9,942 research outputs found

    Presence, what is it good for? Exploring the benefits of virtual reality at evoking empathy towards the marginalized

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    2020 Fall.Includes bibliographical references.This study examines the relationship between physical presence and empathy across three technology modalities: 1) virtual reality head-mount displays, 2) desktop virtual reality, and 3) text narratives with photographs displayed on a computer screen. Additionally, it examines if public support for a novel public health intervention increases when participants engage in a perspective-taking exercise designed to evoke empathy. Last, the study explores whether the benefits of empathy arousal, specifically the reduction of stereotypes toward the marginalized, depend on the technology modality used in the perspective-taking exercise. Prior studies have consistently found a positive correlation between physical presence and fear and anxiety, especially studies that have used virtual reality head-mount displays to induce presence. However, few studies have examined the relationship between physical presence and empathy. Although some studies have found a positive correlation between physical presence and empathy, these studies are few, lack comprehensive and consistent measurement, and commonly do not test the superiority of virtual reality head-mount displays at evoking empathy against more traditional technology modalities. Last, studies using virtual reality head-mount displays have found inconsistent results in how empathy affects public support and stereotypes. A 1x4 lab experiment (N = 199) was carried out to fill in these research gaps. Results include the follow: 1) physical presence was higher in the virtual reality head-mount display condition compared to the desktop virtual-reality condition and the text narrative and photograph condition; 2) physical presence was positively correlated with all four dimensions of empathy—perspective taking, fantasy, personal distress, and empathic concern; however, the relationship between presence and empathic concern was moderated by participants' mental health; 3) the amount of empathy participants experienced did not differ by experimental condition; however, cognitive empathy was lower in the control condition compared to each experimental condition; 4) public support was positively correlated with three of the four dimensions of empathy including perspective taking, fantasy, and empathic concern; 5) perceptions of stereotypes of people who inject drugs were higher in the control condition compared to the desktop virtual-reality condition and text narrative condition, but not the virtual reality head-mount display condition. Overall, this study adds to a growing body of literature exploring the benefits of virtual-reality perspective-taking exercises in three important ways. First, this study strengthens the assertion that virtual-reality head-mount displays produce more physical presence compared to desktop virtual reality and text narratives with photographs. Second, aligned with prior research, this study provides evidence of a positive correlation between physical presence and empathy arousal. However, in this study, empathy arousal appears to be increasing presence, which is a different causal pathway then the study predicted.Last, this study found that the virtual-reality head-mount display condition was the only experimental condition that did not significantly reduce stereotypes. Together, these results suggest both potential advantages and disadvantages for using virtual reality in perspective-taking exercises

    Beyond virtual cultural tourism: history-living experiences with cinematic virtual reality

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    Virtual reality offers unprecedented opportunities for creating cultural tourism experiences that tell visitors emotionally engaging stories about the past.  This paper focuses onthe latest frontier of immersive storytelling rivalling feature films, cinematic virtual reality, which can immerse users into 360-degree films making them feel like living the story. Through a qualitative analysis of five projects, this paper explores how this new media form has been applied for cultural heritage storytelling and analyses the reactions of users to the historyliving experiences with an emphasis on their emotional responses. Based on the findings of the analysis, implications are discussed for the design of VR experiences in cultural tourism

    A comparative study of the sense of presence and anxiety in an invisible marker versus a marker Augmented Reality system for the treatment of phobia towards small animals

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    Phobia towards small animals has been treated using exposure in vivo and virtual reality. Recently, augmented reality (AR) has also been presented as a suitable tool. The first AR system developed for this purpose used visible markers for tracking. In this first system, the presence of visible markers warns the user of the appearance of animals. To avoid this warning, this paper presents a second version in which the markers are invisible. First, the technical characteristics of a prototype are described. Second, a comparative study of the sense of presence and anxiety in a non-phobic population using the visible marker-tracking system and the invisible marker-tracking system is presented. Twenty-four participants used the two systems. The participants were asked to rate their anxiety level (from 0 to 10) at 8 different moments. Immediately after their experience, the participants were given the SUS questionnaire to assess their subjective sense of presence. The results indicate that the invisible marker-tracking system induces a similar or higher sense of presence than the visible marker-tracking system, and it also provokes a similar or higher level of anxiety in important steps for therapy. Moreover, 83.33% of the participants reported that they did not have the same sensations/surprise using the two systems, and they scored the advantage of using the invisible marker-tracking system (IMARS) at 5.19 +/- 2.25 (on a scale from 1 to 10). However, if only the group with higher fear levels is considered, 100% of the participants reported that they did not have the same sensations/surprise with the two systems, scoring the advantage of using IMARS at 6.38 +/- 1.60 (on a scale from 1 to 10). (C) 2011 Elsevier Ltd. All rights reserved.Juan, M.; Joele, D. (2011). A comparative study of the sense of presence and anxiety in an invisible marker versus a marker Augmented Reality system for the treatment of phobia towards small animals. International Journal of Human-Computer Studies. 69(6):440-453. doi:10.1016/j.ijhcs.2011.03.00244045369

    Beyond the screen – The potential of smartphone apps and immersive technologies in exposure-based interventions for phobias

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    Specific phobias are extremely common among adults. They are characterized by strong emotional reactions and avoidance behavior when exposed to the feared stimuli. Specifically fears concerning heights or animals such as spiders are highly prevalent, followed by fear of social situations such as fear of public speaking. The gold standard in treating specific phobias is exposure-based therapy. However, exposure-based therapy is limited in its practicability in clinical routine and poses a high hurdle for affected individuals. Virtual and augmented reality (VR/AR) smartphone apps offer attractive platforms to simulate exposure situations and by that increase the accessibility of mental health services in general. Thus, novel smartphone-based treatments hold the potential to facilitate the dissemination of exposure-based treatments for specific phobias. The studies presented as part of this thesis aimed at investigating three newly developed interventions for fear of heights, fear of public speaking and fear of spiders, using the currently available advanced technologies. In the first study (Bentz et al., 2021), a stand-alone, automated and gamified VR exposure app Easyheights was developed using 360° images. The app’s effectiveness to reduce fear of heights and avoidance behavior was investigated in a randomized controlled trial in an adult population with clinical and subclinical fear of heights. The repeated use of the app led to reduced fear and avoidance behavior in a real-life situation on a tower. For the second study (Müller, Fehlmann et al., 2022), the developed stand-alone, automated and gamified VR exposure app Fearless Speech aimed at reducing public speaking anxiety (PSA) and avoidance of eye contact. A virtual audience with 360° videos was used for the exposure and gaze control for the eye contact training. The app was investigated in a randomized controlled trial in healthy adults with subclinical PSA. After the repeated use of the app, participants showed reduced fear and improved eye contact in a real-life speech situation. The third study (Zimmer et al., 2021) examined the developed stand-alone, automated and gamified AR exposure app Phobys. In comparison to VR, AR has only recently been introduced to clinical research. The app was designed to reduce fear, disgust and avoidance behavior in adults with clinical and subclinical fear of spiders. The results of the randomized controlled trial showed that repeatedly using the app led to reduced fear, disgust and avoidance behavior in a real-life situation with a real spider. The results of these studies support the potential of stand-alone, automated VR and AR interventions delivered through smartphone apps. The developed apps allow for a high-quality user experience with a highly realistic environment, gaze control for an easy navigation as well as the possibility of interaction. In addition, gamification elements foster engagement with the apps. All three investigated apps offer low-threshold and low-cost treatment for individuals affected by specific phobias. Testing the effectiveness of these newly developed apps in real-life settings sets them apart from previous studies. Hence, this thesis highlights the potential of using smartphone apps with immersive technologies to advance and disseminate exposure-based treatments for specific phobias

    USING VIRTUAL REALITY TO REDUCE STATE ANXIETY AND STRESS IN UNIVERSITY STUDENTS: AN EXPERIMENT

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    Background/Objectives: Anxiety is common in the general population and also among university students, affecting their performance. Virtual reality (VR) devices can theoretically help alleviate anxiety pressures faced, by immersing participants in an interactive synthetic environment that is calming. The current study examined whether using a mobile VR device would support this theoretical position and help reduce anxiety levels in university studentsMethods: The study randomly assigned 30 participating university students to two groups: one experimental (VR) group and the other a control (reading task – RT) group. All participants first completed initial surveys (demographics, depression anxiety and stress scale –DASS-21 and a social desirability scale – SDS) and then were administered in turn the Trier Social Stress Test (TSST) to increase stress levels and the State – trait anxiety inventory (STAI-Y) scale to assess the anxiety-stress levels); followed by random allocation into either the VR experimental group engaged in a virtual tour of Hawaii or the RT group which read neutral extracts from a magazine). Following this, STAI-Y was again administered. Results: There was a significant difference between the VR and the RT groups with highly significant reductions in stress levels being associated with the VR group Conclusion:  The study demonstrated that anxiety levels could be reduced significantly through the use of VR technology. Further studies are needed in terms of suitable intervention scenarios, equipment quality, and in application to other mental health areas and to different community groups

    Feeling the landscape: six psychological studies into landscape experience

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    In de zes studies van deze dissertatie zijn een aantal zowel praktische als theoretische vraagstukken met betrekking tot de beleving van landschap onderzocht. Landschapsbeleving wordt gedefinieerd als een dynamisch proces, als het resultaat van interacties tussen cultureel en biologisch bepaalde, algemene determinanten van de ervaring. In de studies wordt een aantal verschillende psychologische theoriën getoetst, en samen tonen deze het belang aan van psychologisch onderzoek naar landschapsbeleving. Het is de toepassing van methodologiën en theoretische perspectieven uit de psychologie, die het mogelijk heeft gemaakt tot de inzichten te komen over de interactie tussen mens en landschap, die het resultaat zijn van deze studie

    Using Microsoft HoloLens to improve memory recall in anatomy and physiology: A pilot study to examine the efficacy of using augmented reality in education

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    This paper explores the use of augmented reality (AR) to improve memory recall and learning experiences in human anatomy and physiology. In particular, the opportunity to assess new computer technologies to improve learning environments may allow for an improvement in self-efficacy and a reduction in test anxiety. Twenty-two undergraduates participated in one of two study groups, the Microsoft HoloLens group (HLNS) or the traditional projector-based Microsoft Power Point group (PPT). Each group completed a five-minute, three-subject anatomy identification and brain physiology memory test. After a three-minute time delay, participants completed a fill-in-the-blank anatomy identification test and brain physiology question test, followed by questionnaires for systems self-efficacy and test anxiety. Results indicated the PPT group significantly outperformed the HLNS group in the brain lobe identification portion of the exam and had reported higher mean test anxiety scores (though not high enough to be considered unhealthy levels). However, the HLNS group showed a significantly higher preference to the learning experience compared to the PPT group based on the systems self-efficacy questionnaire. This pilot study demonstrates an opportunity for the HLNS to use used in learning environments to improve the psychological aspects of studying and test taking
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