通过虚拟现实中的叙事培养同理心:综述

Q1 Social Sciences
Christos Hadjipanayi, Maria Christofi, Domna Banakou, Despina Michael-Grigoriou
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引用次数: 0

摘要

近年来,人们对虚拟现实(VR)作为讲故事的有力工具和促进移情的手段的潜力越来越感兴趣。这篇系统性综述从总共 661 篇论文的数据库中筛选出 20 篇根据纳入和排除标准被认为相关的研究论文,研究通过身临其境地讲故事来使用虚拟现实技术培养移情能力的问题。对干预措施进行的专题分析表明,大多数叙事侧重于虐待受害者、社会少数群体以及受医疗条件或政治影响的个人的经历。这些数字叙事分为三类:(a) 个人叙事、(b) 历史叙事和 (c) 教育叙事。通过与非 VR 叙事的比较或干预前后的比较,可以确定移情的变化。此外,还进一步确定了交互技术、虚拟现实的可承受性以及衡量移情的方法。综述得出的结论是,虽然虚拟现实技术有望成为促进移情的工具,但要充分了解其潜力和局限性,还需要进行更多的研究。
本文章由计算机程序翻译,如有差异,请以英文原文为准。

Cultivating empathy through narratives in virtual reality: a review

Cultivating empathy through narratives in virtual reality: a review

In recent years, there has been a growing interest in the potential of virtual reality (VR) as a powerful tool for storytelling and as a means of promoting empathy. This systematic review examines 20 research papers that were deemed relevant based on inclusion and exclusion criteria from a database of a total of 661 papers to investigate the use of VR for empathy-building through immersive storytelling. Thematic analysis of the interventions revealed that most of the narratives focused on the experiences of victims of abuse, social minorities, and individuals affected by medical conditions or political ramifications. These fall under three types of digital narratives identified as (a) personal, (b) historical, and (c) educational. Changes in empathy are identified either through comparisons with non-VR narratives or pre- and post-interventions. Interaction techniques, VR affordances, and methods to measure empathy are further identified. The review concludes that while VR shows promise as a tool for promoting empathy, more research is needed to fully understand its potential and limitations.

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来源期刊
Personal and Ubiquitous Computing
Personal and Ubiquitous Computing 工程技术-电信学
CiteScore
6.60
自引率
0.00%
发文量
35
审稿时长
6-12 weeks
期刊介绍: Personal and Ubiquitous Computing publishes peer-reviewed multidisciplinary research on personal and ubiquitous technologies and services. The journal provides a global perspective on new developments in research in areas including user experience for advanced digital technologies, the Internet of Things, big data, social technologies and mobile and wearable devices.
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