Design and testing of a virtual reality enabled experience that enhances engagement and simulates empathy for historical events and characters

James Calvert, Rhodora Abadla, Syed Mohammad Tauseef

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

16 Citations (Scopus)

Abstract

Our study uses Virtual Reality (VR) to transport high school students into the mountains of Papua New Guinea during World War Two - the Kokoda campaign - to witness first-hand the hardships faced by both Australian and Japanese soldiers. By using photogrammetry of real locations and artefacts, in combination with animated characters, Kokoda VR places the students in the centre of the action. Results from data collected in two Australian high schools has shown that a linear narrative in the VR condition increases feelings of empathy for the soldiers, over the 360° video desktop application. Students using VR also reported higher levels of engagement than students using 360° video and the study found a positive correlation between high engagement and increased empathy in VR.

Original languageEnglish
Title of host publication26th IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2019 - Proceedings
PublisherInstitute of Electrical and Electronics Engineers Inc.
Pages868-869
Number of pages2
ISBN (Electronic)9781728113777
DOIs
Publication statusPublished - 1 Mar 2019
Event26th IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2019 - Osaka, Japan
Duration: 23 Mar 201927 Mar 2019

Publication series

Name26th IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2019 - Proceedings

Conference

Conference26th IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2019
Country/TerritoryJapan
CityOsaka
Period23/03/1927/03/19

Keywords

  • Centered computing
  • Human
  • User studies
  • Virtual reality

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