Please use this identifier to cite or link to this item: http://hdl.handle.net/10397/109722
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dc.contributorDepartment of Industrial and Systems Engineering-
dc.creatorPaananen, V-
dc.creatorKiarostami, S-
dc.creatorLee, LH-
dc.creatorVisuri, A-
dc.creatorKheirinejad, S-
dc.creatorHosio, S-
dc.date.accessioned2024-11-08T06:11:37Z-
dc.date.available2024-11-08T06:11:37Z-
dc.identifier.isbn979-8-4007-0874-9-
dc.identifier.urihttp://hdl.handle.net/10397/109722-
dc.descriptionMindtrek '23: 26th International Academic Mindtrek Conference, Tampere, Finland, October 3-6, 2023en_US
dc.language.isoenen_US
dc.publisherAssociation for Computing Machineryen_US
dc.rights© 2023 Copyright held by the owner/author(s).en_US
dc.rightsThis work is licensed under a Creative Commons Attribution International 4.0 License (https://creativecommons.org/licenses/by/4.0/).en_US
dc.rightsThe following publication Paananen, V., Kiarostami, S., Lee, L.-H., Visuri, A., Kheirinejad, S., & Hosio, S. (2023). Exploring Situated Empathy through a Metaverse Campus Proceedings of the 26th International Academic Mindtrek Conference, Tampere, Finland (pp. 1-12) is available at https://doi.org/10.1145/3616961.3616971.en_US
dc.subjectCommunity engagementen_US
dc.subjectEmpathyen_US
dc.subjectSocial issuesen_US
dc.subjectVirtual realityen_US
dc.titleExploring situated empathy through a metaverse campusen_US
dc.typeConference Paperen_US
dc.identifier.spage1-
dc.identifier.epage12-
dc.identifier.doi10.1145/3616961.3616971-
dcterms.abstractVirtual Reality (VR) is promising in communicating people’s hardship experiences in simulated situations. This can help foster empathy among people. In this paper, we present a VR experience designed to showcase the hardship experiences of an international higher education community concerning their studies and lives in an unfamiliar neighborhood. We collected hardship stories and data from 40 members of the community through an online questionnaire. The questionnaire analysis led to understanding critical issues, such as social problems, language barriers, issues with bureaucracy, and racism. We then turned the issues into interactive stories in VR. We recruited 18 participants to experience the hardship stories through interactions with avatars in a VR version of the campus where the community is located. Our preliminary results from the questionnaires suggest that the participants’ knowledge and tendency to willingness to discuss the hardships improved due to participating in the experience. Further, our semi-structured interviews reflect positively on the VR experience’s memorability, the stories’ plausibility and participants’ increased situated empathy and awareness regarding the hardships of the local international community. This early exploration informs future studies focusing on situated empathy.-
dcterms.accessRightsopen accessen_US
dcterms.bibliographicCitationIn Proceedings of the 26th International Academic Mindtrek Conference, p. 1-12. New York, New York: The Association for Computing Machinery, 2023-
dcterms.issued2023-
dc.identifier.scopus2-s2.0-85180003898-
dc.relation.ispartofbookProceedings of the 26th International Academic Mindtrek Conference-
dc.description.validate202411 bcch-
dc.description.oaVersion of Recorden_US
dc.identifier.FolderNumberOA_Scopus/WOSen_US
dc.description.fundingSourceOthersen_US
dc.description.fundingTextAcademy of Finland; Biocenter Oulu, the Strategic Research Council (SRC)en_US
dc.description.pubStatusPublisheden_US
dc.description.oaCategoryCCen_US
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