Please use this identifier to cite or link to this item:
http://hdl.handle.net/10397/116996
| DC Field | Value | Language |
|---|---|---|
| dc.contributor | School of Design | - |
| dc.contributor | Department of Computing | - |
| dc.creator | Liu, M | - |
| dc.creator | Kong, A | - |
| dc.creator | Huang, F | - |
| dc.creator | Lau, N | - |
| dc.creator | Hoorn, JF | - |
| dc.date.accessioned | 2026-01-21T03:54:42Z | - |
| dc.date.available | 2026-01-21T03:54:42Z | - |
| dc.identifier.issn | 1359-4338 | - |
| dc.identifier.uri | http://hdl.handle.net/10397/116996 | - |
| dc.language.iso | en | en_US |
| dc.publisher | Springer UK | en_US |
| dc.rights | © The Author(s) 2025 | en_US |
| dc.rights | Open Access This article is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License, which permits any non-commercial use, sharing, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence, and indicate if you modified the licensed material. You do not have permission under this licence to share adapted material derived from this article or parts of it. The images or other third party material in this article are included in the article’s Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the article’s Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this licence, visit http://creativecommons.org/licenses/by-nc-nd/4.0/. | en_US |
| dc.rights | The following publication Liu, M., Kong, A., Huang, F. et al. Exploring technology-assisted mindfulness: a systematic progressive review on the role of virtual reality. Virtual Reality 29, 143 (2025) is available at https://doi.org/10.1007/s10055-025-01224-y. | en_US |
| dc.subject | Biofeedback technology | en_US |
| dc.subject | Calm technology | en_US |
| dc.subject | Psychophysiology | en_US |
| dc.subject | Technology-assisted mindfulness | en_US |
| dc.subject | Virtual reality (VR) | en_US |
| dc.title | Exploring technology-assisted mindfulness : a systematic progressive review on the role of virtual reality | en_US |
| dc.type | Journal/Magazine Article | en_US |
| dc.identifier.volume | 29 | - |
| dc.identifier.issue | 3 | - |
| dc.identifier.doi | 10.1007/s10055-025-01224-y | - |
| dcterms.abstract | With the advancement of digital technology, mindfulness practices have evolved beyond traditional methods into immersive, interactive, and biofeedback-supported experiences. This study proposes the Systematic Progressive Exploration Methodology (SPEM) to examine technology-assisted mindfulness, narrowing its focus from 3,053 peer-reviewed publications (publication trends and disciplinary contributions), to 10 top-tier HCI studies (key technological tools and methodologies), and finally to 30 empirical papers (core topics and design strategies) through Latent Dirichlet Allocation (LDA) topic modeling and inductive coding. The analysis identifies six core topics clustered around three primary dimensions: technological (VR as the dominant medium), physiological (four sensory designs: visual, auditory, haptic, and olfactory), and psychological (five mindfulness objectives: emotional regulation, attention, bodily awareness, targeted psychological needs, and social connection). Additionally, three intersectional areas: biofeedback technology, calm technology, and psychophysiology, highlight how these dimensions interact. From these findings, three VR-based design strategies emerge: (1) Adaptive Self-Regulation, (2) Environmental Guidance for Cognitive Ease, and (3) Bidirectional Mind-Body Regulation. These strategies contribute to immersion, care, and daily adaptability mindfulness experiences. To enhance accessibility, engagement, and efficacy, future research should explore personalization for different experience levels, kinetic meditation, and social VR practices. Overall, this review confirms the central role of VR in technology-assisted mindfulness, providing a comprehensive foundation for understanding this interdisciplinary field and guiding the development of more adaptive and inclusive interventions. | - |
| dcterms.accessRights | open access | en_US |
| dcterms.bibliographicCitation | Virtual reality, Sept 2025, v. 29, no. 3, 143 | - |
| dcterms.isPartOf | Virtual reality | - |
| dcterms.issued | 2025-09 | - |
| dc.identifier.scopus | 2-s2.0-105014930314 | - |
| dc.identifier.eissn | 1434-9957 | - |
| dc.identifier.artn | 143 | - |
| dc.description.validate | 202601 bcch | - |
| dc.description.oa | Version of Record | en_US |
| dc.identifier.FolderNumber | OA_Scopus/WOS | en_US |
| dc.description.fundingSource | RGC | en_US |
| dc.description.fundingSource | Others | en_US |
| dc.description.fundingText | The work described in this paper is partially supported by a grant from the Hong Kong Polytechnic University (Project No. P0054247). The work by Johan F. Hoorn is funded by the Research Grants Council (project code: T43-518/24-N) under the University Grants Council, Hong Kong Special Administrative Region Government. | en_US |
| dc.description.pubStatus | Published | en_US |
| dc.description.oaCategory | CC | en_US |
| Appears in Collections: | Journal/Magazine Article | |
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