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cs.HC updates on arXiv.org

Quantitative Movement Testing: Measuring Patient Movements from a Single Smartphone Video Vision-Language Models Suppress Female Representations Under Ambiguous Input The New Social Image: How AI Competency and AI Proactivity Influence Self- and Peer-Perceptions in the Workplace TUX: Measuring Human--AI Tacit Understanding LLUMI: Improving LLM Writing Assistance for Mental Health Support with Online Community Feedback VideoFDB: Evaluating Full-Duplex Vision-Speech Capabilities in Conversational Agents Label Over Logic? How Source Cues Bias Human Fallacy Judgments More Than LLMs Inform, Coach, Relate, Listen: Auditing LLM Caregiving Support Roles How Coding Agents Fail Their Users: A Large-Scale Analysis of Developer-Agent Misalignment in 20,574 Real-World Sessions MetaRanker: Human-in-the-loop Active Ranking for Metalens Image Quality Analyzing Persona Effects in Generated Explanations from Multimodal LLM Agents in Urban Perception First head-to-head comparison of agentic AI applied to the analysis of simulated data of the Einstein Telescope Granuscore: A Reference-Free Measure of Granularity for Text Analysis and Question Answering The Timing Dependencies of Trust: Speed, Accuracy, and cBCI Neuro-Decoupling in Human-AI Teams Bayesian Distributional Models of Executive Functioning Visual Matters: Connecting Aesthetic Appeal and Production Quality of Photos, Infographics and Data Visualizations to Credibility of Social Media Posts Data-driven Head Motion Generation through Natural Gaze-Head Coordination Agreement Metrics for LLM-as-Judge Evaluation: What to Report and Why Perceptually Lossless Tactile Texture Synthesis with Compact Spectral Envelope Models MambaGaze: Bidirectional Mamba with Explicit Missing Data Modeling for Cognitive Load Assessment from Eye-Gaze Tracking Data CogAdapt: Transferring Clinical ECG Foundation Models to Wearable Cognitive Load Assessment via Lead Adaptation Augmented Analytics and Decision Quality: The Role of Trust among Non-Technical BI Users Faster Completion, Less Learning: Generative AI Reduced Study Time on Math Problems and the Knowledge They Build PaintCopilot: Modeling Painting as Autonomous Artistic Continuation Personality Engineering with AI Agents: A New Methodology for Negotiation Research PULSE: Agentic Investigation with Passive Sensing for Proactive Intervention in Cancer Survivorship Access Timing as Scaffolding: A Reinforcement Learning Approach to GenAI in Education Conversations in Space: Structuring Non-Linear LLM Interactions on a Canvas MAPLE: Self-Supervised Learning-Enhanced Nonlinear Dimensionality Reduction for Visual Analysis nASR: An End-to-End Trainable Neural Layer for Channel-Level EEG Artifact Subspace Reconstruction in Real-Time BCI
Investigating the Feasibility of Virtual Reality for Emot...
Alexandra Kitson · 2022-09-15 · via cs.HC updates on arXiv.org

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.