1 Introduction
1.1 Empathy in Design
1.2 Empathy in Virtual Spaces
2 Methodology
2.1 Methodology Applied to Healthcare Scenario
3 Results
3.1 Restaurant Scenario Results
Phenomena | Description |
---|---|
Immersion | The degree to which VR stimulates the sensory receptors of users |
Presence | The psychological extent to which the human denotes the virtual environment as real |
Requirements for Empathy in VR | Describing the Restaurant Scenario | |
---|---|---|
Gradual entering and leaving the space | “I want to visualize myself entering the restaurant from outside in VR” | |
Freedom of Navigation | “It depends on the person or scenario, a fixed position whilst sitting at the table would be useful.” “Head movement is key for immersion because you tend to look around in a new space.” | |
Haptic Feedback | “I want realistic interactions whilst still being aware that I am in VR.” | |
Vision and Sound Realism | “I want it to feel real and believable but not too realistic.” “I want to hear other clients talking.” “Lower realism may be helpful when the situation gets overwhelming.” | |
Embodiment Level | “It depends on the scenario. Embodiment of hands is sufficient when seated.” “If a visually impaired person could make an outline of humans, full embodiment of the server is required.” | |
Human Characteristics of Viewers in VR | “I am comfortable embodying someone of a similar age as me.” “It is hard to embody someone with a higher mental ability.” | |
Communication Level | “Dynamic communication is important but physical touch would be unprofessional between a client and a server |
3.2 Healthcare Scenario Results
Requirements for Empathy in VR | Describing the Healthcare Scenario | |
---|---|---|
Gradual entering and leaving the space | Visualizing the journey helps the viewer gradually immerse in the scene | |
Freedom of Navigation | Natural head movement is required; however, the patient in the hospital bed requires a fixed position | |
Haptic Feedback | Realistic interactions are desirable whilst still being aware of the virtual space | |
Vision and Sound Realism | High visual realism but not to the extent of photorealism. Contextual background noise is required | |
Embodiment level | Partial embodiment of hands is sufficient for the patient’s perspective | |
Human Characteristics of Viewers in VR | Similar characteristics between viewer and patient apply, except vision | |
Communication level | Dynamic communication is critical in maintaining a professional relationship with the healthcare practitioner |
4 Discussion
Design Factors | High/ + | Mid | Low/− |
---|---|---|---|
Navigation Factors | |||
Navigational Agency | Full Freedom: Navigation of the virtual environment as in the real scenario. Freedom of head motion | Partial Freedom: Navigation of the space using controllers. A virtual companion assists with navigation | Fixed Position: Navigation is fully guided by a virtual companion or by the narrative |
Narrative Factors | |||
Narrative Agency | Full Dramatic Agency: Choices have a consequence on the outcome. Full manipulation of the outcome | Mixed Approach: The VR environment has partial control of the outcome | Passive Witness: The VR environment has full control of the outcome. Highly structured narrative |
Realism of Narrative | High Contextual Depth: High level of contextual richness communicated by the environment. Use of multi-sensory engagement such as aromas and spatial diegetic sound that matches the real scenario. High level of spatial depth through lighting and shadows. The narrative occurs in real-time. The narrative is related to real-life scenarios or based on facts. The narrative involves high emotional engagement | Mid Contextual Depth: Good level of contextual depth and multi-sensory engagement. Use of virtual and audio cues that support the narrative. The narrative may not happen constantly in real time. Presence of virtual companion. Partial use of user interface during the experience | Low Contextual Depth: Limited contextual depth and multi-sensory engagement. High use of virtual and audio cues to guide the viewer. High dependency on virtual companion and user interface. The narrative does not occur in real-time. The narrative involves low emotional engagement |
Sensory Factors | |||
Visual Agency | Full visual exploration: Limited by the size of the physical space | Medium visual exploration: Limited by 1–2 obstacles in the real or virtual environment | Limited visual exploration: Obstacles in the real or virtual environment limit exploration |
Object Agency | Full manipulation and control: In the same manner as the user’s reference population | Medium manipulation and control: High level of realism achieved via controllers | Limited manipulation and control: Low level of realism with controllers |
Realism of Visuals | High Realism: The environment is photorealistic, denoted by high graphic resolution, realistic forms, materials, textures, and stereo vision. Avatars’ appearance is highly realistic | Semi-Realism: The environment and avatars’ appearance are not realistic but have 3D form and some implementation of materials and textures | Low Realism: The environment and avatars’ appearance are not realistic and may be abstract or in 2D form. Limited use of materials and textures |
Realism of Interactions | High Realism: Interactions are matched with real objects. Multi-sensory interactions include tactile and haptic feedback, ground vibrations, temperature, and humidity conditions. Dynamic interactivity with other avatars | Mixed Realism: A combination of high and low realism of interactions is achieved | Low Realism: Interactions are virtual. Limited multi-sensory and physiological interactions. Low interactivity with other avatars |
Embodiment Factors | |||
Role Agency | Full Embodiment: Full body visualization and interaction. Possibility of appearance customization. Option to control the level of embodiment | Partial Embodiment: Head, torso, and hands visualization and interaction. Possibility of appearance customization. Option to control the level of embodiment | Limited embodiment: No visualization but may include interaction via controllers. No possibility of appearance customization |
Role Characteristics | Fully Matched: Physical and cognitive characteristics between the viewer and the role taken are very similar | Partially Matched: Few physical and cognitive characteristics between the viewer and the role taken differ | Not Matched: Physical and cognitive characteristics between the viewer and the role taken are not similar |