Nordic Human-Computer Interaction Conference 2022
DOI: 10.1145/3546155.3547725
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The Timeline: A Qualitative Study Exploring Therapeutic Experiences in an Immersive Interactive Virtual Environment (IIVE) for Trauma Mental Healthcare

Abstract: When facilitating mental health interventions, therapists typically involve clients in discussion within a room containing seating and a table. We argue that digital technologies can be leveraged to encourage physiological, multisensory experiences for users to work through their challenges. In the context of trauma in mental healthcare, where the body's involvement can play a critical role in the recovery journey, such an approach can offer potential in altering the dynamic of how interventions are delivered … Show more

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Cited by 2 publications
(2 citation statements)
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“…It builds on evaluating the use of a digital mental healthcare intervention in an immersive interactive room and observing and gathering data from participants interacting directly with the technology. [2] A main action at the end of a session was for participants to close down "virtual doors" on their deep past. The original design used a virtual "button" on the wall which the user would touch.…”
Section: Creating the Intuitive Jacketmentioning
confidence: 99%
See 1 more Smart Citation
“…It builds on evaluating the use of a digital mental healthcare intervention in an immersive interactive room and observing and gathering data from participants interacting directly with the technology. [2] A main action at the end of a session was for participants to close down "virtual doors" on their deep past. The original design used a virtual "button" on the wall which the user would touch.…”
Section: Creating the Intuitive Jacketmentioning
confidence: 99%
“…We discovered that participants favour having options to build towards gaining control during the process, where being physically involved in the context of therapies can lead to autonomy. [2] However, currently interactions in virtual environments typically involve either handheld controllers which are more aligned to gaming; or simple gestures such as "virtual buttons" on the wall of an immersive room.…”
Section: Introductionmentioning
confidence: 99%