| Literature DB >> 30914996 |
Silvia Francesca Maria Pizzoli1,2, Ketti Mazzocco1,2, Stefano Triberti1,2, Dario Monzani1,2, Mariano Luis Alcañiz Raya3, Gabriella Pravettoni1,2.
Abstract
Virtual reality has been used effectively to promote relaxation and reduce stress. It is possible to find two main approaches to achieve such aims across the literature. The first one is focused on generic environments filled with relaxing "narratives" to induce control over one's own body and physiological response, while the second one engages the user in virtual reality-mediated activities to empower his/her own abilities to regulate emotion. The scope of the present contribution is to extend the discourse on VR use to promote relaxation, by proposing a third approach. This would be based on VR with personalized content, based on user research to identify important life events. As a second step, distinctive features of such events may be rendered with symbols, activities or other virtual environments contents. According to literature, it is possible that such an approach would obtain more sophisticated and long-lasting relaxation in users. The present contribution explores this innovative theoretical proposal and its potential applications within future research and interventions.Entities:
Keywords: emotion regulation; personalized virtual reality; relaxation; user-centered virtual reality; virtual reality
Year: 2019 PMID: 30914996 PMCID: PMC6423066 DOI: 10.3389/fpsyg.2019.00479
Source DB: PubMed Journal: Front Psychol ISSN: 1664-1078
Characteristics of the three main approaches to virtual reality for promoting relaxation or emotion regulation.
| Attributes | (1) approach: Relaxing VR | (2) approach: Engaging VR | (3) approach: Personalized VR |
|---|---|---|---|
| Psychological or physiological target | Relaxation | emotion regulation, stress management training | Relaxation, emotion regulation, stress management training, well-being empowerment |
| Aim | Transient relaxation | Empower and train users’ abilities | Transient relaxation and/or empower and train users’ abilities |
| Contents | Generic scenarios and stimuli (often nature-based) | Specific scenarios and interactive stimuli to promote training | User-centered contents |
| Users’ involvement | Passive | Active | Passive or Active |
| Contents and stimuli | Fixed | Based on emotion to induce or ability to train | Adaptive (i.e., modifiable in real time basing on users’ current state) |
| Technology | Virtual reality, psychophysiological correlates | Virtual reality, psychophysiological correlates, gaming/interaction | Virtual reality, psychophysiological correlates, gaming, Artificial Intelligence |
FIGURE 1The extraction process of relevant information to build pVR, to inform the construction of personalized environments. Adopting a pVR approach does not mean to digitally re-create specific situations, but to understand which symbols/features could be digitally rendered in order to allow the participants recall ancient sensations.