VR Interventions for Veteran Social Anxiety

Developing and evaluating VR exposure therapy for student veterans, from rapid prototyping to multimodal assessment of treatment efficacy.

Student veterans face unique challenges when transitioning to college life, with social anxiety and PTSD being significant barriers to their success and well-being. This research project focuses on developing, prototyping, and evaluating accessible, effective Virtual Reality Exposure Therapy (VRET) to help veterans manage symptoms of social anxiety in a controlled, safe environment.

Our work follows an interdisciplinary approach, combining social work, computer science, and communication design to create interventions that are not only clinically sound but also technologically robust and user-centered. The project spans the full lifecycle from understanding user needs to developing novel evaluation methods using physiological signals and natural language processing.

Understanding the Need and Prototyping Solutions

Our initial research involved qualitative studies with student veterans to understand the specific triggers and environments that provoke social anxiety (Trahan et al., 2019). Crowded, unpredictable public spaces like university quads, classrooms, and grocery stores were identified as key challenges.

Based on these insights, we developed a rapid prototyping process for creating VR interventions (Metsis et al., 2019). This process allows us to quickly validate hypotheses and gather user feedback before investing in full-scale 3D development. A core part of this research was a comparative study between two immersive technologies: 360° video and fully interactive 3D virtual reality (Nason et al., 2019). We found that while 360° video offers high realism, it lacks the interactivity and user control that is crucial for therapeutic exposure. In contrast, 3D VR provides this control, allowing users to navigate and engage with the environment, which proved more effective despite lower graphical fidelity.

A comparison of the two prototyping platforms. Top: A warped 360° video of a grocery store provides realism. Bottom: A fully rendered 3D VR grocery store allows for user interaction and control.

Evaluating VR Efficacy with Emotion and Language Analysis

A major challenge in mental health research is objectively measuring an intervention’s effect. To address this, we developed a multimodal evaluation framework combining subjective self-reports with objective physiological and behavioral data.

We used a variety of non-invasive biosensors to measure emotional arousal during VR exposure (Anderson et al., 2017), (Hinkle et al., 2019). By tracking signals like Galvanic Skin Response (GSR), heart rate (ECG), and brain activity (EEG), we can obtain an objective, real-time measure of a user’s stress response to specific stimuli within the virtual environment. A case study combining VRET with EEG analysis demonstrated that the intervention not only reduced PTSD symptoms but also led to measurable changes in the brain’s neural connectivity (Trahan et al., 2021).

We also pioneered a novel method for detecting the intensity of anxiety from language. Using text analysis and machine learning on transcribed interviews with veterans, we were able to classify the level of anxiety expressed in their own words (Byers et al., 2023). This provides another valuable, objective layer of data for assessing treatment progress.

Left: A participant being fitted with biosensors to measure physiological responses during a VR session. Right: A visualization from our text analysis research, showing topics and salient terms related to veteran anxiety.

This research has also been extended to other high-stress domains, such as developing a VR and Augmented Reality (AR) training platform for first responders of a bus-sized ambulance, demonstrating the broad applicability of our prototyping and evaluation methodologies (Koutitas et al., 2019).

References

2023

  1. Detecting Intensity of Anxiety in Language of Student Veterans with Social Anxiety Using Text Analysis
    Morgan Byers, Mark Trahan, Erica Nason, Chinyere Eigege, Nicole Moore, Micki Washburn, and 1 more author
    Journal of Technology in Human Services, 2023

2021

  1. Virtual reality exposure simulation for student veteran social anxiety and ptsd: A case study
    Mark H Trahan, Richard H Morley, Erica E Nason, Nathan Rodrigues, Laura Huerta, and Vangelis Metsis
    Clinical Social Work Journal, 2021

2019

  1. Experiences of student veterans with social anxiety and avoidance: A qualitative study
    Mark H Trahan, Angela R Ausbrooks, Kenneth S Smith, Vangelis Metsis, Abigail Berek, Lisa H Trahan, and 1 more author
    Social Work in Mental Health, 2019
  2. 360 Video: A prototyping process for developing virtual reality interventions
    Vangelis Metsis, Grayson Lawrence, Mark Trahan, Kenneth S Smith, Dan Tamir, and Katherine Selber
    Journal of Technology in Human Services, 2019
  3. Virtual treatment for veteran social anxiety disorder: A comparison of 360 video and 3D virtual reality
    Erica E Nason, Mark Trahan, Scott Smith, Vangelis Metsis, and Katherine Selber
    Journal of Technology in Human Services, 2019
  4. Physiological Measurement for Emotion Recognition in Virtual Reality
    Lee Hinkle, Kamrad Khoshhal, and Vangelis Metsis
    In 2019 2nd International Conference on Data Intelligence and Security (ICDIS), 2019
  5. A virtual and augmented reality platform for the training of first responders of the ambulance bus
    George Koutitas, Kenneth Scott Smith, Grayson Lawrence, Vangelis Metsis, Clayton Stamper, Mark Trahan, and 1 more author
    In Proceedings of the 12th ACM International Conference on PErvasive Technologies Related to Assistive Environments, 2019

2017

  1. Classification of emotional arousal during multimedia exposure
    Adam Anderson, Thomas Hsiao, and Vangelis Metsis
    In Proceedings of the 10th International Conference on PErvasive Technologies Related to Assistive Environments, 2017