Abstract
Mobile sensing is a ubiquitous and useful tool to make inferences about individuals' mental health based on physiology and behavior patterns. Along with sensing features directly associated with mental health, it can be valuable to detect different features of social contexts to learn about social interaction patterns over time and across different environments. This can provide insight into diverse communities' academic, work and social lives, and their social networks. We posit that passively detecting social contexts can be particularly useful for social anxiety research, as it may ultimately help identify changes in social anxiety status and patterns of social avoidance and withdrawal. To this end, we recruited a sample of highly socially anxious undergraduate students (N=46) to examine whether we could detect the presence of experimentally manipulated virtual social contexts via wristband sensors. Using a multitask machine learning pipeline, we leveraged passively sensed biobehavioral streams to detect contexts relevant to social anxiety, including (1) whether people were in a social situation, (2) size of the social group, (3) degree of social evaluation, and (4) phase of social situation (anticipating, actively experiencing, or had just participated in an experience). Results demonstrated the feasibility of detecting most virtual social contexts, with stronger predictive accuracy when detecting whether individuals were in a social situation or not and the phase of the situation, and weaker predictive accuracy when detecting the level of social evaluation. They also indicated that sensing streams are differentially important to prediction based on the context being predicted. Our findings also provide useful information regarding design elements relevant to passive context detection, including optimal sensing duration, the utility of different sensing modalities, and the need for personalization. We discuss implications of these findings for future work on context detection (e.g., just-in-time adaptive intervention development).
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More From: Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies
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