Patent No. 6425764 Virtual reality immersion therapy for treating psychological, psychiatric, medical, educational and self-help problems
Patent No. 6425764
Virtual reality immersion therapy for treating psychological, psychiatric, medical, educational and self-help problems (Lamson, Jul 30, 2002)
Abstract
A method of treating a psychological, psychiatric, or medical condition by choosing a psychological strategy for treating the condition, encoding electronic instructions for a virtual reality environment in such a way that the interactive virtual reality environment implements the psychological strategy, loading electronic instructions into a virtual reality technology unit (10, 22) equipped with a display (14, 40) for displaying the virtual reality environment and with a patient input device (14, 22, 32) for receiving responses to the environment from the patient, and instructing the human patient how and when to use the virtual reality technology unit to interact with the environment. The interactive environment contains instructions for a scoring procedure for quantitatively analyzing the medical condition of the patient, and/or counseling instructions or self-help instructions. The environment can be used in conjunction with a physical parameter measuring device (36) connected to the virtual reality technology unit (10). The process is comprehensive and takes place during immersion in fully interactive three-dimensional virtual reality environments utilizing computer generated graphics, images imported from photographs, and video for sensory stimulation. Immersion is achieved with goggles, a head-mounted-display, or other form of visual stimulation, such as surround projection screens or monitors or devices that permit the user to have a virtual experience. It includes the use of voice, music, and sound and other forms of physiological stimulation and feedback. Body sensors and devices such as a hand-held grip permit the user to interact with objects and navigate within the virtual environment.
Notes:
BACKGROUND
OF THE INVENTION
1. Field of Invention
This invention relates to mental therapy, particularly to such a therapy using
a virtual reality environment. The invention will be used in medical, psychiatry,
psychotherapy, education, selfhelp, home, and entertainment environments and
produced with computer hardware and computer software.
2. Prior Art--Psychotherapy-Psychiatry-Mental Health
Originally prescriptions for mental health came from philosophers. Socrates
recommended "know thyself" and this advice formed the core of psychoanalysis
and psycho-dynamic treatment approaches. Though these methods permitted patients
to know and understand themselves better, they failed to change thinking and
behavior in a way that would cure emotional distress and impairment. Aristotle
(384-323 BC) was the first person to write a systematic psychological treatise
which emphasized that knowledge is gained by experience. Behavioral approaches
to psychotherapy attempt to influence patient activities, but fail to explain
why knowledge from that experience is not enough to correct it. Cognitive or
thinking approaches to psychotherapy propose altering distortions in thinking
because these lead to emotional distress. Attempts to influence conscious processes
have achieved some degree of success, but patients often resist therapeutic
interventions which suggest they should change their ways of thinking. Even
when people are able to do so, relapses to painful thoughts and emotional distress
are common.
Medical efforts to influence human behavior, mental process, and emotional distress
have also relied upon invasive procedures. Trephining was a crude surgical practice
of the Stone Age whereby a hole was chipped in the skull of a person who was
behaving peculiarly. The procedure presumably was conducted to allow the escape
of evil spirits. In the Middle Ages, bloodletting was performed for many physical
and mental conditions.
Frenkel, in U.S. Pat. No. 4,327,712 (1982) describes an apparatus used to facilitate
viewing of one's facial image under controlled illumination patterns for purpose
of either psychotherapy or merchandise selection. Simply allowing patients to
view themselves without successfully interacting with the environment does not
achieve or provide optimized corrective experience.
ECT or electroconvulsive therapy, as shown by Hyman, in U.S. Pat. No. 4,709,700
(1985), is a procedure that continues in psychiatric practice to produce an
electric current through the brain to alleviate profound depression. The procedure
is typically unpleasant and occasionally dangerous. Patients treated with ECT
complain of memory impairment and disorientation in familiar environments.
The use of psycho-pharmacological medications dominate psychiatric practice
today. Pharmacological interventions provide symptom management. Patients report
some relief from emotional distress, but also complain about day-to-day life
restricting side-effects of the medications. For example, psychiatric medications
frequently leave patients with dry mouth, constipation, reduced or suppressed
sexual interest, weight gain, bloating, sedation, benzodiazepine dependence
and withdrawal, frustration with treatment failure, and dependence on the psychiatrist.
Raw data from a survey of psychiatrists reveals the overall success rate with
medications in the treatment of generalized anxiety disorder is less than 50%.
Woods, in U.S. Pat. No. 4,762,494 (1988) proposes using a doll-like figure on
which tears can be applied or removed to reflect current or past mental states.
Similar dolls are readily available in department and toy stores. Given the
widespread availability of dolls with varying attributes, the possibility for
a child-doll dialogue seems obvious.
An apparatus and method for treating undesirable emotional arousal of a patient
is shown by Weathers in U.S. Pat. No. 5,219,322 (1993). This uses visual and
auditory stimuli as a crude process for eliciting mental imagery of a negative
experience. The apparatus does not correspond to natural human experience where
people interact with the environment and with others. The primary goal of psychotherapy
is to provide corrective experiences that can be effectively used by patients.
The more closely the corrective experience simulates reality, the more effective
the treatment. Weathers does not use any fully interactive visual and auditory
stimulations that are under the control of the patient. He does not accurately
simulate reality or permits the user to influence the environment as well as
be influenced by it. His method does not closely correspond to events that occur
in reality and thus, cannot be effective corrective learning contexts for patients.
His method does not empower users because they are not in control of exposure
to every aspect of the environmental experience.
Rodgers, in U.S. Pat. No. 5,403,263 (1995), describes a method for reducing
anxiety and recovery time of a patient during preoperative, intra-operative,
and postoperative phases of surgery. Unlike virtual therapy interactivity, this
procedure is limited by its passive introduction of sound and voice to the patient.
He does not provide much opportunity to reduce emotional distress by distraction
to pleasant scenes accompanied by an auditory input. Also he does not provide
opportunities for patients to recovery faster by viewing successes of others
and by rehearsal of activities while immersed in a virtual environment known
to facilitate recovery.
Brill, in U.S. Pat. No. 5,435,324 (1995), shows a method and apparatus for measuring
psychotherapy progress. The procedure requires administration of questionnaires
to patients and may be considered an assessment of the patient's emotional state.
However assessment during treatment is difficult to accomplish and requires
cumbersome administration, collection, and analysis of paper and pencil tests.
There is no verbal feedback during assessment and treatment, nor any description
of successes and difficulties during environment encounters.
Rosenfeld, in U.S. Pat. No. 5,450,855 (1995), purports to treat alcohol and
drug addiction and in U.S. Pat. No. 5,280,793 (1994) purports to treat depression
by brainwave training for the purpose of achieving biofeedback. The patient
is rewarded for changing asymmetry. This method of treatment shows little, if
any, correspondence to known treatment practices of substance-related disorders
and depression. Getting a patient to focus on brain waves de-emphasizes or eliminates
the crucial variables known to cause the greatest problems for chemically dependent
and depressed people. Those variables include distorted thinking, mood swings,
depression, anxiety, cravings, denial, anger and rage reactions, isolation,
interpersonal difficulties, family dysfunction, and need for medical detoxification,
to identify but a few. He does not offers chemically dependent and depressed
individuals any opportunity to achieve mastery experiences. Exposure and interactions
are not under the patient's control, any successes cannot be attributed directly
to them. A lack of success does not build confidence. A lack of mental shifts
from depressive thinking to optimism will not create hope or any motivation
for additional successful experience.
Putnam, in U.S. Pat. No. 5,619,291 (1997), discloses an eye-movement desensitization
and reprocessing treatment, but this is an awkward way to engage a patient and
does not correspond to natural everyday experience. Visual displays elicit negative
emotional responses. They are not interactive. There are no corrective visual
sensory inputs for patient to use and experiment to achieve positive mastery
experience.
3. Prior Art--Education and Self-Help
Dill, in U.S. Pat. No. 4,273,540 (1981), describes a training device for evaluating
disorders of brain damaged patients and of patients who have suffered trauma
to or disease of the central nervous system. The training attempts to help patients
obtain confidence but is limited by the method. This device does not provide
effective methods for assessing, preventing, and treating psychiatric conditions
or for building self-efficacy. The power of a procedure is generally believed
to aid in patient recovery from emotional distress. This device does not permits
assessment of the patient while they are immersed in an environment, nor does
it allow assessment of neurological strengths and deficits.
Ito, in U.S. Pat. No. 4,573,472 (1986), shows a medical apparatus for autogenic
training. The self-help training procedure operates by providing bio-information
stimuli. The user is expected to consider that information and alter behavior.
This form of education and training is less effective than other self-help methods
because it fails to incorporate intermediate variables known to influence human
functioning. It does not provide sensory stimulations that evoke thinking distortions
(fear), anticipatory anxiety, danger expectations, failure beliefs, physiological
reactions (anxiety, deep breathing or holding of breadth, sweating) during exposure.
The lack of composite reactions to visual exposure, auditory and tactile stimulations
do not permit the practitioner to immediately introduce interventions for the
purpose of achieving corrective experience. Variables that influence behavior,
such as self-efficacy, cannot be assessed and strengthened during immersion
of the patient in an environment. There is no development of mastery experience
based upon instillation of learning principles, skill acquisition, and rehearsal.
Densky, in U.S. Pat. No. 4,717,343 (1988), shows a method for conditioning a
person's unconscious mind to effect a desired change in behavior. There is no
scientific evidence for a map of the unconscious mind or how it may finction.
A procedure designed to influence it cannot genuinely claim that some particular
or general aspect of the unconscious mind is being influenced because the principles
and processes of the unconscious are not well documented with scientific research.
This self-help method exposes a person to a video picture appearing on a screen.
The procedure claims that the viewer's unconscious mind observes the video and
that somehow the viewing conditions a person's thought patterns that alter behavior
in a positive way. Even if this claim were correct, the procedure is weak and
does not use known learning principles and sensory stimulations to provide individuals
with corrective experiences.
4. Prior Art--Virtual Reality Technology
The term "virtual reality" has been used to describe a computer-generated environment.
When viewed with goggles or head-mounted display, it provides the user with
a three-dimensional, fully interactive experience. A hand-held grip is used
to achieve movement or navigation within the environment. As the user turns
his or her head, the view changes just as it would in reality. Buttons on the
hand-held grip permit the user to experience movement from one location to another,
thus adding a sense of reality, to virtual reality. The technology used to produce
virtual reality consists of a graphics-generating computer, a head-mounted-display
with a tracking device, a hand-held grip, and other sensory input devices. Various
products may be used to achieve the experience of virtual reality (Pimentel,
K. and Teixeira, K. 1993, Virtual Reality: through the new looking glass. Intel/Windcrest/McGraw-Hill,
Inc. New York).
Virtual reality applications have been developed for art, business, entertainment,
flight simulators, medicine, and military battlefield operations. Until 1993,
medical applications included computed-aided surgery, building designs for handicapped
persons, wheelchair equipped with a virtual reality system, rehabilitation,
repetitive strain injury, surgical workstation, and teaching aids for surgeons.
Immersive, 3D, fully interactive virtual reality technology was first introduced
as part of a psychotherapeutic method by the applicant (1993) in a Department
of Psychiatry for the experimental treatment of acrophobia. The integration
of virtual reality technology with learning principles and psychotherapeutic
strategies was given the trademark Virtual Therapy by applicant in 1993. Virtual
Therapy is a trademark for a method of treating acrophobia and other psychiatric
conditions by immersion in simulated or virtual environments. Virtual Therapy
provides patients with assessment of cognitive, emotional, and physiological
functioning. It is also used for prevention and treatment of psychiatric conditions
by providing users with corrective experiences. It is more than exposure treatment
in a virtual environment and more than imaginal desensitization (Hodges et al.,
1995, 1993; Rothbaum et al., 1995 (two refs.); Kooper, 1994; Williford et al.,
1993).
Acrophobic individuals may experience phobic symptoms by simply thinking about
heights. No exposure is required to produce anxiety, panic, or avoidance. One
standard of care for this condition is cognitive-behavior therapy. Distorted
thinking significantly contributes to phobic symptoms. A phobia of heights involves
the interaction of thinking, behavior, and physiological arousal. Some have
correctly diagnosed or evaluated the condition of acrophobia, yet proposed to
treat it by exposure to a virtual environment. However, it is not the subjective
evaluation that causes anxiety. There is an interaction between thinking, behavior,
and physiology that contributes to anxiety. A subjective evaluation may lead
to fear, which is different than anxiety. Fear is a thought. Anxiety is a physiological
state. Danger expectations may produce fear whereas anxiety expectations may
produce physiological arousal (anxiety). So, mere exposure to real or virtual
environments is not enough to treat the condition.
A comprehensive theoretical and clinical discussion of fear, anxiety, panic,
and acrophobia can be found in Virtual Therapy (Lamson, 1997). Prior studies
exposed participants to virtual environments where the opportunity to perceive
height and depth occurred. However, the method of treatment was not adequately
explained and there was no theoretical or clinical rationale for exposure therapy.
It differs from Virtual Therapy (Lamson, 1997) which describes a system of therapy
for the treatment of acrophobia and other psychiatric conditions.
Carlin et al. (1997) present a case report to demonstrate the use of immersive
computer generated virtual reality (vr) and mixed reality (touching real objects
seen in virtual reality) for the treatment of spider phobia. A patient was exposed
to virtual spider scenes over 12 weeks with each session lasting a total of
50 minutes. Exposure to virtual reality spiders produced reduction in anxiety
with some symptom relief. The case is difficult to assess because of apparent
co-existing obsessive-compulsive difficulties. The authors define their intervention
as virtual reality exposure therapy. However, no theoretical rationale for conducting
12 treatment sessions with the patient was discussed.
North et al. (1997) reports on a five-session, single-case study, utilizing
virtual reality as a desensitization procedure to reduce fear of flying. The
authors' three paragraph letter-to the editor failed to cite any research protocol,
method of desensitization, or psychological rationale.
A virtual environment trademarked "Detour" (Addison, 1994) was constructed for
the purpose of demonstrating the perceptual experience of one person who suffered
brain damage from an auto accident. The application was developed for use in
the CAVE, a trademark for an immersive room size virtual reality environment
located at the University of Chicago. This particular application evokes deep
empathy by visual and auditory sensory inputs. The virtual environment presents
scenes of art and the impression of walking down a corridor viewing paintings
hung on walls. Suddenly wheels screech and a crash and moan are heard. The scene
becomes distorted and unclear, signifying the loss of vision and brain damage.
Addison actually suffered brain injury. Though the virtual environment was created
to dramatize her traumatic experience, it suggests avenues for other uses.
Gould, in U.S. Pat. No. 5,546,943 (1996) proposes use of a visualization system
using a computer to provide a patient with a view of their internal anatomy
based on medical scan data. The patient acts upon the information in an interactive
virtual reality environment by using tools or other devices to diminish a visual
representation of an ailment. In doing so, a psychoneuro-immunological response
is postulated to occur in the patient for combating and recovering from the
disease. The concept is interesting, yet the activation of a psychoneuroimmunological
response may be due to any process that builds an individual's self-efficacy.
Self-efficacy is a well known psychological variable proposed to account for
an individual's conviction that they can achieve or accomplish or perform a
certain task.
Jarvik, in U.S. Pat. No. 5,577,981 (1996) describes a virtual reality exercise
machine and computer controlled video system. Jarvik's machine produces a virtual
reality environment for exercise regimens, exercise games, competitive sports,
and team sports. It is also adapted to a user's individual capabilities. It
is used to achieve exercise results from rehearsal.
Walker, Lyon, Linton, and Nye, in U.S. Pat. No. 5,584,696 (1996) describe a
simulation system for virtual reality experiences such as hang gliding or the
like. They describe an embodiment for mechanical support, visual display, and
a method for achieving pupil-forming images.
Kitchen and Bird, in U.S. Pat. No. 5,655,909 (1995) describe a skydiving trainer
wind tunnel utilizing a non-immersive virtual reality environment produced by
viewing film footage of scenarios descending toward the earth. They provide
the user with an opportunity to practice emergency procedures. It does not use
an head-mounted display for immersion into the virtual environment.
These devices do not use virtual environments for assessment, prevention, and
treatment of psychiatric conditions and for conditions not described in the
Diagnostic and Statistical Manual of Mental Disorders (DSM-IV, 1994). They do
not rely upon the integration of learning principles and psychotherapeutic strategies
with any virtual reality technology. They do not use visual, auditory, and tactile
sensory stimulation and feedback during user immersion in virtual environments
to assist patients in achieving corrective experiences. The lack of instillation
of explicit learning principles during virtual environment exposure prevents
users from the direct influence of psychological, emotional, and physiological
processes for the development of mental health.
The following are the full citations of references given in abbreviated form
in the text: Addison, R. (1995). Detour: brain deconstruction ahead. In: Satava,
R. M., Morgan, K., Sieburg, H. B., Mattheus, R., & Christensen, J. P. Interactive
technology and the new paradigm for healthcare. Pp. 1-3. IOS Press, Amsterdam,
Oxford, Washington, D.C. American Psychiatric Association (1994). Diagnostic
and statistical manual of mental disorders: Fourth Edition. DSM-IV. Washington,
D.C. Carlin, A. S., Hoffinan, H. G., & Weghorst, S. (1997). Virtual reality
and tactile augmentation in the treatment of spider phobia: a case report. Behavior
Research Therapy, 35(2): 153-58. Hodges, L. F., Rothbaum, B. O., Kooper, R.,
Opdyke, D., Meyer, T., North, M., de Graaff, J. J., and Williford, J. (1995).
Virtual environment for treating the fear of heights. IEEE Computer 28, 7, pp.
27-34. Kooper, R. (1994). Virtually present: treatment of acrophobia by using
virtual reality graded exposure. Master Thesis in Computer Science at the Technical
University of Delft, Netherlands. Lamson, R. (1989). The effects of a manual-guided
cognitive intervention program upon substance abusers. Unpublished dissertation.
University of Southern California. Lamson, R. (1993). The effects of virtual
reality immersion on anxiety disorders. Kaiser Foundation Research Institute.
Lamson, R. (1994). Virtual therapy of anxiety disorders: application: VR in
psychotherapy. CyberEdge Journal, Issue #20, Vol. 4, No. 2. Sausalito, Calif.
Lamson, R. and Meisner, M. (1994). The effects of virtual reality immersion
in the treatment of anxiety, panic, and phobia of heights. Proceedings for Virtual
Reality and Persons with Disabilities, pp. 63-68. Second Annual International
Conference, Center on Disabilities, California State University, Northridge.
Lamson, R . and Meisner, M . (1995). Clinic al app lication of virtual therapy
to psychiatric disorders: theory research, practice. Pre-Conference Workshop,
Medicine Meets Virtual Reality #4. Lamson, R. (1997). Virtual Therapy: prevention
and treatment of psychiatric conditions in virtual reality environments. Polytechnic
International Press. Montreal Canada. ISBN 2-553-00631-4. Maier, S. F., Watkins,
L. R., and Fleshner, M. (1994). Psychoneuroimmunology: the interface between
brain, behavior, and immunity. American Psychologist, 49(12): 1004-17. Manning,
T. R. (1995). The emotional dimension of experience in information environments.
In: Satava, R. M., Morgan, K. , Sieburg, H. B., Mattheus, R., & Christensen,
J. P. Interactive technology and the new paradigm for healthcare. Pp. 231-236.
IOS Press, Amsterdam, Oxford, Washington, D.C. North, M. M, North, S. M., and
Coble, J. R. (1997). Virtual reality therapy for fear of flying. Letter to the
editor, American Journal of Psychiatry, 154:1, p. 130. Pimentel, K. and Teixeira,
K. (993). Virtual Reality: through the new looking glass. Intel/Windcrest/McGraw-Hill,
Inc. New York. Rothbaum, B. O., Hodges, L. F., Kooper, R., Opdyke, D., Williford,
J., and North, M. (1995a). Virtual reality graded exposure in the treatment
of acrophobia: a case study. Behavior Therapy, Vol. 26, No. 3, pp. 547-554.
Rothbaum, B. O., Hodges, L. F., Kooper, R., Opdyke, D., Williford, J., and North,
M. (1995b). Effectiveness of computer-generated (virtual Reality) graded exposure
in the treatment of acrophobia. American Journal of Psychiatry, Vol. 152, No.
4, pp. 626-628. Williford, J. S., Hodges, L. F., North, M. M, North, S. (1993).
Relative effectiveness of virtual environment desensitization and imaginal desensitization
in the treatment of acrophobia. Proceedings Graphics Interface, 162, Toronto.
Objects and Advantages
Accordingly, it is one object of the invention to provide a method for treating
psychiatric conditions by immersion into virtual reality environments for the
purpose of providing corrective experiences.
The term Virtual Therapy was introduced by Lamson (1993) and is used to define
a process that occurs when patients are visually immersed in a virtual environment.
Since the environment is fully interactive, users engage in activity for the
purpose of providing corrective experience to cognitive distortions, emotional
distress, and behavioral deficits. Auditory and tactile sensory inputs may be
included to enhance a user's sense of reality during immersion. In the case
of phobias, psychological distress is maintained by beliefs, appraisal of threat,
anxiety, and situational avoidance. Healing occurs when users develop thinking
strategies that result in reduction of distress, increased confidence, and approach
behavior.
Exposure to Virtual Therapy environments is under the control of the user. During
exposure, users encounter situations through visual, auditory, and tactile sensory
stimulation. They may influence or be influenced by that environment. Virtual
Therapy is a rapid, non-invasive form of immersive, three-dimensional, interactive
treatment. Whether used as a therapeutic method by a licensed therapist, mode
of education, self-help, or entertainment process, it presents a less-costly
alternative to other forms of treatment currently used in psychiatry.
In addition to the above objects and advantages, several additional objects
and advantages invention are described in the following factors 1.a to 1.p.
and 2.a-2.m below.
1.a. Immersion into a Virtual Therapy environment permits rapid assessment,
prevention, and treatment of psychiatric conditions.
1.b. The method of Virtual Therapy combines therapeutic strategies with learning
principles to achieve corrective experiences.
1.c. Virtual Therapy combines methods of education and self-help with entertainment
in virtual environments to enhance learning.
1.d. Exposure to visual, auditory, and tactile sensory inputs in the virtual
environment are under the control of the user or patient.
1.e. Rapid habituation learning evidenced by rate and blood pressure reductions
during virtual environment immersion and exposure.
1.f Virtual Therapy is a faster, better, cheaper method of psychotherapy than
other existing methods. Treatment of acrophobia shows that patients benefit
from one 50-minute session. Avoidance and anxiety are diminished or eliminated
to the extent that patients are able to ascend to heights.
1.g. Compared to other known forms of treatment, Virtual Therapy shows approximately
50% savings.
1.h. Virtual Therapy is simpler than other methods of treatment. Direct sensory
input and interactivity permit patients to immediately gain skill and relief
from painful symptoms.
1.i. The technology of Virtual Therapy can be easily placed in shopping malls,
community centers, schools, hospitals, and offices used for therapeutic interventions.
1.j. The method of Virtual Therapy de-emphasizes the notion of pathology known
to psychodynamic forms of treatment. Instead, the method emphasizes learning,
self-efficacy, mastery experience, and competence in virtual environments. The
entertaining and educational components of Virtual Therapy make public access
in shopping malls ideal locations for this form of treatment.
1.k. The technology is safe and easy to use. It produces reliable virtual environments
with a lasting life cycle.
1.l. Virtual therapy satisfies several existing needs: cost effectiveness and
prevention and treatment of alcohol and drug abuse; also it is entertaining,
educational, and exciting.
1.m. Hundreds of telephone calls and letters from the United States and foreign
countries have been received after news broadcasts concerning Virtual Therapy
research. Many of those inquiring about the treatment offer to pay, regardless
of cost.
1.n. Virtual Therapy may be combined with newly available wireless technologies.
One example of wireless technology is a telephone with an eyepiece that permits
a view of the person being called.
1.o. Though virtual reality technology has been used for visualization in flight
simulators, games and entertainment, it is newly described here as a complete
system of psychotherapy having medical and self-help ramifications.
1.p. The use of Virtual Therapy produced new and unexpected results and in doing
so, suggests it may be used for commercial success. It also satisfies a long-felt
but unsolved need to provide psychological services faster, better, cheaper
and without the stigma of pathology attached to psychiatry departments.
Virtual Therapy is related to cognitive psychology, behavioral therapy, and
behavioral neuroscience. The therapy actively involves the patients' visual
system. It is structured, time-limited, and has been successfully used in the
treatment of specific phobias of the natural environment type, such as acrophobia.
Generalization of treatment effects have been reported for conditions coexisting
with acrophobia. For example, a substantial number of patients undergoing Virtual
Therapy report past psychological trauma related to physical and emotional abuse,
abandonment, and terror from living under a dictatorship. Post-treatment evaluation
indicate reduced sense of treat from longstanding emotional disabilities. The
therapy is based on clinical trials that show that virtual reality can be used
to create experiences that influence how people feel, think, and act. When an
acrophobic enters a virtual environment by visual immersion using a head mounted
display (helmet), he or she immediately interact with the environment.
Patients receive proprioceptive-response feedback from turning the head to scan,
for example, a computer-generated room with textured walls and muted lighting.
Participants receive more feedback when they press a button on a hand-held grip
in order to move in the virtual world, achieving gradual exposure to heights
and depths by clicking or continuously pressing the button. To change the direction
of movement, the user simply turns his or her head to the desired view and presses
a button. Reduction of exposure to aversive stimuli occurs by looking away,
moving to a new location in the virtual environment, using distraction techniques,
talking or using other sensory input to re-establish contact with reality, or
taking off the helmet.
A sense of danger during virtual reality immersion is derived from encounters
that elicit fear. An encounter initially increases production of fearful cognitive
processing for most people. Acrophobics may dwell on beliefs that emerge and
flood their consciousness, such as "I'm not capable. I can't handle it. I'll
never be able to get over my fears." These beliefs are enduring for this person.
One valuable component of Virtual Therapy is the opportunity to observe, challenge,
and change dysfunctional beliefs.
The events that occur during immersion into a computer-generated environment
stimulate memory. Some pertain to undesirable experiences. A sense of threat
could unfold from memory, exposure, or both. These occur in the same context
that also promotes healing. Exposure to phobic stimuli is known to provoke situational-bound
anxiety or panic. The rapid onset of distress appears spontaneous. Therapeutic
interventions provided at these critical moments can alter patient dysphoria:
"Breathe deeply. Stay there long enough to realize you are okay. Look around.
You did this successfully a few minutes ago. You can do it again. You are safe.
You are capable. You're doing it." Patients achieve mastery experiences in this
way, and their confidence grows.
Virtual Therapy gives the user an opportunity to experiment with thinking. Instead
of dreading a fall from a virtual bridge perceived to be elevated hundreds of
feet above water, the user may pause long enough to become familiar with safety.
Safety is achieved by scanning the virtual environment. The patient first considers
a location, then scouts out potential directions of travel. Thoughts, feelings,
heart rate, and muscle tension are observed during the excursion. Threat and
caution give way to experimentation. Moving closer to the side of the bridge
and looking over may initially provoke feelings of threat. Yet, within a very
short period of time, minutes, the user begins to experience habituation. Tension
drains from the patient's physiology (e.g. neck and shoulders) and deep breaths
produce a relaxed posture.
Additional Objects And Advantages
2.a. Previous failure of others. Virtual Therapy is a form of treatment that
provides exposure under the control of the patient. Previous exposure methods
brought the patient into contact with reality in the presence of a clinical
practitioner. Flooding is an example of this kind of exposure. Unfortunately,
flooding was a crude attempt at desensitizing patients to their fears and phobias
that showed varied success. Some patients became more sensitized, more anxious,
and more phobic after flooding treatment than before.
2.b. Solves an unrecognized problem. Standard forms of psychotherapy utilize
face-to-face visits with a clinician (therapist), group therapy, psycho-educational
workshops (classes), and medications (which is an invasive procedure). Virtual
Therapy does involve a therapist. But the treatment takes place in a virtual
environment where the patient has the opportunity to face challenges and struggles
by visual and auditory immersion. Virtual encounters permit the patient to rapidly
confront and resolve problems resulting in anxiety, panic, phobias, depression,
and chemical dependency.
2.c. Solves an insoluble problem. Transference is a psychological phenomena
described in the literature. It is understood to be a relationship problem that
evolved from the patient's past experiences but was transferred on to the therapist.
It occurs between the patient and therapist. In Virtual Therapy, the patient
interacts with the technology and virtual environment. The patient influences
the environment and is influenced by it. Thus, transference to the therapist
is eliminated because the patient's focus is absorbed by interactions with the
virtual environment.
2.d. Commercial success. Virtual Therapy has NOT been offered commercially.
However, the success of virtual therapy treatments has received media attention.
Therefore, hundreds of calls from across the United States and around the world
have been received, requesting treatment. Blue Shield of California is providing
alternative health care such as acupuncture, chiropractic and other alternative
health care services at discount prices to its 1.6 million California members.
In January, 1998, the Blue Shield alternative health care program, called Lifepath,
will offer access to a network of more than 1,000 qualified practitioners including
massage therapists, stress management experts, and fitness clubs. "Consumers
don't always want invasive procedures and Blue Shield is responding to their
desire for more choices" said Myra Snyder, president of the California Association
of Health Plans. The potential market for Virtual Therapy includes traditional
health care subscribers and out-of-pocket payers for alternative care. Blue
Shield estimates that consumers spend approximately $10 billion annually (out-of-pocket)
on alternative health care services.
Virtual Therapy is a non-invasive procedure. It is currently used experimentally
and suitable for other traditional and alternative health care environments
as suggested by the Blue Shield Lifepath program.
2.e. Unappreciated advantage. Virtual Therapy is a new form of treatment that
occurs when the patient interacts with a 3D computer generated immersive virtual
environment which contains varied objects, images, colors, and sounds. A hand-held
grip with buttons allows the patient to move forward with a sensation of walking
of flying. It will also permit vertical upward or downward movement. The patient
can change the environment by moving, adding, removing, enlarging, subtracting,
and multiplying the number of objects present. For example, the patient may
choose to pick up a chair and move it to another side of the room; turn on a
fan; turn the room lights on or off; open a door; add a lamp to a table; drop
an object that sounds as if it is breaking. and so on. Collectively, these movements
provide therapeutic advantages over other forms of treatment because the patient,
then and there, can rehearse and practice tasks previously consider overwhelming,
in a safe virtual environment.
2.f. For millennia, healers, shamans, priests, and physicians attempted to call
upon "higher powers" and spirits to cure the patient. Visions were reported
by those afflicted with emotional distress (William James, Varieties of Religious
Experience) Now, in Virtual Therapy, visual and auditory sensory inputs generate
images and sounds to influence the patient. The virtual experience captures
the imagination of the patient and can be used effectively to heal them.
2.g. Solution of long-felt need. Virtual Therapy solves a long-felt need to
clarify the therapeutic process. Compared to other systems of psychotherapy,
the process is well defined and can be replicated anywhere to validate treatment
results. The personality of the therapist is less important with this form of
treatment than others because the patient interacts with the technology to receive
corrective experiences. It eliminates arguments about the nature of the cure
because it is less the therapist and more the quality of the virtual environment
interaction that leads to patient health.
2.h. Contrary to prior art's tea ching. Virtual Therapy contradicts previous
notion s that the therapist is all important in therapeutic endeavors because
healing was presumed to take place through a transference process. It challenges
prescriptions for therapy with someone specialized in psychodynamic, cognitive,
behavioral, existential, gestalt or other mode or medium. Virtual Therapy eliminates
such conceptualizations and arguments with the use of re-usabl e virtual environments
for healing. The virtual contexts are integrated with learning principles for
providing each patient with a corrective learning experience.
2.i. Virtual Therapy integrates virtual reality technology with known psychological
principles derived from cognitive-behavioral therapies, existentialism, psychodynamic
conceptualizations and knowledge based upon behavioral neuroscience, neurobiology
and neurophysiology. The resultant form of treatment, virtual therapy, yields
results far in excess of the principles specific to each contributing component.
The synergistic effect was not anticipated by original pioneers in the fields
of computer science and engineering who experimented with virtual reality. (Pimentel
K. & Teixeira, K. (1993) Virtual Reality. Inte/Windcrest/McGraw-Hill, Inc.,
New Y ork).
2.j. Different combination. Virtual Therapy combines technology with learning
principles to provide corrective experiences for patients diagnosed with psychiatric
and medical difficulties. It may also be used for those not formerly diagnosed
yet experiencing difficulties with daily living. The benefits of this form of
treatment are documented (Lamson, R., 1997. Virtual Therapy, supra). Virtual
Therapy currently utilizes 3D immersion technology, including a head mounted
display. As technological innovations advance with the concurrent building of
learning principles into virtual environments (for therapeutic change), the
delivery of this information through visual sensory input may take varied forms.
For example, the visual display may be attached to a phone so that remote access
to virtual environments may occur at home, in the office, or in public areas.
Cellular technology, combined with a visual display, increases the opportunity
to influences conscious processes at remote sites. Virtual Therapy may use video
in two dimensions or video in three-dimension immersion using a head-mounted
display.
2.k. Prior-art references would not operate in combination. The prior-art of
virtual reality, identifying computer technology, graphic displays, hand-held-grip,
and graphics (e.g. military applications, flight simulation, NASA COSTAR Mission
to repair the hubble telescope) was not enough to suggest application of the
individual or collective components for psychiatric treatments.
2.l. The Virtual Therapy method demonstrates that it is an inventive combination
of prior art. These include but are not limited to computer technologies that
produce graphics (SGI Machines, Division ProVision 100, Pixel Plane Technology),
head-mounted displays (Virtual Research Flight Helmut, Division, Eyegen 3, Stereo
Graphics Crystal Eyes), hand-held grips (Division Joystick and Logiteck 3D),
and software support (Division, DVS) to produce stereo image generation, binaural
audio synthesis, collision detection, and integration of a range of peripheral
devices such as gloves and head-mounted display systems. Authoring software
(Division, dVISE) can be used by non-programmers to import objects for the purpose
of building and modifying virtual environments. In addition, knowledge of assessment
and treatment of psychiatric conditions from varied psychological perspectives
and theoretical backgrounds serves as "psychological software" for the production
of virtual environments. Knowledge of vision and the development and influence
of perception using psychological principles is findamental to this form of
treatment.
Further objects and advantages of my invention will become apparent from consideration
of the drawings and ensuing description.
SUMMARY
Virtual therapy differs from the prior art by using virtual environments for
assessment, prevention, and treatment of psychiatric conditions and for conditions
not described in the Diagnostic and Statistical Manual of Mental Disorders (DSM-IV,
1994). Visual, auditory, and tactile sensory stimulation and feedback during
user immersion in virtual environments are used to assist patients in achieving
corrective experiences. The instillation of explicit learning principles during
virtual environment exposure permit users to directly influence psychological,
emotional, and physiological processes for the development of mental health.
Virtual therapy is primarily a psychotherapeutic, psychiatric, medical, educational,
and self-help invention for prevention and treatment of psychiatric disorders
and for problems not otherwise specified in psychological assessment and diagnostic
literature. The process is comprehensive and takes place during immersion in
fully interactive three-dimensional virtual reality environments utilizing computer
generated graphics, images imported from photographs, and video for sensory
stimulation. Immersion is achieved with goggles, a head-mounted-display, or
another form of visual stimulation, such as surround projection screens or monitors
or devices that permit the user to have a virtual experience. It includes the
use of voice, music, and sound and other forms of physiological stimulation
and feedback. Body sensors and devices such as a hand-held grip, permit the
user to interact with objects and navigate within the virtual environment.
Virtual therapy is psychotherapeutic because it permits assessment, diagnosis,
and treatment of cognitive, emotional, and behavioral functioning of the user
during immersion in the virtual environment. Virtual therapy is also an educational
intervention because principles of learning are built into the method so that
the user achieves maximum benefit from the experience. Sensory stimulation is
known to influence habituation and sensitization (forms of learning associated
with neurons) along the visual pathway. Visual sensory input during immersion
in the virtual environment shows promise for assessing and treating medical
conditions related to vision, migraine headaches, pain, strokes and other neurological
states influenced by learning and memory. Virtual therapy provides opportunities
for self-help when the user of a virtual environment is provided with information
on how to benefit from the experience or when a provider gives verbal directions
on how to benefit from the experience or when the virtual environment itself
provides the user with directions on effective use of learning strategies during
immersion in the virtual environment.
Virtual therapy is an evolving system of psychotherapy conceptualized before
and after clinical trials (Lamson, 1993) (full citations of all references are
listed above) using virtual reality immersion technology. It utilizes descriptions
of psychiatric disorders from Diagnostic and Statistical Manual of Mental Disorders
IV (APA, 1994). It also derives the etiology of disorders from research literature
and clinical interviews. It provides therapeutic principles and techniques unique
to interventions aimed at reduction of distress, found, e.g., in anxiety, panic,
phobias, depression, alcohol and drug abuse/dependence, and somatization conducted
in virtual environments.
Virtual therapy includes the assessment of cognitive, emotional, and physiological
functioning before, during, and after treatment of psychiatric conditions. Some
of the conditions referred include obsessive-compulsive disorder, phobias, depression,
panic disorder, migraine headaches co-existing with other psychiatric disorders
and others. As a natural extension of treatment and referrals from other practitioners,
virtual therapy has conceptualized evaluation and possible treatment of individuals
suffering neurological impairments resulting from stroke and brain trauma.
Summary,
Ramifications, and Scope
The reader will thus see that I have presented a particularly simple method
for treating psychological, psychiatric, medical, and self-help conditions in
human patients using virtual reality technology. The method uses three-dimensional,
fully interactive, sensory inputs which makes the assessment, diagnosis, and
treatment procedures easy to initiate and complete. The method of Virtual Therapy
is less costly and less time consuming than other forms of standard-of-care
treatments. Pilot studies show that 90% of patients can effectively use one
fifty-minute session, to overcome longstanding avoidance and anxiety associated
with acrophobia (fear of heights).
Compared to traditional talk therapy, computer generated Virtual Therapy provides
patients with rapid relief from painful emotional states and elimination of
avoidance associated with acrophobia, and other psychiatric and medical conditions.
Other forms of treatment require patients to imagine a desired behavior or view
two-dimensional computer generated scenes while using a keyboard or mouse. These
treatments are not truly interactive. They are weak and require longer periods
of treatment when compared to fully interactive Virtual Therapy interventions
using environments that are under the control of the user.
The method of Virtual Therapy has been surprisingly effective in the assessment,
prevention, and treatment of psychiatric conditions which include acrophobia
and co-existing anxiety disorders, other phobias, depression, and substance
related addictions. Virtual Therapy uses performance strategies in virtual environments
to influence cognitive processing, emotional arousal, and skill development.
Performance accomplishments, based on personal experience where mastery of a
situation or task is attained, are considered the most influential in creating
a sense of competence.
Accomplishments create expectations of future success. The power of the procedure
will strongly determine the strength of personal belief to achieve desired goals.
Virtual Therapy is psychotherapeutic because it permits assessment, diagnosis,
and treatment of cognitive, emotional, and behavioral functioning of the user
during immersion in the virtual environment. Sensory stimulation is known to
influence habituation and sensitization (forms of learning associated with neurons)
along the visual pathway. Visual sensory input during immersion in the virtual
environment shows promise for assessing and treating medical conditions related
to vision, migraine headaches, pain, strokes and other neurological states influenced
by learning and memory. The process provides opportunities for self-help when
accompanied with literature or provider directions on effective use of the virtual
therapy processes.
In addition, virtual reality centers are already located in shopping malls,
vacation resorts, and urban centers. This leads to consideration of convenience
and self-help applications and responses in desirable environments, The patient
recognizes the importance of medications and treatment regimens in an entertaining
manner. Moreover, the patient participates actively in the treatment by following
instructions embedded in the virtual environment or even generating positive
physiological responses due to stimuli presented in the Virtual Therapy application.
The method of the invention also provides a treatment to which the patient can
resort as the need arises. The intrinsic fun of a novel, interactive virtual
environment ensures higher treatment compliance for all patients, and in particular,
adolescents. The self-help instructions communicated by this method can additionally
be used induce patients to independently perform measurements of physical parameters
associated with their psychological, psychiatric, or medical condition.
An interactive multimedia program for breast cancer patients is under study
by Manning (1995). The program provides information about disease and options
for treatment with the hope of reducing patient distress. Though not mentioned
by Manning, the effectiveness of medical procedures may be increased with immersive
virtual reality applications. Virtual Therapy proposes immersing patients in
calming environments while undergoing certain medical procedures such as CRT
brain scans. Confronted with limited space and cautioned not to move, patients
frequently experience discomfort due to claustrophobia. Many are offered medications,
an invasive intervention, to lower anxiety. Virtual Therapy offers a non-invasive
option to the use medication.
Finally, physiological measures recorded during the session provide an excellent
standardized measure for evaluating treatment results and improving continued
treatment. In carrying out the method the virtual reality technology system
can be expanded to use any number of communication devices, monitoring set-ups,
and other state-of-the-art medical equipment.
Therefore, the scope of the invention should not be determined by the examples
given, but also by the appended claims and their legal equivalents.
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