Inducing empathy towards upper limb impairments using a physical device and virtual reality
Korpinen, Aki; Rapo, Lasse; Koivisto, Jere (2023-06-22)
Korpinen, Aki
Rapo, Lasse
Koivisto, Jere
A. Korpinen; L. Rapo; J. Koivisto
22.06.2023
© 2023 Aki Korpinen, Lasse Rapo, Jere Koivisto. Ellei toisin mainita, uudelleenkäyttö on sallittu Creative Commons Attribution 4.0 International (CC-BY 4.0) -lisenssillä (https://creativecommons.org/licenses/by/4.0/). Uudelleenkäyttö on sallittua edellyttäen, että lähde mainitaan asianmukaisesti ja mahdolliset muutokset merkitään. Sellaisten osien käyttö tai jäljentäminen, jotka eivät ole tekijän tai tekijöiden omaisuutta, saattaa edellyttää lupaa suoraan asianomaisilta oikeudenhaltijoilta.
Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:oulu-202306222746
https://urn.fi/URN:NBN:fi:oulu-202306222746
Tiivistelmä
Empathy is the ability to understand concepts deeply and intimately from the perspective of another person. Having this empathetic understanding of different medical conditions will help make more informed decisions when designing for a particular condition and increase the motivation for providing higher quality results. However, it can be quite challenging for people to easily gain this kind of empathetic knowledge without fully comprehending the extent to which a particular impairment affects someone’s day-to-day life. One of the most popular and effective methods of inducing empathy towards impairments is the use of empathy simulations. The basic concept of empathy simulations is to realistically simulate the limitations posed by an impairment so that the participant can gain a first-hand experience of what it is like to live with the impairment. Traditionally, these simulations were created using various physical means, but lately the use of virtual reality devices in these simulations has become more common. Virtual reality is essentially technology that allows the user to embody another persons perspective, which makes it exceptionally suitable for empathy simulations. The aim of our study was to investigate the generation of empathy towards upper extremity motor impairments using a mixture of physical and virtual means. For the purposes of this study, we built an arm mobility restricting harness to mimic an upper extremity motor impairment and a virtual reality environment of a home kitchen where the simulations took place. Two groups of volunteer participants experienced the simulation by performing simple tasks in the virtual reality environment while being limited by the mobility restricting harness. The difference between the groups was in having to recite different backstories for their simulated characters. Backstory for group 1 was in first-person, and group 2 for group in third-person. The stories were thought to target affective and cognitive empathy differently. The participants’ level of empathy was measured once before the simulation and once after the simulation using a collection of standardized questionnaires. The study showed significant increase in the level of emotional contagion over all participants (p < 0.044*) suggesting that the simulation increased the participants’ level of empathy in that category. No significant difference was measured between backstories, however, the results suggest the first-person story to assist cognitive empathy. The study also showed that the group with the backstory in first-person had better scores in all categories of embodiment suggesting that the first-person backstory enabled participants to better relate to their virtual character. Despite some promising results, further studies are needed to investigate empathy generation using a mixed physical and virtual empathy simulations.
Kokoelmat
- Avoin saatavuus [37606]