| Literature DB >> 35432050 |
Chengye Du1, Chijiang Yu2, Tingting Wang3,4, Fengrui Zhang5.
Abstract
More and more schools begin to design simulation technology based on virtual imaging technology (VIT) and virtual reality (VR) in their course contents. In particular, among these technical courses, there is a need to first strengthen the Film and Television Production (FTP) education in higher institutions. This article aims to study the impact of VRT, VR, and Internet of things (IoT) technology on FTP courses and audience psychology in higher institutions under the era of intelligent multimedia. How to use emerging VR technology to promote the psychological wellbeing of students or patients has become a new research direction, the exploration of which has a far-reaching significance for the applications of the related technologies. First, the principle and applications of VR and IoT technology are described. Thereon, the deep learning (DL)-based training model is used to analyze the postproduction (PP) of VR-based Sand Table game, and the function and effect of the designed game model are discussed. Subsequently, VR-based Sand Play Therapy (SPT) is applied to mentally ill patients to obtain its therapeutic effect. The results show that the designed VR-based Sand Table game model can be used to treat mentally ill patients and alleviate their negative psychological states. Meanwhile, the Test Anxiety Scale (TAS) scores prove the significant therapeutic effect of the designed game model on the mental problems of patients. Therefore, VR-based psychological SPT can be applied in the stress relief of students and the treatment of mentally ill patients, as well as alleviate their mental health problems. This research provides a new direction and some theoretical support for the application field of VR technology.Entities:
Keywords: TAS scale; deep learning; mental health of patients; post-production; virtual reality technology
Year: 2022 PMID: 35432050 PMCID: PMC9007180 DOI: 10.3389/fpsyg.2021.766634
Source DB: PubMed Journal: Front Psychol ISSN: 1664-1078
FIGURE 1Sand Table game and treatment scene.
FIGURE 2Sand Table game mold and essential materials.
FIGURE 3Psychological Sand Play Therapy (SPT) process.
Principles for Sand Table game.
| Serial number | Principle name | Specific precautions | Principle |
| 1 | Unconscious principle | Throughout the treatment process, patients are undisturbed and are supposed to be absorbed in their game unwittingly, without being informed of any specific purpose. | In the unconscious state, the feelings are fully exposed. |
| 2 | Symbolic principle | The therapist is supposed to have the whole process under perfect control. | Each time a different mold and Sand Table are chosen, their conversation will show the fluctuation of the patient’s inner situation. |
| 3 | Playfulness principle | It is particularly used to reveal the participants’ inner character, so it needs to be playful. | During the game, one’s own emotions will be amplified, external interference will be reduced, and true feelings will be revealed. |
| 4 | Common situation principle | The therapist is supposed to accompany the patients to empathize with them, let the patients share their feelings, act as the first listener, and finally find a cure. | Emotional resonance |
FIGURE 4Basic architecture of Internet of things (IoT).
FIGURE 5Virtual reality (VR)-based Sand Table game treatment process.
Specific steps of the treatment process.
| Serial number | Name | Specific steps |
| 1 | Adaptive equipment | The therapist guides the patients to learn to operate VR equipment, get familiar with the operation, adapt to VR scenes and their impact on the senses, and start to build the simulation of the inner world on the Sand Table. |
| 2 | Self-realization | An absolutely private environment should be provided, which will not be disturbed by the outside world, where patients can reveal their feelings and build a Sand Table. |
| 3 | Process analysis and evaluation | The therapist will perform corresponding operations at the other end of the VR system. The therapist’s existence will be hidden from the patients, but the therapist can monitor the whole process and results in real time, and then analyze and improve them. |
| 4 | Communication and interaction | The therapist has a dialogue with the client. After analyzing the process and results, the consultant will communicate with the patient. |
FIGURE 6HTC VIVE wearable device.
FIGURE 7Positioning flowchart.
FIGURE 8Sand Table game system design process.
Three-dimensional (3D) reconstruction of Sand Table game model.
| Serial number | Steps | Detailed steps |
| 1 | Data collection preprocessing | Real Sand Table and relevant materials are taken pictures, based upon which the size of Sand Table game model parts is measured. |
| 2 | Monomer modeling | The modeling proceeds from low to high accuracy components and the final Sand Table game model is created according to the calculated parameters and proportions. |
| 3 | Selection of materials and texture | Images are further processed, materials are arranged, and textures are pasted. |
| 4 | Model optimization | The model is simplified |
| 5 | Animation recording | Required test actions are performed |
Sand table game mental health QS.
| Type of information | Basic information |
| What is the research duration of psychotherapeutic Sand Table Game | 1. 1–3 years |
| Gender | 1. Male 2. Female |
| Do you know about Sand Table Games or other kinds of Sand Table Games? | 1. Yes 2. No |
| Do you think the designed game is in line with the theoretical basis of the Sand Table Game? | 1. Exactly consistent 2. Relatively consistent 3. Not consistent |
| Do you think the principle analysis of the Sand Table Game is correct? | 1. Absolutely right 2. Quite right 3. Not right |
| Do you think the game rule design of the system is reasonable? | 1. Very reasonable 2. Reasonable 3. Unreasonable |
| Do you think Sand Table Game molds be conceptive? | 1. Surely conceptive 2. Appropriately conceptive 3. Completely conceptive |
| What do you think is the most important application mode of the system? | 1. Single 2. Group |
| What do you think is the most valuable usage mode of the system? | 1. Same place at the same time 2. Same place and different time 3. Different place at the same time 4. Different place at different time |
| What do you think of the system interface aesthetics | 1. Beautiful 2. Generally beautiful 3. Unbeautiful |
| Do you think the guiding significance of the system interface is clear? | 1. Very clear 2. Generally clear 3. Uncertain |
| What do you think of the importance of the system interface? | 1. Very important 2. Important 3. Unimportant |
| Do you think the 3D SPT model meets the standard? | 1. Very consistent 2. General consistent 3. Not consistent at all |
| Do you think the virtual scene will affect the visitors? | 2. Will 2. Probably will 3. Will not |
| Do you think the system can be used for psychological SPT? | 1. Can 2. Probably can 3. No |
| Do you think the proposed system is worthy of further research and promotion? | 1. Extremely worthy 2. Generally worthy 3. Unworthy |
| Do you think the system is difficult to get started with? | 1. Very difficult 2. Difficult 3. Easy |
| What do you think of the difficulty of completing the assigned task? | 1. It’s very difficult for the system to complete |
| Other supplements | |
FIGURE 9Agent action generation scheme based on the Phase Functioned Neural Network (PFNN).
FIGURE 10Test results on the usability of VR-based Sand Table game.
Comparison of the Test Anxiety Scale (TAS) scores before and after the Sand Table game intervention.
| Test population | Test number | Total test score | |
| Group | Before the game intervention | 62 | 20.37 |
| After the game intervention | 62 | 14.15 | |
| Control group | Before the game intervention | 62 | 20.37 |
| After the game intervention | 62 | 19.71 | |
FIGURE 11Comparison of bad emotions of students before and after the Sand Table game intervention. (A), somatization; (B), compulsion; (C), interpersonal sensitivity; (D), depression; (E), anxiety; (F), hostility; (G), fear; (H), paranoia; (I), psychosis; (J), other bad emotions or manifestations.
Optimal setting parameters.
| Parameter type | Learning rate | Data batch size | Iterations | Number of exit values | Weight decay rate | Number of expert networks |
| Best training value | 0.0001 | 30 | 120 | 0.8 | 0.003 | 5 |