Jul 2026· Annual International Computer Software and Applications Conference· pp. 1153-1158· 0 citations· 10 references
Abstract
Extended Reality (XR) technologies, such as Virtual Reality (VR), are increasingly explored in mental health and therapeutic contexts, offering controlled and immersive environments for awareness, behavioral observation, and adaptive guidance. In this paper, we investigate how a set of interconnected XR experiences can support the early-stage understanding of progressively complex mental health conditions, including phobias, social anxiety, and psychosis-related and cognitive disorders. Rather than focusing on a single application, the proposed approach follows an incremental design, beginning with graded exposure scenarios targeting specific phobias, extending to interactive social experiences for social anxiety, and including cognitive simulations oriented toward psychosis-related challenges. Across these experiences, structured scenario progression, behavioral monitoring, and adaptive guidance mechanisms are employed to observe emotional reactions and stress-related patterns while maintaining user comfort and ethical safeguards. The research remains exploratory, and the current work outlines the conceptual framework, architectural considerations, and representative use cases supporting this design philosophy. Preliminary usability observations in academic settings indicate that immersive progression can enhance emotional awareness and interaction flow; structured questionnaire agreement percentages are reported in Table I. Although not clinically validated, the study contributes toward the development of immersive and connected mental health research environments aligned with smart and connected health principles, bridging awareness, early behavioral observation, and adaptive support within XR-based systems.
The advancement of digital technology has driven innovation in mental health interventions, including Virtual Reality Therapy (VRT), a technology-based approach that enables patients to experience immersive and controlled three-dimensional environments. This literature review aims to examine the concepts and effectiveness of VRT in managing mental health disorders. The findings indicate that VRT is effective in reducing symptoms of anxiety, depression, post-traumatic stress disorder (PTSD), and substance use disorders. It is commonly integrated with exposure therapy and cognitive behavioral therapy (CBT), allowing gradual and controlled exposure to anxiety-provoking stimuli in a safe environment. In addition, VRT enhances patient engagement and improves accessibility of mental health services, including through smartphone-based applications. However, several limitations remain, particularly related to methodological variability and the lack of long-term evidence. Therefore, further research is needed to evaluate long-term outcomes and optimize its implementation in clinical practice. In conclusion, VRT represents a promising and innovative intervention that can serve as both an alternative and complementary approach in mental health care
A. Mufida, Aisyah Adinda Kurniawan, Diska Aprisa Lestari et al.· Lombok Medical Journal· 0 citations
Results indicate that the configuration flow was perceived as easy to learn and use, with generally positive acceptance, and offer concrete design directions for researchers and developers building AI-assisted mental health tools, particularly for users blocked by cost, stigma, or geography.
Fabiha Islam, Shamim Sharbaf, Liang Zhan et al.· Proceedings of the Internati...· 0 citations
Background: Survivors of critical illness may experience persistent physical, cognitive, and psychological problems collectively described as post-intensive care syndrome (PICS). Immersive virtual reality (VR) has attracted interest as a flexible non-pharmacological medium during and after intensive care, but the clinical meaning of “VR intervention” remains unclear because relaxation, education, psychological therapy, and rehabilitation applications operate through different mechanisms. Objective: To develop a clinically grounded account of how immersive VR might support recovery from critical illness, clarify the mechanisms that connect VR design to PICS-related targets, and identify conditions required for safe nursing and rehabilitation practice. Approach: This theory-informed narrative review integrates foundational PICS literature with relevant empirical reports of head-mounted immersive VR in adult intensive care and post-ICU recovery. Literature was selected for conceptual and clinical relevance rather than comprehensive coverage. No formal screening counts, study-level data extraction, risk-of-bias assessment, or quantitative synthesis were undertaken. Main discussion: VR is better understood as a configurable therapeutic medium than as a single intervention. Sensory modulation and attentional capture may support short-term calm and comfort; presence, explanation, and memory reconstruction may contribute to orientation and psychological processing; and embodiment, feedback, and task structure may promote active rehabilitation. These pathways map onto psychological, cognitive/sleep, and physical PICS domains, but they are moderated by alertness, delirium risk, fatigue, sensory and motor capacity, content, dose, timing, staff support, and technical burden. Existing clinical studies are consistent with feasibility and possible short-term benefit in selected patients, while evidence for prevention or treatment of persistent PICS remains insufficient. Conclusions: Immersive VR should not be presented as an established treatment for PICS. Its value depends on matching a defined therapeutic target with appropriate content, interaction, dose, clinical timing, and supervision. A theory-informed framework can help nurses, therapists, and researchers distinguish low-intensity comfort applications from psychologically or physically demanding interventions and select outcomes that correspond to the proposed mechanism.
Zhenti Cui, Xiaojie Hou, Xiaoxiao Lin et al.· Journal of Artificial Intell...· 0 citations
BACKGROUND AND OBJECTIVES
Virtual reality (VR) technologies are increasingly being explored in long-term care (LTC) settings as tools to promote engagement and well-being among older adults, including those with cognitive impairments. However, the usability and accessibility of such technologies remain some critical concerns. This study aimed to examine how older adults in Slovenia adapted to using VR equipment for virtual walking experiences, focusing on their ability to operate the technology and their subjective evaluation of the experience.
METHOD
The study involved 31 older adults from two LTC homes in Slovenia who participated in virtual walking sessions using Google Street View, accessed through VR glasses and controlled via a joystick. Researchers observed participants' ability to use the equipment, assessed their cognitive and general health, and collected feedback on their experience via a structured questionnaire.
RESULTS
Unlike prior studies that focus on VR exposure, our study quantifies learning time and links it to cognitive profiles, proposing a framework for adaptive VR interventions. The results showed that cognitive abilities significantly influenced how quickly participants could navigate the virtual environment, with those possessing higher cognitive abilities adapting more quickly. Although some participants found the navigation challenging, particularly those with dementia, this did not affect their overall enjoyment. Nearly all participants (97%) rated the experience as pleasant, and 74% expressed a desire to repeat it.
DISCUSSION AND IMPLICATIONS
The study highlights the strong potential of VR to enhance residents' well-being in LTC homes. However, to ensure accessibility and maximise benefits, varying levels of support and customised technological solutions should be provided based on each resident's health status and cognitive abilities.
A. Hafner, Krištof Debeljak, Nika Brili· Experimental Gerontology· 0 citations
Slow deep breathing (SDB) techniques offer physical and mental health benefits that help mitigate stress, anxiety, and pain. However, economic and logistical barriers limit access to traditional breathing training programs. While self-help resources like videos and apps are available, they lack the personalized guidance and feedback provided by human trainers and tend to have high dropout rates. The increasing availability of consumer-grade virtual reality (VR) headsets presents new opportunities for immersive breathing training experiences guided by embodied agents, potentially enhancing engagement and adherence. While immersive VR (iVR) has shown benefits for relaxation, much of the existing research has not focused on using an embodied agent as a coach for SDB training, leaving unclear whether this approach can benefit from iVR. This paper addresses this question by comparing agent-guided SDB training in iVR (headset-based) vs. non-immersive VR (based on a computer monitor). We introduce and evaluate an embodied agent that provides users with real-time, personalized feedback on their respiratory frequency and depth. We evaluate both self-reported measures (including engagement, attention, presence, and perception of the embodied agent) and objective physiological signals, comprising respiration, electrodermal activity, cardiac activity, and brain prefrontal cortex activity (acquired through functional near-infrared spectroscopy, fNIRS). Results highlight several benefits of iVR over non-immersive VR. They showed that iVR increased users’ attention, engagement, sense of presence, social presence, and perceived anthropomorphism of the embodied agent compared to non-immersive VR. Physiologically, iVR improved depth of breathing at the target SDB frequency, enhanced cardiorespiratory coupling, and decreased sympathetic arousal. The study included an evaluation of a secondary, smaller personalization technique (name personalization: the embodied agent could or could not address participants by name), which did not yield any significant result. The paper describes and discusses these findings, highlighting the important role that iVR could play in enhancing the effectiveness of breathing training.
Christian Corrò, Luca Chittaro· Virtual Reality· 0 citations
Introduction Immersive and wearable virtual reality (VR) is an emerging technology with growing potential to support assessment and intervention ifor autistic people. The methodological heterogeneity of existing studies limits the interpretation and generalization of current evidence. Methods A systematic review with a narrative synthesis was conducted in accordance with the PRISMA guidelines. Electronic searches were performed in PubMed, Scopus, IEEE Xplore, Web of Science, and Google Scholar, identifying studies published between 2015 and August 2025. Twenty-two studies investigating wearable and immersive VR interventions in children and adults with ASD met the eligibility criteria. Results The included studies demonstrated that wearable VR interventions may improve social communication, joint attention, emotional regulation, daily living skills, executive functioning, and user engagement. Innovative technologies, including eye-tracking and artificial intelligence-based systems, also enabled objective assessment of gaze behaviour, social interaction, and physiological responses. Nevertheless, the evidence was characterized by considerable methodological heterogeneity, predominantly small sample sizes, limited use of randomized controlled designs, and scarce long-term follow-up, reducing the generalizability of the findings. Discussion Wearable VR represents a promising tool for personalized assessment and intervention in ASD. Based on the current evidence, we propose a structured pre-intervention assessment integrating sensory, cognitive, emotional, and VR tolerance profiles to support individualized intervention planning. Future research should prioritize standardized outcome measures, rigorous study designs, and longitudinal investigations to strengthen the clinical translation of VR-based interventions in autism.
Chiara Failla, R. Minutoli, P. Chilà et al.· Frontiers in Psychiatry· 0 citations
We use cookies to run the site and, with your consent, for analytics and to show ads.
See our Cookie Policy.