Researcher Uses Virtual Reality to Help Teens Regulate Emotions and Design Better Technologies for Psychologists
SFU Researcher Uses Virtual Reality to Help Teens Regulate Emotions
Simon Fraser University (SFU) researcher Alexandra Kitson is making waves in the field of human-computer interaction by using virtual reality (VR) technology to help teens regulate their emotions. Kitson, a post-doctoral researcher in the Tangible Embodied Child-Computer Interaction Lab at SFU, is presenting five papers at the Conference on Human Factors in Computing Systems (CHI ‘24) in Oahu, Hawaii.
Two of the papers focus on using digital technologies to support the development of youth’s emotion regulation skills. Kitson and her team have been working with local teens to design immersive environments, such as VR, to enhance emotion-regulation training. Emotion regulation is crucial for good mental health, and Kitson believes that VR can add a level of “realness” to training that traditional methods may lack.
One of the key advantages of using VR in emotion regulation training is its ability to simulate realistic scenarios that can evoke emotional responses. For example, Kitson explains that VR can help teens practice managing their emotions during public speaking by providing real-time prompts to help them reframe their thoughts.
Kitson’s research approach involves working closely with a diverse group of teens to co-design these technologies for emotion regulation training. By involving teens in the design process, Kitson hopes to create experiences that are more appealing and motivating for them.
In addition to her work on emotion regulation, Kitson is also exploring other applications of VR technology, such as asymmetric gameplay in XR and AI-generated 3D content for dream reflection. She is passionate about pushing the boundaries of technology and exploring new possibilities for the future.
Overall, Kitson’s research is a testament to the power of collaboration and innovation in the field of human-computer interaction. By working closely with teens and other researchers, she is paving the way for new and exciting developments in the use of VR for mental health and well-being.