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dc.contributor.authorYoung, Gareth
dc.contributor.authorSmolic, Aljosa
dc.contributor.authorO'Dwyer, Neill
dc.date.accessioned2021-11-01T13:36:59Z
dc.date.available2021-11-01T13:36:59Z
dc.date.issued2021
dc.date.submitted2021en
dc.identifier.citationYoung, G.W., Smolic, A., O'Dwyer, N., Exploring virtual reality for quality immersive empathy building experiences, Behaviour & Information Technology, 2021, 1 - 18en
dc.identifier.otherY
dc.descriptionPUBLISHEDen
dc.description.abstractVirtual reality (VR) technology presents users with virtual environments that allow them to experience various interactive, immersive, and imaginary experiences. While traditional perspective-taking exercises rely on the participant to imagine a self-other merging process to feel connected with other people (typically using second and third-person narrative perspectives), VR can allow an individual to embody an other through first-person narratives delivered via multimodal — visual, aural, haptic — technology-mediated experiences. This process enables users to perceptually and effectively portal into somebody else's body, where they can potentially see, hear, and feel from the point of view of the protagonist and control choices on their behalf in real-time. This article explores the use of VR as an "empathy-making machine" by facilitating perspective-taking and allowing users to experience another person's circumstances. An experiment was performed to compare two different types of perspective- taking VR applications. Levels of empathy, oneness, and attitudes towards a protagonist or focus group within VR materials were captured. Participants then identified the elements of the VR content that contributed to a quality experience. These measures were used to discuss methodologies and techniques for creating quality empathy-building experiences. The findings of this research will be used to inform future creative technology projects presented in VR.en
dc.format.extent1en
dc.format.extent18en
dc.language.isoenen
dc.relation.ispartofseriesBehaviour & Information Technology;
dc.rightsYen
dc.subjectEmpathyen
dc.subjectPerspective-takingen
dc.subjectCreative technologyen
dc.subjectVirtual Realityen
dc.titleExploring virtual reality for quality immersive empathy building experiencesen
dc.typeJournal Articleen
dc.type.supercollectionscholarly_publicationsen
dc.type.supercollectionrefereed_publicationsen
dc.identifier.peoplefinderurlhttp://people.tcd.ie/youngga
dc.identifier.peoplefinderurlhttp://people.tcd.ie/smolica
dc.identifier.peoplefinderurlhttp://people.tcd.ie/odwyerne
dc.identifier.rssinternalid234382
dc.identifier.doihttps://doi.org/10.1080/0144929X.2021.1993336
dc.rights.ecaccessrightsopenAccess
dc.subject.TCDThemeCreative Technologiesen
dc.subject.TCDTagEmpathyen
dc.subject.TCDTagHCIen
dc.subject.TCDTagVirtual Realityen
dc.identifier.rssurihttps://www.tandfonline.com/doi/full/10.1080/0144929X.2021.1993336
dc.identifier.orcid_id0000-0002-8763-4668
dc.status.accessibleNen
dc.contributor.sponsorScience Foundation Ireland (SFI)en
dc.contributor.sponsorGrantNumber15/RP/2776en
dc.identifier.urihttp://hdl.handle.net/2262/97504


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