{"id":199696,"date":"2017-06-18T11:12:00","date_gmt":"2017-06-18T15:12:00","guid":{"rendered":"http:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/students-create-game-to-help-acrophobes-confront-their-fear-of-heights-in-virtual-reality-geekwire\/"},"modified":"2017-06-18T11:12:00","modified_gmt":"2017-06-18T15:12:00","slug":"students-create-game-to-help-acrophobes-confront-their-fear-of-heights-in-virtual-reality-geekwire","status":"publish","type":"post","link":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/virtual-reality\/students-create-game-to-help-acrophobes-confront-their-fear-of-heights-in-virtual-reality-geekwire\/","title":{"rendered":"Students create game to help acrophobes confront their fear of heights in virtual reality &#8211; GeekWire"},"content":{"rendered":"<p><p>    Muhammad Hussain plays    a virtual reality rock-climbing game in the Virtual Reality    Lab, part of the iSchool at the University of Washington (Photo    courtesy Vriti Wadhwa).  <\/p>\n<p>    For people afraid of heights, leaning over a wall when rock    climbing could cause feelings of terror and nausea. Being    attached to ropes when climbing is not always reassuring for an    acrophobe.  <\/p>\n<p>    But perhaps experiencing similar conditions in virtual reality     with two feet on the ground  could help people overcome    those fears.  <\/p>\n<p>    Thats the theory of six University of Washington students, who    have developed a virtual reality (VR) rock climbing game to    study how users experience the fear of heights. The game has    the potential to help researchers analyze how virtual reality    can possibly find solutions for patients with other phobias.  <\/p>\n<p>    This game was part of our final project for our immersive    environments class at UW, said lead storyteller and designer    Sanjana Galgalikar. We wanted to create something that was a    challenge but also feasible as a project within the three-week    span that we had to work on it.  <\/p>\n<p>    To create the game, the team used a game-making software called Unity.    Unity is a game-making application that allows for the creation    of different plug-ins and functions such as graphics, sounds,    and animations. Unlike other game creators, Unity makes it easy    to write codes for characters, object behavior, and environment    without complicated and multi-layered processes. The    application is considered more progressive as it allows for    games to be published on multiple platforms, whether for    consoles, desktops, or mobile.  <\/p>\n<p>    The team went through a step-by-step process to create a user    flow outline and storyline for the rock climbing game, plan out    the different game levels, and then apply it to the Unity    software. They then self-coded the logistics of the game    through C#, a multi-purpose programming language, to bring in    the different elements altogether.  <\/p>\n<p>    The element of virtual reality technology allows for a    computer-generated environment that consists of 3D images,    sound experiences, and sensory stimuli for users.  <\/p>\n<p>    Most of the participants said it was really immersive,    in the sense that they were actually feeling like    they were climbing a mountain, said project    developer and video producer Jeewon Ha.  <\/p>\n<p>    The game incorporates three levels of rock climbing,    increasing in difficulty. The first level is a simple procedure    of climbing from one block to another without being stuck in    one place. The second level includes different elevations and    mountains to climb through, making it easier for the user to    fall down. The third level involves challenging swinging    techniques needed to reach to the top of the climbing    wall.  <\/p>\n<p>    The gap between level two and three was so big that    barely anyone passed through level three, said Ha.  <\/p>\n<p>    The general control system of the game was an important    element needed to create a realistic setting. The interaction    between the controllers and content on the screen needed to be    well-coordinated.  <\/p>\n<p>    I created the general controls in the game, said game    designer Muhammad Hussain. The trigger on the handle allows    you to pick up an object, or hold yourself onto the rocks of    the wall.  <\/p>\n<p>    The game even includes a teleportation feature, which    allows the user to fly to different rock climbing walls in the    area, simply by moving the arms in a swinging-like momentum.    Once a user is no longer able to grab onto the rocks, they feel    the sensation of falling down, which ends the game.  <\/p>\n<p>    Testing out features with users has allowed the team to analyze    reactions to the intense environment they created. Several    participants felt frightened when they looked down from a high    elevation or reacted audibly when falling down.  <\/p>\n<p>    In our user testing, we tried to reduce as many negative user    experiences as possible, Galgalikar said. We added a layer of    vignette (darkening the corners of a visual element) to ease    the side effects of falling down.  <\/p>\n<p>    The team experimented with a virtual element called six    degrees of freedom, which refers to stimulated capability    given to the body to move in different directions. This makes    the experience more realistic for users.  <\/p>\n<p>    Virtual reality has been used in phobia-related research    before. Dr. Hunter Hoffman, Director of the Virtual Reality    Research Center at the Human Photonics Lab at the    University of Washington has done extensive     research on how virtual reality can treat pain and phobia.  <\/p>\n<p>    Most people avoid the thing theyre afraid of, Hoffman said.    The nice thing about virtual reality is that people are more    willing to go closer to their fears.  <\/p>\n<p>    In his research, Hoffman used virtual reality to study people    with arachnophobia, fear of spiders. His work allowed him    to see how the virtual world could help people confront their    fears.  <\/p>\n<p>    The ability to customize the experience for each individual    patient is what makes the process a lot more effective,    Hoffman said. In theory, virtual reality makes it a lot easier    to change the program accordingly.  <\/p>\n<p>    Hoffman isnt the only scientist studying VR as a treatment for    phobias. Virtually    Better is a company that sells virtual reality-related    research to psychologists for further analysis or use in    studies.  <\/p>\n<p>    Therapists use experiences like this to help with phobia of    heights, water, and other exposure therapies, Hussain said.    When you think of immersive experiences, you think of virtual    reality. It kind of speaks for itself.  <\/p>\n<p>    The team of students has already presented their work at the    AT&T VR Hackathon in Bellevue,Wash. and now hopes to    take their game to even more competitions and hackathons down    the line.  <\/p>\n<p><!-- Auto Generated --><\/p>\n<p>Read the rest here: <\/p>\n<p><a target=\"_blank\" rel=\"nofollow\" href=\"https:\/\/www.geekwire.com\/2017\/students-create-game-help-acrophobes-confront-fear-heights-virtual-reality\/\" title=\"Students create game to help acrophobes confront their fear of heights in virtual reality - GeekWire\">Students create game to help acrophobes confront their fear of heights in virtual reality - GeekWire<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p> Muhammad Hussain plays a virtual reality rock-climbing game in the Virtual Reality Lab, part of the iSchool at the University of Washington (Photo courtesy Vriti Wadhwa). For people afraid of heights, leaning over a wall when rock climbing could cause feelings of terror and nausea. Being attached to ropes when climbing is not always reassuring for an acrophobe <a href=\"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/virtual-reality\/students-create-game-to-help-acrophobes-confront-their-fear-of-heights-in-virtual-reality-geekwire\/\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":6,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[187744],"tags":[],"class_list":["post-199696","post","type-post","status-publish","format-standard","hentry","category-virtual-reality"],"_links":{"self":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts\/199696"}],"collection":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/users\/6"}],"replies":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/comments?post=199696"}],"version-history":[{"count":0,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts\/199696\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/media?parent=199696"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/categories?post=199696"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/tags?post=199696"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}