Advancements in Virtual and Augmented Reality for Mental Health and User Experience

The field of virtual and augmented reality is rapidly advancing, with a growing focus on applications for mental health and user experience. Recent research has explored the use of VR and AR to reduce dental anxiety in children, predict situated interaction behavior, and create personalized and immersive mindfulness experiences. These innovations have the potential to revolutionize the way we approach mental health and user experience, enabling more effective and engaging interventions. Noteworthy papers include 'Seeing My Future: Predicting Situated Interaction Behavior in Virtual Reality', which introduces a hierarchical, intention-aware framework for predicting user behavior, and 'Generative Multi-Sensory Meditation: Exploring Immersive Depth and Activation in Virtual Reality', which proposes a novel AI-Generated Content-driven application for creating personalized mindfulness experiences. Overall, the field is moving towards more personalized, adaptive, and immersive experiences that can improve mental health and user experience.

Sources

"Can I Decorate My Teeth With Diamonds?": Exploring Multi-Stakeholder Perspectives on Using VR to Reduce Children's Dental Anxiety

Seeing My Future: Predicting Situated Interaction Behavior in Virtual Reality

Generative Multi-Sensory Meditation: Exploring Immersive Depth and Activation in Virtual Reality

Social Simulation for Integrating Self-Care: Measuring the Effects of Contextual Environments in Augmented Reality for Mental Health Practice

Lowering Barriers to CAD Adoption: A Comparative Study of Augmented Reality-Based CAD (AR-CAD) and a Traditional CAD tool

Gauging the Competition: Understanding Social Comparison and Anxiety through Eye-tracking in Virtual Reality Group Interview

Changing Oneself by Teaching Others? Exploring the Prot\'eg\'e Effect in Digital Stress Self-Regulation

Adapting to the User: A Systematic Review of Personalized Interaction in VR

Two Explorative Studies on Tangible Augmented Reality for Neurodevelopmental Disorders

Sales Skills Training in Virtual Reality: An evaluation utilizing CAVE and Virtual Avatars

Exploring the Effects of Different Asymmetric Game Designs on User Experience in Collaborative Virtual Reality

If You Hold Me Without Hurting Me: Pathways to Designing Game Audio for Healthy Escapism and Player Well-being

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