What We Have Done

We have built an initial IRT-based XR service through research, design, and development.

Who’s behind it

Meet the people working on research, design, and development.

  • NaYoung Im

    PM, 3D Designer

  • MinKyung Lee

    Ewha Womans University, Computer Engineering

    Research

  • YeongHwan Shin

    Research Advisor

  • DaYeon Lee

    Research

  • EunSeon Jung

    Hongik University, Industrial Design & Visual Design

    UX/UI Design & Branding

  • ChaeEun Lee

    Kwangwoon University, Software

    Development

  • EunSeo Choi

    Dongguk University, Computer Science & AI

    Development

  • SooMin Cho

    Development

  • WooHyun Cho

    Development

What We've Done

Deep research

We refined our strategic direction through interviews with three psychological experts. We concluded that as a clinical auxiliary tool, its primary mechanisms are the restoration of body-based mastery and emotional restructuring.

  • Interviewee 1

    Eunjeong Jang, Psychoanalyst

    Psychoanalytic perspective: Emphasized identifying the growth-oriented nature within nightmares and providing a sense of stability through this process.

  • Interviewee 2

    Hyunyoung Park, Psychotherapist

    Highlighted the effectiveness of restructuring negative emotions through visualization and action; suggested protective mechanisms within the service to ensure client safety.

  • Interviewee 3

    Sora Han, Psychological Expert

    Stressed the importance of active modification features that grant the client a sense of control and the right to choose.

We produced a demo version by collecting actual nightmare scenarios based on the following three criteria: Universality, Specificity, and Clinical Appropriateness.
  • Universality

    Themes that a wide range of users can commonly experience and find frightening or unpleasant, such as natural disasters, the safety of family members, or personal threats.

  • Specificity

    Scenarios with detailed descriptions of the nightmare's environment and situation to implement concrete recall within a VR setting.

  • Clinical Appropriateness

    Cases of nightmares experienced repeatedly rather than as a one-time event (with the goal of reproducing clinical situations where intervention is required for those with nightmare disorder).

Scenario collection from nightmare experiences

We collected data via convenience sampling and anonymous non-face-to-face surveys, then selected nightmares suitable for MVP scenarios and conducted post-verification, followed by additional interviews and consent with confirmed respondents.

  1. Nightmare scenario collection

    Convenience sampling primarily from acquaintances, anonymous non-face-to-face survey. Case recruitment by nightmare categories (e.g. being chased, physical aggression, interpersonal conflict, environmental abnormality, evil presence, accidents).

  2. Response selection

    Selecting nightmares suitable for MVP scenarios from collected data; verifying respondents through post-verification and classifying nightmare cases.

  3. Additional interview and consent

    Explaining research purpose and future plans to confirmed respondents, obtaining additional consent, and conducting follow-up interviews using Google Forms.

Design

  • Project design concept and branding
  • User scenarios and UX/UI design
  • 3D character and map creation

Development

  • Generative AI API integration for modeling
  • On-device generative AI testing
  • Runtime virtual scene editing (object control, avatar animation, etc.)
  • XR gamification environment

We confirmed the feasibility of an initial service that applies IRT to XR, based on research on image rehearsal therapy.

What's Next

Future Direction

We plan to place greater emphasis on research, advance the service, and derive HCI implications.

Planned Work

  • Expansion from nightmare disorder to broader sleep disorder treatment support
  • Refinement of nightmare-overcoming process based on user experience
  • Research questions and service effect validation
  • Counselor–client participatory XR treatment support process