Application of Virtual Reality in the Treatment of Claustrophobia in Adolescents

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Claustrophobia is an anxiety disorder that requires the priority of the medical profession. The causes of claustrophobia are not fully understood, but it is believed that there may be a genetic factor. People suffering from this disorder may experience physical and emotional symptoms such as sweatin...

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Detalles Bibliográficos
Autores: Iparraguirre-Villanueva, Orlando, Perez-Benito, Carlos, Torres-Murga, Diego, Epifanía-Huerta, Andrés
Formato: artículo
Fecha de Publicación:2023
Institución:Universidad Autónoma del Perú
Repositorio:AUTONOMA-Institucional
Lenguaje:inglés
OAI Identifier:oai:repositorio.autonoma.edu.pe:20.500.13067/3502
Enlace del recurso:https://hdl.handle.net/20.500.13067/3502
https://doi.org/10.14445/22315381/IJETT-V72I1P104
Nivel de acceso:acceso abierto
Materia:Virtual reality
Claustrophobia
Disorder
Anxiety disorders
https://purl.org/pe-repo/ocde/ford#2.02.04
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spelling Iparraguirre-Villanueva, OrlandoPerez-Benito, CarlosTorres-Murga, DiegoEpifanía-Huerta, Andrés2024-11-15T00:49:10Z2024-11-15T00:49:10Z2023https://hdl.handle.net/20.500.13067/3502International Journal of Engineering Trends and Technologyhttps://doi.org/10.14445/22315381/IJETT-V72I1P104Claustrophobia is an anxiety disorder that requires the priority of the medical profession. The causes of claustrophobia are not fully understood, but it is believed that there may be a genetic factor. People suffering from this disorder may experience physical and emotional symptoms such as sweating, dizziness, panic, and shortness of breath when in enclosed spaces. The aim of this work is to develop a Virtual Reality (VR) application for the treatment of claustrophobia. The Extreme Programming Methodology (XP) and the Unity graphics engine were used to develop the application. To validate the experiment, we worked with a sample of 50 students with an average age of 15 years. The findings showed that the VR application did not significantly increase the Beats Per Minute (BPM) of the participants, who all registered between 60 and 100 BPM. However, it did manage to increase the feeling of realism when wearing the VR goggles. In conclusion, the application of VR as a tool to treat claustrophobia allowed the recreation of realistic claustrophobic scenarios in which participants were tested to assess their behavior and cardiac BPM.application/pdfengSSRGinfo:eu-repo/semantics/openAccesshttps://creativecommons.org/licenses/by-nc-nd/4.0/AUTONOMA7214047reponame:AUTONOMA-Institucionalinstname:Universidad Autónoma del Perúinstacron:AUTONOMAVirtual realityClaustrophobiaDisorderAnxiety disordershttps://purl.org/pe-repo/ocde/ford#2.02.04Application of Virtual Reality in the Treatment of Claustrophobia in Adolescentsinfo:eu-repo/semantics/articleLICENSElicense.txtlicense.txttext/plain; charset=utf-885http://repositorio.autonoma.edu.pe/bitstream/20.500.13067/3502/2/license.txt9243398ff393db1861c890baeaeee5f9MD52TEXT101.pdf.txt101.pdf.txtExtracted texttext/plain33699http://repositorio.autonoma.edu.pe/bitstream/20.500.13067/3502/3/101.pdf.txt83ff27c96e038f82f58e405226866224MD53THUMBNAIL101.pdf.jpg101.pdf.jpgGenerated Thumbnailimage/jpeg7886http://repositorio.autonoma.edu.pe/bitstream/20.500.13067/3502/4/101.pdf.jpg27762ca5fb7c37a84feffeffa9392a78MD54ORIGINAL101.pdf101.pdfArtículoapplication/pdf502022http://repositorio.autonoma.edu.pe/bitstream/20.500.13067/3502/1/101.pdf290a8bb241fc32b64d805eccdf89b44eMD5120.500.13067/3502oai:repositorio.autonoma.edu.pe:20.500.13067/35022025-01-06 15:04:21.452Repositorio de la Universidad Autonoma del Perúrepositorio@autonoma.peVG9kb3MgbG9zIGRlcmVjaG9zIHJlc2VydmFkb3MgcG9yOg0KVU5JVkVSU0lEQUQgQVVUw5NOT01BIERFTCBQRVLDmg0KQ1JFQVRJVkUgQ09NTU9OUw==
dc.title.es_PE.fl_str_mv Application of Virtual Reality in the Treatment of Claustrophobia in Adolescents
title Application of Virtual Reality in the Treatment of Claustrophobia in Adolescents
spellingShingle Application of Virtual Reality in the Treatment of Claustrophobia in Adolescents
Iparraguirre-Villanueva, Orlando
Virtual reality
Claustrophobia
Disorder
Anxiety disorders
https://purl.org/pe-repo/ocde/ford#2.02.04
title_short Application of Virtual Reality in the Treatment of Claustrophobia in Adolescents
title_full Application of Virtual Reality in the Treatment of Claustrophobia in Adolescents
title_fullStr Application of Virtual Reality in the Treatment of Claustrophobia in Adolescents
title_full_unstemmed Application of Virtual Reality in the Treatment of Claustrophobia in Adolescents
title_sort Application of Virtual Reality in the Treatment of Claustrophobia in Adolescents
author Iparraguirre-Villanueva, Orlando
author_facet Iparraguirre-Villanueva, Orlando
Perez-Benito, Carlos
Torres-Murga, Diego
Epifanía-Huerta, Andrés
author_role author
author2 Perez-Benito, Carlos
Torres-Murga, Diego
Epifanía-Huerta, Andrés
author2_role author
author
author
dc.contributor.author.fl_str_mv Iparraguirre-Villanueva, Orlando
Perez-Benito, Carlos
Torres-Murga, Diego
Epifanía-Huerta, Andrés
dc.subject.es_PE.fl_str_mv Virtual reality
Claustrophobia
Disorder
Anxiety disorders
topic Virtual reality
Claustrophobia
Disorder
Anxiety disorders
https://purl.org/pe-repo/ocde/ford#2.02.04
dc.subject.ocde.es_PE.fl_str_mv https://purl.org/pe-repo/ocde/ford#2.02.04
description Claustrophobia is an anxiety disorder that requires the priority of the medical profession. The causes of claustrophobia are not fully understood, but it is believed that there may be a genetic factor. People suffering from this disorder may experience physical and emotional symptoms such as sweating, dizziness, panic, and shortness of breath when in enclosed spaces. The aim of this work is to develop a Virtual Reality (VR) application for the treatment of claustrophobia. The Extreme Programming Methodology (XP) and the Unity graphics engine were used to develop the application. To validate the experiment, we worked with a sample of 50 students with an average age of 15 years. The findings showed that the VR application did not significantly increase the Beats Per Minute (BPM) of the participants, who all registered between 60 and 100 BPM. However, it did manage to increase the feeling of realism when wearing the VR goggles. In conclusion, the application of VR as a tool to treat claustrophobia allowed the recreation of realistic claustrophobic scenarios in which participants were tested to assess their behavior and cardiac BPM.
publishDate 2023
dc.date.accessioned.none.fl_str_mv 2024-11-15T00:49:10Z
dc.date.available.none.fl_str_mv 2024-11-15T00:49:10Z
dc.date.issued.fl_str_mv 2023
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dc.identifier.journal.es_PE.fl_str_mv International Journal of Engineering Trends and Technology
dc.identifier.doi.es_PE.fl_str_mv https://doi.org/10.14445/22315381/IJETT-V72I1P104
url https://hdl.handle.net/20.500.13067/3502
https://doi.org/10.14445/22315381/IJETT-V72I1P104
identifier_str_mv International Journal of Engineering Trends and Technology
dc.language.iso.es_PE.fl_str_mv eng
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dc.source.issue.es_PE.fl_str_mv 1
dc.source.beginpage.es_PE.fl_str_mv 40
dc.source.endpage.es_PE.fl_str_mv 47
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