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Student ID No

1323765
Name- Martin
Gabion-Sheehan
Topic/Research Question:
Testing the effectiveness of which virtual realities can influence real world
behaviour
Summary/Abstract
The aim of this research proposal is to investigate how we can use Virtual Reality to
influence real world human behaviour for the sake of rehabilitation or pure training and
whether it is effective or not.
For a long time now people have become more adapt to the notion of a virtual reality.
Video games, animations, simulations, the list goes on and on and isnt going to stop any
time soon. So why not turn something we love and want into a something we can utilize to
our advantage and help us evolve. In recent years Virtual Reality has become more
advanced with the introduction of not only more realistic graphics but a V.R head mounted
display or for short a Virtual Reality Headset. Such devices like the Oculus Rift and video
capture V.R have taken a huge step towards closing the gap between reality and virtual
reality, which means a step closer towards potentially having a bigger and better influence
on human behaviour. Virtual Reality itself is becoming more effective and more enticing
as time goes on which also brings many assets along with it, of which suit as a
rehabilitation tool. The opportunity for experimentation within a safe, adaptable and
entirely controlled V.R (Virtual Reality) environment allows individual aspects of the
clients needs to be focused on and changed accordingly. This makes it more reliable as
the methods of improvement can be catered towards a specific purpose, all accessible
through altering the Virtual Reality.
Research Benefits/Significance:
The reason why I want to be able to influence human behaviour through V.R methods is
because I think it is safe and efficient. By being able to become a heavy influence with
how people think and come to act, then it would allow people who are in need of specific
health care to be treated or for people with addictive habits to break it or pick up healthier
ones. It could even help with basic functionality and motor skills for disabled people or
even adolescents and elderly. Personally

Literature Review:
The use of Virtual Realities as a method of health practise and health care is already
quite apparent and has only been improving and expanding as of late. Nursing, surgery,
therapy, PTSD and phobias are just a few to name which goes to show the popularity of
Virtual Reality methods and the many techniques there are to it. This then leaves me with
a lot of potential methodologys to use and recreate. (M.Krijn, P.M.G Emmelkamp, R.P
Olafsson, R. Biemond 2004)

In order to successfully influence human behaviour through V.R, user immersiveness is a


big contributing factor along with having a meaningful and focused purpose. By creating
a virtual environment that is realistic the user is able to familiarise himself with the
surroundings and start to think and act naturally. This then creates the opportunity to
factor in a purpose to the simulation taking place. (Patrice L Weiss, Debbie Rand, Noomi
Katz,Rachel Kizony 2004)
For example lets say that the user is a person with depression. With this knowledge we
can now start to focus on influencing the user to help with his certain mental state, like a
rehabilitation program (Wrenn 2012). This can be done many ways but needs to be done
professionally and with no flaws especially since the user is fragile. This is where
psychological experts can come in and help with the design of the Virtual Reality and
what happens to the user. For example SPARX is an existing Virtual Reality game that
has received attention around the world for its use as a healthcare tool. (Wrenn 2012)
writes.
The clinical trial found SPARX helped reduce mild to moderate depression as effectively
as traditional counselling, meaning it could potentially be used as an alternative to faceto-face therapy, particularly in rural areas or settings where mental health services are not
available.
Symbolically suggestive tasks such as erasing the negative energy and replacing it with
the positive is a simple technique used in the SPARX virtual reality game. Although it isnt
as immersive the idea behind it is enough to give the users an understanding of how to
behave.
Virtual Reality Exposure Therapy is another type of healthcare related Virtual Reality
simulation that is expected to grow more advanced within the next ten years. This therapy
takes all sense of the word immersion and uses it to give the patient a chance to be
exposed to their problem as realistically as possible and also be in a safe and controlled
environment at the same time. The use of advanced and developed technology is
imperative for VRET to function as it enhances the immersion with the multiple outputs
granted to the user. Visual, auditory, haptic, vestibular and olfactory stimuli are some
ways that the user can experience the V.R simulation which is made possible by the
cohesion of different technology. (Patrice L Weiss, Debbie Rand, Noomi Katz,Rachel
Kizony 2004)
The SPARX game and VRET simulations are a primary example of the effectiveness of
V.R and leads me to believe that a game/simulation would be most appropriate plan for
my own study.
Design/Plan / Methodology of the Study:
To find out the effectiveness of which virtual realities can influence human behaviour I will
first have to conduct tests that will determine how much of an effect the Virtual Reality has
on the test subjects.
For my study the Research Question remains the same. Testing the effectiveness of
which virtual realities can influence real world behaviour. But is going to be done with two
separate tests. One testing the motor skill (reaction times) influence and the second
testing the psychological influence. This is because I want to see both the cognitive and
the adjective influence of virtual reality. (Patrice L Weiss, Debbie Rand, Noomi
Katz,Rachel Kizony 2004)
Test one- Virtual Reality Driving Test
A group of ten randomly selected people will take part in a real driving test accompanied
by the same judge for each person. In this test they will be required to do various driving

manoeuvres and are scored based on how well each one is executed which will add up to
the overall score. The conditions remain the same for every single test which means its
the same car, environment, route and manoeuvres for each subject so its a fair test. After
acquiring the test results the study moves into stage two without notifying the subjects of
the results.
In this stage five virtual reality driving simulations will be setup for five random test
subjects who took part in stage one. All the subjects will be given five days until the next
test and will be limited to two hours of actual driving practise each day. The five subjects
who are selected to use the V.R driving simulators will only have an hour on the
simulation and an hour to actually drive each day. Three of the simulations will have a
specific manoeuvre disabled like a three point turn or parallel park so when the second
actual test takes place these manoeuvres can be assessed and see if they did worse on it
then last time due to not being able to practise it in the V.R simulation. After the week of
practise is done another driving test takes place with the same judge and car but under
different conditions as the route and order of manoeuvers arent the same, just so the test
subjects are truly tested. After the results are gathered we can compare the scores from
the last test and see who made more of an improvement as well as seeing if those who
had certain manoeuvers disabled did considerably worse.
Based on whether or not the test subjects who used the virtual reality simulation improved
more or not will tell me if the virtual reality was effective in influencing there motor skill
behaviour. A quick questionnaire will be conducted with all the test subjects asking 1. The
effectiveness of the Virtual Reality simulation. 2. If they feel like they benefited from it 3.
What they would do differently with V.R setup.
Test two: Virtual reality Acrophobia test
This test will involve twenty randomly selected test subjects who have a moderate to
intense fear of heights. Finding willing test subjects to participate is a detrimental part of
the study so using a common phobia is the best choice. For the first stage of this study
the subjects will undergo a test to find out there levels of anxiety when exposed to
heights. Sensors will be attached to their chest and finger tips so accurate levels of their
heart rate can be measured and used for comparison later.
From there the subjects will be setup with an Oculus Rift that will allow them to be
immersed into a virtual environment where they can feel safe and control their level of
exposure to certain heights. Doing this will hopefully teach them how to cope with the
situation and influence there psychological behaviour in a positive way. After three one
hour sessions spanning over a week the initial test to measure the subjects
anxiety/stress levels will be taken again under the same circumstances.
If there is a decrease in the subjects levels of anxiety then the virtual reality was
successful in influencing there cognitive behaviour. An interview will also be conducted in
order to get personal opinions on 1. The effectiveness of the Virtual Reality simulation. 2.
If they feel like they benefited from it 3. What they would do differently with V.R setup.
Ethically, I have to be weary and ensure no test subjects are harmed in any way during
the study. Just so the subjects are aware of the health and safety risks I will first inform
them of the certain tasks they will have to take part in and have them agree with the terms
and conditions before proceeding. Privacy is also taken into consideration of, as the
information is submitted under anonymous circumstances and the results of the study
dont require any protection.
Resource wise these studies will require a hefty amount of investment especially since
the first test requires the use of a car and also the equipment for a proper virtual reality
driving simulation, as well as the second test involving bio-feedback equipment like the
sensors and monitors. The rest of the equipment such as the Oculus rift, pcs and a
location can be sorted at the BCT studio.

Timeline:
Both tests take a week to complete so the entirety of the study will take place over 5 weeks
so there is a week in advance before a test commences and another week to analyze the
information.
Week 1- Setup for Test 1 Virtual reality driving test (Find appropriate judge and test
subjects, plan route, the car, and timetable)
Week 2- Test 1 commences (Subjects complete initial test and final test after the
appropriate training assigned is completed)
Week 3- Setup for test 2 Virtual Reality Acrophobia test (Test subjects are selected and
briefed, equipment is setup)
Week 4- Test 2 commences (Subjects complete initial and follow up tests successfully,
information is gathered)
Week 5- Debrief test subjects and analyze overall results for further findings
Future Direction:
My research is only on a small scale compared to what more can be achieved with further
studies and extra time, money and effort put into it. By finding out how to utilize the use of
virtual reality effectively for society there will be an opportunity to influence peoples
behaviour in ways that can solve most problems without creating real world safety risks.
References:
Eddie Wrenn (2012). Meet your new (wizard) therapists: New Zealand trials video game
that could beat depression. [ONLINE] Available at:
http://www.dailymail.co.uk/sciencetech/article-2181640/Meet-new-wizard-therapists-NewZealand-trials-video-game-uses-role-playing-games-try-beatdepression.html#ixzz3XGtiGFFP
M. Krijn, P.M.G Emmelkamp, R.P Olafsson, R Biemond (2004). Virtual reality exposure
therapy
of
anxiety
disorders:
A
review.
[ONLINE]
Available
at:
http://www.sciencedirect.com/science/article/pii/S0272735804000418.
Patrice L Weiss, Debbie Rand, Noomi Katz,Rachel Kizony (2004). Video capture virtual
reality as a flexible and effective rehabilitation tool. [ONLINE] Available at:
http://www.jneuroengrehab.com/content/1/1/12.

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