Szczegóły publikacji
Opis bibliograficzny
Gamified art-based virtual reality for mitigating stress and anxiety in isolated environments / Tjasa Savoric, Kaja Antlej, Sylvester Arnab, Bahareh Nakisa, Louise Moody, Anay Ashwin, Ben Horan, Ashwin Subramaniam, Agata KOŁODZIEJCZYK // W: IAC-25 [Dokument elektroniczny] : 76th International Astronautical Congress 2025 : 29 September–3 October 2025, Sydney, Australia. — Wersja do Windows. — Dane tekstowe. — [Australia : International Astronautical Federation], [2025]. — S. 1–8 IAC-25-95783. — Wymagania systemowe: Adobe Reader. — Tryb dostępu: https://iafastro.directory/ [2025-10-14]. — Bibliogr. s. 7–8, Abstr. — Dostęp po zalogowaniu
Autorzy (9)
- Savoric Tjasa
- Antlej Kaja
- Arnab Sylvester
- Nakisa Bahareh
- Moody Louise
- Ashwin Anay
- Horan Ben
- Subramaniam Ashwin
- AGHKołodziejczyk Agata Maria
Słowa kluczowe
Dane bibliometryczne
| ID BaDAP | 163526 |
|---|---|
| Data dodania do BaDAP | 2025-10-21 |
| Rok publikacji | 2025 |
| Typ publikacji | materiały konferencyjne (aut.) |
| Otwarty dostęp |
Abstract
Long-duration space missions pose significant psychological challenges due to isolation, confinement, monotony, and sensory deprivation. Isolated, confined, extreme (ICE) environments, such as space missions and Antarctic expeditions, and isolated, confined, controlled (ICC) settings, such as analogue habitats, similarly restrict autonomy, reduce sensory variety, and heighten stress, closely reflecting the conditions of deep-space travel. To address these stressors, Virtual Reality (VR) has been explored as a countermeasure, with most prior work focusing on passive or nature-based experiences. In contrast, this study investigates an art-based, human-centred VR approach that integrates gamification, storytelling, and aesthetic richness to foster engagement, resilience, and emotional connection. A survey was conducted with professionals who have lived or worked in ICE/ICC environments, chosen because these ground-based testbeds reliably simulate the psychological pressures of spaceflight. Their insights help define the needs, preferences, and barriers for VR interventions in such contexts, directly informing the design of a co-created prototype. Results highlight strong support for interactive, creative, and personalised VR experiences that move beyond distraction to actively promote autonomy, wellbeing, and identity continuity. By embedding principles of art therapy and gamified design, this project advances a distinct, human-centred approach to VR that can support future crews in long-duration missions.