旨在诱发移情的虚拟现实干预:范围界定审查

IF 4.4 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Virtual Reality Pub Date : 2024-03-19 DOI:10.1007/s10055-024-00946-9
Lee Trevena, Jeni Paay, Rachael McDonald
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引用次数: 0

摘要

目的是评估虚拟现实(VR)的方法和结果、旨在诱发移情的干预措施,并评估是否可以将 VR 用于残疾支持工作者(DSW)培训,同时强调未来研究的重点领域。作者对使用 VR 干预来诱导参与者产生移情的研究进行了一次范围审查。我们使用 "虚拟现实 "和 "移情 "作为关键词,在三个数据库中搜索了 1960 年至 2021 年间发表的文章。共搜索到 707 篇文章,对其中 44 篇进行了综述。虚拟现实干预在很大程度上提高了参与者的移情能力。大多数研究一致认为,虚拟现实促进透视的能力是引起参与者共情的关键。样本通常局限于医疗保健、医药和教育领域。这些文献为该技术诱导移情的功效提供了初步证据。已确定的研究缺口涉及已完成的有限研究、研究质量和设计、最佳实践干预特点、感兴趣的人群和结果,包括缺乏跨真实世界环境的转移和数据。
本文章由计算机程序翻译,如有差异,请以英文原文为准。

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VR interventions aimed to induce empathy: a scoping review

To assess the methods and outcomes of virtual reality (VR), interventions aimed at inducing empathy and to evaluate if VR could be used in this manner for disability support worker (DSW) training, as well as highlight areas for future research. The authors conducted a scoping review of studies that used VR interventions to induce empathy in participants. We searched three databases for articles published between 1960 and 2021 using “virtual reality” and “empathy” as key terms. The search yielded 707 articles, and 44 were reviewed. VR interventions largely resulted in enhanced empathy skills for participants. Most studies agreed that VR’s ability to facilitate perspective-taking was key to inducing empathy for participants. Samples were often limited to the context of healthcare, medicine, and education. This literature provides preliminary evidence for the technology’s efficacy for inducing empathy. Identified research gaps relate to limited studies done, study quality and design, best practice intervention characteristics, populations and outcomes of interest, including lack of transfer and data across real-world settings.

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来源期刊
Virtual Reality
Virtual Reality COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS-COMPUTER SCIENCE, SOFTWARE ENGINEERING
CiteScore
8.30
自引率
14.30%
发文量
95
审稿时长
>12 weeks
期刊介绍: The journal, established in 1995, publishes original research in Virtual Reality, Augmented and Mixed Reality that shapes and informs the community. The multidisciplinary nature of the field means that submissions are welcomed on a wide range of topics including, but not limited to: Original research studies of Virtual Reality, Augmented Reality, Mixed Reality and real-time visualization applications Development and evaluation of systems, tools, techniques and software that advance the field, including: Display technologies, including Head Mounted Displays, simulators and immersive displays Haptic technologies, including novel devices, interaction and rendering Interaction management, including gesture control, eye gaze, biosensors and wearables Tracking technologies VR/AR/MR in medicine, including training, surgical simulation, rehabilitation, and tissue/organ modelling. Impactful and original applications and studies of VR/AR/MR’s utility in areas such as manufacturing, business, telecommunications, arts, education, design, entertainment and defence Research demonstrating new techniques and approaches to designing, building and evaluating virtual and augmented reality systems Original research studies assessing the social, ethical, data or legal aspects of VR/AR/MR.
期刊最新文献
Virtual reality: towards a better prediction of full body illusion — a mediation model for healthy young women Publisher Correction: Cybersickness with passenger VR in the aircraft: influence of turbulence and VR content Using in situ research-based design to explore learning module effectiveness and usability in a virtual reality system for workforce training The use of CNNs in VR/AR/MR/XR: a systematic literature review Exploring the user’s gaze during product evaluation through the semantic differential: a comparison between virtual reality and photorealistic images
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