtual environments either for assessment or therapy.…”
Section: Treatment Virtual Reality Therapymentioning
confidence: 99%
“…35 Each session was individual and directed by a cognitive behavior therapist. During these weekly sessions of 45 min, the participant was exposed to virtual environments either for assessment or therapy.…”
Section: Treatment Virtual Reality Therapymentioning
confidence: 99%
“…People usually experience such anxiety when distance exists between communicators and/or when communicators use facial expressions and gestures (Miller & Stone, 2009). People with assertiveness anxiety usually desire to protect their interests and viewpoints because they want to be respected by others (Roy et al, 2003). Nonetheless, people who have assertiveness anxiety have a particular way of doing things thought to be passive and indirect (Deltsidou, 2009).…”
Section: Assertiveness Anxietymentioning
confidence: 99%
“…The classification of social anxiety has been referred to four facets: performance anxiety, intimacy anxiety, assertiveness anxiety, and observation anxiety (Holt, Heimberg, & Hope, 1992;Klinger et al, 2005;Roy et al, 2003).…”
Section: Introductionmentioning
confidence: 99%
“…This environment may be real or imaginary, and it can be visually experienced in three dimensions (width, height, and depth). Roy, Klinger, Légeron, Lauer, Chemin, and Nugues (2003) goes further, he indicates that these environments provide an interactive visual experience in real time with sound and with the possibility to add other types of feedback, such as tactile sensations. Chiecher et al (2013) defines them as the artificial reproduction of the real world, in which students acquire psychomotor skills and knowledge, in a safe environment.…”
Section: Simulation and Virtual Learning Environmentsmentioning
confidence: 99%