Virtual Reality(VR) can portray immersive situations that may affect the promotion of empathy in certain situations and decrease implicit bias towards vulnerable populations. Moreover, the assumption that different interaction modes may cause differences in perception has been proved in in-game science that refers to the intrinsic behaviours and psych of play. In this work, we conducted two studies to learn the different impacts on empathy when watching the living condition of refugees through the medium of VR. In Study 1, we compared two conditions: active navigation and passive viewing in experiencing the residing situation of refugees in virtual reality. The active condition allows participants to make choices by gaze interaction, and the passive condition only enables them to watch the 360-degrees videos in a determined sequence. The sample of recruitment consisted of 36 participants, they were divided into two groups randomly, and the instruments involved engagement(adopted from the Presence Questionnaire), The Compassion Scale(CS), Attitude Towards Refugee(ATR) and Feeling Towards Refugee(FTR), System Usability Scale(SUS). Participants in both conditions wear a head-mounted display(HMD) and watch the same 360-degree videos about refugees. In Study 2, the prototype of active navigation has been improved, and the video content of the second study is consistent with the first study. While the VR devices are not the same, a sample of 10 participants was recruited, a System Usability Scale(SUS) was conducted to test the usability of the refined prototype. The system design followed a double diamond design method. A system named VRefugee was designed to decrease users’ implicit bias towards refugees by allowing them to experience the living condition of refugees with active navigation in VR. Results show that active navigation mode significantly affects one dimension of attitudes towards refugees than passive viewing and the iterated prototype has a higher SUS score than the initial one.
La Realtà Virtuale (VR) può ritrarre situazioni immersive che possono influenzare la promozione dell'empatia in certe situazioni e diminuire i pregiudizi impliciti verso popolazioni vulnerabili. Inoltre, l'ipotesi che diverse modalità di interazione possano causare differenzae nella percezione è stata dimostrata nella scienza in-game che si riferisce ai comportamenti intrinseci e alla psicologia del gioco. In questo lavoro, abbiamo condotto due studi per imparare i diversi impatti sull'empatia quando si osserva la condizione di vita dei rifugiati attraverso la realtà virtuale.il mezzo della VR. Nello studio 1, abbiamo confrontato due condizioni: navigazione attiva e visualizzazione passiva nello sperimentare la situazione di residenza dei rifugiati nella realtà virtuale. La condizione attiva permette ai partecipanti di fare scelte attraverso l'interazione dello sguardo, mentre la condizione passiva permette loro solo di guardare i video a 360 gradi in una determinata sequenza. Il campione di reclutamento consisteva di 36 partecipanti, sono stati divisi in due gruppi in modo casuale, e gli strumenti coinvolti sono stati l'impegno (adottato dal Questionario della Presenza), la Scala della Compassione (CS), l'Atteggiamento verso il Rifugiato (ATR) e il Sentimento verso il Rifugiato (FTR), la Scala di Usabilità del Sistema (SUS). I partecipanti in entrambe le condizioni indossano un head-mounted display (HMD) e guardano gli stessi video a 360 gradi sui rifugiati. Nello studio 2, il prototipo di navigazione attiva è stato migliorato, e il contenuto dei video del secondo studio è coerente con il primo studio. Mentre i dispositivi VR non sono gli stessi, è stato reclutato un campione di 10 partecipanti, è stata condotta una System Usability Scale(SUS) per testare l'usabilità del prototipo raffinato. Il design del sistema ha seguito un metodo di design a doppio diamante. Un sistema chiamato VRefugee è stato progettato per diminuire i pregiudizi impliciti degli utenti verso i rifugiati, permettendo loro di sperimentare le condizioni di vita dei rifugiati con una navigazione attiva in VR. I risultati mostrano che la modalità di navigazione attiva influenza significativamente una dimensione degli atteggiamenti verso i rifugiati rispetto alla
VRefugee. Investigate the impacts on empathy towards refugees through active and passive interaction mode in VR
YE, HONGNI
2020/2021
Abstract
Virtual Reality(VR) can portray immersive situations that may affect the promotion of empathy in certain situations and decrease implicit bias towards vulnerable populations. Moreover, the assumption that different interaction modes may cause differences in perception has been proved in in-game science that refers to the intrinsic behaviours and psych of play. In this work, we conducted two studies to learn the different impacts on empathy when watching the living condition of refugees through the medium of VR. In Study 1, we compared two conditions: active navigation and passive viewing in experiencing the residing situation of refugees in virtual reality. The active condition allows participants to make choices by gaze interaction, and the passive condition only enables them to watch the 360-degrees videos in a determined sequence. The sample of recruitment consisted of 36 participants, they were divided into two groups randomly, and the instruments involved engagement(adopted from the Presence Questionnaire), The Compassion Scale(CS), Attitude Towards Refugee(ATR) and Feeling Towards Refugee(FTR), System Usability Scale(SUS). Participants in both conditions wear a head-mounted display(HMD) and watch the same 360-degree videos about refugees. In Study 2, the prototype of active navigation has been improved, and the video content of the second study is consistent with the first study. While the VR devices are not the same, a sample of 10 participants was recruited, a System Usability Scale(SUS) was conducted to test the usability of the refined prototype. The system design followed a double diamond design method. A system named VRefugee was designed to decrease users’ implicit bias towards refugees by allowing them to experience the living condition of refugees with active navigation in VR. Results show that active navigation mode significantly affects one dimension of attitudes towards refugees than passive viewing and the iterated prototype has a higher SUS score than the initial one.| File | Dimensione | Formato | |
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2021_12_Ye.pdf
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https://hdl.handle.net/10589/182718