scholarly journals Virtual Reality or Augmented Reality as a Tool for Studying Bystander Behaviors in Interpersonal Violence: Scoping Review

10.2196/25322 ◽  
2021 ◽  
Vol 23 (2) ◽  
pp. e25322
Author(s):  
Jia Xue ◽  
Ran Hu ◽  
Wenzhao Zhang ◽  
Yaxi Zhao ◽  
Bolun Zhang ◽  
...  

Background To provide participants with a more real and immersive intervening experience, virtual reality (VR) and/or augmented reality (AR) technologies have been integrated into some bystander intervention training programs and studies measuring bystander behaviors. Objective We focused on whether VR or AR can be used as a tool to enhance training bystanders. We reviewed the evidence from empirical studies that used VR and/or AR as a tool for examining bystander behaviors in the domain of interpersonal violence research. Methods Two librarians searched for articles in databases, including APA PsycInfo (Ovid), Criminal Justice Abstracts (EBSCO), Medline (Ovid), Applied Social Sciences Index & Abstracts (ProQuest), Sociological Abstracts (ProQuest), and Scopus till April 15, 2020. Studies focusing on bystander behaviors in conflict situations were included. All study types (except reviews) written in English in any discipline were included. Results The search resulted in 12,972 articles from six databases, and the articles were imported into Covidence. Eleven studies met the inclusion and exclusion criteria. All 11 articles examined the use of VR as a tool for studying bystander behaviors. Most of the studies were conducted in US young adults. The types of interpersonal violence were school bullying, dating violence, sexual violence/assault, and soccer-associated violence. VR technology was used as an observational measure and bystander intervention program. We evaluated the different uses of VR for bystander behaviors and noted a lack of empirical evidence for AR as a tool. We also discuss the empirical evidence regarding the design, effectiveness, and limitations of implementing VR as a tool in the reviewed studies. Conclusions The reviewed results have implications and recommendations for future research in designing and implementing VR/AR technology in the area of interpersonal violence. Future studies in this area may further contribute to the use of VR as an observational measure and explore the potential use of AR to study bystander behaviors.

2020 ◽  
Author(s):  
Jia Xue ◽  
Wenzhao Zhang ◽  
Yaxi Zhao ◽  
Ran Hu ◽  
Bolun Zhang ◽  
...  

BACKGROUND To provide participants with a more real and immersive intervening experience, virtual reality, and/or augmented reality technologies have been integrated into some bystander intervention training programs and studies measuring bystander behaviors. OBJECTIVE The study focuses on whether virtual reality and/or augmented reality can be used as a tool to enhance training bystanders. We review the evidence from empirical studies that use virtual reality (VR) and/or augmented reality (AR) as a tool for examining bystander behaviors in the domain of interpersonal violence research. METHODS Two librarians searched for articles in databases, including APA PsycInfo (Ovid), Criminal Justice Abstracts (EBSCO), Medline (Ovid), Applied Social Sciences Index & Abstracts (ProQuest), Sociological Abstracts (ProQuest), and Scopus till April 15, 2020. Studies focusing on bystander behaviors in conflict situations were included. All study types (except reviews) written in English in any disciplines were included. RESULTS The search resulted in 12,972 articles from six databases, and the articles were imported into Covidence. Eleven studies met the inclusion and exclusion criteria. All 11 articles examined the use of VR as a tool for studying bystander behaviors. Most of the studies were conducted in US young adults. Types of interpersonal violence were school bullying, dating violence, sexual violence/assault, and soccer-associated violence. Virtual reality technology was used as an observational measure and bystander intervention program. We evaluate the different use of VR for bystander behaviors and a lack of empirical evidence of AR as a tool. We also discuss the empirical evidence regarding the design, effectiveness, and limitations of implementing VR as a tool in the reviewed studies. CONCLUSIONS Reviewed results have implications and recommendations for future research in designing and implementing VR/AR technology in the area. Future studies in this area may further contribute to the use of VR as an observational measure and explore the potential use of AR for the study of bystander behaviors.


Author(s):  
Bintang Handayani ◽  
Maximiliano E. Korstanje

This study looks at some primary points in the discourse of virtual dark tourism (VDT) formation. Derived from the spectrum of sound branding (SB), virtual reality (VR), coupled with augmented reality (AR), the case is used as a tool to support the claims of VDT. Findings suggest viewpoints for making death sites exclusive, and offer valuable clues to the design of VDT formation as an option to include death sites as market offerings of dark tourism. Guided by social constructionist research philosophy, coupled with semiology and compositional interpretation, the analysis offers valuable clues to position sites built around the narratives of death. Not only does it verify elements of unique and emotional selling propositions in the typology of death sites, but it also signifies the emerging state of the art on the nexus between VDT and SB. Specifically, dark themed songs coupled AR are used as tourism drivers for designing Trunyan Cemetery, Bali. Overall, this review shows preliminary designs for prototype death sites. Several issues and directions for future research are discussed.


2018 ◽  
Vol 25 (8) ◽  
pp. 999-1017 ◽  
Author(s):  
Vicki L. Burns ◽  
Asia A. Eaton ◽  
Haiying Long ◽  
Dan Zapp

The current study explores the significance of race and gender on bystander attitudes before and after an online bystander intervention program to prevent sexual assault. A diverse sample of 750 college students participated in an online intervention and participants’ perceived bystander intervention ability and intent were assessed. The interaction of participant race and gender had a marginally significant impact on bystander ability and intent baseline scores. Furthermore, when analyzing gain scores from pre- to posttest, there was a significant race by gender interaction. Specifically, Latinx and Black men had higher preintervention scores, and White men had higher gains postintervention. Relevant cultural and social factors and directions for future research are discussed.


2020 ◽  
Vol 68 (3-4) ◽  
pp. 259-284
Author(s):  
Eva Lienbacher ◽  
Beate Cesinger ◽  
Christine Vallaster

Zusammenfassung Diese Literaturanalyse beschäftigt sich mit dem Stand der Forschung zum Einsatz von Augmented Reality (AR) und Virtual Reality (VR) im stationären, kleinstrukturierten Einzelhandel. Zwar steigt die Zahl der wissenschaftlichen Beiträge, die den Einsatz dieser Digitalisierungstools untersuchen, aber der spezifische Kontext eines KMU im Einzelhandel wurde bislang nicht explizit untersucht. Basierend auf der Analyse von ausgewählten 27 wissenschaftlichen Artikeln zeigt sich, dass weder AR noch VR eine one-size-fits-all-Lösung ist, sondern dass – mehr als vielleicht in größeren Unternehmen – der Nutzen aus Sicht des KMU und der Konsumenten sowie organisatorische Voraussetzungen klar im Entscheidungsprozess berücksichtigt werden müssen. Durch konkrete Überlegungen schließt dieser Beitrag eine Forschungslücke und weist auf zukünftige Forschungsfelder im Kontext KMU hin. Abstract This literature analysis presents the state of research regarding the application of augmented reality (AR) and virtual reality (VR) in stationary, small-scale retail. Although the number of scientific contributions examining the use of these digitization tools is increasing, the specific context of SMEs in retail has not yet been explicitly examined. Based on the analysis of 27 scientific articles, this paper shows that neither AR nor VR is a one-size-fits-all solution, but that – more than perhaps in large companies – organizational requirements as well as benefits for the SME and the consumer must be taken into account in the decision-making process. This contribution closes a research gap and offers recommendations for future research in the context of SMEs.


Author(s):  
Doo Hun Lim ◽  
Soo Jeoung Han ◽  
Jihye Oh ◽  
Chang Sung Jang

The purpose of this chapter is to specify various notions of virtual reality (VR) and augmented reality (AR) including the historical development and illustrate how they are applied to train and mentor instructors in higher education settings. This study also presents various industry-wide examples of utilizing VR and AR for training and education. Benefits and limitations of using VR and AR in academic settings are discussed as well. Additionally, this study provides up to date VR and AR applications that can be adopted in training and mentoring instructors of higher education. Based on a comparative analysis of available technologies, the authors suggest possible future research to improve existing practices in the use of AR and VR in training and mentoring instructors in higher education settings.


2020 ◽  
Vol 21 (1) ◽  
pp. 15-30
Author(s):  
Lena Jingen Liang ◽  
Statia Elliot

The application of augmented reality in tourism is flourishing and promising, bringing an emerging body of studies. While virtual reality might be a virtual threat to the travel and tourism as being a potential substitute, augmented reality allows users to interact with the real environment that could potentially enhance visitors’ experience. Distinguishing from reviews that combine studies of augmented reality and virtual reality, this study systematically investigates the current state of augmented reality research exclusively in the tourism literature. The results identify five established and emerging research clusters, with one predominant cluster that focuses on user acceptance of augmented reality, commonly applying the technology acceptance model. A meta-analysis of a subset of four empirical studies reveals that perceived ease of use has an overall influence of 52.79% on perceived usefulness. Lastly, a concept map visually presents the constructs that have been explored across the clusters. Based on our review, future research directions are proposed to advance knowledge in the emerging area of gamification, to explore the potential negative consequences of augmented reality, and to apply more innovative methods and study designs.


2017 ◽  
Vol 24 (13) ◽  
pp. 1614-1634 ◽  
Author(s):  
Ráchael A. Powers ◽  
Jennifer Leili

Bystander intervention programs are proliferating on college campuses and are slowly gaining momentum as sexual violence prevention programs suitable for the larger community. In particular, bystander intervention programs aimed at bar staff have been developed in a number of locations. This study entails the exploratory evaluation of a community-based bystander program for bar staff. Using a pre–posttest design, this study suggests that evidence surrounding the effectiveness of this program is promising as it decreases rape myths, decreases barriers to intervention, and increases bartenders willingness to intervene. Future research and policy implications are discussed.


Author(s):  
Farakh Zaman ◽  
William Drake ◽  
James Intriligator ◽  
Aaron Gardony ◽  
MA Natick ◽  
...  

Virtual and augmented reality have made it possible to test new technologies for military missions - such as using augmented reality to support complicated subterranean (sub-t) missions. The military will soon offer operators the ability to wear augmented reality (AR) head-mounted displays (HMDs) while conducting missions. Therefore, it is crucial to understand how this emerging technology will positively and negatively impact Soldiers’ ability to execute missions. This paper describes the development of a virtual reality (VR) scenario designed to support user experience research for evaluating the efficacy of Soldier AR systems during sub-t operations. We describe usability test results that captured feedback and reactions to the VR scenario and the AR interface that presented critical information through a VR HMD. We conclude with lessons learned from our development process and future research plans.


2021 ◽  
Author(s):  
P. Priscilla Lui ◽  
Kish Parikh ◽  
Shefali Katedia ◽  
Ernest Jouriles

Anti-Asian racism is a public health concern, and it has escalated during the coronavirus disease 2019 (COVID-19) outbreak. Bystanders—individuals who witness acts of racism—can help by discouraging perpetrations of discrimination (and other forms of interpersonal violence), offering help and support to victims, and reinforcing (antiracist) prosocial norms. Yet, little is known about who engages in antiracist bystander intervention behaviors in response to discriminatory events, and who engages in proactive bystander behaviors in general. In the current study, 456 US community adults of diverse ethnic backgrounds (18-85 years, Mage = 48.8, 52.0% women, 212 Asian Americans) reported on their experiences with discrimination, attitudes about the acceptability of discrimination, and engagement in proactive and reactive bystander behaviors. About 40% of the Asian American participants experienced COVID-related discrimination during a one-week period. Among individuals who witnessed anti-Asian discrimination during the COVID-19 outbreak, 45% of them engaged in any antiracist reactive bystander interventions. More frequent everyday discrimination experiences predicted greater odds of reactive bystander behaviors, over and above ethnicity, gender, and attitudes about the acceptability of discrimination. Initial evidence supported the utility of a new measure assessing bystander behaviors in response to racial discrimination. Prior exposure to discrimination may contribute to individuals’ active engagement in antiracist bystander behaviors. Future research directions on antiracist bystander actions and allyship are discussed.


2019 ◽  
Vol 10 (4) ◽  
pp. 539-570 ◽  
Author(s):  
Wei Wei

Purpose This paper aims to examine the main developments of virtual reality (VR) and augmented reality (AR) research in hospitality and tourism. It also aims to pinpoint fruitful directions for tourism and hospitality research on VR and AR applications. Design/methodology/approach A selective literature review of full-length papers published in the period from 2000 to 2018 was conducted. A total of 60 journal papers were retrieved and thoroughly reviewed. Findings This paper first presents a summary of the distribution of published papers. Then, this paper synthesizes the stimuli, dimensions and consequences of VR/AR-related user behavior experience, upon which a theoretical framework is developed. Additionally, this paper provides a detailed report for the progress on the theories and research methodologies, offering a useful background concerning what remains to be achieved. Finally, this paper puts forward fruitful directions for advancing the current understanding of VR/AR and its management. Practical implications This research presents diverse positive outcomes of using VR/AR technologies, which encourage industry practitioners such as destination marketing organizations (DMOs) and marketing firms to incorporate recent technological developments into their strategic plans. Originality/value This paper represents one of the first endeavors that critically reviews research progress on VR/AR in tourism and hospitality from 2000 to 2018. Not only are information technology researchers provided with a comprehensive guide to the latest, influential VR/AR literature but also the proposals of wide-ranging directions for future research would stimulate further investigation of VR/AR.


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