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.
Virtual Reality Therapy is effective in reducing symptoms of anxiety, depression, post-traumatic stress disorder (PTSD), and substance use disorders and enhances patient engagement and improves accessibility of mental health services, including through smartphone-based applications.
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
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 to develop a clinically grounded account of how immersive VR might support recovery from critical illness.
Zhenti Cui, Xiao-Jie Hou, Xiaoxiao Lin et al.· Journal of Artificial Intell...· 0 citations
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 than those possessing lower 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 guida...
Christian Corrò, Luca Chittaro· Virtual Reality· 0 citations
Wearable VR represents a promising tool for personalized assessment and intervention in ASD and is proposed as a structured pre-intervention assessment integrating sensory, cognitive, emotional, and VR tolerance profiles to support individualized intervention planning.
Chiara Failla, R. Minutoli, P. Chilà et al.· Frontiers in Psychiatry· 0 citations
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