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Virtual Reality as a Tool to Facilitate Empathy: Embodied Simulations and Perspective Taking in the Body of Another

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Research paradigms for stimulating empathic responses in virtual reality change perceived self-other overlap through illusions that cause users to experience their own body as a virtual avatar with a different type of body. Virtual Alterity paradigms involve sharing aspects of another real person's first-person experience in interactive virtual environments. In this thesis, I define empathy as an other-directed emotion motivating concern for another's welfare, and argue that virtual alterity systems are better designed to facilitate empathy when conceived in this way, as compared to avatar illusions in VR.
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... Therefore, VR has been considered as an effective medium to deliver storytelling experiences (Shin, 2018). Also, lots of studies have found that VR is a powerful tool to enhance people's empathy and regarded it as an "empathy machine" (Farmer & Maister, 2017;Gerry, 2017;Herrera et al., 2018;Shin, 2018;Kandaurova & Lee, 2019). ...
... Our research studied the effect on empathy facilitation of VR users from visual perspective. In general, VR surely could be an "empathy machine" from both first and third-person point of view, which corroborated the previous studies and viewpoints (Farmer & Maister, 2017;Gerry, 2017;Herrera et al., 2018;Shin, 2018;Kandaurova & Lee, 2019). Meanwhile, there was statistically significant difference between the two visual perspectives in affective empathy facilitation. ...
Conference Paper
Virtual Reality (VR), as a modern technology, can embody perspective-taking, making people see the world through the eyes of others. Many research has found that VR can be an effective medium to facilitate empathy; besides, some studies have investigated the underlying mechanism of empathy facilitation through VR devices. The current research examines whether the difference in visual perspective, which are represented as the first or third-person point of view, would affect the empathy facilitation of VR users.We invited forty people, separated into two groups as the first-person perspective group (1PP) and the third-person perspective group (3PP). The subjects were asked to watch the video through VR devices with same contents but from different points of view. The results indicated that there was no significant difference in empathy facilitation between the two groups. However, after dividing empathy into two dimensions, affective and cognitive empathy, the former showed a significant difference. Experiencing from the third-person perspective, the subjects aroused more emotions, such as guilty and compassion, thereby cultivating empathy toward the character of the video. Furthermore, for the feelings of the VR experience, the subjects of 1PP and 3PP displayed great disparity as well. Most of the subjects of 3PP subjectively considered the experience good, while the others felt neutral.
... Empathy refers to the ability of someone (empathizer) to understand and share the feelings of another individual (social target) [21], [22]. Perspective-taking on the other hand refers to one's cognitive capacity to perceive the world from another person's viewpoint [23], [24]. A person could mentally transport into the mind of another in order to experience the "other" as the "self" and thus increase prosocial behavior. ...
... Well-informed and impartial experiences of prosocial value that delineate what it is like being somebody else can be created and disseminated through the VR platform. With the use of VR, we can have the opportunity to experience the life of another person and understand another point of view [23]. Narratives allow us to understand the context of another person's affective and cognitive situation, and also how an experience is personally meaningful for them. ...
... Slater et al. argue that 1PP creates significantly higher levels of empathy through a transfer of self. Linda Joy Gerry, and the Machine to Be Another project (Gerry, 2017) presented a gender swap experience to facilitate such empathy. Jerry argues for 'Virtual Alterity' -a process that activates both automatic and volitional (active) empathic processes by maintaining a self-other distinction that is not present in Slater's work. ...
... Image 1: Photo of The Machine to Be Another's Gender Swap experience. (Gerry, 2017) OPENING THE DOOR IN QUESTION Image 2: Image from The Wearable (Kanary Nikolov(a), 2016) On the whole, clinical simulations appear to focus on a symptomology of psychotic experience, such as 'voice hearing' (Riches et al., 2018;Tabar, 2007;Wieland Diane et al., 2014), fractured vision (Kanary Nikolov(a), 2016) or delayed event-based reaction times (Spanlang et al., 2019). The latter was a VR experiment used by Spanlang et al. to argue that their simulation had the effect of 'fragmenting the consciousness of healthy participants'. ...
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... Although the effectiveness of IVR to improve empathy is already well established (Farmer & Maister, 2017;Gerry, 2017;Herrera et al., 2018;Kleinsmith et al., 2015;Shin, 2018), deciphering the underlying mechanisms of changes has received only limited attention beyond a few empirical investigations (Ahn et al., 2013;Schutte & Stilinovi� c, 2017;Shin, 2018) and theoretical explorations (Bertrand, Guegan, Robieux, McCall, & Zenasni, 2018;Ibrahim & Ang, 2018). From this literature, several contributing factors have been outlined (e.g., Bertrand et al., 2018), but five appear particularly pivotal. ...
... First, it is important to note that the findings of this study further validate a solid line of research that has demonstrated the effectiveness of IVR modality to trigger empathy change (Farmer & Maister, 2017;Gerry, 2017;Herrera et al., 2018;Kleinsmith et al., 2015;Shin, 2018). However, contrary to the common approach in this line of work, the present study did not address immediate empathy change in response to a directly empathy-evoking media content. ...
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