HyperAIHyperAI

Command Palette

Search for a command to run...

Carnegie Mellon Researchers Use VR and AR to Simulate Real-World Stress for Better Coping Strategies

Anna Fang, a graduate student in Carnegie Mellon University's School of Computer Science's Human-Computer Interaction Institute, is leading a project that explores the use of virtual reality (VR) and augmented reality (AR) to help users practice stress management in realistic scenarios. The goal is to overcome the limitations of existing meditation apps, which often place users in sanitized environments that are not reflective of real-life stressors. By creating immersive, practical simulations, Fang aims to provide a platform for users to develop and apply stress-relief strategies in settings similar to their actual experiences. Fang and her team focused on three primary stress-inducing scenarios: public speaking, crowded social events, and interpersonal conflict. They built 24 prototypes, including VR, AR, and text-based environments with varying levels of interaction. These prototypes allowed users to practice their distressing situations, such as delivering a presentation to a digital audience that could respond or ask questions, or engaging in a simulated conflict with a partner. The system also provided features like breathing and meditation exercises, which users could access at any time during the simulation. The researchers tested their technology on 19 participants, who generally found the simulations to be highly realistic and valuable. Participants appreciated the self-awareness and self-sufficiency skills they learned, and noted that the ability to control when the system offered guidance was crucial. They also expressed a desire to use the technology in various physical locations to enhance the immersion and comfort level. For instance, a user wanted to practice a difficult conversation with their partner using the AR headset at home, and another preferred practicing public speaking in the classroom where they would deliver the real talk. Fang and her team are currently developing a high-fidelity, deployable version of the project, which will be available for download on the App Store. This new version will feature more realistic avatars with improved facial expressions and movements, as well as a wider range of self-care strategies. These enhancements include relaxation techniques, body-scanning practices, and grounding exercises. The aim is to allow users to experiment with different methods in a controlled virtual environment and then apply the most effective ones in real life. According to Fang, the tone and body language of the avatars play a significant role in the effectiveness of the simulation. The new version will ensure that the avatars' reactions are more nuanced and realistic, making the experience more life-like. This approach is designed to help users not only learn stress management techniques but also gain confidence in applying them to their daily challenges. The project's findings highlight the potential of VR and AR in mental health applications, especially in providing users with a safe and realistic space to practice and improve their stress management skills. Industry insiders have praised the project for its innovative use of technology to address real-world mental health issues. The development of a deployable, consumer-friendly app by Carnegie Mellon University's researchers is seen as a significant step forward in making such tools widely accessible. Carnegie Mellon University, known for its cutting-edge research in technology and human-computer interaction, has a strong track record in developing innovative solutions that bridge the gap between digital and real-world applications. This project, set to be presented at the CHI 2025 conference, is a testament to the university's commitment to advancing the field of mental health technology.

Related Links