VR Calm Plus: Coupling a Squeezable Tangible Interaction with Immersive VR for Stress Regulation

Immersion & Presence ResearchAffective Feedback & Emotion Regulation InterfacesEmotion-Sensing WearablesVR Medical Training & RehabilitationPsychiatrists & PsychotherapistsPhysical Therapists & Rehabilitation SpecialistsHCI Researchers

Paper Title

VR Calm Plus: Coupling a Squeezable Tangible Interaction with Immersive VR for Stress Regulation

Publication Info

  • Topic area: Stress regulation through multimodal VR systems with tangible interactions.
  • Keywords: Virtual Reality, stress management, haptic feedback, squeeze interaction, emotion regulation, multisensory design, embodied cognition, physiological measures, PANAS-X, mental health.

Background and Problem

  • Problem / challenge: Existing VR-based stress management systems primarily rely on audio-visual stimuli, neglecting the potential of tactile interactions like squeezing for emotional regulation.
  • Significance: Stress and anxiety are prevalent in modern society, and effective emotion regulation strategies are critical for mental health. Expanding VR interaction modalities could enhance user engagement and emotional outcomes.
  • Motivation and related work: Prior research highlights VR's potential for emotion regulation but focuses on visual and auditory channels. Touch, as a fundamental human sense, remains underexplored in VR systems. This study addresses the gap by integrating squeeze-based haptic feedback into VR.

Solution

  • Proposed approach: VR Calm Plus, a multimodal VR system integrating a pressure-sensitive plush toy for squeeze-based interaction, enabling users to influence virtual environments and regulate emotions.
  • Novelty:
    1. Introduction of a tangible squeeze-based input device into VR for stress relief.
    2. Empirical evidence supporting the effectiveness of multisensory interaction in reducing negative emotions and enhancing relaxation.
    3. User-centered design recommendations for integrating physical and virtual interactions.
    4. Advancement of multisensory interaction technology for mental health applications.
  • Procedure and key techniques:
    1. Development of a plush toy with embedded pressure sensors for real-time feedback.
    2. Mapping squeeze intensity to visual, auditory, and environmental changes in VR.
    3. Design of three progressive VR scenarios: Adaptation and Shaping, Interaction and Guidance, and Meditation and Relaxation.
    4. Evaluation using PANAS-X surveys, subjective questionnaires, physiological measures (heart rate, skin conductance, pulse rate variability), and interviews.

Results

  • Concrete findings:
    • Squeeze interaction significantly increased positive emotions (e.g., serenity, attentiveness) and reduced negative emotions compared to a visual-only baseline.
    • Physiological data showed deeper relaxation (lower heart rate), sustained engagement (higher skin conductance), and preserved autonomic flexibility (stable pulse rate variability).
    • Subjective ratings indicated higher enjoyment, emotional resonance, and sense of control in the squeeze interaction condition.
  • Advantage over baselines:
    • Squeeze interaction outperformed the audio-visual condition in emotional engagement, relaxation, and physiological outcomes.
    • Statistically significant improvements in serenity (p = 0.0303), attentiveness (p = 0.0229), and surprise (p = 0.0185).
  • Experiments / evaluation:
    • 40 participants (22 females, 18 males, mean age = 28) experienced both squeeze interaction and audio-visual conditions in a counterbalanced within-subject design.
    • Data collected via PANAS-X, subjective questionnaires, and physiological sensors.
    • Statistical analyses included paired-sample t-tests, ANOVA, and effect size calculations.
  • Limitations and future work:
    • Limited demographic diversity (all participants from China).
    • Conducted in a controlled lab setting, lacking real-world validation.
    • Long-term durability of the plush interface and adaptability for elderly or child populations remain untested.
    • Future work should explore bi-directional emotion-haptic alignment and integrate additional sensory modalities like temperature and vibration.

Summary

This study introduces VR Calm Plus, a VR system integrating squeeze-based haptic feedback for stress regulation. The system demonstrated significant improvements in emotional engagement, relaxation, and physiological outcomes compared to a visual-only baseline. By leveraging embodied cognition and multisensory coherence, the study highlights the potential of tangible interactions in VR for mental health applications. Future research should focus on diverse populations, real-world settings, and adaptive feedback mechanisms to enhance the system's effectiveness and applicability.

Quick Actions

Share

Share this page

ios_share

https://hci.top/en/papers/chi/221907/2026

AdRecommended

Learn AI Coding at CodeNow

open_in_newOpen DOI Link
DOI: https://doi.org/10.1145/3772318.3790548
At a Glance

Paper Snapshot

fact_check
dataset
Source
CHI
calendar_month
Year
2026
emoji_events
Award
No award tagged
group
Authors
4 authors
sell
Subtopics
Immersion & Presence Research, Affective Feedback & Emotion Regulation Interfaces, Emotion-Sensing Wearables, VR Medical Training & Rehabilitation
work
Professions
Psychiatrists & Psychotherapists, Physical Therapists & Rehabilitation Specialists, HCI Researchers
article
Content Status
Full text indexed
hub
Related Papers
2 related papers