scholarly journals Virtual reality as a tool for environmental conservation and fundraising

2019 ◽  
Author(s):  
Katherine M. Nelson ◽  
Eva Anggraini ◽  
Achim Schlüter

AbstractAnecdotal evidence from philanthropic fundraisers shows that virtual reality (VR) technology increases empathy and can influence people toward pro-environmental behavior. Non-profit organizations are increasingly marketing their causes using virtual reality and they report increased donations when VR technology is employed. In VR, users are immersed in situations intended to feel more like the real world through technology, such as 360° video screened through 3D headsets that block out visual and auditory distractions. The framing of the message as either positive or negative has long shown to have an effect on behavior, although consensus on the impact of framing has not been reached in relation to encouraging contributions to public goods. This paper focuses on field experiments used to investigate the effects of varying degrees of visual immersion and positive versus negative message framing on respondents’ contributions to a conservation charity. Participants were exposed to a five-minute underwater film about coral reefs and the importance of protecting them. We employed a 2×2 experimental design using 3D head-mounted displays comparing 360° film footage vs. unidirectional film and a positive message vs. a negative message. After watching the film, each participant completed a short questionnaire and had the opportunity to donate to a marine conservation charity. In addition, we tested a control treatment where no video was observed. The video was filmed in Indonesia which is host to some of the world’s most biodiverse reefs that are under great threat from human activity. We also conducted the study in Indonesia, sampling a total of 1006 participants from the Bogor city area and tourists on the island of Gili Trawangan - which is popular for scuba diving and snorkeling. We find significant differences in observed behavior and reported emotions between all treatments compared to the control condition. Among the tourist sample, we find significant differences between the 360° film with a negative message which garnered significantly larger average donation amounts compared to the unidirectional film with both positive and negative framing. Overall, we can infer from these studies that virtual reality is an effective way to raise awareness of environmental threats and encourage behavioral action, especially when tailored to target groups. New technology, such as the VR head-mounted display, is highly effective at attracting interest which is an important point to encourage organizations to invest in new technologies.

Sensors ◽  
2021 ◽  
Vol 21 (14) ◽  
pp. 4663
Author(s):  
Janaina Cavalcanti ◽  
Victor Valls ◽  
Manuel Contero ◽  
David Fonseca

An effective warning attracts attention, elicits knowledge, and enables compliance behavior. Game mechanics, which are directly linked to human desires, stand out as training, evaluation, and improvement tools. Immersive virtual reality (VR) facilitates training without risk to participants, evaluates the impact of an incorrect action/decision, and creates a smart training environment. The present study analyzes the user experience in a gamified virtual environment of risks using the HTC Vive head-mounted display. The game was developed in the Unreal game engine and consisted of a walk-through maze composed of evident dangers and different signaling variables while user action data were recorded. To demonstrate which aspects provide better interaction, experience, perception and memory, three different warning configurations (dynamic, static and smart) and two different levels of danger (low and high) were presented. To properly assess the impact of the experience, we conducted a survey about personality and knowledge before and after using the game. We proceeded with the qualitative approach by using questions in a bipolar laddering assessment that was compared with the recorded data during the game. The findings indicate that when users are engaged in VR, they tend to test the consequences of their actions rather than maintaining safety. The results also reveal that textual signal variables are not accessed when users are faced with the stress factor of time. Progress is needed in implementing new technologies for warnings and advance notifications to improve the evaluation of human behavior in virtual environments of high-risk surroundings.


2021 ◽  
Vol 5 ◽  
Author(s):  
Katherine M. Nelson ◽  
Mirja Kristina Bauer ◽  
Stefan Partelow

Two natural field experiments were implemented to examine the influence of framing effects on environmental behavior. The first study examined plastic bag use at a convenience store using low cost nudges: an informational message on a sign and interpersonal communication at check-out. We employed a 3 × 2 treatment design (positive message vs. negative message vs. no sign; each paired with both asking for bag vs. not asking for bag) and report the observed plastic bag use behavior. A second study was conducted using a pre-snorkel briefing with two message frames–positive, negative, and no briefing (control). Environmentally damaging snorkel behavior was anonymously observed and recorded. Both experiments show the same general result: a significant and positive difference between subjects that were exposed to an intervention compared to those in the control conditions. However, we do not find significant differences in observed environmental behavior between the negative and positive framing.


10.2196/11643 ◽  
2019 ◽  
Vol 6 (12) ◽  
pp. e11643 ◽  
Author(s):  
Florian Ferreri ◽  
Alexis Bourla ◽  
Charles-Siegfried Peretti ◽  
Tomoyuki Segawa ◽  
Nemat Jaafari ◽  
...  

Background New technologies are set to profoundly change the way we understand and manage psychiatric disorders, including obsessive-compulsive disorder (OCD). Developments in imaging and biomarkers, along with medical informatics, may well allow for better assessments and interventions in the future. Recent advances in the concept of digital phenotype, which involves using computerized measurement tools to capture the characteristics of a given psychiatric disorder, is one paradigmatic example. Objective The impact of new technologies on health professionals’ practice in OCD care remains to be determined. Recent developments could disrupt not just their clinical practices, but also their beliefs, ethics, and representations, even going so far as to question their professional culture. This study aimed to conduct an extensive review of new technologies in OCD. Methods We conducted the review by looking for titles in the PubMed database up to December 2017 that contained the following terms: [Obsessive] AND [Smartphone] OR [phone] OR [Internet] OR [Device] OR [Wearable] OR [Mobile] OR [Machine learning] OR [Artificial] OR [Biofeedback] OR [Neurofeedback] OR [Momentary] OR [Computerized] OR [Heart rate variability] OR [actigraphy] OR [actimetry] OR [digital] OR [virtual reality] OR [Tele] OR [video]. Results We analyzed 364 articles, of which 62 were included. Our review was divided into 3 parts: prediction, assessment (including diagnosis, screening, and monitoring), and intervention. Conclusions The review showed that the place of connected objects, machine learning, and remote monitoring has yet to be defined in OCD. Smartphone assessment apps and the Web Screening Questionnaire demonstrated good sensitivity and adequate specificity for detecting OCD symptoms when compared with a full-length structured clinical interview. The ecological momentary assessment procedure may also represent a worthy addition to the current suite of assessment tools. In the field of intervention, CBT supported by smartphone, internet, or computer may not be more effective than that delivered by a qualified practitioner, but it is easy to use, well accepted by patients, reproducible, and cost-effective. Finally, new technologies are enabling the development of new therapies, including biofeedback and virtual reality, which focus on the learning of coping skills. For them to be used, these tools must be properly explained and tailored to individual physician and patient profiles.


2019 ◽  
Vol 56 (3) ◽  
pp. 459-478 ◽  
Author(s):  
Panagiotis Sarantopoulos ◽  
Aristeidis Theotokis ◽  
Katerina Pramatari ◽  
Anne L. Roggeveen

This article examines whether and why organizing product categories according to the consumption goal they serve (i.e., complement-based assortment organization) may increase purchases compared with organizing product categories according to their attributes or physical characteristics (i.e., substitute-based assortment organization). Across two field experiments, a virtual reality experiment, and a lab experiment, the authors show that a complement-based assortment organization, compared with a substitute-based assortment organization, leads to increased numbers of purchases and increased expenditures. Ease of visualization of the consumption process mediates the results. The impact of the complement-based organization on purchases is more pronounced for less involved consumers and for consumers with a less specific shopping goal. These findings have both theoretical and practical implications.


2019 ◽  
Vol 1 ◽  
pp. 1-15
Author(s):  
Ana Quesada de la Rosa

During the last years the impact of ICT into the cultural sector has exponentially grown up. New technologies offer innovative solutions to create new experiences for a non-stopping changing audience. Virtual Reality (VR) and Augmented Reality (AR) take the lead as two of the main ingredients on this recipe that we call ‘culture + technology’. The principal aim of this analysis has been to look over some of the study cases which analyze the impact of new technologies on cultural places’ visitors, aiming to glimpse part of their great potential. The results show that the use of new technologies, specially VR and AR, help to improve significantly user’s satisfaction by offering new learning experiences which makes easier for them to understand and connect with cultural heritage. In addition, the use of new technologies increases the intention of visit, as well as the return’s rate to a place they have already visited, key factors in every cultural management program.


2019 ◽  
Vol 299 ◽  
pp. 03006
Author(s):  
Sven Maricic ◽  
Donald Radolovic ◽  
Ivan Veljovic ◽  
Roberta Raguz

The progress and development in the fields of technologies in the past few decades are impressive. With so many innovations that have had an impact on human lives and have changed them so drastically, living in a time where new technologies are still making massive changes, and, unquestionably, it wil continue with that trend. As the techniques are continuously evolving, people are forced to prepare ourselves and our descendants to the new and upcoming technologies so that they would be able to understand them, use them, teach others about them and also make some improvements in the specific fields of applications. This article presents an overview of the principal results of research on the impact of Virtual Reality (VR) 3D education for students in industrial vocational training. They were introducedto the generated model and had to explore all elements to have personal experience in the virtual environment. After the training, a user experience survey has been conducted, and the results obtained after the use of the system were presented.


2021 ◽  
Vol 2 ◽  
Author(s):  
Caitlin R. Rawlins ◽  
Zachary Veigulis ◽  
Catherine Hebert ◽  
Catherine Curtin ◽  
Thomas F. Osborne

Objectives: The primary objective of this evaluation is to determine the impact of virtual reality (VR) distraction on acute and chronic pain in Veterans within the Veterans Affairs Health Care System (VA). A secondary objective is to determine the impact of VR on the experience of stress and anxiety in Veterans utilizing VR for the indication of pain. A third objective is to develop an understanding of the Veteran experience of using VR in a healthcare setting.Methods: This prospective, pretest-posttest mixed methods assessment was performed at a VA medical center from August 30, 2019 to November 23, 2020. VR experiences lasted between 10 and 30 min utilizing an immersive head-mounted display with multiple, autonomously chosen virtual environments. Qualitative data was collected concurrently to provide context to quantitative measures which included pain scores and stress/anxiety levels. Data from 79 participants was included in this analysis. Data included pre- and post-VR session Defense and Veterans Pain Rating Scale and stress/anxiety levels.Results: Results for the cohort demonstrated a statistically significant decrease in pain intensity (p <0 .001) with an average 12% decrease in pain levels and an 92% reduction in anxiety for those in concurrent pain.Conclusion: VR as a non-pharmacological adjunct or alternative modality, appears to be a viable option for improving pain management and reducing anxiety in Veteran populations across various age ranges, and levels of acuity and chronicity. VR was found to be an effective distraction from pain, a pleasurable experience for the majority, and opened the door to other non-pharmacological modalities in a Veteran population.


2021 ◽  
Author(s):  
Tobias Otterbring ◽  
Alexandra Festila ◽  
Michal Folwarczny

COVID-19 is one of the greatest international health crises in recent years. Due to the highly contagious nature of the virus, the World Health Organization has recommended that people comply with a set of preventive measures to reduce the infection rate (e.g., social distancing, wearing a face mask, thorough personal hygiene). Such recommendations imply certain personal restrictions, with people typically differing in the extent to which they are willing to comply with said recommendations. The present large-sampled study (N = 800) aimed to investigate whether narcissism levels and message framing strategies affect individuals’ willingness to accept personal restrictions and, consequently, comply with a set of preventive health behaviors. Results reveal that people high (vs. low) in narcissism are less likely to accept personal restrictions and to comply with preventive health behaviors. However, negative (vs. positive) message framing increases narcissists’ willingness to comply with such behaviors. This effect can be explained through an increased willingness of narcissistic participants to accept personal restrictions to protect themselves (egoistic motivation) but not through a willingness to protect vulnerable people (altruistic motivation). These findings suggest that individuals who remain uncooperative during pandemics could be more effectively addressed with adapted message framing strategies and incentives tailor-made for their distinct personalities.


2013 ◽  
Vol 1 (1) ◽  
pp. 117-137 ◽  
Author(s):  
R. Michael Alvarez ◽  
Ines Levin ◽  
Julia Pomares ◽  
Marcelo Leiras

Voting technologies frame the voting experience. Different ways of presenting information to voters, registering voter choices and counting ballots may change the voting experience and cause individuals to re-evaluate the legitimacy of the electoral process. Yet few field experiments have evaluated how voting technologies affect the voting experience. This article uses unique data from a recent e-voting field experiment in Salta, Argentina to study these questions. It employs propensity-score matching methods to measure the causal effect of replacing traditional voting technology with e-voting on the voting experience. The study's main finding is that while e-voters perceive the new technology as easier to use and more likely to register votes as intended—and support replacing traditional voting technologies with e-voting—the new technologies also raise some concerns about ballot secrecy.


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