RESUMO
We present a systematic review of 111 papers that measure the impact of virtual experiences created through head-mounted displays (HMDs) on empathy. Our goal was to analyze the conditions and the extent to which virtual reality (VR) enhances empathy. To achieve this, we categorized the relevant literature according to measurement methods, correlated human factors, viewing experiences, topics, and participants. Meta-analysis was performed based on categorized themes, and under specified conditions, we found that VR can improve empathy. Emotional empathy increased temporarily after the VR experience and returned to its original level over time, whereas cognitive empathy remained enhanced. Furthermore, while VR did not surpass 2D video in improving emotional empathy, it did enhance cognitive empathy, which is associated with embodiment. Our results are consistent with existing research suggesting differentiation between cognitive empathy (influenced by environmental factors and learnable) and emotional empathy (highly heritable and less variable). Interactivity, target of empathy, and point of view were not found to significantly affect empathy, but participants' age and nationality were found to influence empathy levels. It can be concluded that VR enhances cognitive empathy by immersing individuals in the perspective of others and that storytelling and personal characteristics are more important than the composition of the VR scene. Our findings provide guiding information for creating empathy content in VR and designing experiments to measure empathy.
Assuntos
Gráficos por Computador , Empatia , Realidade Virtual , Empatia/fisiologia , Humanos , Óculos Inteligentes , Masculino , Feminino , Interface Usuário-Computador , Adulto , Emoções/fisiologia , Cabeça/fisiologiaRESUMO
Models of attention demonstrated the existence of top-down, bottom-up, and history-driven attentional mechanisms, controlled by partially segregated networks of brain areas. However, few studies have examined the specific deficits in those attentional mechanisms in intellectual disability within the same experimental setting. The aim of the current study was to specify the attentional deficits in intellectual disability in top-down, bottom-up, and history-driven processing of multisensory stimuli, and gain insight into effective attentional cues that could be utilized in cognitive training programs for intellectual disability. The performance of adults with mild to moderate intellectual disability (n = 20) was compared with that of typically developing controls (n = 20) in a virtual reality visual search task. The type of a spatial cue that could aid search performance was manipulated to be either endogenous or exogenous in different sensory modalities (visual, auditory, tactile). The results identified that attentional deficits in intellectual disability are overall more pronounced in top-down rather than in bottom-up processing, but with different magnitudes across cue types: The auditory or tactile endogenous cues were much less effective than the visual endogenous cue in the intellectual disability group. Moreover, the history-driven processing in intellectual disability was altered, such that a reversed priming effect was observed for immediate repetitions of the same cue type. These results suggest that the impact of intellectual disability on attentional processing is specific to attentional mechanisms and cue types, which has theoretical as well as practical implications for developing effective cognitive training programs for the target population.
Assuntos
Atenção/fisiologia , Percepção Auditiva/fisiologia , Sinais (Psicologia) , Deficiência Intelectual/fisiopatologia , Tempo de Reação , Realidade Virtual , Percepção Visual/fisiologia , Estimulação Acústica , Adulto , Estudos de Casos e Controles , Feminino , Humanos , Deficiência Intelectual/psicologia , Masculino , Anamnese , Pessoa de Meia-Idade , Estimulação Luminosa , Adulto JovemRESUMO
Virtual training systems are in an increasing demand because of real-world training, which requires a high cost or accompanying risk, and can be conducted safely through virtual environments. For virtual training to be effective for users, it is important to provide realistic training situations; however, virtual reality (VR) content using VR controllers for experiential learning differ significantly from real content in terms of tangible interactions. In this paper, we propose a method for enhancing the presence and immersion during virtual training by applying various sensors to tangible virtual training as a way to track the movement of real tools used during training and virtualizing the entire body of the actual user for transfer to a virtual environment. The proposed training system connects virtual and real-world spaces through an actual object (e.g., an automobile) to provide the feeling of actual touch during virtual training. Furthermore, the system measures the posture of the tools (steam gun and mop) and the degree of touch and applies them during training (e.g., a steam car wash.) User-testing is conducted to validate the increase in the effectiveness of virtual job training.