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International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056
Volume: 09 Issue: 02 | Feb 2022 www.irjet.net p-ISSN: 2395-0072
© 2022, IRJET | Impact Factor value: 7.529 | ISO 9001:2008 Certified Journal | Page 436
Virtual Reality in Treating Mental Illnesses
Shikha Priya Choudhary1, Rohit Raj2
1Student, Department of Computer Science and Engineering Amity University Jharkhand, Ranchi, India
2Student, Department of Computer Science and Engineering Amity University Jharkhand, Ranchi, India
---------------------------------------------------------------------***----------------------------------------------------------------------
Abstract - Amid COVID - 19, the world has experienced an
exponential rise in the cases of mental illness. In our country,
there has been 20% increment in the cases of mental illness
like anxiety, different phobias etc. Therapist asks the patient
(suffering from phobias and other mental illness) to imagine
certain things as a part to cure their problem, so it become
difficult for patients to create the particular situation in their
mind. So, in this term paper I am firstly goingto introducethat
what is virtual reality, what are their types and how this
technology can be implemented in treating the mental illness.
Virtual Reality is the technology by which a user can easily
interact with a virtual environment, the environment can be
the simulation of the real world or an imaginary world. This
technology has the ability to create the virtual environment
for the patient suffering from the mental illness so that they
are shown such a content which can overcome their
difficulties. The most established finding is that Virtual reality
has the exposure-based treatment which can reduce the
anxiety disorders. In my term paper I will also study that what
are the ways of creating the virtual environment for treating
the patient which include Modelling, Animation, Taking
Pictures, Filming, Combination and sound. In spite of the
benefits of the Virtual Reality there are certain limitations. I
will also conduct survey as to analyze the current condition of
mental health and If the people believe that Virtualrealitycan
help them or not.
1.INTRODUCTION
The cases of mental illness is major concern among the
teenagers. They often visit to psychiatric for their treatment
and they ask the patient to imagine things as thepart oftheir
therapy. But they face difficulty on doing so. In my research
paper I am going to learn that How the Virtual Reality
therapy can make the imagination power more efficient.
First of all, I am going to state briefly about Virtual Reality
can how this technology can be implemented in treating
mental illness.
Virtual Reality concept was first introduced in 1950’s and
now it is most evident in the field of entertainment. Our
generation is most evident to this Virtual Reality concept.
The most common example is 3D and 11D movies where we
use motion chairs, glasses, gloves etc. to get the real time
experience.
In simple words, Virtual Reality is the computer-generated
simulation with images and sounds that represents a real
place and situation and it could be experienced by people
using some electronic equipment. Currently many big
companies like Google, Microsoft, Amazon, Samsung etc. are
performing research and development on Virtual Reality
concept.
There are many cutting edge tools of virtual reality for
example – PrioVR, Leap Motion, Real 3D glasses etc.
1.1 TYPES OF VIRTUAL REALITY
1. FULLY IMMERSIVE
 In this type of Virtual Reality one can experience full
virtual experience because this type of virtual reality comes
with a powerful computer. This computercandetectsounds,
sight and even the slightest movement. The viewer will be
given a head-mounted display (HMD) and also sensory
gloves. To achieve this reality the device will make use of
two monitors and a sound system.
Figure 1
2. NON-IMMERSIVE
 This type of Virtual reality can be seen in the virtual flight
simulator. It consistsofwidescreenPCwithsurroundsystem
and accessories like headphones,joystick etc.Itiscallednon-
immersive because the viewer does not get fully immersed
in the reality this device produces.
Figure 2
International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056
Volume: 09 Issue: 02 | Feb 2022 www.irjet.net p-ISSN: 2395-0072
© 2022, IRJET | Impact Factor value: 7.529 | ISO 9001:2008 Certified Journal | Page 437
3. WEB -BASED
This Virtual reality has been discovered to use virtual
reality over an internet using the VR markup language
(VRML) .This gives an opportunity to the people to discover
new and interesting things over the internet. People can
interact and can have real experience with their friends on
social media.
Figure 3
4. AUGMENTED REALITY
In this one can experience a real-world experienceinsuch
a way that it feels like a virtual reality experience. For
instance, a person can visit a historical site on the internet
and 3D mapping can show the person landmarks, building,
historical locations and many more.
Figure 4
5. COLLABORATIVE
 This reality is usually in the form of VR games and they
are not fully immersive. This Virtual reality gives the viewer
and interactive experience so one can sharetheirexperience
with other person in the Virtual world.
Figure 5
1.2 DIFFERENCE BETWEEN VIRTUAL REALITY AND
AUGMENTED REALITY
Virtual Reality is technically a computer-generated 3D
environment which can be exploredandinteracted with bya
human. In Virtual Reality, people become the part of the
virtual world or environment or is immersed and is able to
control objects or to perform a series of actions.
But Augmented Reality is used to enhance natural
environments or situations and offer perpetually enriched
experience.
2. LITERATURE REVIEW
One of the major concerns in this rapidly changing world is
to deal with mental illness. Every second person is suffering
from this. During 1840s DorotheaLyndeDix startedMental
Health Movement with the aim to change the view of people
on mental illness. In earlier times people used herbs,
acupuncture, and emotional therapy for treating mental
illness. In today’s life Virtual Reality has emerged as one of
the way to treat mental illness
Between the time period 1990’s and 2000’s psychologists
started to use VR with prolonged exposure therapy. This
study was mainly done to look on the efficiency of VR based
exposure theory which focused on the treatment of
acrophobia and the outcome stated that it was fruitful.
Many arranged reviews (Freeman et al., 2017;Gregg &
Tarrier, 2007;McCann et al., 2014;) and other meta-analytic
studies ( Rizzo, 2008;Powers & Emmel kamp, 2008)
summarized that the most well-known finding is that VR
exposure-based treatments can reduce anxiety disorders
and PTSD. Many other researches had been on the efficiency
of VR in treatment of fear of height, water, flying and many
more.
As the use of VR is now quite handy it is no longer used for
only gaming purpose. There are many emerging companies
who are using Virtual and Augmented reality in treating
mental health. Soon the days will come when this VR
technology will make its way in operating rooms and clinic.
3. HOW DOES VIRTUAL REALITY WORKS?
Virtual Reality needs several devices as follows
1.) HEADSET – It displays content in front ofuser’seye.
Figure 7
International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056
Volume: 09 Issue: 02 | Feb 2022 www.irjet.net p-ISSN: 2395-0072
© 2022, IRJET | Impact Factor value: 7.529 | ISO 9001:2008 Certified Journal | Page 438
2.) HDMI – It’s a cable that transfers images to the
screen from the personal computer.
Figure 8
3.) LENSES - Some designers use lenses to change flat
images into 3D images. Virtual Reality devicesgives
100/110-degree field of sight.
Figure 9
To make virtual simulation look realistic ,60 frame rate per
second is needed.
For users interaction with virtual world, we need: -
1. HEAD-TRACKING
VR headsets use head tracking systemthattracesthehead
movement of the user to sides and angles. This system
requires tools like accelerometer, gyroscope, LED’s around
headset to enable the outside camera etc. to assign X, Y, Z
axis of directions and movements. To avoid lagging of head
movements, this system requires 50 millisecond or less
latency rate.
Figure 10
2. EYE-TRACKING
The infrared controller of VR headsets tracks the
movement of users’ eye. This system gives more realistic
view to the user inside virtual world.
Figure 11
3. MOTION-TRACKING
It works on the concept of 6 degrees of freedom.
Motion tracking falls into two groups
1. Optical tracking – the camera fitted on the headset
follows the movements.
2. Non – optical tracking – it uses sensorsondeviceor
body.
Most of the VR devices have both optical and non - optical
tracking.
Figure 12
4. WHAT IS MENTAL ILLNESS?
It is the health condition that changes thinking, emotion,
mood and behavior of the person. It can be mild or severe. It
is associated with distress and problems functioning in
social, working and family activities. The most common
examples these days are Schizophrenia, ADHD, PTSD,
Anxiety disorder(whichincludesphobias),severestress, etc.
Mental Illnesses are very common these days and can be
managed by combination of medication and psychotherapy.
Nearly 13% or 970 million people across globe has some
type of mental illness.
International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056
Volume: 09 Issue: 02 | Feb 2022 www.irjet.net p-ISSN: 2395-0072
© 2022, IRJET | Impact Factor value: 7.529 | ISO 9001:2008 Certified Journal | Page 439
In India, 17% of the population suffer from some kind of
mental illness.
Amid COVID 19, there has been 20% rise in the cases of
mental illness across globe.
5. PROBLEMS FACED BY PATIENT SUFFERING FROM
MENTAL ILLNESS
People suffering from mental illnessescuretheirproblem by
going to psychotherapist.
As remedy, therapist often asks patient to imagine certain
situations in their mind, these are the situations related to
their problems and then therapist gives them the solution
considering that patients are creating the scenario very well
in their mind. But, in reality patients are not able to create
the particular scenario in their mind. So, it becomes difficult
for both therapist and patient to resolve the problem as
imagining becomes difficult for the patient.
Also, therapist has to accompany patients to various places
to give them real time experience. It becomes time
consuming for therapist to do all these procedures.
6. HOW VIRTUAL REALITY WOULD HELP PATIENTS
SUFFERING FROM VARIOUS MENTAL ILLNESSES
The use virtual reality technologyinpsychological therapyis
called Virtual Reality enabled therapy or VR therapy.
This VR therapy has been proven a groundbreaking
treatment and a promising new approach.
VR enabled therapy – This therapy includes specially
programmed computers, visual immersion devices which
creates artificial environment to givea simulated experience
to diagnose patients suffering from mental illnesses.
When VR enabled therapy is automated and also
the therapist is embedded within the program as an avatar,
it helps obvious based treatment and may felicitate an
oversized increase within the number of patients
who is treated .VR enabled therapy is giving superior
experience to patients.
The best thing about VR enabled therapy is that it provides
powerful simulations in the environment without the
perceived danger of a real life setting and patients can
repeatedly go into the artificially created environment.
Therapist says that VR enabled therapy is easy to engagethe
patients and patients have found this therapy as a fun
experience.
7. WAYS OF CREATING VIRTUAL ENVIRONMENT FOR
TREATMENT
Mainly, we will be using different methods for creating
virtual environment:
 Modelling with the help of Computer graphics
 Modelling animation withthehelpofanimation
program
 Taking photos of static objects and scenes with
the help of special scanning techniques to
create 360 degrees panoramas
 Combination of above-mentioned methods-
1. MODELLING
3D graphics plays a major role in modeling. With the help of
3D graphics, virtual world is becoming more realistic. Thus,
modelling plays a very important role in virtual world. For
modeling, we take help from the computers to create
realistic scene illumination (shadows,reflection,refraction).
Methods of creating 3D model: -
 Using curves: It is the method of creating surface model
using multiple connected curves.
Polygon modeling: It is considered to be the widely used
method for creating 3D model by plane (used to model
human head) and individual curves are being cloned, thus
creating surface model.
Box Modelling: Using basic geometric shapes, complex
structure can be created.
There is high demand of creating modelled environment for
treatment of phobias because this artificial environment
gives compatibilityandsmoothimplementationonvarietyof
computers, also it gives good quality of pictures. Output
software should be able run on a regular desktop (at
psychotherapist’s office). Several virtual reality tools are
designed for this purpose, for example head tracker, virtual
gloves, stereoscopic glasses etc.
2. ANIMATION
All objects in the real world are in motion. Humans are
accustomed to movements and if everything would stop
suddenly, then it would not consider as normal. So,
simulation of real-world movement is important to make
virtual reality thing work. The more realistic VR
environment will evoke the feeling that the patient is really
in real world and not in virtual world.
Animation of complex models can be implemented by the
following steps: -
 Creation of a model skeleton using tool bones
Creation of a network 3D model of an object
 Connection between the network 3D model and
skeleton.
Direct and inverse kinematic concept usinganimationtool is
being used to establish relative movement of bones.
International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056
Volume: 09 Issue: 02 | Feb 2022 www.irjet.net p-ISSN: 2395-0072
© 2022, IRJET | Impact Factor value: 7.529 | ISO 9001:2008 Certified Journal | Page 440
While displaying any feared situation through VR, it arises
some concern for the patients sufferingfromphobiasasthey
may get scared by only a vague thought or a badmemory. So,
for increasing the success, a timeline to modeled scene will
be created consisting of information about the change in
position, shape, size and other parameters of individual
objects.
For capturing the movement of individual object, we use
system which is based on inserting key frames into the
timeline and defining which parameter is to be remembered
for that frame as a key. For example:- save the new position
of about 10 frames forward .
For modeling exterior environment, simple animations can
be used. For example: - to simulate the movementofsun ,we
can continuously change the angle of objects shadow.
3. TAKING PICTURES
Photography is less difficult to create than modeling and
animation and it captures an almost exact picture of the
scene. It includes summary of steps like photographing 360
degrees panoramas, processing them into interactive
applications for different devices and final insertion intothe
application environment. So, it is appropriate for creating
artificial environment for the treatment of phobias. There
are many ways of shooting and creating real world
environment using digital photographs.
 Taking photos from smartphone which has a
function of creating panoramas or it could be done
by using apps which are available at play store. In
this case, while taking pictures, suitably rotate the
phone and the software of panorama will
automatically take care of everything.
 We can also capture picture from FFOV (Full Field
of View) panoramas whichisa multi -linepanorama
with full 360 degrees horizontal and vertical
coverage.
 For best possible quality, we can use shooting
digital SLR camera, though it is expensive. The
panoramic head and photofinishing in specialized
programs on a computer, we can manage to create
difficult scenes and can achieve full control of
exposure.
4. FILMING (VIDEO CAPTURING)
Filming is another way of capturing and processing 360
degrees panoramic images. This method must beadapted so
that it could be played on different platforms and VR
peripheral. For dynamic scenes or the scenes of fast-moving
objects, we need to adopt technically more complex filming
method where we will use 6 GoPro wide angled lens
Camera’s placed in a holder that holds the direction of
rotation. When treating phobias, it is necessary to aim for
patient’s attention to a specific situation or object. For such
situations it is necessary to capture detailed scenario in
which all of the conditions are captured : camera view,angle
of view, dialogues, the reactions of people with thevarietyof
video effects such as blur ,haze etc. are being used. When
shooting environment for treatment of phobias in
comparison to earlier means of technologies and createsthe
real world environment.
5. COMBINATION
This option is about analyzing all four methods, their
advantages and disadvantages and suitability for creating
different types of environment. Every method has its own
setback, so combination of method would create a virtual
environment exactly according to the needs of patients
suffering from different mental illness.
6. SOUNDS
Sound is an essential part of Virtual Realitywhichevokes the
environment and completes the environment. For some
phobias for example phonophobia (where sound isthe main
stimulus for induction of anxiety and fear), it is very much
essential. For variety of sounds, we need to create database
of sounds for faster access and retrieval.
8. METHODOLOGY OF CREATION IN SOFTWARE
There are various types of software like Blender 3D, 3D
Studio Max, Cinema 4Dby whichmodelling,andanimationof
VR object can be done. Blender 3D is considered best as it is
multiplatform open source software with small capacity. It
focuses mainly on post – production activities, creation of
interactive applications and creation of 3D virtual
environment. It includes interactive elements like Blender
Game Engine in the treatment of phobias.
For creating FFOV panoramas, a number of high-quality
software solutions are used. For example, Autopano Giga
software from Kolor.
9. SPECIAL HARDWARE
To immerse the patient in the virtual world environment,
patient has to be surrounded by different stimuli. For
example: - if patient turns to left side, the view of only left
side should be available. Sight, hearing,andtoucharemainly
three senses through which virtual world could be sensed.
For entering into virtual world :-
The massive glasses contain two small LCD screens for both
eyes separately. The basic principle of display is that each
will get a slightly different view. Each eye will watch a
particular point from a different angle.
Image analysis and spatial sensors are used to track the
position and orientation. Spatial sensors tells about the
current orientation and position.Theseareusedinadvanced
simulators like in aviation and healthcare sector. Another
hardware used is control device like data gloves.Thecontrol
International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056
Volume: 09 Issue: 02 | Feb 2022 www.irjet.net p-ISSN: 2395-0072
© 2022, IRJET | Impact Factor value: 7.529 | ISO 9001:2008 Certified Journal | Page 441
device records the information and send the recorded
information to the computer in the form of electrical signal.
The computer transforms these signals to bring movement
in the virtual hands.
All these hardware tools are used in the virtual worldforthe
treatment of patients suffering from mental illnesses.
So, availability and affordability should be available at
therapist’s office.
10. HOW CAN WE MAKE VIRTUAL REALITY THERAPY
AFFORDABLE?
By using less expensive virtual reality tools. We can also
adopt method that requires less capital. For example,
therapist can use ‘taking picture ‘method in place of ‘video
capturing’ method because videocapturingmethodrequires
high end cameras which are very expensive.
IMPLEMENTING THE CONCEPT OF 3D THEATER FOR
CLINICAL PURPOSE IN EVERY CITY-
In this concept, each city will have a theater where any
certified therapist from that city would bring their patients
to the theater , the patients will be given a 3D glasses and
video will be shown of the situation related to their fear. The
3D glasses will create a pseudo environment in front of the
patients and sounds will be produced to make the
environment more realistic. The patient will pay to the
therapist and the therapist would pay some amount for
every session to the theater. By this way, each therapist
would be able to treat his/her patient withthehelpof virtual
reality without thinking much about the expenses.
11. LIMITATIONS
Everything comes with certain limitations, so is the case in
Virtual reality therapy. The major side effect of this therapy
is Virtual Reality induced sickness. In some trials of virtual
enabled therapy, it has been found that patient started
developing symptoms of dizziness, nausea, headache, eye
strain, reducedpostural control,decreasedsenseofpresence
and most importantly the development of inappropriate
responses to the real world situations.
Some studies also showed that some patients developed
addiction towards VR gaming after being treated by virtual
enabled therapy.
12. FUTURE SCOPE
There’s no doubt that virtual enabled therapy isemergingas
the one stop solution for the treatment of patient suffering
from various mental illnesses. For this project, in each area,
reviews show the need of future research. It is also worth
exploring the possibility of using the virtual reality within
patient’s home with less or no interaction with therapist.
Depression is increasing day by day among common people,
so, more research orientation initiative has to be taken in
treatment of depression as very less research has beendone
on depression.
All type of virtual enabled therapy requires expensive tools,
so research is needed in the affordability problem.
In future VR interventional studies, it may be worth
considering the use of side – effect measuring method, such
as the Simulator Sickness Questionnaire (SSQ).
13. SURVEY REPORT
The objective of my project was to show thathowcreating
the artificial environment using Virtual reality would help
patient in treating the various types of the Mental illnesses
and phobias to imagine certain situations as part of their
therapy.
The research was based on the primarydata forwhichIhave
conductedsurveyfrom115respondentsandsecondarydata.
 Results from the survey shows that 34.2% respondents
can’t imagine a particular situation.
Figure 16
65.2 % respondents agreed that Virtual Reality can help
the them in imagine certain things.
Figure 18
60 % agreed to the fact that Virtual Reality can help in
curing in different phobias.
International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056
Volume: 09 Issue: 02 | Feb 2022 www.irjet.net p-ISSN: 2395-0072
© 2022, IRJET | Impact Factor value: 7.529 | ISO 9001:2008 Certified Journal | Page 442
Figure 19
60.7 % respondents are found to depressed always and
39.3% are found to be depressed sometimes which shows
that depression is common among most of the teenagers.
Figure 20
60 % of the respondents agreed to the fact that Virtual
reality can help people in curing different phobias.
14. CONCLUSION
After studying my research paper, I came to a conclusion
that Virtual Reality has the ability to cure certain mental
illness like anxiety and many different phobias. It is very
much difficult for the patient to imagine certain things as to
cure mental illness, but virtual reality makes it easy. A
survey of about 115 people was being conducted and it
clearly shows that 65.2 % respondents agreed that Virtual
Reality can help them in imagine certain thingsand60.7%of
the respondents agreed that they are depressed which has
been increased in the past 7-8 months just because ofCovid-
19. My main focus of the term paper was to learn that
Virtual reality can help the person to overcome thedifficulty
of mental illness or not and my survey reports clearly shows
that 60% respondents agreed to the fact that ,different
phobias can be cured with Virtual Reality. Every technology
has its own advantages and disadvantages.SoVirtual Reality
therapy has also certain limitations. In some of the trails it
has been found that the patient have developed some of the
symptoms like nausea, headache and many more which I
have already included in my term paper.
REFERENCES
[1] Mathivanan, Kundalakesi & T, Swathi & B, Ashapriya & R,
Sruthi. (2017). A Study of Virtual Reality. International
Journal of Trend in Research and Development. 4. 2394-
9333.
[2] Mazuryk, Tomasz & Gervautz, Michael. (1999). Virtual
Reality - History, Applications, Technology and Future.
[3] Bhugra, Dinesh & Till, Alex & Sartorius, Norman. (2013).
What is mental health?. The International journal of social
psychiatry. 59. 3-4. 10.1177/0020764012463315.
[4] Valmaggia, Lucia & Latif, Leila & Kempton, Matthew &
Rus-Calafell, Mar. (2016). Virtual reality in thepsychological
treatment for mental health problems:Ansystematicreview
of recent evidence. Psychiatry Research. 236.
10.1016/j.psychres.2016.01.015.
[5] Gregg, Lynsey & Tarrier, Nicholas. (2007). Virtual reality
in mental health. A review of the literature. Social psychiatry
and psychiatric epidemiology. 42. 343-54.10.1007/s00127-
007-0173-4.

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Virtual Reality in Treating Mental Illnesses

  • 1. International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056 Volume: 09 Issue: 02 | Feb 2022 www.irjet.net p-ISSN: 2395-0072 © 2022, IRJET | Impact Factor value: 7.529 | ISO 9001:2008 Certified Journal | Page 436 Virtual Reality in Treating Mental Illnesses Shikha Priya Choudhary1, Rohit Raj2 1Student, Department of Computer Science and Engineering Amity University Jharkhand, Ranchi, India 2Student, Department of Computer Science and Engineering Amity University Jharkhand, Ranchi, India ---------------------------------------------------------------------***---------------------------------------------------------------------- Abstract - Amid COVID - 19, the world has experienced an exponential rise in the cases of mental illness. In our country, there has been 20% increment in the cases of mental illness like anxiety, different phobias etc. Therapist asks the patient (suffering from phobias and other mental illness) to imagine certain things as a part to cure their problem, so it become difficult for patients to create the particular situation in their mind. So, in this term paper I am firstly goingto introducethat what is virtual reality, what are their types and how this technology can be implemented in treating the mental illness. Virtual Reality is the technology by which a user can easily interact with a virtual environment, the environment can be the simulation of the real world or an imaginary world. This technology has the ability to create the virtual environment for the patient suffering from the mental illness so that they are shown such a content which can overcome their difficulties. The most established finding is that Virtual reality has the exposure-based treatment which can reduce the anxiety disorders. In my term paper I will also study that what are the ways of creating the virtual environment for treating the patient which include Modelling, Animation, Taking Pictures, Filming, Combination and sound. In spite of the benefits of the Virtual Reality there are certain limitations. I will also conduct survey as to analyze the current condition of mental health and If the people believe that Virtualrealitycan help them or not. 1.INTRODUCTION The cases of mental illness is major concern among the teenagers. They often visit to psychiatric for their treatment and they ask the patient to imagine things as thepart oftheir therapy. But they face difficulty on doing so. In my research paper I am going to learn that How the Virtual Reality therapy can make the imagination power more efficient. First of all, I am going to state briefly about Virtual Reality can how this technology can be implemented in treating mental illness. Virtual Reality concept was first introduced in 1950’s and now it is most evident in the field of entertainment. Our generation is most evident to this Virtual Reality concept. The most common example is 3D and 11D movies where we use motion chairs, glasses, gloves etc. to get the real time experience. In simple words, Virtual Reality is the computer-generated simulation with images and sounds that represents a real place and situation and it could be experienced by people using some electronic equipment. Currently many big companies like Google, Microsoft, Amazon, Samsung etc. are performing research and development on Virtual Reality concept. There are many cutting edge tools of virtual reality for example – PrioVR, Leap Motion, Real 3D glasses etc. 1.1 TYPES OF VIRTUAL REALITY 1. FULLY IMMERSIVE  In this type of Virtual Reality one can experience full virtual experience because this type of virtual reality comes with a powerful computer. This computercandetectsounds, sight and even the slightest movement. The viewer will be given a head-mounted display (HMD) and also sensory gloves. To achieve this reality the device will make use of two monitors and a sound system. Figure 1 2. NON-IMMERSIVE  This type of Virtual reality can be seen in the virtual flight simulator. It consistsofwidescreenPCwithsurroundsystem and accessories like headphones,joystick etc.Itiscallednon- immersive because the viewer does not get fully immersed in the reality this device produces. Figure 2
  • 2. International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056 Volume: 09 Issue: 02 | Feb 2022 www.irjet.net p-ISSN: 2395-0072 © 2022, IRJET | Impact Factor value: 7.529 | ISO 9001:2008 Certified Journal | Page 437 3. WEB -BASED This Virtual reality has been discovered to use virtual reality over an internet using the VR markup language (VRML) .This gives an opportunity to the people to discover new and interesting things over the internet. People can interact and can have real experience with their friends on social media. Figure 3 4. AUGMENTED REALITY In this one can experience a real-world experienceinsuch a way that it feels like a virtual reality experience. For instance, a person can visit a historical site on the internet and 3D mapping can show the person landmarks, building, historical locations and many more. Figure 4 5. COLLABORATIVE  This reality is usually in the form of VR games and they are not fully immersive. This Virtual reality gives the viewer and interactive experience so one can sharetheirexperience with other person in the Virtual world. Figure 5 1.2 DIFFERENCE BETWEEN VIRTUAL REALITY AND AUGMENTED REALITY Virtual Reality is technically a computer-generated 3D environment which can be exploredandinteracted with bya human. In Virtual Reality, people become the part of the virtual world or environment or is immersed and is able to control objects or to perform a series of actions. But Augmented Reality is used to enhance natural environments or situations and offer perpetually enriched experience. 2. LITERATURE REVIEW One of the major concerns in this rapidly changing world is to deal with mental illness. Every second person is suffering from this. During 1840s DorotheaLyndeDix startedMental Health Movement with the aim to change the view of people on mental illness. In earlier times people used herbs, acupuncture, and emotional therapy for treating mental illness. In today’s life Virtual Reality has emerged as one of the way to treat mental illness Between the time period 1990’s and 2000’s psychologists started to use VR with prolonged exposure therapy. This study was mainly done to look on the efficiency of VR based exposure theory which focused on the treatment of acrophobia and the outcome stated that it was fruitful. Many arranged reviews (Freeman et al., 2017;Gregg & Tarrier, 2007;McCann et al., 2014;) and other meta-analytic studies ( Rizzo, 2008;Powers & Emmel kamp, 2008) summarized that the most well-known finding is that VR exposure-based treatments can reduce anxiety disorders and PTSD. Many other researches had been on the efficiency of VR in treatment of fear of height, water, flying and many more. As the use of VR is now quite handy it is no longer used for only gaming purpose. There are many emerging companies who are using Virtual and Augmented reality in treating mental health. Soon the days will come when this VR technology will make its way in operating rooms and clinic. 3. HOW DOES VIRTUAL REALITY WORKS? Virtual Reality needs several devices as follows 1.) HEADSET – It displays content in front ofuser’seye. Figure 7
  • 3. International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056 Volume: 09 Issue: 02 | Feb 2022 www.irjet.net p-ISSN: 2395-0072 © 2022, IRJET | Impact Factor value: 7.529 | ISO 9001:2008 Certified Journal | Page 438 2.) HDMI – It’s a cable that transfers images to the screen from the personal computer. Figure 8 3.) LENSES - Some designers use lenses to change flat images into 3D images. Virtual Reality devicesgives 100/110-degree field of sight. Figure 9 To make virtual simulation look realistic ,60 frame rate per second is needed. For users interaction with virtual world, we need: - 1. HEAD-TRACKING VR headsets use head tracking systemthattracesthehead movement of the user to sides and angles. This system requires tools like accelerometer, gyroscope, LED’s around headset to enable the outside camera etc. to assign X, Y, Z axis of directions and movements. To avoid lagging of head movements, this system requires 50 millisecond or less latency rate. Figure 10 2. EYE-TRACKING The infrared controller of VR headsets tracks the movement of users’ eye. This system gives more realistic view to the user inside virtual world. Figure 11 3. MOTION-TRACKING It works on the concept of 6 degrees of freedom. Motion tracking falls into two groups 1. Optical tracking – the camera fitted on the headset follows the movements. 2. Non – optical tracking – it uses sensorsondeviceor body. Most of the VR devices have both optical and non - optical tracking. Figure 12 4. WHAT IS MENTAL ILLNESS? It is the health condition that changes thinking, emotion, mood and behavior of the person. It can be mild or severe. It is associated with distress and problems functioning in social, working and family activities. The most common examples these days are Schizophrenia, ADHD, PTSD, Anxiety disorder(whichincludesphobias),severestress, etc. Mental Illnesses are very common these days and can be managed by combination of medication and psychotherapy. Nearly 13% or 970 million people across globe has some type of mental illness.
  • 4. International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056 Volume: 09 Issue: 02 | Feb 2022 www.irjet.net p-ISSN: 2395-0072 © 2022, IRJET | Impact Factor value: 7.529 | ISO 9001:2008 Certified Journal | Page 439 In India, 17% of the population suffer from some kind of mental illness. Amid COVID 19, there has been 20% rise in the cases of mental illness across globe. 5. PROBLEMS FACED BY PATIENT SUFFERING FROM MENTAL ILLNESS People suffering from mental illnessescuretheirproblem by going to psychotherapist. As remedy, therapist often asks patient to imagine certain situations in their mind, these are the situations related to their problems and then therapist gives them the solution considering that patients are creating the scenario very well in their mind. But, in reality patients are not able to create the particular scenario in their mind. So, it becomes difficult for both therapist and patient to resolve the problem as imagining becomes difficult for the patient. Also, therapist has to accompany patients to various places to give them real time experience. It becomes time consuming for therapist to do all these procedures. 6. HOW VIRTUAL REALITY WOULD HELP PATIENTS SUFFERING FROM VARIOUS MENTAL ILLNESSES The use virtual reality technologyinpsychological therapyis called Virtual Reality enabled therapy or VR therapy. This VR therapy has been proven a groundbreaking treatment and a promising new approach. VR enabled therapy – This therapy includes specially programmed computers, visual immersion devices which creates artificial environment to givea simulated experience to diagnose patients suffering from mental illnesses. When VR enabled therapy is automated and also the therapist is embedded within the program as an avatar, it helps obvious based treatment and may felicitate an oversized increase within the number of patients who is treated .VR enabled therapy is giving superior experience to patients. The best thing about VR enabled therapy is that it provides powerful simulations in the environment without the perceived danger of a real life setting and patients can repeatedly go into the artificially created environment. Therapist says that VR enabled therapy is easy to engagethe patients and patients have found this therapy as a fun experience. 7. WAYS OF CREATING VIRTUAL ENVIRONMENT FOR TREATMENT Mainly, we will be using different methods for creating virtual environment:  Modelling with the help of Computer graphics  Modelling animation withthehelpofanimation program  Taking photos of static objects and scenes with the help of special scanning techniques to create 360 degrees panoramas  Combination of above-mentioned methods- 1. MODELLING 3D graphics plays a major role in modeling. With the help of 3D graphics, virtual world is becoming more realistic. Thus, modelling plays a very important role in virtual world. For modeling, we take help from the computers to create realistic scene illumination (shadows,reflection,refraction). Methods of creating 3D model: -  Using curves: It is the method of creating surface model using multiple connected curves. Polygon modeling: It is considered to be the widely used method for creating 3D model by plane (used to model human head) and individual curves are being cloned, thus creating surface model. Box Modelling: Using basic geometric shapes, complex structure can be created. There is high demand of creating modelled environment for treatment of phobias because this artificial environment gives compatibilityandsmoothimplementationonvarietyof computers, also it gives good quality of pictures. Output software should be able run on a regular desktop (at psychotherapist’s office). Several virtual reality tools are designed for this purpose, for example head tracker, virtual gloves, stereoscopic glasses etc. 2. ANIMATION All objects in the real world are in motion. Humans are accustomed to movements and if everything would stop suddenly, then it would not consider as normal. So, simulation of real-world movement is important to make virtual reality thing work. The more realistic VR environment will evoke the feeling that the patient is really in real world and not in virtual world. Animation of complex models can be implemented by the following steps: -  Creation of a model skeleton using tool bones Creation of a network 3D model of an object  Connection between the network 3D model and skeleton. Direct and inverse kinematic concept usinganimationtool is being used to establish relative movement of bones.
  • 5. International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056 Volume: 09 Issue: 02 | Feb 2022 www.irjet.net p-ISSN: 2395-0072 © 2022, IRJET | Impact Factor value: 7.529 | ISO 9001:2008 Certified Journal | Page 440 While displaying any feared situation through VR, it arises some concern for the patients sufferingfromphobiasasthey may get scared by only a vague thought or a badmemory. So, for increasing the success, a timeline to modeled scene will be created consisting of information about the change in position, shape, size and other parameters of individual objects. For capturing the movement of individual object, we use system which is based on inserting key frames into the timeline and defining which parameter is to be remembered for that frame as a key. For example:- save the new position of about 10 frames forward . For modeling exterior environment, simple animations can be used. For example: - to simulate the movementofsun ,we can continuously change the angle of objects shadow. 3. TAKING PICTURES Photography is less difficult to create than modeling and animation and it captures an almost exact picture of the scene. It includes summary of steps like photographing 360 degrees panoramas, processing them into interactive applications for different devices and final insertion intothe application environment. So, it is appropriate for creating artificial environment for the treatment of phobias. There are many ways of shooting and creating real world environment using digital photographs.  Taking photos from smartphone which has a function of creating panoramas or it could be done by using apps which are available at play store. In this case, while taking pictures, suitably rotate the phone and the software of panorama will automatically take care of everything.  We can also capture picture from FFOV (Full Field of View) panoramas whichisa multi -linepanorama with full 360 degrees horizontal and vertical coverage.  For best possible quality, we can use shooting digital SLR camera, though it is expensive. The panoramic head and photofinishing in specialized programs on a computer, we can manage to create difficult scenes and can achieve full control of exposure. 4. FILMING (VIDEO CAPTURING) Filming is another way of capturing and processing 360 degrees panoramic images. This method must beadapted so that it could be played on different platforms and VR peripheral. For dynamic scenes or the scenes of fast-moving objects, we need to adopt technically more complex filming method where we will use 6 GoPro wide angled lens Camera’s placed in a holder that holds the direction of rotation. When treating phobias, it is necessary to aim for patient’s attention to a specific situation or object. For such situations it is necessary to capture detailed scenario in which all of the conditions are captured : camera view,angle of view, dialogues, the reactions of people with thevarietyof video effects such as blur ,haze etc. are being used. When shooting environment for treatment of phobias in comparison to earlier means of technologies and createsthe real world environment. 5. COMBINATION This option is about analyzing all four methods, their advantages and disadvantages and suitability for creating different types of environment. Every method has its own setback, so combination of method would create a virtual environment exactly according to the needs of patients suffering from different mental illness. 6. SOUNDS Sound is an essential part of Virtual Realitywhichevokes the environment and completes the environment. For some phobias for example phonophobia (where sound isthe main stimulus for induction of anxiety and fear), it is very much essential. For variety of sounds, we need to create database of sounds for faster access and retrieval. 8. METHODOLOGY OF CREATION IN SOFTWARE There are various types of software like Blender 3D, 3D Studio Max, Cinema 4Dby whichmodelling,andanimationof VR object can be done. Blender 3D is considered best as it is multiplatform open source software with small capacity. It focuses mainly on post – production activities, creation of interactive applications and creation of 3D virtual environment. It includes interactive elements like Blender Game Engine in the treatment of phobias. For creating FFOV panoramas, a number of high-quality software solutions are used. For example, Autopano Giga software from Kolor. 9. SPECIAL HARDWARE To immerse the patient in the virtual world environment, patient has to be surrounded by different stimuli. For example: - if patient turns to left side, the view of only left side should be available. Sight, hearing,andtoucharemainly three senses through which virtual world could be sensed. For entering into virtual world :- The massive glasses contain two small LCD screens for both eyes separately. The basic principle of display is that each will get a slightly different view. Each eye will watch a particular point from a different angle. Image analysis and spatial sensors are used to track the position and orientation. Spatial sensors tells about the current orientation and position.Theseareusedinadvanced simulators like in aviation and healthcare sector. Another hardware used is control device like data gloves.Thecontrol
  • 6. International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056 Volume: 09 Issue: 02 | Feb 2022 www.irjet.net p-ISSN: 2395-0072 © 2022, IRJET | Impact Factor value: 7.529 | ISO 9001:2008 Certified Journal | Page 441 device records the information and send the recorded information to the computer in the form of electrical signal. The computer transforms these signals to bring movement in the virtual hands. All these hardware tools are used in the virtual worldforthe treatment of patients suffering from mental illnesses. So, availability and affordability should be available at therapist’s office. 10. HOW CAN WE MAKE VIRTUAL REALITY THERAPY AFFORDABLE? By using less expensive virtual reality tools. We can also adopt method that requires less capital. For example, therapist can use ‘taking picture ‘method in place of ‘video capturing’ method because videocapturingmethodrequires high end cameras which are very expensive. IMPLEMENTING THE CONCEPT OF 3D THEATER FOR CLINICAL PURPOSE IN EVERY CITY- In this concept, each city will have a theater where any certified therapist from that city would bring their patients to the theater , the patients will be given a 3D glasses and video will be shown of the situation related to their fear. The 3D glasses will create a pseudo environment in front of the patients and sounds will be produced to make the environment more realistic. The patient will pay to the therapist and the therapist would pay some amount for every session to the theater. By this way, each therapist would be able to treat his/her patient withthehelpof virtual reality without thinking much about the expenses. 11. LIMITATIONS Everything comes with certain limitations, so is the case in Virtual reality therapy. The major side effect of this therapy is Virtual Reality induced sickness. In some trials of virtual enabled therapy, it has been found that patient started developing symptoms of dizziness, nausea, headache, eye strain, reducedpostural control,decreasedsenseofpresence and most importantly the development of inappropriate responses to the real world situations. Some studies also showed that some patients developed addiction towards VR gaming after being treated by virtual enabled therapy. 12. FUTURE SCOPE There’s no doubt that virtual enabled therapy isemergingas the one stop solution for the treatment of patient suffering from various mental illnesses. For this project, in each area, reviews show the need of future research. It is also worth exploring the possibility of using the virtual reality within patient’s home with less or no interaction with therapist. Depression is increasing day by day among common people, so, more research orientation initiative has to be taken in treatment of depression as very less research has beendone on depression. All type of virtual enabled therapy requires expensive tools, so research is needed in the affordability problem. In future VR interventional studies, it may be worth considering the use of side – effect measuring method, such as the Simulator Sickness Questionnaire (SSQ). 13. SURVEY REPORT The objective of my project was to show thathowcreating the artificial environment using Virtual reality would help patient in treating the various types of the Mental illnesses and phobias to imagine certain situations as part of their therapy. The research was based on the primarydata forwhichIhave conductedsurveyfrom115respondentsandsecondarydata.  Results from the survey shows that 34.2% respondents can’t imagine a particular situation. Figure 16 65.2 % respondents agreed that Virtual Reality can help the them in imagine certain things. Figure 18 60 % agreed to the fact that Virtual Reality can help in curing in different phobias.
  • 7. International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056 Volume: 09 Issue: 02 | Feb 2022 www.irjet.net p-ISSN: 2395-0072 © 2022, IRJET | Impact Factor value: 7.529 | ISO 9001:2008 Certified Journal | Page 442 Figure 19 60.7 % respondents are found to depressed always and 39.3% are found to be depressed sometimes which shows that depression is common among most of the teenagers. Figure 20 60 % of the respondents agreed to the fact that Virtual reality can help people in curing different phobias. 14. CONCLUSION After studying my research paper, I came to a conclusion that Virtual Reality has the ability to cure certain mental illness like anxiety and many different phobias. It is very much difficult for the patient to imagine certain things as to cure mental illness, but virtual reality makes it easy. A survey of about 115 people was being conducted and it clearly shows that 65.2 % respondents agreed that Virtual Reality can help them in imagine certain thingsand60.7%of the respondents agreed that they are depressed which has been increased in the past 7-8 months just because ofCovid- 19. My main focus of the term paper was to learn that Virtual reality can help the person to overcome thedifficulty of mental illness or not and my survey reports clearly shows that 60% respondents agreed to the fact that ,different phobias can be cured with Virtual Reality. Every technology has its own advantages and disadvantages.SoVirtual Reality therapy has also certain limitations. In some of the trails it has been found that the patient have developed some of the symptoms like nausea, headache and many more which I have already included in my term paper. REFERENCES [1] Mathivanan, Kundalakesi & T, Swathi & B, Ashapriya & R, Sruthi. (2017). A Study of Virtual Reality. International Journal of Trend in Research and Development. 4. 2394- 9333. [2] Mazuryk, Tomasz & Gervautz, Michael. (1999). Virtual Reality - History, Applications, Technology and Future. [3] Bhugra, Dinesh & Till, Alex & Sartorius, Norman. (2013). What is mental health?. The International journal of social psychiatry. 59. 3-4. 10.1177/0020764012463315. [4] Valmaggia, Lucia & Latif, Leila & Kempton, Matthew & Rus-Calafell, Mar. (2016). Virtual reality in thepsychological treatment for mental health problems:Ansystematicreview of recent evidence. Psychiatry Research. 236. 10.1016/j.psychres.2016.01.015. [5] Gregg, Lynsey & Tarrier, Nicholas. (2007). Virtual reality in mental health. A review of the literature. Social psychiatry and psychiatric epidemiology. 42. 343-54.10.1007/s00127- 007-0173-4.