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      Moving from Virtual Reality Exposure-Based Therapy to Augmented Reality Exposure-Based Therapy: A Review

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          Abstract

          This paper reviews the move from virtual reality exposure-based therapy to augmented reality exposure-based therapy (ARET). Unlike virtual reality (VR), which entails a complete virtual environment (VE), augmented reality (AR) limits itself to producing certain virtual elements to then merge them into the view of the physical world. Although, the general public may only have become aware of AR in the last few years, AR type applications have been around since beginning of the twentieth century. Since, then, technological developments have enabled an ever increasing level of seamless integration of virtual and physical elements into one view. Like VR, AR allows the exposure to stimuli which, due to various reasons, may not be suitable for real-life scenarios. As such, AR has proven itself to be a medium through which individuals suffering from specific phobia can be exposed “safely” to the object(s) of their fear, without the costs associated with programing complete VEs. Thus, ARET can offer an efficacious alternative to some less advantageous exposure-based therapies. Above and beyond presenting what has been accomplished in ARET, this paper covers some less well-known aspects of the history of AR, raises some ARET related issues, and proposes potential avenues to be followed. These include the type of measures to be used to qualify the user’s experience in an augmented reality environment, the exclusion of certain AR-type functionalities from the definition of AR, as well as the potential use of ARET to treat non-small animal phobias, such as social phobia.

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          Most cited references74

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          From presence to consciousness through virtual reality.

          Immersive virtual environments can break the deep, everyday connection between where our senses tell us we are and where we are actually located and whom we are with. The concept of 'presence' refers to the phenomenon of behaving and feeling as if we are in the virtual world created by computer displays. In this article, we argue that presence is worthy of study by neuroscientists, and that it might aid the study of perception and consciousness.
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              Interactive Multimodal Learning Environments

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                Author and article information

                Contributors
                Journal
                Front Hum Neurosci
                Front Hum Neurosci
                Front. Hum. Neurosci.
                Frontiers in Human Neuroscience
                Frontiers Media S.A.
                1662-5161
                04 March 2014
                2014
                : 8
                : 112
                Affiliations
                [1] 1School of Psychology, University of Ottawa , Ottawa, ON, Canada
                [2] 2Department of Psychoeducation and Psychology, Université du Québec en Outaouais , Gatineau, QC, Canada
                Author notes

                Edited by: Eric Brunet-Gouet, Université de Versailles Saint-Quentin-en-Yvelines, France

                Reviewed by: Ali Oker, Université de Versailles Saint-Quentin-en-Yvelines, France; Laura De Lacombe, Centre Hospitalier de Versailles, France

                *Correspondence: Stéphane Bouchard, Université du Québec en Outaouais, Département de Psychoéducation et de Psychologie, CP 1250, Succ Hull, Gatineau, QC J8X 3X7, Canada e-mail: stephane.bouchard@ 123456uqo.ca

                This article was submitted to the journal Frontiers in Human Neuroscience.

                Article
                10.3389/fnhum.2014.00112
                3941080
                24624073
                6f0d1e92-39bb-4247-84ce-8a1184e449ca
                Copyright © 2014 Baus and Bouchard.

                This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) or licensor are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.

                History
                : 19 December 2013
                : 13 February 2014
                Page count
                Figures: 8, Tables: 1, Equations: 0, References: 136, Pages: 15, Words: 13296
                Categories
                Neuroscience
                Review Article

                Neurosciences
                virtual reality,augmented reality,phobia,exposure therapy,synthetic environments
                Neurosciences
                virtual reality, augmented reality, phobia, exposure therapy, synthetic environments

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