We are investigating and creating a new virtual reality (VR) experience, ‘Awedyssey’, for the promotion and enhancement of well-being. Today, digital technology pervasively intersects with our daily lives, and VR stands out as a digital tool capable of fostering adaptive coping and resilience skills, and authentic social connection.
We welcome queries from potential collaborators and members of the community to become involved in this project. Please connect with us!
There are many profound life events (e.g., major relocations, education or career transitions, medical diagnoses, caregiving responsibilities) that can create unique opportunities for growth, and also can cause adversity. Such events can be especially vulnerable– for example, emerging adulthood (ages 16–30) presents a dynamic time with increased risks for mental health issues like depression and anxiety. Unfortunately, many young individuals, particularly those without formal mental health diagnoses face a lack of accessible health and well-being services, often receiving support only in crisis situations. For instance, around half of youths with chronic physical conditions develop anxiety and/or depression causing significant distress and disruption within their lives over many years. This underscores the need for well-being tools for vulnerable groups, particularly in navigating future adversities.
Our aim is to develop a proof-of-concept Virtual Reality Intervention (VRI) that trains adaptive skills of coping, resilience, and compassionate abilities. This will be achieved through an iterative co-design process with young people with lived experience of adversity (e.g., chronic illness, past/current trauma) and community partners. We will utilize the capacity of the iSpace Lab at SFU for rapid VR development and incorporate advanced biosensors and AI within the VR interface. Through testing for feasibility and acceptability and with collaborator input, we will work to enhance the VRI’s reach and accessibility for British Columbia’s youth. Possible distribution points for low-barrier, equitable access to the VRI may include (but are not limited to) community centers, libraries, youth hubs, and educational settings. The VRI could be set up within a physical and secure space within these settings or be available for home borrowing.
Importantly, we are exploring the potential of VR in enhancing psychoeducation and therapeutic programs, particularly for at-home practices. Many young individuals recognize the value of these program elements but face barriers to full participation. VR as an embodied, immersive medium offers an innovative approach by enabling the practice of mindfulness and compassion in small ‘doses’, ideal for those with limited time or access/distanced to services—a challenge further underscored by the COVID-19 pandemic. As with other digital solutions developed with equity in mind, VR may bridge gaps to health and well-being resources. And uniquely, VR may foster genuine social connections at a time when traditional in-person peer support is unfeasible, but nonetheless vital for promotion of well-being in youths.
The outcomes of this work will provide insight into the potential of a VRI within early intervention, and outline design and implementation considerations specific to youth needs within a community context. Early and meaningful engagement of young people and community service providers/partners is central to these outcomes, and we warmly welcome collaborations to bring the project vision to life.
Our Process
Our transdisciplinary approach will ground lived experience of end users throughout the research process, alongside integration and synthesis of theory, methodologies, and design principles that have traditionally been isolated within the domains of cognitive science, psychology, neuroscience, health sciences, computer science, and VR design research. In building upon our prior research on VR as a positive technology, we are embracing a Human-Centered Design (HCD) co-design process with this current project, with a research/co-design team of academics, designers, health care providers, mindfulness facilitators, and target end users within the community. Critically, we are using an equity lens within this co-design process to engage at-risk end users who are also traditionally underrepresented in research, like youth and emerging adults with chronic health conditions, and adults who experience ongoing adversity that undermines well-being.
‘Awedyssey’ embeds positive psychology multi-components of mindfulness, compassion, and positive emotion within VR. With our target end users, we believe a multi-component approach could be more effective than a single component alone. Multiple components may cater to varied needs and changing life circumstances routinely occurring within these end users’ lives, and ultimately towards personalized technological interventions. Implementation strategies for ‘Awedyssey’ will be shaped by co-designers’ lived experiences, adaptable for use at home or as an extension of accessible therapy/psychoeducation programs.
Publications and exhibits
Related Projects
SIRIUS — Virtual Earthgazing to mitigate effects of sensory isolation
Virtual Earthgazing — towards an overview effect in Virtual Reality
Support & Acknowledgement
The project is supported through SSHRC Small institutional grant; Prior versions of ‘Awedyssey’ were developed and studied through the DLR grant 50WB1915 and ESA project AO-SIRIUS-2019 (PI: Dr. AC Stahn, Charité Berlin, see SIRIUS for details) and additional support via SSHRC and NSERC.