Details
Original language | English |
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Title of host publication | 2020 IEEE 8th International Conference on Serious Games and Applications for Health, SeGAH 2020 |
Editors | Nuno Rodrigues, Richard Smith, Nuno Dias, Joao L. Vilaca, Karim Qayumi, Eva Oliveira, Duarte Duque |
Publisher | Institute of Electrical and Electronics Engineers Inc. |
ISBN (electronic) | 9781728190426 |
ISBN (print) | 9781728190433 |
Publication status | Published - 2020 |
Event | 8th IEEE International Conference on Serious Games and Applications for Health, SeGAH 2020 - Vancouver, Canada Duration: 12 Aug 2020 → 14 Aug 2020 |
Abstract
Combining virtual reality (VR) and serious games has shown high potential to raise understanding for patients and how symptoms might impact their well-being. To investigate migraine symptoms, we developed a visual migraine simulation in a virtual environment (VE) using a VR head-mounted display (HMD). For the migraine visualization we developed a migraine aura combined with an overexposure effect. We conducted a user study (N = 32) in a within-subject design with two conditions: (1) taking the perspective of a migraine patient and only imagining to suffer from migraine, (2) experiencing migraine by additionally being exposed to a migraine visualization. Participants answered questionnaires measuring their empathic reaction towards migraine patients and their experienced presence. Results yield that participants showed a significantly and notably higher empathic reaction and a slightly stronger sense of presence when visually experiencing migraine symptoms, compared to only imagining to suffer from migraine.
Keywords
- empathy, empirical studies in HCI, migraine simulation, perception of illness, presence, virtual reality
ASJC Scopus subject areas
- Computer Science(all)
- Computer Science Applications
- Medicine(all)
- Health Informatics
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2020 IEEE 8th International Conference on Serious Games and Applications for Health, SeGAH 2020. ed. / Nuno Rodrigues; Richard Smith; Nuno Dias; Joao L. Vilaca; Karim Qayumi; Eva Oliveira; Duarte Duque. Institute of Electrical and Electronics Engineers Inc., 2020. 9201756.
Research output: Chapter in book/report/conference proceeding › Conference contribution › Research › peer review
}
TY - GEN
T1 - Simulating Illness
T2 - 8th IEEE International Conference on Serious Games and Applications for Health, SeGAH 2020
AU - Misztal, Sebastian
AU - Carbonell, Guillermo
AU - Zander, Lysann
AU - Schild, Jonas
N1 - Funding Information: This work was carried out within the project ViTAWiN, funded by the German Federal Ministry of Education and Research (BMBF, FKZ 01PV18006).
PY - 2020
Y1 - 2020
N2 - Combining virtual reality (VR) and serious games has shown high potential to raise understanding for patients and how symptoms might impact their well-being. To investigate migraine symptoms, we developed a visual migraine simulation in a virtual environment (VE) using a VR head-mounted display (HMD). For the migraine visualization we developed a migraine aura combined with an overexposure effect. We conducted a user study (N = 32) in a within-subject design with two conditions: (1) taking the perspective of a migraine patient and only imagining to suffer from migraine, (2) experiencing migraine by additionally being exposed to a migraine visualization. Participants answered questionnaires measuring their empathic reaction towards migraine patients and their experienced presence. Results yield that participants showed a significantly and notably higher empathic reaction and a slightly stronger sense of presence when visually experiencing migraine symptoms, compared to only imagining to suffer from migraine.
AB - Combining virtual reality (VR) and serious games has shown high potential to raise understanding for patients and how symptoms might impact their well-being. To investigate migraine symptoms, we developed a visual migraine simulation in a virtual environment (VE) using a VR head-mounted display (HMD). For the migraine visualization we developed a migraine aura combined with an overexposure effect. We conducted a user study (N = 32) in a within-subject design with two conditions: (1) taking the perspective of a migraine patient and only imagining to suffer from migraine, (2) experiencing migraine by additionally being exposed to a migraine visualization. Participants answered questionnaires measuring their empathic reaction towards migraine patients and their experienced presence. Results yield that participants showed a significantly and notably higher empathic reaction and a slightly stronger sense of presence when visually experiencing migraine symptoms, compared to only imagining to suffer from migraine.
KW - empathy
KW - empirical studies in HCI
KW - migraine simulation
KW - perception of illness
KW - presence
KW - virtual reality
UR - http://www.scopus.com/inward/record.url?scp=85092692068&partnerID=8YFLogxK
U2 - 10.1109/SeGAH49190.2020.9201756
DO - 10.1109/SeGAH49190.2020.9201756
M3 - Conference contribution
AN - SCOPUS:85092692068
SN - 9781728190433
BT - 2020 IEEE 8th International Conference on Serious Games and Applications for Health, SeGAH 2020
A2 - Rodrigues, Nuno
A2 - Smith, Richard
A2 - Dias, Nuno
A2 - Vilaca, Joao L.
A2 - Qayumi, Karim
A2 - Oliveira, Eva
A2 - Duque, Duarte
PB - Institute of Electrical and Electronics Engineers Inc.
Y2 - 12 August 2020 through 14 August 2020
ER -