Designing an Immersive Virtual Reality Scenario for Social Anxiety Elicitation and Modeling: A Preliminary Evaluation

We describe an immersive Virtual Environment (VE) designed and developed to record physiological and behavioral data to identify a computational model for real-time subjective anxiety estimation. The VE represents a waiting room with several chairs. Virtual Reality (VR) avatars come into the room and sit around the subject, sitting each in one of the available chairs, following two different strategies. Different forms of interaction between the avatars and the subject have been implemented. This paper presents preliminary tests of the VE conducted with 24 healthy volunteers self-reporting possible symptoms of Social Anxiety Disorder, who were invited to continuously report their subjective level of discomfort through the VR controller. Once integrated with the answers given to questionnaires aimed at investigating anxiety states and immersiveness in the VE, these preliminary results demonstrated the effectiveness of the proposed scenario as a novel and useful tool for robustly eliciting and assessing states of social anxiety in a realistic but nevertheless controllable and acceptable way.

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Publication Details

Published
2024-10-21
DOI
https://doi.org/10.1109/metroxraine62247.2024.10797177
Citations
2
Primary Topic
Digital Mental Health Interventions
Type
article
Field-Weighted Citation Impact
0.82
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article

Designing an Immersive Virtual Reality Scenario for Social Anxiety Elicitation and Modeling: A Preliminary Evaluation

Enzo Pasquale Scilingo, Manuela Chessa, Matteo Martini, Danilo Menicucci et al.
2 citations
Digital Mental Health Interventions
0.82
article

Designing an Immersive Virtual Reality Scenario for Social Anxiety Elicitation and Modeling: A Preliminary Evaluation

Enzo Pasquale Scilingo, Manuela Chessa, Matteo Martini, Danilo Menicucci, Sara Said, Alejandro Luis Callara, Sergio Frumento, Eros Viola, Francesco Bossi, Fabio Solari, Alberto Greco, Alessio Iannizzotto
article en
2 citations

Abstract

We describe an immersive Virtual Environment (VE) designed and developed to record physiological and behavioral data to identify a computational model for real-time subjective anxiety estimation. The VE represents a waiting room with several chairs. Virtual Reality (VR) avatars come into the room and sit around the subject, sitting each in one of the available chairs, following two different strategies. Different forms of interaction between the avatars and the subject have been implemented. This paper presents preliminary tests of the VE conducted with 24 healthy volunteers self-reporting possible symptoms of Social Anxiety Disorder, who were invited to continuously report their subjective level of discomfort through the VR controller. Once integrated with the answers given to questionnaires aimed at investigating anxiety states and immersiveness in the VE, these preliminary results demonstrated the effectiveness of the proposed scenario as a novel and useful tool for robustly eliciting and assessing states of social anxiety in a realistic but nevertheless controllable and acceptable way.

University of Pisa (IT), University of Genoa (IT)
Reduced inequalities
Openalex Percentile: Top 23%
Digital Mental Health Interventions
0.82
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Designing an Immersive Virtual Reality Scenario for Social Anxiety Elicitation and Modeling: A Preliminary Evaluation — Enzo Pasquale Scilingo, Manuela Chessa, et al. · (2024) | TGRS Research Map | TGRS