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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Towards Attention-based Design of Mental Health Interventions in Virtual Reality</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Maartje Hendriks</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Lisa E. Rombout</string-name>
          <email>l.e.rombout@uvt.nl</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Tilburg University, Department of Cognitive Science and Arti cial Intelligence</institution>
          ,
          <addr-line>Warandelaan 2, 5037 AB Tilburg</addr-line>
          ,
          <country country="NL">Netherlands</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Virtual reality (VR) mental health therapy has been studied extensively, and some of the resulting interventions are already used in clinical practice. However, high-quality VR systems are still relatively expensive. There are some indications that a cheaper, low-quality VR system produces di erent e ects in its users, though studies remain scarce. We theorize that the e ectiveness of a VR intervention is determined partly by how well it directs attention towards or away from the users real body. We therefore propose a study comparing how image-quality and biofeedback during a breathing task a ect anxiety levels. We hypothesize that high image quality distracts from the task, making the intervention less e ective. Conversely, placing biofeedback in the virtual environment could direct attention back to the users body, increasing effectiveness. Initial results suggest individual di erences in how attention is managed. A full-scale study could inform a more structured, attentionbased design approach towards creating VR interventions.</p>
      </abstract>
      <kwd-group>
        <kwd>attention</kwd>
        <kwd>anxiety</kwd>
        <kwd>virtual reality</kwd>
        <kwd>biofeedback</kwd>
        <kwd>image-quality</kwd>
        <kwd>mental health</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>1.1</p>
    </sec>
    <sec id="sec-2">
      <title>Introduction</title>
      <sec id="sec-2-1">
        <title>Virtual Reality and Mental Health</title>
        <p>
          Over the last couple of decades, entertainment based health interventions have
been studied extensively and some are already successfully used in clinical
practice [
          <xref ref-type="bibr" rid="ref1 ref2">1, 2</xref>
          ]. Virtual Reality (VR) has been used as a technology and medium for
these purposes. Targeted VR experiences can be e ective treatment methods for
individuals su ering from a range of mental health issues, suggesting that VR
has huge potential within this eld [
          <xref ref-type="bibr" rid="ref3">3</xref>
          ]. For example, virtual reality can quickly
transport the user out of a stressful situation and into a personalized experience
made to induce positive emotions [
          <xref ref-type="bibr" rid="ref4">4</xref>
          ].
        </p>
        <p>
          Immersive virtual reality, where the user is viewing the virtual world through
a head mounted display, can induce a strong sense of presence - the feeling of
actually entering the computer generated world [
          <xref ref-type="bibr" rid="ref5">5</xref>
          ]. Such immersive VR has
been shown to enhance the control over ones emotional response to stressful or
di cult situations [
          <xref ref-type="bibr" rid="ref6">6</xref>
          ]. It has also been e ectively used as exposure therapy for
a range of phobia's, performing on par with real life exposure therapy in some
instances [
          <xref ref-type="bibr" rid="ref7">7</xref>
          ].
        </p>
        <p>
          VR can be used as a diagnostic tool, as treatment and as resilience training
[
          <xref ref-type="bibr" rid="ref8">8</xref>
          ]. For example, virtual scenes depicting nature provide more relaxation than
control scenes [
          <xref ref-type="bibr" rid="ref9">9</xref>
          ], suggesting that VR might provide the advantageous mental
health e ects of nature to people living in environments where it is not readily
available, such as in submarines. In terms of therapy retention, VR breathing
exercises are not only preferred over standard breathing techniques by patients,
they are also rated as more fun and more likely to be used at home [
          <xref ref-type="bibr" rid="ref4">4</xref>
          ].
1.2
        </p>
      </sec>
      <sec id="sec-2-2">
        <title>Cost and Quality</title>
        <p>
          However, although the cost associated with VR has fallen dramatically in the
past couple of decades, even commercially available immersive VR systems are
still relatively expensive, making them inaccessible for everyday use [
          <xref ref-type="bibr" rid="ref10">10</xref>
          ].
Conventional mental health treatments rely on the a ected individual's interaction
with a social support group or therapist. Giving these individuals the
opportunity to experience VR treatment at home gives them freedom and autonomy [
          <xref ref-type="bibr" rid="ref11">11</xref>
          ].
This makes the accessibility of the VR systems an important factor in producing
these health interventions.
        </p>
        <p>
          The accessibility of a VR system is mostly connected to its price. But before
the use of cheaper systems is encouraged, we need to know whether these
systems di er in their performance from their more expensive counterparts, and in
what way. Research on the di erence between higher and lower quality VR Head
Mounted Displays (HMD's) is unfortunately scarce. Ho man et al. [
          <xref ref-type="bibr" rid="ref12">12</xref>
          ] showed
that, when using VR experiences as a form of pain relief, there was more
reduction of pain reported in the higher quality HMD group than in the lower quality
one. However, other studies show that that high delity isn't always superior to
lower delity [
          <xref ref-type="bibr" rid="ref13">13</xref>
          ]. Instead, it can be dependent on the type of task.
        </p>
        <p>
          As VR technology is advancing rapidly, recent studies make use of cheaper
VR systems more often than before, often showing that there is big potential
in developing smart-phone based VR health applications [
          <xref ref-type="bibr" rid="ref10 ref14">10, 14</xref>
          ]. However, the
mechanisms behind what does and does not work in these di erent kinds of VR
systems are still unclear.
1.3
        </p>
      </sec>
      <sec id="sec-2-3">
        <title>Attention</title>
        <p>
          The direction of attention is one mechanism that seems to strongly in uence the
e ectiveness of the VR intervention. We theorize that di erent types of virtual
reality interventions have di erent goals as to the direction of the attention of
the user. For instance, in pain relief the goal is to distract the user from their own
body and the pain it is experiencing [
          <xref ref-type="bibr" rid="ref15">15</xref>
          ]. In anxiety-reducing breathing tasks,
the goal is to have the user focus on their own body and adjust their breathing
accordingly. To accomplish this, distractions from outside must be limited [
          <xref ref-type="bibr" rid="ref5">5</xref>
          ].
However, if distractions from outside the virtual world must be limited to allow
the user to focus on their own body, one could argue that the virtual environment
itself can not be too complex or interesting, as it would also start to distract the
user in a similar way.
        </p>
        <p>
          There are multiple ways of reducing feelings of anxiety and stress, one of
which is through deep, diaphragmatic, slow breathing techniques [
          <xref ref-type="bibr" rid="ref16">16</xref>
          ]. The
regular practice of breathing exercises decreases sympathetic and increases
parasympathetic activity in the body, improves cardiovascular and respiratory functions,
decreases the e ect of stress and overall improves physical and mental health [
          <xref ref-type="bibr" rid="ref17">17</xref>
          ].
It can however be hard to sustain ones attention during the exercises [
          <xref ref-type="bibr" rid="ref18">18</xref>
          ], and
the techniques can be challenging for novices [
          <xref ref-type="bibr" rid="ref1">1</xref>
          ]. It would therefore be bene cial
to create an experience in which the individual could focus their attention to
the exercise at hand, without being distracted by any auditory or visual stimuli,
preferably an experience that they would enjoy spending time in [
          <xref ref-type="bibr" rid="ref19 ref2">2, 19</xref>
          ].
        </p>
        <p>
          The creation of an interesting and engaging VR experience that is
nonetheless not too distracting is a problem that has been approached several times
through the addition of biofeedback [
          <xref ref-type="bibr" rid="ref18 ref20">20, 18</xref>
          ]. A study by Zafar et al. [
          <xref ref-type="bibr" rid="ref21">21</xref>
          ]
suggests that enhancing games with biofeedback makes them more e ective than
traditional stress self-regulation therapies, and that these games can even train
breathing control in a stressful setting. In the 'DEEP' VR experience, breathing
is monitored and users are shown a visualization of their own breathing, situated
in the virtual environment. This feedback results in reduced anxiety levels and
an increase in deep breathing skill acquisition [
          <xref ref-type="bibr" rid="ref22">22</xref>
          ].
1.4
        </p>
      </sec>
      <sec id="sec-2-4">
        <title>Experimental Paradigm</title>
        <p>Redirecting the users attention away from the real body and unto a complex,
high-quality virtual environment might be useful in pain relief, but is likely
not ideal for acquiring deep breathing techniques and reducing anxiety. In these
cases, a low-quality VR environment might su ce or even work better. However,
adding biofeedback visualizations to the virtual environment might bring the
attention back to the body, regardless of how engaging the virtual world itself
is. We therefore propose to study both the image-quality and the presence of
biofeedback in the context of a virtual breathing exercise to reduce anxiety.</p>
        <p>We hypothesize that a higher quality VR environment with biofeedback
visualizations will results in the highest reduction of anxiety levels, followed by a
lower quality VR with biofeedback. We expect the high-quality VR experience to
draw more of the users attention, which is then directed towards their breathing
via the biofeedback. We hypothesize that both non-biofeedback conditions will
perform poorly, with the higher quality VR being the worst. We expect that
the high quality virtual environment would distract the user more, making them
less focused on their body and breathing and thus reducing the e ects of the
intervention.</p>
        <p>By studying the mechanisms behind the di erent e ects of image-quality and
the presence of biofeedback, we hope to gain more knowledge on how to design
future VR health care applications and develop the basis of design practices that
can make them more accessible.</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Methods</title>
      <p>12 participants (5 female, 7 male) were recruited on the campus of Tilburg
University. For this initial exploratory pilot, participants were not selected speci
cally for anxiety disorders.</p>
      <p>There are four conditions: high quality VR with biofeedback, high quality
VR without biofeedback, low quality VR with biofeedback and low quality VR
without biofeedback. Each participant is assigned to two conditions; either high
quality VR with and without biofeedback or low quality VR with and without
biofeedback, making this study a mixed 2x2 design with the image-quality as the
between subjects variable and the presence of biofeedback as the within-subject
variable. The order of the conditions is randomized and counterbalanced over
the participants.
2.1</p>
      <sec id="sec-3-1">
        <title>Materials</title>
        <p>
          Anxiety Questionnaires Level of anxiousness is measured with two di erent
kinds of questionnaires. At the beginning of the experiment the participant are
asked to ll in the Trait Anxiety Inventory, with items such as I am content; I
am a steady person. [
          <xref ref-type="bibr" rid="ref23">23</xref>
          ]. The results of this questionnaire are used as a general
anxiety baseline.
        </p>
        <p>
          State anxiety is measured with the use of Subjective Units of Discomfort
Scale, or SUDS [
          <xref ref-type="bibr" rid="ref24">24</xref>
          ]. The SUDS is a one-item 11-point Likert-type scale in which
the participant is asked On a scale from 0 being absolutely calm and 10 being
the worst anxiety you could ever feel, how do you rate yourself at this moment?.
The participants rate their anxiety levels vocally three times per condition: once
before entering the virtual experience, once during, and once after. We also use
the delta of before-after as a measurement.
        </p>
        <p>
          Anxiety Induction In between the two conditions we lower the induced
relaxation to avoid carry-over from the rst condition into the second. To achieve
this we use the Velten Mood Induction Procedure - the participants read and
try to imagine a number of negatively loaded sentences for one minute [
          <xref ref-type="bibr" rid="ref25">25</xref>
          ].
Diaphragmatic Breathing Rate As an objective measure, the
diaphragmatic breathing rate is collected by measuring diaphragm expansion with a
stretch sensor that functions as a variable resistor, connected to an Arduino
micro-controller. If diaphragmatic breathing is present, a clear waveform can be
distinguished in the data. The percentage of time that the participant is
breathing correctly according to the task is taken as a measurement. Additionally, we
examine the development of the waveform over time.
2.2
        </p>
      </sec>
      <sec id="sec-3-2">
        <title>Virtual Environment</title>
        <p>Our virtual environment is created with Unity 2017.2.0f3. and looks like a calm
forest. This forest was made with the 'FantasyEnvironments' asset in Unity.
The participant sits in the virtual forest at one predetermined spot. A total of
13 randomly placed lights are visible.</p>
        <p>In the conditions with biofeedback, the intensity of these lights re ects the
participants diaphragm expansion through a connection between the Arduino
and Unity, using the ARDUnity 1.0.8 asset. Breathing in correctly brightens the
lights, and breathing out dims them. In the conditions without biofeedback the
lights are o .</p>
        <p>The head mounted display used in this experiment is the HTC Vive (2160x1200
pixels max, 90Hz, 110-degree eld of view). We created a high and a low
quality image within this same HDM by adjusting quality aspects within Unity,
speci cally the texture quality, shadow resolution, and density of details in the
environment (see gure 1 and 2).
2.3</p>
      </sec>
      <sec id="sec-3-3">
        <title>Procedure</title>
        <p>Informed consent is obtained from all participants. Participants then receive
a short instruction on deep, diaphragmatic breathing techniques and practice
these shortly. Then the participant lls in the Trait Anxiety Inventory, puts
on the stretch-sensor band and read the Velten Mood Induction sentences. The
participant then rates the SUDS, the VR HMD is placed on the head of the
participant and the rst condition starts. Near the end of virtual experience
the participant is asked to rate the SUDS again, followed by the removal of the
HMD. The participant now again rates the SUDS and take a short break. Then,
the same procedure is followed for condition two. After both the conditions the
participant is debriefed.</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Discussion</title>
      <sec id="sec-4-1">
        <title>Preliminary results</title>
        <p>During this exploratory pilot study, several trends were observed. Most
importantly, there seems to be a wide range in individual responses to
attentionmanagement within virtual reality. While some participants indicated that they
found the biofeedback lights calming and fun, others found them to be
distracting. In general, if a participant did not achieve the correct deep breathing
patterns, they tended to describe the lights as random, in one case even as
annoyingly so. There were also some reports of novelty bias, were participants who
hadn't experienced VR before reported feeling excited or nervous for that reason.
This could potentially cloud the measurements.</p>
        <p>SUDS scores tended to decrease during all virtual reality experiences,
although this e ect was not signi cant. In the non-biofeedback conditions, the
SUDS score was slightly higher during the high-quality condition compared to
lower quality, but this di erence was also not signi cant. For these
measurements, a full-scale study will hopefully bring more clarity.</p>
        <p>Strong deep breathing patterns were very clearly observed in the diaphragm
expansion data from several participants. In gure 3 you see an example of a
participant who maintained deep breathing throughout the experiment, whereas
4 shows the patterns of a participant who self-reported that they didn't manage
to achieve deep breathing. There were no strong trends observed in the deep
breathing data related to the di erent conditions. There seem to be quite strong
individual di erences, so a large full-scale study might identify potential patterns
more e ectively.
The use of relatively new technologies and media in cognitive science comes with
several challenges pertaining to experimental design. We will recount a few of
our considerations here.</p>
        <p>Firstly, the use of questionnaires could be detrimental to a users sense of
presence in the virtual environment. It becomes more di cult to switch between
virtual and non-virtual tasks, and could have unforeseen e ects. Tools like the
SUDS scale allow for a shorter assessment and verbal answer, allowing the user
to maintain their sense of presence in the virtual world.</p>
        <p>Secondly, the biofeedback used (breathing) can be measured in a variety of
ways. One especially non-invasive option we explored was a temperature sensor
under the nose - warm air signi es breathing out, cold air breathing in. We found
however that the sensor did not responds quickly enough to the temperature
changes. Another option would be to work with a microphone. This has the
added advantage that it would be relatively easy to use with a smart-phone
HMD, as the microphone is already a part of the device. However, this does
not allow you to distinguish between deep diaphragmatic breathing and shallow
chest breathing. The stretch sensor band is slightly constricting around the users
abdomen, but does allow us to use biofeedback only when the user is breathing
deeply. We constructed the stretch sensor ourselves using conductive thread, yarn
and elastic band. This, together with the use of the Arduino micro-controller,
results in a relatively a ordable and accessible, yet reliable deep breathing sensor.
3.3</p>
      </sec>
      <sec id="sec-4-2">
        <title>Future Applications</title>
        <p>Should the full-scale version of this study show that not only high but also
low quality VR indeed reduces anxiety signi cantly, it would be interesting to
continue testing with actual smart-phones, preferably with low-priced accessible
HMD's such as the Google Cardboard. Future research could additionally
examine the in uences of biofeedback lag, a smaller eld-of-view, and alternative
biofeedback sensors on the reduction of anxiety.</p>
        <p>If our study shows that the way in which attention is redirected within the
virtual world has an e ect on anxiety reduction, the next logical step would be
to repeat the study with an intervention that has a di erent goal in mind, such
as directing attention away from the body. For example, one would hypothesize
that for pain relief environments, a higher quality VR experience would work
best, while adding biofeedback would negate the e ects. In other words, the
exact opposite result from the current study.</p>
        <p>Another interesting avenue is the way biofeedback is placed within the
virtual environment. Instead of the biofeedback visualization a ecting the external
virtual environment, it would be interesting to look at the e ect of placing the
biofeedback on the users virtual body. This could direct the users attention to
their body even stronger. Alternatively, the biofeedback could be perceptualized
in a way other than visually, for instance via audio.</p>
        <p>If we elucidate the mechanisms behind what makes virtual reality health
care intervention work in di erent scenarios, it could give us more information on
which interventions can easily be made accessible and in which way. For instance,
breathing exercises might be suitable to use with low-quality devices, while pain
relief experiences might not. Giving the patient the possibility to experience the
treatment wherever and whenever they want enormously increases their freedom
and autonomy.</p>
        <p>The development of the technology itself also means that these outcomes will
continue to shift. The image-quality and processing capabilities of smart-phones
is increasing every year. Rather than wait until smart-phone based HMD's have
the same speci cations as the high quality HMD's of today, we believe well
researched, accessible VR based health applications can already be created in
the coming years.</p>
      </sec>
    </sec>
  </body>
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