论文标题

调查虚拟现实对青年人情绪调节的可行性

Investigating the Feasibility of Virtual Reality for Emotion Regulation with Youth

论文作者

Kitson, Alexandra

论文摘要

调节和应对强烈情绪的能力对于维持我们的心理健康和福祉至关重要。但是,学习如何在情感上进行调节可能是一个谜,因为这在很大程度上是一个看不见的过程,并且很难想到强烈的情绪来练习调节它们。这是虚拟现实(或VR)所在的地方。VR是一个计算机生成的3D环境,用户通过360个视觉效果,立体声音频和与跟踪传感器的3D交互体验模拟世界。 VR是一种非常内在的体验,即使您知道这不是真实的”。如果一个虚拟球飞向您的头,您会躲起来!我过去的研究表明,我们可以提供引起强烈情感反应的VR经验,以便人们可以练习应对和调节其情绪反应。例如,我帮助创造了自然界的VR体验,然后进入太空去看地球。它产生了敬畏和奇迹的情感反应,导致与我们的星球建立了更深的联系。这表明情感VR体验都会影响VR及其他地区的情感和行为。我的研究建议是调查与青少年VR中情绪调节技能发展的可行性。这个想法是模拟情感体验(例如高中的第一天),以发展情绪调节技能,以便他们能够更好地应对自己的情绪。我将领导这种VR经验的设计,开发和评估,并直接与青年合作以满足他们的需求。这种概念验证原型是开发VR平台的第一步,该平台为青年提供了一种有效的方式来调节自己的情绪并从自己的家中改善他们的心理健康,这将改善教育,社会情感和加拿大青年和全球青年的经济成果的改善。

The ability to regulate and cope with strong emotions is essential for maintaining our mental health and well-being. However, learning how to emotionally regulate can be a bit of a mystery since it is largely an invisible process and it can be difficult to conjure up strong emotions to practice regulating them. This is where virtual reality (or VR) comes in. VR is a computer-generated 3D environment where the user experiences a simulated world through 360 visuals, stereo audio, and 3D interaction with tracking sensors. VR is a very visceral experience that feels 'real' even though you know it isn't. If a virtual ball came flying at your head, you would duck! My past research shows that we can provide VR experiences that elicit strong emotional reactions so that people can practice coping and regulating their emotional responses. For example, I helped create a VR experience of being in nature and then going into space to see the Earth; it created the emotional reaction of awe and wonder that led to a deeper connection with our planet. This shows that emotional VR experiences can impact our emotions and behaviour both in VR and beyond. My research proposal is to investigate the feasibility of emotion regulation skills development in VR with teenagers. The idea is to simulate emotional experiences (like the 1st day of high school) as a means to develop emotion regulation skills so that they will be able to better cope with their emotions. I will lead the design, development, and evaluation of this VR experience and work directly with youth to meet their needs. This proof of concept prototype is the first step in developing a VR platform that provides youth with an effective way to regulate their emotions and improve their mental health from their own homes, which will lead to improvements in education, socio-emotional, and economic outcomes for youth in Canada and globally.

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