Abstract
In Positive Computing, Virtual and Mixed Reality have become established technological tools to foster positive subjective experiences and individual traits. A particular focus is on the development of applications for mindfulness practices. However, such applications only offer people an alternative way of presenting the guided imagery flow on which the mindfulness experience is grounded. Indeed, people can experience a concrete rendering of the environment. This study investigates whether allowing people to actively explore and manipulate the guided imagery flow through their actions affects their mindfulness experience. To this aim, we present an interactive VR application for mindfulness practice, facilitating the user’s interactive behavior. Twenty-four persons participated in a pilot experiment practicing mindfulness in a between-subjects design with interactive VR vs. audio-only conditions. In both, participants self-reported their perceived effectiveness of mindfulness and their moods. Results show that the immersive interactive VR practice improved a more comprehensive range of moods than the audio-only condition, while both conditions proved to be on par when assessing self-reported mindfulness.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
References
Arpaia, P., D’Errico, G., De Paolis, L., Moccaldi, N., Nuccetelli, F.: A narrative review of mindfulness-based interventions using virtual reality. Mindfulness 13, 1–16 (2022). https://doi.org/10.1007/s12671-021-01783-6
Askim, K., Knardahl, S.: The influence of affective state on subjective-report measurements: evidence from experimental manipulations of mood. Front. Psychol. 12, 601083 (2021)
Bassano, C., et al.: A VR game-based system for multimodal emotion data collection. In: Motion, Interaction and Games, pp. 38:1–38:3. MIG 2019, ACM, New York, NY, USA (2019). https://doi.org/10.1145/3359566.3364695
Calkins, A.W., McMorran, K.E., Siegle, G.J., Otto, M.W.: The effects of computerized cognitive control training on community adults with depressed mood. Behav. Cogn. Psychother. 43(5), 578–589 (2015)
Calvo, R.A., Peters, D.: Positive Computing: Technology for Wellbeing and Human Potential. MIT press (2014)
Chandrasiri, A., Collett, J., Fassbender, E., Foe, A.: A virtual reality approach to mindfulness skills training. Virtual Reality 24 (2020). https://doi.org/10.1007/s10055-019-00380-2
Chirico, A., Yaden, D.B., Riva, G., Gaggioli, A.: The potential of virtual reality for the investigation of awe. Front. Psychol. 7 (2016). https://doi.org/10.3389/fpsyg.2016.01766
Cochrane, K., Loke, L., Campbell, A., Ahmadpour, N.: Mediscape: preliminary design guidelines for interactive rhythmic soundscapes for entraining novice mindfulness meditators. In: Proceedings of the 32nd Australian Conference on Human-Computer Interaction, pp. 379–391. OzCHI 2020, Association for Computing Machinery, New York, NY, USA (2021). https://doi.org/10.1145/3441000.3441052
Damen, K.H.B., van der Spek, E.D.: Virtual reality as e-mental health to support starting with mindfulness-based cognitive therapy. In: Clua, E., Roque, L., Lugmayr, A., Tuomi, P. (eds.) ICEC 2018. LNCS, vol. 11112, pp. 241–247. Springer, Cham (2018). https://doi.org/10.1007/978-3-319-99426-0_24
Döllinger, N., Wienrich, C., Latoschik, M.E.: Challenges and opportunities of immersive technologies for mindfulness meditation: a systematic review. Front. Virtual Reality 2 (2021). https://doi.org/10.3389/frvir.2021.644683
Failla, C., et al.: Mediating mindfulness-based interventions with virtual reality in non-clinical populations: the state-of-the-art. In: Healthcare, vol. 10, p. 1220. MDPI (2022)
Freeman, D., et al.: Automated virtual reality therapy to treat agoraphobic avoidance and distress in patients with psychosis (gameChange): a multicentre, parallel-group, single-blind, randomised, controlled trial in England with mediation and moderation analyses. The Lancet Psychiatry 9 (2022). https://doi.org/10.1016/S2215-0366(22)00060-8
Garcia-Palacios, A., Hoffman, H., Carlin, A., Furness, T., Botella, C.: Virtual reality in the treatment of spider phobia: a controlled study. Behav. Res. Ther. 40(9), 983–993 (2002). https://doi.org/10.1016/S0005-7967(01)00068-7
Gromala, D., Tong, X., Choo, A., Karamnejad, M., Shaw, C.D.: The virtual meditative walk: virtual reality therapy for chronic pain management, pp. 521–524. CHI 2015, Association for Computing Machinery, New York, NY, USA (2015). https://doi.org/10.1145/2702123.2702344
Harris, R.: ACT Made Simple: An Easy-to-Read Primer on Acceptance and Commitment Therapy. New Harbinger Publications (2019)
Kelly, R.M., Seabrook, E.M., Foley, F., Thomas, N., Nedeljkovic, M., Wadley, G.: Design considerations for supporting mindfulness in virtual reality. Front. Virtual Reality 2 (2022). https://doi.org/10.3389/frvir.2021.672556
Ma, J., Zhao, D., Xu, N., Yang, J.: The effectiveness of immersive virtual reality (VR) based mindfulness training on improvement mental-health in adults: a narrative systematic review. Explore (2022)
Ma, J., Zhao, D., Xu, N., Yang, J.: The effectiveness of immersive virtual reality (VR) based mindfulness training on improvement mental-health in adults: A narrative systematic review. Explore 19(3), 310–318 (2023). https://doi.org/10.1016/j.explore.2022.08.001
Mahmood, L., Hopthrow, T., Randsley de Moura, G.: A moment of mindfulness: computer-mediated mindfulness practice increases state mindfulness. PLoS One 11(4), e0153923 (2016)
Nararro-Haro, M.V., et al.: The use of virtual reality to facilitate mindfulness skills training in dialectical behavioral therapy for borderline personality disorder: a case study. Front. Psychol. 7 (2016). https://doi.org/10.3389/fpsyg.2016.01573
Navarro-Haro, M.V., et al.: Evaluation of a mindfulness-based intervention with and without virtual reality dialectical behavior therapy mindfulness skills training for the treatment of generalized anxiety disorder in primary care: a pilot study. Front. Psychol. 10 (2019). https://doi.org/10.3389/fpsyg.2019.00055
Patibanda, R., Mueller, F.F., Leskovsek, M., Duckworth, J.: Life tree: understanding the design of breathing exercise games, pp. 19–31. CHI PLAY 2017, Association for Computing Machinery, New York, NY, USA (2017). https://doi.org/10.1145/3116595.3116621, https://doi.org/10.1145/3116595.3116621
Roo, J.S., Gervais, R., Frey, J., Hachet, M.: Inner garden: connecting inner states to a mixed reality sandbox for mindfulness. In: Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, pp. 1459–1470. CHI 2017, Association for Computing Machinery, New York, NY, USA (2017). https://doi.org/10.1145/3025453.3025743
Salehzadeh Niksirat, K., Silpasuwanchai, C., Mohamed Hussien Ahmed, M., Cheng, P., Ren, X.: A framework for interactive mindfulness meditation using attention-regulation process. In: Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, pp. 2672–2684. CHI 2017, Association for Computing Machinery, New York, NY, USA (2017). https://doi.org/10.1145/3025453.3025914
Seabrook, E., Kelly, R., Foley, F., Theiler, S., Thomas, N., Wadley, G., Nedeljkovic, M.: Understanding how virtual reality can support mindfulness practice: mixed methods study. J. Med. Internet Res. 22(3), e16106 (2020). https://doi.org/10.2196/16106
Seligman, M., Csikszentmihalyi, M.: Positive psychology: an introduction. Am. Psychol. 55, 5–14 (2000). https://doi.org/10.1037/0003-066X.55.1.5
Slater, M., Pertaub, D.P., Steed, A.: Public speaking in virtual reality: facing an audience of avatars. IEEE Comput. Graphics Appl. 19(2), 6–9 (1999). https://doi.org/10.1109/38.749116
Sliwinski, J., Katsikitis, M., Jones, C.: Design and evaluation of the interactive mindfulness program and virtual evaluation (improve) game. J. Cognit. Enhanc. 3 (2019). https://doi.org/10.1007/s41465-018-0092-1
Terzimehić, N., Häuslschmid, R., Hussmann, H., schraefel, m.: A review & analysis of mindfulness research in HCI: framing current lines of research and future opportunities. In: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, pp. 1–13. CHI 2019, Association for Computing Machinery, New York, NY, USA (2019). https://doi.org/10.1145/3290605.3300687
Wang, X., Mo, X., Fan, M., Lee, L.H., Shi, B.E., Hui, P.: Reducing stress and anxiety in the metaverse: a systematic review of meditation, mindfulness and virtual reality (2022)
Yildirim, C., O’Grady, T.: The efficacy of a virtual reality-based mindfulness intervention. In: 2020 IEEE International Conference on Artificial Intelligence and Virtual Reality (AIVR), pp. 158–165 (2020). https://doi.org/10.1109/AIVR50618.2020.00035
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2024 The Author(s), under exclusive license to Springer Nature Switzerland AG
About this paper
Cite this paper
Chirico, A. et al. (2024). Fostering Interactive Mindfulness Experiences in VR. In: De Paolis, L.T., Arpaia, P., Sacco, M. (eds) Extended Reality. XR Salento 2024. Lecture Notes in Computer Science, vol 15028. Springer, Cham. https://doi.org/10.1007/978-3-031-71704-8_15
Download citation
DOI: https://doi.org/10.1007/978-3-031-71704-8_15
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-031-71703-1
Online ISBN: 978-3-031-71704-8
eBook Packages: Computer ScienceComputer Science (R0)