EMPOWERMENT THROUGH VIRTUAL REALITY: THE CAPABILITIES OF VIRTUAL ENVIRONMENTS IN INSPIRING EMPATHY, IMMERSION, AND EMPOWERMENT

Authors

  • Marjan Khatibi Assistant Professor

DOI:

https://doi.org/10.17501/23572744.2022.9108

Keywords:

virtual reality, empowerment, the virtual world, immersion, empathy

Abstract

With the help of virtual reality (VR), users are able to experience an imaginary world they cannot experience in real life. This study examines the potential of immersive virtual environments to inspire empathy and personal empowerment, particularly regarding social issues. The design process is aided by data and information gathered through interviews and observation of project participants. This research projects include #EmpowermentThroughVR, which reflects on current issues such as the Afghanistan Crisis and the ongoing hardships women in the Middle East confront. Participants in VR simulations view occurrences from the perspective of the individual facing the hardship and are asked to consider its implications and ramifications. This study explores whether participants would remain silent or show empathy for the victims of the catastrophe. The findings demonstrate that people's perceptions and information intake are influenced by their feelings of being present in a virtual space. A real-world experience cannot be compared to a VR experience, but a VR experience is psychologically more potent than a mediated experience. VR enables users to engage with imaginary objects they cannot see or even envision in the physical world. According to the findings, people can feel empowered and experience things in virtual worlds that they would feel uneasy doing in the real world. A set of standards should be followed in VR to produce more realistic experiences that inspire and evoke empathy.

Downloads

Download data is not yet available.

References

Bailenson, J. (2018). Experience on demand: What virtual reality is, how it works, and what it can do. WW Norton & Company.

Bailenson, J. (2018). Experience on demand: What virtual reality is, how it works, and what it can do. WW Norton & Company. p. 4.

Bailenson, J. (2018). Protecting nonverbal data tracked in virtual reality. JAMA pediatrics, 172(10), 905-906.

Barreda-Ángeles, M., Aleix-Guillaume, S., & Pereda-Baños, A. (2020). An “empathy machine” or a “just-for-the-fun-of-it” machine? Effects of immersion in nonfiction 360-video stories on empathy and enjoyment. Cyberpsychology, Behavior, and Social Networking, 23(10), 685.

Bertrand, P., Guegan, J., Robieux, L., McCall, C. A., & Zenasni, F. (2018). Learning empathy through virtual reality: multiple strategies for training empathy-related abilities using body ownership illusions in embodied virtual reality. Frontiers in Robotics and AI, 26.

Burdea, G., & Coiffet, P. (2003). Virtual reality technology (2nd ed.). New Brunswick, NJ: Wiley/IEEE Press.

Chang, S. H., Chang, H. J., & Kim, S. H. (2021). Types of virtual reality-based safety education contents. The Journal of the Korea Contents Association, 21(1), 434-445.

Christopoulos, A., Pellas, N., & Laakso, M. J. (2020). A learning analytics theoretical framework for STEM education virtual reality applications. Education Sciences, 10(11), 317.

Dorado, J., Figueroa, P., Chardonnet, J. R., Merienne, F., & Hernández, T. (2019). Homing by triangle completion in consumer-oriented virtual reality environments. In 2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR) (pp. 1652-1657). IEEE.

Ens, B., Bach, B., Cordeil, M., Engelke, U., Serrano, M., Willett, W., ... & Yang, Y. (2021). Grand challenges in immersive analytics. In Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems (pp. 1).

Flavián, C., Ibáñez-Sánchez, S. and Orús, C., 2019. The impact of virtual, augmented and mixed reality technologies on the customer experience. Journal of business research, 100, pp.547-560.

Gerling, K., Dickinson, P., Hicks, K., Mason, L., Simeone, A. L., & Spiel, K. (2020). Virtual reality games for people using wheelchairs. In Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems (pp. 1-11).

Halbig, A., & Latoschik, M. E. (2021). A Systematic Review of Physiological Measurements, Factors, Methods, and Applications in Virtual Reality. Frontiers in Virtual Reality 2 (2021), 89.

Handler Miller, C (2004). Digital Storytelling. A Creator's Guide to Interactive Entertainment.: 53-68.

Hassan, R. (2020). Digitality, virtual reality and the ‘empathy machine’. Digital Journalism, 8(2), 195-212.

Khatibi, M. (2020). Virtual Empowerment. University of California, Santa Cruz. 1-60.

Kim, K. (2016). Is Virtual Reality (VR) Becoming an Effective Application for the Market Opportunity in Health Care, Manufacturing, and Entertainment Industry? European Scientific Journal, 12(9). 1-7

Lee, B., Hu, X., Cordeil, M., Prouzeau, A., Jenny, B., & Dwyer, T. (2020). Shared surfaces and spaces: Collaborative data visualization in a co-located immersive environment. IEEE Transactions on Visualization and Computer Graphics, 27(2), 1171-1181.

Madary, M. and Metzinger, T.K., 2016. Real virtuality: A code of ethical conduct. Recommendations for good scientific practice and the consumers of VR-technology. Frontiers in Robotics and AI, p.3..

Malinov, Y. D., Millard, D. E., & Blount, T. (2021). StuckInSpace: Exploring the Difference Between Two Different Mediums of Play in a Multi-Modal Virtual Reality Game. In 2021 IEEE Virtual Reality and 3D User Interfaces (VR) (pp. 501-510). IEEE.

Men, L., Bryan-Kinns, N., Hassard, A. S., & Ma, Z. (2017). The impact of transitions on user experience in virtual reality. In 2017 IEEE virtual reality (VR) (pp. 285-286). IEEE.

Minderer, M., Harvey, C. D., Donato, F., & Moser, E. I. (2016). Virtual reality explored. Nature, 533(7603), 324-325.

Murray, J. H. (2020). Virtual/reality: how to tell the difference. Journal of Visual Culture, 19(1), 12.

Nakamura, L. (2020). Feeling good about feeling bad: Virtuous virtual reality and the automation of racial empathy. Journal of Visual Culture, 19(1), 47-64.

Neumann, D. L., Moffitt, R. L., Thomas, P. R., Loveday, K., Watling, D. P., Lombard, C. L., ... & Tremeer, M. A. (2018). A systematic review of the application of interactive virtual reality to sport. Virtual Reality, 22(3), 183-198.

Nilsson, N., Nordahl, R., & Serafin, S. (2016). Immersion revisited: A review of existing definitions of immersion and their relation to different theories of presence. Human technology, 12(2), 110-112.

Paes, D., Arantes, E., & Irizarry, J. (2017). Immersive environment for improving the understanding of architectural 3D models: Comparing user spatial perception between immersive and traditional virtual reality systems. Automation in Construction, 84, 292-303.

Pan, X., & Hamilton, A. F. D. C. (2018). Why and how to use virtual reality to study human social interaction: The challenges of exploring a new research landscape. British Journal of Psychology, 109(3), 409-410.

Pastel, S., Bürger, D., Chen, C. H., Petri, K., & Witte, K. (2022). Comparison of spatial orientation skill between real and virtual environment. Virtual Reality, 26(1), 1.

Pottle, J., 2019. Virtual reality and the transformation of medical education. Future healthcare journal, 6(3), p.181.

Radianti, J., Majchrzak, T. A., Fromm, J., & Wohlgenannt, I. (2020). A systematic review of immersive virtual reality applications for higher education: Design elements, lessons learned, and research agenda. Computers & Education, 147, 103778.

Rahimi, K., Banigan, C., & Ragan, E. D. (2018). Scene transitions and teleportation in virtual reality and the implications for spatial awareness and sickness. IEEE transactions on visualization and computer graphics, 26(6), 2273-2287.

Rambach, J., Pagani, A., & Stricker, D. (2017). [poster] augmented things: Enhancing AR applications leveraging the internet of things and universal 3d object tracking. In 2017 IEEE International Symposium on Mixed and Augmented Reality (ISMAR-Adjunct) (pp. 103-108). IEEE.

Rebelo, F., Noriega, P., Duarte, E., & Soares, M. (2012). Using virtual reality to assess user experience. Human Factors, 946-982.

Selzer, M. N., Gazcon, N. F., & Larrea, M. L. (2019). Effects of virtual presence and learning outcome using low-end virtual reality systems. Displays, 59, 9-15.

Serino, M., Cordrey, K., McLaughlin, L., & Milanaik, R. L. (2016). Pokémon Go and augmented virtual reality games: a cautionary commentary for parents and pediatricians. Current opinion in pediatrics, 28(5), 673-677.

Shin, D. H. (2017). The role of affordance in the experience of virtual reality learning: Technological and affective affordances in virtual reality. Telematics and Informatics, 34(8), 1826-1836.

Slater, M. (2018). Immersion and the illusion of presence in virtual reality. British Journal of Psychology, 109(3), 431-433.

Soler-Adillon, J., & Sora, C. (2018). Immersive journalism and virtual reality. Interaction in digital news media, 55-83.

Stubbs, B. (2018). Virtual reality journalism: Ethics, grammar and the state of play. Australian Journalism Review, 40(1), 81-90.

Trost, Z., France, C., Anam, M., & Shum, C. (2021). Virtual reality approaches to pain: toward a state of the science. Pain, 162(2), 325-331.

Weech, S., Kenny, S., & Barnett-Cowan, M. (2019). Presence and cybersickness in virtual reality are negatively related: a review. Frontiers in psychology, 10, 158.

Ying, T., Tang, J., Ye, S., Tan, X., & Wei, W. (2021). Virtual reality in destination marketing: telepresence, social presence, and tourists’ visit intentions. Journal of Travel Research, 00472875211047273. P. 2873

Yu, C. P., Lee, H. Y., & Luo, X. Y. (2018). The effect of virtual reality forest and urban environments on physiological and psychological responses. Urban forestry & urban greening, 35, 106-114.

Downloads

Published

2023-03-27

How to Cite

Khatibi, M. (2023). EMPOWERMENT THROUGH VIRTUAL REALITY: THE CAPABILITIES OF VIRTUAL ENVIRONMENTS IN INSPIRING EMPATHY, IMMERSION, AND EMPOWERMENT. Proceeding of the International Conference on Arts and Humanities, 9(1). https://doi.org/10.17501/23572744.2022.9108