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Texte intégral / Full text (pdf, 20 MiB) - Infoscience - EPFL

Texte intégral / Full text (pdf, 20 MiB) - Infoscience - EPFL

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6.2. Clinical Study on VRET for Social Phobia<br />

Figure 6.2: Eye-tracking device, Left: eye-tracker. Right: subject wearing the device, seated in<br />

front of the back-projection screen (Photo: Alain Herzog).<br />

curacy calculations. Moreover, this type of sensor presents some drift after some time of<br />

use. The rotations done by the head around the vertical and horizontal axes induce a rotation<br />

around the sagittal axis. We thus have to recalibrate the system at regular intervals in order<br />

to correct and cancel this extra rotation.<br />

Finally, the last component of this setup is a large back-projection screen on which our<br />

environments are displayed. This can be seen on the right of Figure 6.2. Its size is of<br />

3.2 meters x 2.4 meters on which we display the scenes at a resolution of 1024 x 768. In<br />

this setup, the subject is generally seated approximately 2 meters away from the screen, or<br />

standing and walking around in its vicinity.<br />

6.2 Clinical Study on VRET for Social Phobia<br />

As preliminary work to that presented in this experiment, Herbelin et al. and Riquier et<br />

al. have conducted a study during which they exposed subjects to a VR situation representing<br />

a 3-dimensional audience composed of emergent gazes in the dark and surrounding the<br />

subject [Herbelin et al., <strong>20</strong>02; Riquier et al., <strong>20</strong>02]. They experimentally confirmed that the<br />

audience was able to provoke more anxiety to social phobics than to non phobics and emitted<br />

the hypothesis that eye contact was an important factor of social phobia. Herbelin therefore<br />

developed and experimented with an eye-tracking setup integrated in the VR system [Herbelin,<br />

<strong>20</strong>05]. As mentioned in Chapter 2, he developed a tool that allows to determine not only<br />

if virtual characters are being looked at, but which parts of the characters are being looked at<br />

by a user wearing an eye-tracker.<br />

We hereby describe the experiment we have conducted in order to validate his work and<br />

the various scenarios we have discussed in Chapter 3.2.<br />

The goal of this study was to define a therapeutic program for social anxiety disorders<br />

using VR and to assess its efficacy in order to confirm that VR was a promising tool for<br />

psychotherapists as part of social phobia treatment. We equally wanted to evaluate the use<br />

of eye-tracking as a new tool for the assessment of social phobia and to see if the technology<br />

could “provide therapists with an objective evaluation of gaze avoidance and can<br />

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